Professional Documents
Culture Documents
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MD (X)
Main Drive (X) moves the Vessel X MU
RP (X)
Rotate Port (X) degrees
RSP (X)
Rotate Starboard (X) degrees
PP (X)
Push Port (X) MU
PS (X)
Push Starboard (X) MU
PA (X)
Push Aft (X) MU
LFG (X)
Launch (X) fighter groups
LTS
Launch Torpedo Salvo
R
Intentionally try to Ram another Vessel
WP
Shunt power to the Warp Engines; Vessel may not fire weapons this turn and then Warps away
on the next turn
STAR WARS
ERAS OF PLAY
YEARS ERA AGO
NAME
-5000
Great Hyperspace War - Naga Sadow leads the Sith Empire against the Republic
-4000
-3000
Mandalorian Wars
- The Mandalorian warrior clans harass the Republic and conquer many
its worlds. They are eventually defeated by the Jedi Master Revan.
-2980
-2000
- The Sith Emperor attacks the Republic, forcing a peace treaty after the
Sack of Coruscant. The Empire eventually crumbles into civil war
between various Sith Warlords.
-25
-20
-5
Rebellion Era
Post-Endor
- The second Death Star is destroyed at the Battle Of Endor and the
Emperor is killed. The New Republic is born and the Empire gradually
becomes the Imperial Remnant. The Empire breaks into competing
warlords and even a cloned Emperor. A peace treaty is signed 19 years
later.
This Era also sees conflicts with the Sssi-Ruuk, Nagi and Tofs, and the
Yvethen.
+25
The Yuuzahn Vong War - Invaders from another galaxy carve a bloody swathe of destruction
through the galaxy, eventually shattering the New Republic and seizing
Coruscant. The Galaxy Federation Of Free Alliances is formed to stop
them, bringing together most of the major powers.
+30
- The Killik Hives began expansion, bringing them into conflict with the
Chiss and the GAAF.
+100
- Darth Krayt manipulates the Empire into a war with the Galactic
Alliance, before seizing the throne for himself. Surviving Jedi go into
hiding. Admiral Stazi leads the GA Fleet in a decade-long rebellion.
Roan Fel declares himself Emperor in Exile. A three-sided conflict
rages, seeing many worlds destroyed.
Starfighters Starfighters are short-range combat vessels with a small crew complement (usually limited to a pilot
and co-pilot). These ships emphasize speed and maneuverability over durability, and normally are heavilyarmed. These ships are normally designed for very short (but intense) duty periods, and thus are very effective in
battle, but only for limited amounts of time. Starfighters are rather expensive, and serve only one role: the
destruction of enemy ships. Starfighter technology advances very quickly, and most fleets must expend a huge
portion of their budgets to train pilots and keep them equipped with cutting-edge ships. Some of the most famous
Starfighters include the New Republic's X-wing, the Empire's TIE fighter, and the legendary (but outdated) Z-95
Headhunter; pilots use the starfighter piloting skill to fly these versatile combat vessels.
Capital Ships Capital combat starships (often referred to simply as "capital ships") are huge vessels built for
deep-space warfare. With crews numbering in the thousands, these vessels sport scores of heavy weapons and
often carry several squadrons of starfighters. These ships can operate for months or years without having to stop
for resupply, and are designed to take an unbelievable amount of punishment before losing any fighting capacity.
These tremendously expensive starships are at the core of most starfleets, and can be in service for decades.
Some of the most famous capital ships include Imperial Star Destroyers, Corellian Corvettes, Mon Cal Star
Cruisers and Imperial Dreadnaughts.
Space Transports Space transports cover the entire range of non-combat starships, small transports (like the YT1300 freighter), bulk cruisers with millions of cubic meters of cargo space, shuttles, luxury cruise liners, and any
other ship of civilian use. All of these vessels use the space transports skill.
FACTIONS
BOUNTY HUNTERS & THE FRINGE
Bounty Hunters, Smugglers, Hutts and other rogue groups often rise to positions of power in the galaxy as the
major states decline or become embroiled in war.
Fringers, free traders, smugglers and mercenaries of all kinds consider themselves to be outside of the law. They
mostly work on the outer rim, where the Republic cant touch them, but there are even elements of Fringe
society beneath the gleaming towers of Coruscant or in the back allies of Corellia.
The Vagaari Empire was the political division of the Vagaari. It was led by a Miskara and its military forces were
led by a Supreme Commander. In 22 ABY, the latter position was held by Estosh.
The Vagaari Empire was nomadic in nature, yet controlled a large area of the Unknown Regions.
They were enemies of the Chiss Ascendancy, yet official Chiss policy never officially labeled them as so.
Vagaari began moving through Chiss space around 37 BBY. A large number of them were destroyed by Thrawn
at the destruction of the Outbound Flight. After that they retreated to their own corner of the Unknown Regions,
recovering from their losses and building up forces for an eventual attack on the Chiss. The Chiss were aware of
this buildup, and feared that they had "already made alliances with powers even more dangerous than they are,"
presumably the Far-Outsiders.
The Sith Empire was destroyed some 4000 years before the Battle Of Yavin.
Allying with Mandalorians, two fallen Jedi resurrected the Sith teachings and devastated the Republic in the
Great Hyperspace War.
Following the Mandalorian Wars, the new Sith Empire rose to dominate the Republic. Eventually, it crumbled
into a mix of warring factions. The Sith Empire collapsed following the Battle Of Ruusan, leaving Darth Bane
to found his Rule of twowhich culminated in Darth Sidious founding his Galactic Empire.
The One Sith remained in hiding on Korriban, reemerging to shatter the Galactic Alliance a century after the
Battle Of Endor.
SSSI-RUUK
A minor power on the edge of the galaxy, the Ssi-Ruuk rely heavily on droids for their military might, powered
by enteching the life energies of living beings. The Sssi-Ruuk attacked Bakura during the Battle Of Endor and
were later drawn into war with the Chiss. During the Yuuzahn Vong War, the Sssi-Ruuk invaded Bakura again,
but were defeated.
THE YUUZAHN VONG
The Yuuzahn Vong were a race who operate organic technology, and have a religious-inspired hatred of droids
and machines. Scouts entered the galaxy before the Clone Wars, skirmishing with the Chiss and others before
withdrawing. They believed the galaxy was theirs as a gift by their Gods and following the end of the Galactic
Civil War, they invaded bringing destruction to hundreds of worlds. The Yuuzahn Vong War was the most
destructive in history.
ORDER PHASE
1 Write down Movement Orders for each Vessel in your fleet. Maneuvers can be combined, but total thrust
points cannot be exceeded.
MOVEMENT PHASE
DRIVE TYPES
STANDARD DRIVE
Each SD produces 2 units of Thrust. In addition each Drive Unit produces 1 point of Thruster power that can be
used to either turn the Vessel 45 per Point, or Push the Vessel 1 MU (Aft, Port, Starboard) (IE a Vessel with 2
Drives has a Drive Rating of 4 and a Thrust Rating of 2.)
1 All players move each of their Vessels in any sequence all movement is considered to be simultaneous.
Fighter screens move with the Vessel being screened.
All players reveal their Vessels Movement Orders and move accordingly.
It requires 1 point of thrust to accel/decel 1 MU.
It costs 1 thrust point to turn 1 MU facing.
It requires1 thrust point to PUSH a Vessel into an adjacent hex
Vessels with working thrusters always have enough thrust available to make 1 45 turn or 1 push
2 For each Vessel
A: Mark the starting location.
B: Move the Vessel as per its Written Orders
C: Measure the distance from the starting location to the current location with a ruler; that is the new current
Velocity.
3 There is no maximum speed limit for any Vessel.
4 - Fighters are launched/landed from Carriers. One Fighter Group or Shuttle may launch from each Hanger
Bay. There are usually 6 fighters per Fighter Group. A single Shuttle counts as a full Flight Group for
Launch/Landing purposes. Hangers which launch can be used for landing fighters later in the round.
Fighter Groups move 6 MU directly away from their carrier, and then forward along their carriers current
velocity. This counts as that Fighter Groups movement for the Phase. Just-launched Fighter Groups may not
attack, but they may defend themselves from other Fighter Groups.
Landing Fighter Groups must end the Movement Phase within 6 MU of the carrier; if neither the Fighter Group
or the carrier comes under attack during that Phase, the Fighter Group lands safely.
Mark off one Icon for each Fighter Group as it is launched from that carrier.
A Fighter Group may be assigned to screen a capital Vessel. That Fighter Group must remain within 3 MU of
said capital Vessel at all times. A fighter screen will block any enemy Fighter Groups from attacking the capital
HYPERSPACE JUMPS
The hyperdrive was a type of propulsion system that allowed a starship to enter light-speed and traverse the void
between stars in the alternate dimension of hyperspace. As consequence, the hyperdrive was a key instrument in
shaping galactic society, trade, politics and war.
First Turn: Give the order to jump. No weaponry can be fired during this turn as the Hyperdrives require so
much of the Vessels energy. In addition, no course alterations except velocity can be made.
Subsequent Turn: the Vessel is removed from the board during the Movement Phase.
If Vessels jump onto the board or attempt a microjump, roll 2D6; that number is the amount of Rounds required
for a new hyperspace jump to be calculated.
COMBAT PHASE
1 Mines Explode
They cause 6D6 damage to every other Vessel in range MU 1 each round. Roll 5D6 at range 2, etc.
2 - The Player with highest Initiative selects ONE of his Vessels or Fighter Groups to become the Active Vessel.
Every Vessel or Fighter Group must be selected to be Active each turn.
3 - Active Vessel fires at valid targets (Capital Vessels or Fighter Groups) within a particular Firing Arc; it
requires 1 Fire Control system to lock onto 1 Vessel (state which weapons are linked to which FC before starting
to roll). Each weapon icon shows the relevant Arc of that weapon; a weapon may only fire in 1 arc per Round.
All damage takes effect immediately.
Weapons slated to fire at already blown apart Vessels are still considered to have fired.
Weapon types may be fired in any order.
FIGHTER GROUPS
Capital Vessels may fire Anti-Fighter Turrets at valid Fighter Groups (1 enemy Fighter Group within 6 MU).
Each Turret rolls 1D6; that number 2 is the number of fighters destroyed by the shot.
Enemy Fighter Groups within range may fire on the Active Vessel.
A Fighter Group may fire on any single Vessel within 6 MU.
If a Fighter Screen is defending the Active Vessel, start by resolving all combat between Fighter Groups before
surviving Enemy Fighters may attack the Vessel.
Vessels and fighters can attempt CALLED SHOTS against a specific system. (ie thrusters); the system is hit on a
5+ for fighters and 6 only for Vessels; all other results are a complete miss. A called shot requires a dedicated
Fire Control system which may only be used for that single called shot.
Fighters may engage enemy Torpedo Salvos and destroy 1 torpedo on a 5 or 2 on a 6.
FIGHTERS VS FIGHTERS DOGFIGHTS
These occur when 2 or more Fighter Groups end up within 3 MU of one another. Each player rolls 1D6 per
fighter and notes any kills. If a Group is reduced to 0 fighters, that counter is removed from the board. All fire
occurs simultaneously.
Regular starfighters engage each other with no bonuses or penalties.
Assault Boats suffer a penalty in dogfights (they roll 1D6-1 per fighter) and do not cause damage against
Vessels, but they deploy boarding parties
Bombers suffer a penalty in dogfights (they roll 1D6-1 per fighter) but increased damage against Vessels and
Stations.
Interceptors gain a bonus in dogfight (they roll 1D6+1 per fighter).
Pirate
Empire
Republic
Vong
Pirate
4-6
4-6
4-6
4-6
4-6
4-6
4-6
4-6
4-6
4-6
Empire
5, 6
5, 6
5, 6
4-6
4-6
Republic
5, 6
5, 6
4-6
5, 6
4-6
4-6
5, 6
4-6
5, 6
Vong
5-6
5-6
5, 6
5, 6
FIGHTERS VS VESSELS
Weak fighter-based weapons only inflict 1 point of damage a roll of 5 and 6.
Bombers inflict damage on 1 point a roll of 4 and 5 and 2 points on a roll of 6 plus a roll on the Boarding Table.
FIGHTER VS TORPEDOS
FIGHTER
VESSEL
Assault
-1 on DOGFIGHT TABLE
no reroll on 6
no result
Fighter
1 destroyed on a 5
2 destroyed on a 6
DOGFIGHT TABLE
1 point of damage on a 5
2 point of damage on a 6
Bomber
1 destroyed on a 6
-1 on DOGFIGHT TABLE
no reroll on 6
Interceptor
2 destroyed on a 5, 6
2 destroyed on a 6
+1 DOGFIGHT TABLE
1 point of damage on a 5
2 point of damage on a 6
BOARDING ACTIONS
Troops can be delivered via assault boats or boarding torpedoes. If both Vessels are within 3 MU, attackers can
travel via shuttles.
When boarding, both players roll 1D6 and losing ship takes 1 point of damage for each point difference.
Start with Current Threshold Check Number and then add
+1 for each Turret (defender only)
+2 if ship is crippled
+1 if Stormtroopers
+ threshold of each friendly supporting Vessel
HIT AND RUN
Troops attack via assault craft, and boarding torpedoes.
Land 1 Troop onto a Vessel. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage and a roll on the Boarding Hit table
BOARDING HIT TABLE
2
Dorsal Armament Damaged
3
Starboard Armament Damaged
4
Port Armament Damaged
5
Prow Armament Damaged
6
Engine Room Damaged
7
Fire
8
Thrusters Damaged
9
Bridge Smashed
10
Shield Collapse
11
Hull Breach
12
Hyperdrive Implosion
DAMAGE
Damage is tracked by filling in the boxes in the damage track.
When a row is completed, make a threshold check for each system icon on the Vessel. Roll 1D6 and a success is
made when the roll is lower than the current check number. First row number is 6, second row is 5, third row is
4, etc. Reaching the end of the final row results in the Vessel's destruction.
A failure (equal or higher) means that the system is destroyed and cannot be used again.
Some systems can survive multiple failureslance power storage and fusion reactors.
Vessels with only 1 damage track row remaining are considered to be Crippled
When a Vessel suffers massive damagefilling 2 or more rows of boxes in a single turn of combatthen there
is the risk of a chain reaction destroying the Vessel.
First make a threshold check for the current Check Number. Failure results in filling in the entire next row of
EFFECTS
Vessel continues to move forward on its last vector and speed; can take
7-8
Blazing Hulk
Vessel is reduced to a blazing hulk. The wreck continues to move
forward on its last vector and speed; can take no further actions; reroll on this table after the next round
9-11
Reactor Overload
The Vessel's reactor overloads and the Vessel explodes doing 6D6
damage to every other Vessel in range 1. Roll 5D6 at range 2, etc.
12
Warp Drive Implosion The Vessel's warp drive implodes, ripping a hole through the fabric of
space. Remove Vessel from play and leave a Warp Rift in its place for 2D6 turns. The Rift causes 6D6 damage
to every other Vessel in range 1 each round. Roll 5D6 at range 2, etc.
VESSEL SYSTEMS
BLASTERS
A blaster was a ranged weapon that fired bursts of particle beam energy called blaster bolts from a
replaceable power pack. The most commonly used weapon in the galaxy, blasters' intense beams consisted of
compacted high-energy particles and intense light that could kill or paralyze their target, depending on the
setting. Blasters ranged in size and power from compact pistols to large, heavy rifles to starship-mounted blaster
cannons.
Blasters 0-3 2D6
Can fire at fighters range 3 like PD, but needs a fire control
CLOAKING DEVICE
The attacker must state which weapons are controlled by which Fire Control. Each FC attempting to
fire at a cloaked Vessel first rolls 1D6. 1-3 fire as normal, 4-6 means no lock and weapons can't fire at any other
targets that turn.
DEFLECTOR SHIELDS
Deflector shield generator, or simply called a shield generator, was a device which was used to create a
deflector shield, such as a ray shield. Deflector shield generators were used to create protective shields
for starships, vehicles, personnel and droids.
Shields do not stop torpedoes.
SHIELD
RATING
3
2
1
0
HIT
ROLLED
6
5,6
5
6
4,5
6
DAMAGE
1
1
1
2
1
2
FIRE CONTROL
- Each Vessel has one or more Fire Control systems which allow a Vessel to obtain a targeting lock on a
single hostile Vessel (per FC).
If the only/last FC is destroyed, then the Vessel may no longer lock targets and fire weapons.
Turrets are not connected by FC.
FUSION REACTOR
- The reactor is used to power the Drives and Thrusters, all Weapon systems, and thedefense turrets. The
Imperium, Chaos, and Tau rely on fusion reactors while the Eldar and Necrons utilize more advanced technology
to achieve the same result.
Reactors are not without their vulnerabilities. If one should ever fail a threshold check, immediately roll
a second check at the same level. If this second check is successful, the reactor is shut down by the crew. The
Vessel may no longer fire weapons of any type, but may launch or recover fighters and other craft.
If the second threshold check is failed, the reactor goes critical, destroying the entire Vessel or station in
a massive fireball. The detonation is severe enough to cause damage to other Vessels in the vicinity.
The reactor may be shut down automatically by writing orders to do so, it may not be reactivated during
the game, but does not need to make any further threshold checks.
HYPERDRIVE
The hyperdrive was a type of propulsion system that allowed a starship to enter light-speed and traverse the void
between stars in the alternate dimension of hyperspace. As consequence, the hyperdrive was a key instrument in
shaping galactic society, trade, politics and war.
The hyperdrive functioned by sending hypermatter particles to hurl a ship into hyperspace while preserving the
vessels mass/energy profile, and required a functional hyperdrive motivator to do so. The vessel then traveled
along a programmed course until it dropped back into normal spacerealspaceand arrived at its destination.
Large objects in normal space cast "mass shadows" in hyperspace, thus hyperspace jumps required accurate
plotting to avoid collisions, which were often fatal. Later galactic technologies attempted to pull vessels out of
hyperspace, with interdiction fields creating gravitational shadows, thus simulating mass in the direction of an
oncoming vessel and subsequently yanking them out of hyperspace.
Upon entering hyperspace, a ship emitted cronau radiation, which was possible to detect with specialized sensor
suites.
The first time a hypherdrive fails a Threshold Check, it is considered damaged.
A second failure takes the Drive offline for the rest of the game.
To attempt to use a damaged Hyperdrive, the Vessel must first pass a Leadership Check. Roll 1D6 and on a 5 or
less, the Drive works. Anything less and roll a critical
1-3
Drive fails
no result
4-5
Explosion
take 1D6 damage
6
Implosion
Vessel explodes
ION CANNON
Ion cannons were a form of armament that fired ionized particles capable of disrupting electronic systems.
Larger types could even disable a large capital ship, such as those that were mounted on the side of the
Malevolence, or the v-150 planetary ion cannon used by the Alliance to Restore the Republic.
Ion Cannons
0-5
6-10
2D6
1D6
When hit by Ion Cannon you keep track of the number of hits and roll until all hits are allocated or until you
have checked once on every currently functioning system.
Ion Cannon Allocation system order:
1. Shields
2. Hyperdrive
3. Fire Controls
4. PD or ADAFs
5. Thrust
6. Weapons smallest to biggest type available on the ship
7. No effect on Hangers
LASER
Laser weapons operated in a similar fashion as blasters. They were usually mounted on starfighters, freighters,
and other small spaceships; larger warships instead used turbolasers, which provided even more destructive
power, but required cumbersome generators and other equipment. Laser cannons were sometimes mounted in
turreted pairs, while ships such as Trade Federation Lucrehulk-class battleships and the Millennium Falcon were
equipped with quad laser cannon turrets. Quad laser cannon mountings consisted of a regular laser cannon that
was sent through a splitter to turn it into four beams, each funneled through its own cannon barrel.
Laser Cannons 0-3
4-6
2D6
D6
LAUNCH BAYS
- Area of the hanger used to launch or land Fighter Groups. May be damaged thus preventing Fighters
docked in the hanger from launching.
PROTON TORPEDOS
Proton torpedoes came in a wide array of sizes and yields; from massively powerful capital ship weapons
designed for orbital bombardment, to small but nimble fighter-grade weapons like those Luke Skywalker
employed against the first Death Star. A number of torpedo designs were shielded to protect them from being
shot down either by skilled pilots or the target's defensive flak guns.
Small starfighters like the Rebel Alliance X-wing and Y-wing fighters often had their laser weaponry
complemented by ordnance launchers capable of firing proton torpedoes. The energized torpedoes carried a
devastatingly powerful blast from a proton-scattering warhead, and could be fired at much greater ranges than
the standard laser cannon.
To launch Torpedoes an order of LTS has to be entered during the Movement Phase of the turn and
targeted on a specified Vessel.
Torpedos will be fired from the point where the Vessel is after velocity would be applied but before any
movement is applied. For example if a Vessel has a velocity of 10 MU the Torpedo would be deployed
10 MU along the Vessel's movement vector.
During the Combat Phase, roll TO HIT, according to the range to the target (Launch Point point to where
the Target is): a single die is rolled per Launcher
RANGE
TO HIT NUMBER
0-2
3-6
- damage is 1D6 per hit and ignores shields
3-5
6-10
6-8
5-6
9
6
SHUTTLES
Small craft make a single threshold check after losing half of their hull boxes. Roll 1d6 for each system, on a roll
of 4 or higher the system is completely destroyed (even for beam and jump drive systems). All small craft have
a single drive system which, if damaged, prevents them from moving for the duration of the engagement.
Small craft are moved and conduct attacks as fighters.
When engaging a capital Vessel, small craft fire upon the Vessel during the fighter attack phase. Though often
armed with Pulse-1 batteries, they are limited to a 5 MU maximum range. They are capable of firing as AFBs.
A capital Vessel can typically carry 2 shuttles for each fighter squadron it can carry (though generally only carry
half this number, the extra space reserved for visitors). Fighter squadrons may be replaced with shuttles for
additional transport, with 2 shuttles replacing each fighter squadron.
TURBOLASERS
The turbolaser was a heavy laser cannon equipped with large banks of capacitors, allowing them to build up and
store far more powerful energy bursts than standard cannons. These capacitors gave huge energy bursts to the
beam, greatly increasing its power over standard laser cannons. They also helped power the galven coils in the
barrels of turbolasers. First, a particle beam was generated in the manner standard of blasters and laser cannons.
Then even more power was achieved by guiding this laser cannon particle-beam through another stream of
energized Tibanna Gas (besides the one used in generating the initial beam, since laser cannons work on the
same principle as blasters) to increase its power. The extra capacitors in a turbolaser that store huge amounts of
raw energy then contributed to the beam by energizing it even further as it moved to the turbolaser's barrel. The
resulting beam carried roughly three or more times the energy of a standard laser cannon beam.
It then passed through a set of galven coils located in the turbolaser's barrel, even further increasing the beam's
power, and allowing it to pierce the defenses of heavily protected targets. Because these weapons required extra
time to build up energy for their powerful blasts, they tended to have a slightly slower rate of fire than their
weaker brethren (usually around one to two seconds between volleys, depending on the type of turbolaser and
what power setting it was on). The risk of overheating was high due to this massive energy buildup, and many
turbolaser models were protected with complex cryosystems and a powerful cooling sleeve on the barrel.
Turbolasers were the primary weapons of capital ships. They were used for ship-to-ship combat or, in some
cases, planetary bombardment. A single blast from a turbolaser could completely incinerate a fully
shielded starfighter; however, due to their slow turret traverse and an equally slow period of charging up and
cooling down, using turbolasers against fighters proved to be highly ineffective because fighters were too fast
and small for a good target lock due to a slower rate of fire than point-defense laser cannons. Turbolaser turrets
installed on the first Death Star were unable to hit the nimble Rebel starfighters that were attacking the station
during the Battle of Yavin, although they could hit starfighters that were following predictable trajectories, such
as straight lines. Thousands of years earlier, turbolaser batteries were used against the Beast
Riders of Onderon by Queen Amanoa's contingent of Onderonian Wave gunners. These batteries were mounted
inside of the defense towers that lined the walls of Iziz, Onderon's single great city. Along with ion cannons, the
turbolaser batteries were designed to combat the flying beasts used as war mounts by the Beast Riders.
A twin turbolaser cannon on a Munificent-class star frigate was powerful enough to melt an ice moon measuring
1,000 km in diameter, or pierce the shields of a 10km wide Grade III battle station, and four star frigates could
easily outgun a Venator-class star destroyer.[1]
Commonly, turbolasers were arrayed along the length of capital warship hulls, and linked to advanced firecontrol systems to coordinate the cannon batteries for sustained, organized volleys of fire. The Grand Army of
the Republic deployed turbolaser cannons mounted atop a heavy all-terrain drive unit during the Clone Wars.
These SPHA-T walkers proved instrumental in taking down numerous Lucrehulk-class core ships during
the First Battle of Geonosis, and these turbolasers were later installed inside the hangar bays of Venator-class
Star Destroyers for effective ship-to-ship broadsides. The CIS created an upgraded turbolaser known as the
"Agrocite cannon", this used rare Agrocite to greatly enhanced the cannon's power, the cannon was so powerful
it could destroy a Venator-class Star Destroyer in a single shot, 3 of these cannons were used during the Battle of
Khorm.
Once strictly controlled by Imperial law, turbolaser technology was advanced following the Galactic Civil
War when New Republic-contracted military designers created the quick-recharge turbolaser. This variant
proved effective during the Yuuzhan Vong War.
Following the war, a variety of long-range turbolaser was produced, with an even longer range than the standard
type, though at the expense of even greater power drain; even when mounted on an Imperial II-class Star
Destroyer, the drain was noticeable. This limited their deployment to a number of Hapan Battle Dragons and the
Star Destroyer Anakin Solo. Darth Caedus fired the turbolasers on the latter during the Battle of Kashyyyk,
causing forest fires on the planet's surface
Turbolasers
0-5
6-10
11-15
15-20
3D6
2D6
1D6
1D6
TURRETS
- Rapid-firing guns designed to destroy Fighters or Torpedoes. Max range is 4 MU. Does not require a
Fire Control to operate.
Each turret destroys 1D6-2 fighters per turn.
On a 4-6, each Turret reduces a Torpedo Salvo by 1
SPECIAL TRAITS
CARRIER
Friendly fighters may reroll 1s in dogfights
CRIPPLED
Vessels with 1 damage track row remaining are considered to be Crippled
-2 leadership value
no launching or recovering fighters
no torpedo salvos
FLAGSHIP
+1 to Leadership Value
May reroll 1 failed leadership check
SCOUT
- apply each turn
Vessels have a SENSOR SUITE, if destroyed, Vessel loses all SCOUT abilities
May reroll Initiative for 1D6 Vessels
Once per turn, any friendly Vessel with 20 MU can reroll 1 attack dice
May attempt to the cancel the CLOAK/JAMMER of 1 Vessel with 20 MU
May attempt to jam the fire control of 1D6 Vessels within 20 MU
Minus 3 from the scatter roll of an opening jump-point
LEADERSHIP
Used for command checks and giving bonuses for special Actions.
Roll 2D6 and compare to Leadership Value; if lower, the action will be made. If higher, the action fails and no
other Vessels may attempt Special Actions for that turn.
D6 rolled
1
Green (leadership 6)
2-3
Experienced (7)
4-5
Veteran (8)
6
Elite (9)
SPECIAL ACTIONS
ALL AHEAD FULL
- 2 if Vessel crippled
- 1 if reactor offline
+1 if Vessel is a Flagship
- increase main drive speed by 1 point per drive unit; weaponry may not fire this turn
BLIND FIRE - Fire a single weapon system against a target Vessel without using Fire Control
BURN RETROS
- increase main drive Aft burn by 1 point per drive unit; weaponry may not fire this turn
COORDINATE FIRE - 2 ships must pass leadership checks and then may fire on the same target
simultaneously if successful. The second ship must still become Active later in the turn but may not fire
weaponry again.
A failure means that neither Vessel can fire until the second Vessel becomes active
LOCK ON
- the vessel may not turn but any missed weapons dice may be rerolled
RAMMING SPEED - Ramming another Vessel is a deliberate order; it cannot happen accidentallyalthough
Vessels can collide with asteroids or planets.
To attempt to ram
1 - Write the Ram Order down.
2 - During the Movement Phase, roll against leadership value to see if the crew will go through the
ramming attempt. (1 roll per Capital Vessel or Fighter Group.)
For capital Vessels, each player rolls 1D6 plus their current Drive Rating. If the Rammer has a higher
score, the Vessels collide; if the target scores higher, it avoids the attempt. Fighter Groups always successfully
ram if convinced to do so.
Ramming Prow +1 to ram attempt, - 1D6 to damage taken
RAMMER
CLASS
Capital Vessel
Shuttle
Fighter
DAMAGE
CAUSED
1D6 x remaining Hit Points
4 points
2 points per fighter
RAMMER
TAKES
1 full row of hit points
destroyed
destroyed
RELOAD ORDANCE - nova cannon, torpedo launchers, and fighters require rearming once expended.
Reloading does not affect maneuvering or the firing or other weaponry
SCRAMBLE FIGhTERS
- May launch fighters even if no launch orders exist, if enemy fighters are within
6 MU and the Vessel has no fighter screen.
FIGHTER RULES
Regular starfighters engage each other with no bonuses or penalties.
Assault Boats suffer a penalty in dogfights (they roll 1D6-1 per fighter) and do not cause damage against
Vessels, but they deploy boarding parties
Bombers suffer a penalty in dogfights (they roll 1D6-1 per fighter) but increased damage against Vessels and
Stations.
Interceptors gain a bonus in dogfight (they roll 1D6+1 per fighter).
DAMAGE
THRESHOLD CHECKS
At the end of each line of damage do a threshold check for each icon on the command sheet. Roll 1D6 per icon
and attempt to less than the target number.
If the number equals or is higher than the Check Number, the system fails the check; it is crossed off and can no
longer be used. (Note that the icons of launched fighters do not count for these checks although unlaunched
fighters certainly do.)
6 first line
5,6 2nd line etc.
4,5,63rd line etc.
CATASTROPHIC DAMAGE
If a unit sustains sufficient damage in 1 Round to require multiple Critical Checks, roll 1D6 first. If the result is
a 6, fill in the next full row of damage and make another 1D6 roll. Repeat Chain Reaction check until the roll is
passed or the last damage box is marked off and the Vessel explodes.
Then roll for threshold checks using lowest number +1 for each additional check which should have been taken
THIS turn.
BARRACKS
Lose 1D6 available Troops
SENSOR SUITE
If destroyed, Vessel loses all SCOUT abilities
TORPEDO MAGAZINE
If a Torpedo Magazine fails its Critical Check, then all remaining Torpedos in that battery explode inflicting 1D6
points of damage to the Vessel.
WARP ENGINE
- first point = damaged engine
- jump points may be opened but are considered to be collapsing and closes at the end of the turn. Any Vessel
attempting transit must roll 5+, if unsuccessful, Vessel is destroyed
second point of damage disables the jump engine
CELESTIAL PHENOMENA
ASTEROID FIELD
Blocks line of sight
Derelicts, torpedoes are destroyed when entering
Fighters are destroyed on a roll of 6 on 1D6
Vessels must pass a leadership roll to safely navigate an asteroid field
GAS CLOUD
Reduces a Vessel's velocity by 1D6
Shield ratings are reduced by 1
Without shields, a vessel takes 1D6 damage per turn
When targeting, Vessels fail to get a lock on a 4-6 (3-6 for ships with holofields)
RADATION BURST
All Vessels suffer -1D6 to leadership
Vessel lose all shields
Unshielded Vessels takes 1D6 damage
WARP RIFT
Blocks line of sight
Derelicts, torpedoes, fighters are destroyed when entering
Vessels must pass a leadership roll on 3D6; failure means the Vessel vanishes into the Warp; a pass
transports the Vessel 2D6x10 MU
150 points
Space Stations cover a number of large orbital installations used for commerical and military shipyards, Adeptus
Mechanicus facilities, Naval command bases, and habitation hubs.
Shields [] []
Fire Control [] [] [] []
Turrets [] [] [] []
Hanger [] []
Fighters [] [] [] []
HULL [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] []
Shuttle [] []
[] [] [] []
Weapons Battery-4 [] [] [] []
Lance Storage Battery [] []
Beam Power Battery(6) [] []
Troop Barracks [] [] [] [] [] []
Fusion Reactor
[]
Thruster (2) [] [] (for rotation only)
30 points
Orbital Defense Platforms are orbiting Space Stations used by the Imperial Navy and Planetary Defense Forces
for defense of a world against enemy spacecraft. They are deployed within a planet or moon's gravity well and
are armed with a variety of weapons. The most sophisticated Orbital Defense Platforms, those used to defend
Adeptus Mechanicus worlds and key planets, have no crew at all and use complex logic engines to detect and
fire at enemy vessels that do not broadcast the correct identification codes.
Shield []
HULL [] [] [] []
[] [] [] []
Fire Control [] []
Hanger []
Shuttles []
Troop Barracks []
Turrets [] []
Fusion Reactor []
Thruster (2) [] []
LASER PLATFORM
30 points
Orbital Defense Laser Platforms are armed with massive Defense Lasers, large laser cannons capable of
penetrating a capital ship's armour. Built around a powerful plasma reactor, a defense laser platform is armed
with several of these large cannons, giving it the ability to fire them in every direction. Defense laser platforms
are particularly effective at destroying fast-moving escort craft sent ahead of a main enemy fleet to conduct
reconnaissance and raiding.
Shield []
Lance F/P []
Beam Power Battery(6) [] []
HULL [] [] [] []
[] [] [] []
Lance F/S []
- 1D6 for recharge rate
Fire Control [] []
Hanger []
Shuttles []
Troop Barracks []
Turrets [] []
Fusion Reactor []
Thruster (2) [] []
TORPEDO PLATFORM
30 points
Orbital Torpedo Launchers and missile batteries are one of the greatest deterrents to an enemy intent on attacking
an Imperial world. They can attack from a distance to disrupt an enemy fleet's advance and deliver a lethal blow
against vessels that approach too closely to a planet.
Shield []
HULL [] [] [] []
[] [] [] []
Torpedoes F/P []
Torpedoes F/P []
Magazine [] [] [] [] [] [] [] [] [] []
- if damaged, each Torpedo does 1D6 damage
Fire Control [] []
Hanger []
Shuttles []
Troop Barracks []
Turrets [] []
Fusion Reactor []
Thruster (2) [] []
ORBITAL MINE
5 points
Naval Mines are large proximity- or contact-detonated mines laid in the depths of space or orbiting worlds as
defensive measures. They are frequently laid by the Imperial Navy in vast minefields spanning thousands of
kilometers of space for protection against pirates, Chaos, or Xenos fleets. They are also frequently used by Ork,
Chaos, and pirate forces for defending hidden bases, disabling enemy craft, or deterring pursuers.
Mine explodes and causes 3D6 damage to every other Vessel in range MU 1 each round. Roll 2D6 at range 2.
Roll 1D6 at range 1.
PLANET-BASED DEFENCES
AIR BASE
20 points
Many fighters and bombers are designed to operate in a planets atmosphere as well as in space. From
surface airstrips and underground launch bays, these attack craft can fly up from the planet to attack ships which
take up a low orbit, intercept incoming ordnance directed towards ground-based targets, or destroy enemy
transports that have broken through the defensive line.
HULL [] [] [] []
Hanger [] []
Fighters [] [] [] [] [] []
MISSILE SILO
5 points
Where are many different types of ground-based missile defense systems. Some are simply one-shot launch
tubes dug into the planets surface, relying on the missiles own mechanical brain to locate and move towards
targets in orbit. Others are mobile launchers, which can be moved about on the planets surface to provide orbital
defense for armies on the ground, often using their own long-range surveyors to detect approaching ships and
guide their huge payloads to the target
HULL [] [] [] [] [] []
Fire Control [] []
Torpedoes F/P []
Torpedoes F/S []
Magazine [] [] [] [] [] [] [] [] [] [] [] [] [] []
- if damaged, each Torpedo does 1D6 damage
Range
0-5
6-10
11-15
0-4
Roll
3D6
2D6
1D6
1D6
ARMAGEDDON
IN SERVICE: GCW
SPEED: Immobile
Shield [] []
HULL [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] []
Heavy Turbolaser F/P [] [] [] []
Turbolaser F/P [] [] [] [] [] [] [] []
Heavy Turbolaser F/S [] [] [] []
Turbolaser F/S [] [] [] [] [] [] [] []
Turbolaser A/P [] [] [] [] [] [] [] []
Heavy Turbolaser A/P [] [] [] []
Turbolaser A/S [] [] [] [] [] [] [] []
Heavy Turbolaser A/S [] [] [] []
AFB [] [] [] [] [] [] [] [] [] []
Hanger [] [] [] [] [] [] Fighters [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] []
Cargo Bays [] [] [] [] [] []
Shuttles [] [] [] [] [] []
AFB
Range
0-5
6-10
11-15
0-2
3-5
6-8
9
0-4
RAID
Roll
3D6
2D6
1D6
3-6
6-10
5-6
6
1D6
SPEED: Immobile
Shield []
HULL [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
Fire Control [] [] []
Turbolaser F [] []
Turbolaser F/P [] [] [] []
Turbolaser F/S [] [] [] []
Turbolaser A/P [] [] [] []
Turbolaser A/S [] [] [] []
Turbolaser A [] []
Torpedoes T [] []
AFB [] [] [] []
Hanger [] []
Fighters [] [] [] []
Troop Barracks []
Shuttles [] []
AFB
Range
0-5
6-10
11-15
0-2
3-5
6-8
9
0-4
BATTLE
Roll
3D6
2D6
1D6
3-6
6-10
5-6
6
1D6
SPEED: Immobile
Shield [] []
HULL [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Turbolaser F [] [] [] []
Turbolaser F/P [] [] [] [] [] []
Turbolaser F/S [] [] [] [] [] []
Turbolaser A/P [] [] [] [] [] []
Turbolaser A/S [] [] [] [] [] []
Turbolaser A [] [] [] []
Torpedoes T [] [] [] []
AFB [] [] [] []
Hanger [] []
Fighters [] [] [] []
Troop Barracks [] []
Shuttles [] []
AFB
Range
0-5
6-10
11-15
0-2
3-5
6-8
9
0-4
WAR
Roll
3D6
2D6
1D6
3-6
6-10
5-6
6
1D6
SPEED: Immobile
Shield [] [] []
3
2
1
0
Hit Damage
6
1
5,6
1
5
1
6
2
4,5
1
6
2
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] [] []
Turbolaser F [] [] [] [] [] []
Turbolaser F/P [] [] [] [] [] [] [] []
Turbolaser F/S [] [] [] [] [] [] [] []
Turbolaser A/P [] [] [] [] [] [] [] []
Turbolaser A/S [] [] [] [] [] [] [] []
Turbolaser A [] [] [] [] [] []
Torpedoes T [] [] [] [] [] []
AFB [] [] [] []
Hanger [] [] [] []
Fighters [] [] [] [] [] [] [] []
Troop Barracks [] [] [] []
Shuttles [] [] [] []
AFB
Range
0-5
6-10
11-15
0-2
3-5
6-8
9
0-4
Roll
3D6
2D6
1D6
3-6
6-10
5-6
6
1D6
ARMAGEDDON
SPEED: 1
Shield [] [] []
3
2
1
0
Hit Damage
6
1
5,6
1
5
1
6
2
4,5
1
6
2
Fire Control [] [] []
Heavy Turbolaser F [] [] [] [] [] []
Turbolaser F/P [] [] [] [] [] [] [] []
Turbolaser F/S [] [] [] [] [] [] [] []
Heavy Turbolaser P [] [] [] []
Turbolaser A/P [] [] [] [] [] [] [] []
Turbolaser A/S [] [] [] [] [] [] [] []
Turbolaser A [] [] [] [] [] []
Torpedoes T [] [] [] [] [] []
AFB [] [] [] []
Tractor Beam T [] [] [] []
HULL [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
S [] [] [] []
Hanger [] [] [] []
Fighters [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] []
Thruster (1) []
Hyperdrive []
Shuttles [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Medical Outpost
BATTLE
Designed to treat thousands of patients, these stations are lightly armed and reliant upon nearby vessels for
defence. Only the most sadistic of admirals would target a medical stationas General Grevious planned to do
with the Malevolence.
SPEED: Immobile
Shield [] []
Fire Control [] [] []
Laser Cannon F [] []
AFB [] [] [] [] [] [] [] []
P [] []
HULL [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
S [] []
A [] []
Hanger [] [] [] [] [] []
Shuttles [] [] [] [] [] [] [] []
Medical Bays [] [] [] [] [] [] [] [] [] [] [] []
Cargo Bays [] [] [] []
Weapons
Range Roll
Laser Cannon 0-5
2D6
6-10 1D6
AFB
0-4
1D6
Springhawk Destroyer
RAID
Strategist-class Heavy Cruiser
(4 Flights)
SPEED: 1
2
3
4
5
6
7
8
9
10
IN SERVICE: GCW
atmospheric, hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
11
12
11
12
FIGHTERS [] [] [] [] [] []
Chiss Nssit Fangcraft Bomber Squadron
(4 Flights)
SPEED: 1
2
3
4
5
6
7
8
9
10
IN SERVICE: GCW
atmospheric, hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6+1 missiles range 4
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
FIGHTERS [] [] [] [] [] []
ASSAULT SHIP
SPEED: 1
2
HULL [] []
atmospheric
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Shield []
SKIRMISH
5
8
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Megamaser F []
Torpedos F []
Turbolasers F []
Fire Control [] []
Sensor Suite []
Troop Barracks []
Torpedos P []
Torpedos S []
Turbolasers P []
Turbolasers S []
AFB [] []
Thruster (4) [] []
Hyperdrive []
SPECIAL
Atmospheric [] []
SCOUT
May reroll Initiative for 1D6 ships
Once per turn, any friendly ship with 20 MU can reroll 1 attack dice
May attempt to the cancel the CLOAK/JAMMER of 1 ship with 20 MU
May attempt to jam the fire control of 1D6 ships within 20 MU
Minus 1 from the scatter roll of hyperspace arrivals
Weapons
Turbolasers
Torpedoes
Megamaser
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-2
3-6
3-5
6-10
6-8
5-6
9
6
0-5
3D6
6-10 2D6
11-15 1D6
0-4
1D6
(Dreadnaught Variant)
RAID
IN SERVICE: GCW
SPEED: 1
Shield []
6
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Turbolasers F [] [] []
Megamaser F []
Fire Control [] []
Troop Barracks [] [] [] []
Heavy Turbolasers P [] []
Heavy Turbolasers S [] []
Turbolasers P []
Turbolasers S []
AFB [] [] []
Clawcraft [] [] []
Hanger [] []
Fangcraft []
Assault Shuttles []
Thruster (4) [] []
Hyperdrive []
SPECIAL
Atmospheric [] []
Fleet Carrier
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-5
3D6
6-10 2D6
11-15 1D6
0-4
1D6
Megamaser
AFB
(Dreadnaught Variant)
RAID
IN SERVICE: GCW
SPEED: 1
Shield []
6
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Turbolasers F [] [] []
Megamaser F []
Fire Control [] []
Troop Barracks [] [] [] []
Turbolasers P [] []
Turbolasers S [] []
AFB [] [] []
Tractor Beam T []
Gravity Well Projector [] []
Clawcraft [] [] []
Hanger [] []
Fangcraft []
Assault Shuttles []
Thruster (4) [] []
Hyperdrive []
SPECIAL
Atmospheric [] []
Fleet Carrier
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-5
3D6
6-10 2D6
11-15 1D6
0-4
1D6
Megamaser
AFB
BATTLE
IN SERVICE: GCW
SPEED: 1
Shield []
6
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Heavy Turbolaser F [] []
Turbolasers F [] [] []
Megamaser F []
Fire Control [] [] [] []
Troop Barracks [] [] [] []
Heavy Turbolasers P [] []
Heavy Turbolasers S [] []
Turbolasers P [] []
Turbolasers S [] []
AFB [] [] [] []
Tractor Beam T [] []
Hanger [] [] [] []
Clawcraft [] [] [] [] [] [] [] []
Fangcraft [] [] Assault Shuttles [] [] []
Thruster (4) [] []
Hyperdrive []
SPECIAL
Atmospheric [] []
Fleet Carrier
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-5
3D6
6-10 2D6
11-15 1D6
0-4
1D6
Megamaser
AFB
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
CW Era
Weapons
Range Roll
Laser Cannon 0-5
2D6
6-10 1D6
Blasters
0-5
2D6
SPEED: 1
Shield []
PATROL (2 ships)
5
HULL [] [] []
[] [] []
Fire Control [] []
Cargo Bays / Troop Barracks [] [] [] []
Laser Cannon F/P/S []
Blaster F/P [] Blaster F/S []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
Breaching Pod - Lands 3 Troops onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target
contains loyal Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Commerce Guild
Weapons
Range Roll
Laser Cannon 0-5
2D6
6-10 1D6
AFB
0-3
1D6
SPEED: 1
Shield []
Fire Control [] []
Laser Cannon F []
Laser Cannon P []
AFB []
Tractor Beam T []
6
HULL [] [] [] []
[] [] [] []
[] [] [] []
Laser Cannon S []
Hanger []
Shuttle []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Atmospheric [] []
Troop Barracks [] [] [] []
Raid
Techno Union
4
Raid
6
HULL [] [] [] []
[] [] [] []
[] [] [] []
Fire Control [] []
Laser F/P []
Laser S/S []
Tractor Beam T []
Hanger []
Shuttle []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
Weapons
Laser
Range Roll
0-5
2D6
6-10 1D6
Troop Barracks [] [] []
WAR
IN SERVICE: CW Era
Weapons
Range Roll
Ion Pulse Generator first turn, template radius is 2, then moves 0-4 away
during the firing stage of the second turn, template radius expands to 4, then moves 5-10,
then is removed
all ships (friendly and enemy) touched by template suffer Ion Damage add +3 to all rolls
after firing, requires 1d6 tuns to recharge
if either IPG destroyed, ship suffers 3D6 hull damage
Turbolasers
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
*Hits are rolled against ship systems
6-10 1D6
AFB
0-4
1D6
only against attacking Fighters
SPEED: 1
Shield [] [] []
5
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] []
Ion Pulse Generator [] port arc only
Ion Pulse Generator [] starboard arc only
Turbolaser F/P [] [] []
Turbolaser F/S [] [] []
Ion Cannon F/P [] []
Ion Cannon F/S [] []
AFB [] [] []
Tractor Beam T [] [] []
Hanger [] []
Fighters [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Flagship
Fleet Carrier
Unique
Shuttles [] [] [] []
Banking Clan
Raid
IN SERVICE: CW Era
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-3
1D6
3
SPEED: 1
Shield [] []
6
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] []
Heavy Turbolaser []
- front arc only does double normal turbolaser damage
Turbolaser P/F/S [] []
Ion Cannon F/P []
Ion Cannon P []
Ion Cannon F/S []
Ion Cannon S []
AFB [] []
Tractor Beam T []
Hanger []
Landing Craft/Shuttles [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Comm Array may reroll Initiative
Battle
IN SERVICE: CW Era
Weapons
Torpedoes
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Turbolasers
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
3
SPEED: 1
Shield [] []
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] [] [] []
Torpedo Battery P [] [] Torpedo Battery S [] []
Turbolaser F [] [] [] []
Turbolaser P [] [] []
Turbolaser S [] [] []
Ion Cannon P/F/S [] []
AFB [] []
Tractor Beam T [] []
Hanger [] []
Fighters [] [] [] [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
Shuttles [] []
SPECIAL
Flagship +2 to friendly Initiative
Fleet Carrier - friendly fighters within 20 MU are +1 in dogfights
Unique
Trade Federation
Raid
IN SERVICE: CW Era
Weapons
Torpedoes
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Turbolasers
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-3
1D6
3
SPEED: 1
Shield [] []
6
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] []
Torpedo Battery P [] Torpedo Battery S []
Turbolaser F [] []
Turbolaser P [] [] []
S [] [] []
Ion Cannon P/F/S [] []
AFB [] []
Tractor Beam T []
Hanger [] []
Fighters [] [] [] []
Troop Barracks [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
Shuttles [] []
Count Dooku
PATROL
The Genonosian designed the solar sloop as a gift for Count Dooku. At his request, an antique solar sail was
added, allowing him to cruise without being detected by most starship sensors.
IN SERVICE: CW Era
SPEED: 1
2
3
Shield []
HULL [] []
[] []
Fire Control []
Solar Sail []
+2 thrust, Cloaked enemies require 4-6 to lock-on
AFB []
Tractor Beam T []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
FLAGSHIP
+2 to Initiative
AFB
0-4
1D6
Commerce Guilds
IN SERVICE: CW Era
Weapons
Turbolasers
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-4
1D6
SPEED: 1
Shield []
6
HULL [] [] [] []
[] [] [] []
[] [] [] [] []
Fire Control [] []
Heavy Turbolaser [] - front arc only does double normal turbolaser damage
Turbolaser P/F/S [] []
AFB [] [] []
Tractor Beam T []
Hanger []
Landing Craft/Shuttles [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Comm Array may reroll Initiative
Raid
Trade Federation
Battle
IN SERVICE: CW Era
Weapons
Turbolasers
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-4
1D6
SPEED: 1
Shield [] [] []
5
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] []
Turbolaser P/F/S [] [] []
AFB [] [] [] []
Tractor Beam T [] []
Hanger [] [] [] []
Fighters [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] Shuttles [] [] [] []
Cargo Bay [] [] [] [] [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Fleet Carrier
CIS Battleship
Trade Federation
Battle
IN SERVICE: CW Era
Weapons
Turbolasers
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-3
1D6
SPEED: 1
Shield [] []
Fire Control [] [] []
Turbolaser F [] [] [] []
Turbolaser S [] [] [] []
AFB [] [] [] []
Tractor Beam T [] []
5
HULL [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
Turbolaser S [] [] [] []
Hanger [] [] [] []
Fighters [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] [] []
Cargo bay [] [] [] []
Hyperdrive []
Thruster (3) [] []
atmospheric, Hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6+2
Bounty Hunter
IN SERVICE: CW Era
SPEED: 1
2
3
PATROL
6
Attack Range is 2
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6
FIGHTERS
10
atmospheric, hyperdrive
[]
SPECIAL
Unique Asajj Ventress
Sith Pilot
only hit on a 6
CIS Geonosian Nantex Fighter Squadron
IN SERVICE: CW Era
SPEED: 1
2
3
Geonosians
6
Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6
CIS Mankvim VIM-814 Fighter Squadron
IN SERVICE: CW Era
SPEED: 1
2
3
Techno Union
6
atmospheric
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6
CIS Scarab Droid Fighter Squadron
IN SERVICE: CW Era
SPEED: 1
2
3
Attack Range is 2
Attacking enemy fighters - Roll D6
Trade Federation
5
atmospheric
atmospheric
Trade Federation
5
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+2
Trade Federation
5
atmospheric
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1
CIS Droch Boarding Ship
IN SERVICE: CW Era
SPEED: 1
2
3
Fire Control []
Trade Federation
4
atmospheric
Hull [] []
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
ARMAGEDDON
Eclipse - Super Star Destroyer
Executor - Super Star Destroyer
Terror - Super Star Destroyer
World Devastator
THE LEGACY ERA
Initiative Bonus +1
PATROL
Fury Starfighter Squadron (2 Flights)
Nune-class Assault Shuttle
Sentinel Landing Craft
Sigma-class Long-Range Shuttle
TIE Neutralizer Bomber Squadron (4 Flights)
TIE Predator Fighter Squadron (4 Flights)
RAID
SKIRMISH
Ardent-class Frigate
BATTLE
Pellaeon-class Star Destroyer
WAR
Imperious-class Star Destroyer
SPECIAL RULES
May add Darth Vader to any craft
I Will Find New Ways To Motivate Them
+1 to speed, +1 Initiative
while piloting a fighter +2 speed, can dodge enemy fire on 4+
I Have You Now
- may reroll all attack dice
May add the EMPEROR to either a Shuttle or a Star Destroyer, raising it to ARMAGEDDON level; all effects
lost if the Emperor is killed (during a threshold check or if the ship explodes)
As I Have Foreseen
- may reroll any Initiative
BattleMind
- allows 1D6 ships to reroll all of their attack dice for that turn
RAID
5
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] []
Torpedo Battery F [] []
Turbolaser P/F/S [] []
AFB [] []
Hanger []
TIE Fighter [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (3) [] []
Shuttles [] []
SPECIAL
Atmospheric [] []
WeaponRange Roll
Torpedo
0-2
3-5
6-8
9
Turbolasers
0-5
6-10
11-15
Blasters
0-5
AFB
0-4
3-6
6-10
5-6
6
3D6
2D6
1D6
2D6
1D6
RAID
4
10
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Heavy Turbolaser F [] [] []
Fire Control [] [] []
Laser P []
Laser S[]
Heavy Turbolaser P []
Heavy Turbolaser S[]
AFB [] []
Hanger []
SPECIAL
Weapons
Turbolasers
Laser
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-5
2D6
6-10 1D6
0-4
1D6
TIE Fighter []
Troop Barracks []
Hyperdrive []
Thruster (4) [] []
Shuttle []
PATROL
6
HULL [] [] []
[] [] []
Fire Control []
Laser T [] []
AFB []
Hanger []
Shuttle []
Troop Barracks []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
Breaching Pod
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if
target contains loyal Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Weapons
Laser
AFB
Range Roll
0-5
2D6
6-10 1D6
0-4
1D6
BATTLE
SPEED: 1
Shield [] []
6
HULL [] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
Torpedo Battery F [] []
Fire Control [] [] []
Troop Barracks [] [] [] []
Turbolaser P [] []
Turbolaser S [] []
Blasters P [] []
Blasters S [] []
AFB [] [] []
Tractor Beam T []
Hanger []
SPECIAL
Weapons
Torpedo
Turbolasers
Blasters
AFB
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
0-5
3D6
6-10 2D6
11-15 1D6
0-5
2D6
0-4
1D6
TIE Fighter [] []
Hyperdrive []
Thruster (3) [] []
Shuttle []
Shield [] []
BATTLE
6
HULL [] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
Turbolaser F [] []
Fire Control [] [] []
Troop Barracks [] []
Turbolaser P [] []
Turbolaser S [] []
Blasters P [] []
Blasters S [] []
AFB [] [] []
Tractor Beam T []
Hanger [] [] [] []
TIE Fighter [] [] [] [] [] [] [] [] []
TIE Bomber [] [] [] []
Shuttle [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Weapons
Turbolasers
Blasters
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-5
2D6
0-4
1D6
RAID
SPEED: 1
Shield []
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Laser F [] []
Laser P [] []
Laser S [] []
Laser A []
Tractor Beam T []
AFB [] [] [] [] []
Fire Control [] []
Hanger [] [] [] [] [] []
TIE Fighter [] [] [] [] [] [] [] []
TIE Bomber [] []
TIE Interceptor [] []
Shuttle [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Fleet Carrier
Weapons
Turbolasers
Range
0-5
6-10
11-15
0-4
AFB
Roll
3D6
2D6
1D6
1D6
SKIRMISH
4
Fire Control [] [] []
Laser Cannon F []
Laser Cannon P []
ADAF [] [] [] [] [] []
6
HULL [] [] []
[] [] [] []
Laser Cannon S []
Hanger []
Shuttle []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
Weapons
Range Roll
Laser Cannon 0-5
2D6
6-10 1D6
ADAF
0-5
1D6
GCW Era
RAID
The EF76 Nebulon-B escort frigate was created by Kuat Drive Yards and, during the Galactic Civil War, was
used by the Alliance to Restore the Republic against the Galactic Empire. Nebulon-B frigates were often used as
convoy escorts, defending against starfighter attacks, and using their sensor suites to track pirates and smugglers
as well as search and rescue operations. Able to carry 2 squadrons of TIE fighters, Nebulons thwarted many
Rebel raids. The Alliance captured a number of frigates and used them against the Empire. Nebulons were also
used as a command centre during space battles and in planetary assaults.
IN SERVICE: GCW-RE
SPEED: 1
2
3
Shield []
SPECIAL
Command
Scout
HULL [] [] [] []
[] [] [] []
[] [] [] [][]
Fire Control [] []
Laser Cannon F [] []
Turbolaser P [] []
S [] []
Laser Cannon P [] [] S [] []
Laser Cannon A []
ADAF [] [] [] []
Blaster P []
Blaster S []
Hanger []
TIE FIGHTER [] [] [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (6) [] [] []
Shuttle [] []
10
11
12
PATROL
4
HULL [] [] []
[] []
Fire Control [] []
Torpedo Battery F []
Laser Cannon T [] []
Ion Cannon F [] []
Hyperdrive []
Thruster (6) [] [] []
SPECIAL
ATMOSPHERIC [] []
Weapons
Torpedo
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Laser Cannon 0-5
2D6
6-10 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
10
ARMAGEDDON
HULL [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
- +2 to friendly initiative
- friendly fighters within 20 MU are +1 in dogfights
Range Roll
0-6
10D6 damage - can only target Raid-class and larger
hits on a 4+, ignores shields
applied as beam damage
after first shot, requires 1D6 turns to recharge
Turbolasers
0-5
3D6
- heavy turbolasers do double damage
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
*Hits are rolled against ship systems
6-10 1D6
Gravity Well Generator - prevents hyperdrive usage
ADAF
0-5
1D6
against attacking Fighters or Fighters attacking a friendly ship within 0-5
AFB
0-4
1D6
only against attacking Fighters
ARMAGEDDON
5
HULL [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Heavy Turbolaser Battery F [] [] - does double normal damage
Turbolaser P/F/S [] [] []
Turbolaser F/P [] [] [] []
Turbolaser F/S [] [] [] []
Ion Cannon F/P [] [] [] []
Ion Cannon F/S [] [] [] []
AFB [] [] [] [] []
ADAF [] []
Tractor Beam T [] [] []
Hanger [] [] [] []
TIE Fighter [] [] [] [] [] [] [] [] [] [] [] [] [] []
TIE Interceptor [] [] [] [] [] []
Huge Hanger [] [] [] []
Troop Barracks [] [] [] [] [] []
Cargo Bay [] [] [] []
Hyperdrive []
Thruster (2) [] []
SPECIAL
Flagship
Fleet Carrier
Unique
TIE Bomber [] [] [] []
Shuttles [] [] [] [] [] []
- +2 to friendly initiative
- friendly fighters within 20 MU are +1 in dogfights
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
ADAF
0-5
1D6
AFB
0-4
1D6
ARMAGEDDON
5
HULL [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Heavy Turbolaser F [] []
Turbolaser P/F/S [] [] []
Turbolaser F/P [] [] [] []
Turbolaser F/S [] [] [] []
Ion Cannon F/P [] [] []
Ion Cannon F/S [] [] []
AFB [] [] [] [] []
ADAF [] []
Tractor Beam T [] [] []
Hanger [] [] [] []
TIE Phantoms [] [] [] [] [] [] [] [] [] [] [] [] [] []
TIE Interceptor [] [] [] [] [] []
Huge Hanger [] [] [] []
Troop Barracks [] [] [] [] [] []
Cargo Bay [] [] [] []
Hyperdrive []
Thruster (2) [] []
SPECIAL
Flagship
Fleet Carrier
Unique
Weapons
Turbolasers
TIE Bomber [] [] [] []
Shuttles [] [] [] [] [] []
- +2 to friendly initiative
- friendly fighters within 20 MU are +1 in dogfights
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
ADAF
0-5
1D6
AFB
0-4
1D6
RAID
5
6
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] []
[] [] [] []
Fire Control [] []
Torpedo Battery [] [] front arc only
Turbolaser P/F/S [] []
Turbolaser F/P [] []
Turbolaser F/S [] []
AFB [] []
Tractor Beam T []
Hanger [] []
TIE Fighter [] [] [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (2) [] []
Weapons
Torpedo
Turbolasers
AFB
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
0-5
3D6
6-10 2D6
11-15 1D6
0-4
Shuttle [] []
1D6
BATTLE
The Imperator-class was designed as a massive, powerful, mid-sized warship, and appeared in limited numbers
during the Clone Wars, where it served in several Republic task forces. As the war neared its end in 19 BBY, the
production lines of new Imperator-class and Tector-class destroyers expanded, while the lines for the older,
lighter Venator-class slowed down.
Imperial-class Star Destroyers had a distinguished career in the Imperial Starfleet, where they symbolized the
Empire's military might (for better or worse). Eventually, these Star Destroyers rendered older vessels, like
the Venator-class, obsolete.
Capable of laying waste to entire worlds (provided those worlds did not have planetary shields), the Imperialclass became infamous as the prime enforcer of Imperial rule, and even served as a small, peacekeeping
battleship. According to official records, over 25,000 were eventually produced.
Within sector-level fleets, the ISD served a central battleship role, being the flagship of the unit known as the
"Battle Squadron." A Sector Group was responsible for patrolling a given sector and was composed of 24 Star
Destroyers. It was also observed to operate more or less independently and often far from support ships and
facilities. Through many operations, the ISD functioned as a destroyer, a capital ship fast enough to chase down
blockade runners and protect fleets. As an escort, it also supported Imperial Star Cruisers and Star Dreadnoughts
in fleet combat.
In the New Republic era, Imperial-class Star Destroyers continued in the escort role for larger vessels in
campaigns like Operation Shadow Hand in 10 ABY. The Super Star Destroyer Allegiance led a task force
of Imperial-class ships and World Devastators during the First Battle of Mon Calamari. This was one of many
fleets that struck out from the Core as part of the operation, which was aimed at taking back most of the Galactic
Empire's former territories. Operation Shadow Hand saw a relatively heavy use of different types of Super Star
Destroyers supported by Star Destroyers.
However, due to lack of logistics, not all Imperial splinter factions made use of Super Star Destroyers. For
instance, Grand Admiral Thrawn massed a sizable force in 9 ABY, but could not obtain any larger warships. In
those instances, Star Destroyers like the Imperial-class acted as main command ships of a navy.
Later service
This particular class of vessel saw extensive service in other navies, including that of the successor-states
the New Republic and the Galactic Alliance.
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvSome New Republic Imperial
I-class Star Destroyers, like the Mon Mothma, were refitted to include gravity well projectors.
IN SERVICE: GCW-DT
SPEED: 1
2
3
Shield [] [] []
Fire Control [] [] [] []
Turbolaser P/F/S [] [] []
Turbolaser F/P [] []
Turbolaser F/S [] []
Ion Cannon F/P [] []
Ion Cannon F/S [] []
10
HULL [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
11
12
13
AFB [] [] [] [] []
Tractor Beam T [] []
Hanger [] []
TIE Fighter [] [] [] [] [] [] [] []
TIE Interceptor [] []
Troop Barracks [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
FLEET CARRIER
TIE Bomber [] []
Shuttle [] [] []
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
Fire Control [] [] []
Turbolaser P/F/S [] []
Ion Cannon F/P [] []
Ion Cannon F/S [] []
AFB [] [] [] [] []
Tractor Beam T []
Gravity Well Generator [] [] [] []
Hanger [] []
TIE Fighter [] [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
RAID
5
6
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] []
[] [] [] []
SPECIAL
Weapons
Turbolasers
Range
0-5
6-10
11-15
Ion Cannons* 0-5
6-10
AFB
0-4
Roll
3D6
2D6
1D6
2D6
1D6
1D6
BATTLE
An experiment in increasing firepower...the Tector gave up its hanger bays for an enlarged reactor system and
additional weaponry.
IN SERVICE: GCW-RE
SPEED: 1
2
3
Shield [] []
6
HULL [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
Fire Control [] [] [] []
Heavy Turbolaser F [] [] [] []
Turbolaser F [] [] [] [] [] []
Heavy Turbolaser P [] [] [] []
Turbolaser P [] [] [] [] [] []
Heavy Turbolaser S [] [] [] []
Turbolaser S [] [] [] [] [] []
Ion Cannon F/P [] []
Ion Cannon F/S [] []
AFB [] [] [] [] [] [] [] []
Hanger []
Shuttle []
Troop Barracks [] []
Experimental Reactor []- if hit, does 3D6 damage to the ship and vessel is rendered adrift, unable to take any
further actions for the rest of the game; ion cannons simply shut the ship down.
Hyperdrive []
Thruster (3) [] []
SPECIAL
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
Fire Control [] [] [] [] []
Concussion Missiles F [] [] [] []
Turbolaser P/F/S [] [] []
Turbolaser F/P [] []
Turbolaser F/S [] []
Blaster P/F/S [] []
Blasters P/F/A [] []
Blasters S/F/A []
AFB [] [] []
Tractor Beam T []
BATTLE
5
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Hanger [] [] [] []
TIE Fighter [] [] [] [] [] [] [] []
TIE Interceptor [] []
Troop Barracks [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (2) [] []
SPECIAL
Atmospheric [] []
Fleet Carrier - friendly fighters within 20 MU are +1 in dogfights
Weapons
Turbolasers
Blasters
AFB
Range
0-5
6-10
11-15
0-5
0-4
Roll
3D6
2D6
1D6
2D6
1D6
TIE Bomber [] []
Shuttles [] [] []
SKIRMISH
5
6
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] []
Concussion Missiles F []
- range 10 MU, does 2D6 damage
Turbolaser P/F/S [] []
Turbolaser F/P [] []
Torpedoes F/P [] []
Turbolaser F/S [] []
Torpedoes F/S [] []
Concussion Missiles P [] []
S [] []
- range 10 MU, does 2D6 damage
Missile Magazine [] [] [] [] [] [] [] [] [] []
Ion Cannon P/F/S [] []
Ion Cannon P/F/A [] []
AFB [] []
Tractor Beam T []
Hanger [] []
TIE Fighter [] [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (2) [] []
Shuttles [] []
SPECIAL
Atmospheric [] []
Weapons
Turbolasers
Range
0-5
6-10
11-15
Torpedoes
0-2
3-5
6-8
9
Ion Cannons* 0-5
6-10
AFB
0-4
Roll
3D6
2D6
1D6
3-6
6-10
5-6
6
2D6
1D6
1D6
SKIRMISH
5
6
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] []
Turbolaser P/F/S [] []
Turbolaser F/P [] []
Turbolaser F/S [] []
Ion Cannon P/F/S [] []
Ion Cannon P/F/A [] []
AFB [] []
Tractor Beam T []
Hanger [] []
TIE Fighter [] [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
Shuttles [] []
SPECIAL
Atmospheric [] []
Weapons Range
Roll
Turbolasers
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
Hit Damage
1
5
6
0
4,5
6
4
1
2
1
2
RAID
5
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] []
Turbolaser F [] [] []
Turbolaser P [] [] []
Ion Cannon F/P []
Turbolaser S [] [] []
Ion Cannon F/S []
AFB [] []
Hanger [] []
TIEs [] [] [] [] [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (4) [] []
Shuttle [] []
SPECIAL
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
Hit Damage
1
5
6
0
4,5
6
4
1
2
1
2
RAID
5
6
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] []
Turbolaser F [] []
Ion Cannon F/P []
Ion Cannon F/S []
AFB [] []
POD ___________________, ___________________, __________________,
Hanger []
Shuttle [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
MODULAR PODS (choose 3 pods, may choose same pods)
A
TROOP
+4 Troops [] [] [] [], +1 Assault Shuttle []
B
CARRIER
+4 TIE flights [] [] [] [] (launch 2/turn), +1 AFB []
C
BOMBARD Torpedoes [] [] P or S
D
ESCORT
+2 TIE Flights [] [] (launch 1) +2 AFB [] []
E
ASSAULT
heavy turbolasers [] [] P or S, ion cannons [] [] P or S
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Torpedo
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
ADAF
0-5
1D6
Hit Damage
5
1
6
2
4,5
1
6
2
SKIRMISH
5
10
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] [] []
Fire Control [] []
Laser Cannon T [] []
Ion Cannon T []
AFB []
Hanger []
Shuttle []
Troop Barracks [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
CLOAK
BREACHING POD
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if
target contains loyal Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Weapons
Range Roll
Laser Cannon 0-5
2D6
6-10 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
ARMAGEDDON
4
Fire Control [] [] [] [] []
Torpedo Battery F [] []
Heavy Turbolaser F [] []
Turbolaser F [] [] [] []
Torpedo Battery P [] []
Heavy Turbolaser P [] []
Turbolaser P [] [] []
Ion Cannon S [] []
AFB [] [] [] []
Tractor Beam T [] [] []
6
HULL [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
S [] []
S [] []
S [] []
S [] []
Hanger [] [] [] []
TIE-Droid Fighter [] [] [] [] per turn
Troop Barracks [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (2) [] []
Shuttles [] [] [] []
SPECIAL
FACTORY SHIP
ships tractored adjacent to the front arc will be consumed in 1D6 turns and converted
into scrap resources to make additional TIE Droid Fighters
Fighter Flight (1 Flight), PATROL (4 Flights), SKIRMISH (8 Flights), RAID (12 Flights), BATTLE (16
Flights), WAR (20 Flights), ARMAGEDDON (28 Flights)
FLAGSHIP
+1 to initiative
FLEET CARRIER
- friendly fighters within 20 MU are +1 in dogfights
Weapons
Torpedo
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Turbolasers
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
TIE Fighter Droid Squadron
SPEED: 1
2
3
4
Attack Range is 2
Attacking enemy fighters - Roll D6-1
Attacking ships Roll D6
8
9
atmospheric
10
11
12
GCW Era-DT
3
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6
(4 Flights)
6
10
11
12
10
11
12
13
14
15
atmospheric
GCW Era-DT
SPEED: 1
(6 Flights)
Attack Range is 2
Attacking enemy fighters - Roll D6-1
Attacking ships Roll D6
RARE - limited use
atmospheric
(6 Flights)
6
atmospheric
Attack Range is 2
Attacking enemy fighters - Roll D6, scores 1 hit on a rolled 6
Attacking ships TORPEDO Roll D6 and 4+ scores 1 hit
Attacking ships no attacks without torpedo
TIE Defender Squadron
GCW Era-RE
SPEED:
1 23 4
(1 Flight)
8
10
11
12
Attack Range is 2
atmospheric. hyperdrive
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6+2
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
TIE Interceptor Squadron
GCW Era-RE
SPEED: 1 2 3 4
(3 Flights)
8
Attack Range is 2
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6+1
GCW-PE
SPEED: 1
Attack Range is 2
11
12
13
14
15
11
12
13
14
atmospheric
10
(2 Flights)
7
10
atmospheric
GCW-DT Era
3
(4 Flights)
6
atmospheric, hyperdrive
9
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6
May reroll Initiative for 1D6 ships
May attempt to the cancel the CLOAK/STEALTH of 1 ship with 20 MU
minus 1 from the scatter roll of ships arriving from hyperspace
TIE Predator Fighter Squadron
SPEED: 1
(4 Flights)
Legacy Era
10
11
Attack Range is 2
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6
Attacking ships Roll D6
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
GCW-DT Era
3
(4 Flights)
6
atmospheric
Attack Range is 2
Attacking enemy fighters - scores 1 hit on a rolled 6
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Assault Shuttle
GCW Era-DT
SPEED: 1
Fire Control []
Laser Cannon T [] []
atmospheric, Hyperdrive
HULL [] []
Range 5
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
atmospheric, Hyperdrive
Fire Control []
HULL [] []
Laser Cannon T [] [] Range 5
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Sentinel Landing Craft-RE
GCW Era
SPEED: 1
atmospheric, Hyperdrive
Fire Control []
HULL [] []
Laser Cannon T [] [] Range 5
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Lands 2 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Theta-class Shuttle
GCW-DT Era
SPEED: 1
atmospheric, Hyperdrive
Fire Control []
HULL [] []
Laser Cannon F [] [] A []
Range 5
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
(2 Flights)
Legacy Era
10
11
12
Attack Range is 2
atmospheric, hyperdrive
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
(4 Flights)
Legacy Era
10
Attack Range is 2
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
(4 Flights)
Legacy Era
10
11
Attack Range is 2
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Legacy
SPEED: 1
Fire Control []
Laser Cannon T [] []
atmospheric, Hyperdrive
HULL [] []
Range 5
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Sigma-class Long-Range Shuttle
Legacy
SPEED: 1
Fire Control []
HULL [] []
atmospheric, Hyperdrive
Laser Cannon T []
Range 5
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
SKIRMISH
4
Fire Control [] [] []
Heavy Turbolaser F []
Turbolaser F []
Heavy Turbolaser F/P [][]
Turbolaser P []
S []
AFB [] [] [] [] []
Tractor Beam T [] []
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
F/S [] []
Hanger [] []
TIE Fighter [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (2) [] []
Shuttles [] []
SPECIAL
Atmospheric [] []
Weapons
Turbolasers
AFB
Range
0-5
6-10
11-15
0-4
Roll
3D6
2D6
1D6
1D6
Fire Control [] [] [] [] []
Pulse Mass Generator T []
Proton Torpedo F [] []
Heavy Turbolaser F [] [] []
Turbolasers F [] []
Heavy Ion Cannon F [] []
Proton Torpedo P [] []
Heavy Turbolasers P [] []
Turbolasers P [] []
Heavy Ion Cannons P []
AFB [] [] [] []
Tractor Beam T [] [] []
Legacy Era
6
WAR
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
S [] []
S [] []
S [] []
S []
Hanger [] [] [] []
Predator Fighter [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
Bombers [] []
Shuttles [] [] [] [] [] []
SPECIAL
FLAGSHIP
+1 to initiative
FLEET CARRIER
friendly fighters within 20 MU are +1 in dogfights
Weapons
Torpedo
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Turbolasers
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
Legacy Era
5
WAR
8
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Pulse Mass Generator []
- prevents hyperdrive usage for 1D6 turns - 3 rounds [] [] []
Torpedo Battery [] [] front arc only
Turbolaser P/F/S [] []
Turbolaser F/P [] [] []
Turbolaser F/S [] [] []
Ion Cannon P/F/S []
Ion Cannon P/F/A []
AFB [] [] [] []
Tractor Beam T [] [] []
Hanger [] [] [] []
Predator Fighter [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
FLAGSHIP
Fleet Carrier
Weapons
Torpedo
Shuttles [] [] [] [] [] []
+1 to initiative
- friendly fighters within 20 MU are +1 in dogfights
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Turbolasers
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
Nova Cruiser
RAID
Battle Dragon
WAR
Star Home
GCW Era
Weapons
Torpedoes
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Turbolasers
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
3
Hapes Consortium
Raid
SPEED: 1
Shield []
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Fire Control [] [] []
Pulse Mass Mines T [] - range 10, prevents hyperdrive usage within 30 MU for 1D6 turns, has 2 shots [] []
Torpedo Battery [] [] front arc only
Turbolaser F [] []
P [] []
S [] []
Ion Cannon F []
P []
S []
AFB [] []
Hanger [] []
Miy'Til Fighter [] [] [] []
Hyperdrive []
Thruster (3) [] []
Miy'Til Bomber []
GCW Era
Weapons
Torpedo
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Turbolasers
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
3
Hapes Consortium
SPEED: 1
Shield []
Fire Control [] [] []
Torpedo Battery [] [] front arc only
Turbolaser P/F/S [] []
Ion Cannon P/F/S [] []
AFB [] []
Hanger [] []
Miy'Til Fighter [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
6
HULL [] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
Skirmish
Hapes Consortium
Shield []
WAR
7
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Turbolaser F [] [] [] []
Ion Cannon F [] [] [] []
Turbolaser P [] [] [] []
Ion Cannon P [] [] [] []
Turbolaser S [] [] [] []
Ion Cannon S [] [] [] []
Turbolaser A [] [] [] []
Ion Cannon A [] [] [] []
AFB [] []
Tractor Beam T []
Hanger [] []
Shuttles [] [] [] []
Miy'Til Fighter [] [] [] [] [] [] [] []
Miy'Til Bomber [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Flagship
Unique
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
GCW Era
6
7
Hapes Consortium
8
9
10
Attack Range is 2
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Hapen Miy'Til Bomber Fighter Squadron
SPEED: 1
2
3
4
5
Attack Range is 2
GCW Era
7
8
Hapes Consortium
atmospheric, Hyperdrive
GCW Era
4
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
atmospheric, Hyperdrive
PATROL (6 Flights)
Small and built with a powerful reactor, these fighters are agile and fast and utterly expendable.
SPEED: 1
2
3
IN SERVICE: Swarm War
10
11
12
Attack Range is 2
Attacking enemy fighters - Roll D6-1
Attacking ships Roll D6-2
Attacking ships on a 5+ the fighter rams and does 1D6 damage; if the ram misses, the fighter is still removed
SW Killik Nestship
ARMAGEDDON
10
11
12
Attack Range is 2
Attacking enemy fighters - Roll D6-1
Attacking ships Roll D6-2
Attacking ships on a 5+ the fighter rams and does 1D6 damage; if the ram misses, the fighter is still removed
1 [] [] [] [] [] []
2 [] [] [] [] [] []
3 [] [] [] [] [] []
4 [] [] [] [] [] []
5 [] [] [] [] [] []
6 [] [] [] [] [] []
7 [] [] [] [] [] []
8 [] [] [] [] [] []
9 [] [] [] [] [] []
10 [] [] [] [] [] []11 [] [] [] [] [] []
12 [] [] [] [] [] []
13 [] [] [] [] [] []14 [] [] [] [] [] []15 [] [] [] [] [] []16 [] [] [] [] [] []
17 [] [] [] [] [] []18 [] [] [] [] [] []19 [] [] [] [] [] []20 [] [] [] [] [] []
21 [] [] [] [] [] []22 [] [] [] [] [] []23 [] [] [] [] [] []24 [] [] [] [] [] []
ARMAGEDDON
(4 Flights)
Mandalorian Wars
SPEED: 1
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1
atmospheric
atmospheric, Hyperdrive
Fire Control []
HULL [] []
Laser Cannon T [] [] Range 5
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
RAID
5
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] []
Turbolasers F [] []
Ion Cannon F/P []
F/S []
Concussion Missiles F/P []
F/S []
Magazine [] [] [] [] [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Atmospheric [] []
Weapons
Turbolasers
Ion Cannons*
Concussion Missiles
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-5
2D6
*Hits are rolled against ship systems
6-10 1D6
10
2D6 damage
WAR
6
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Concussion Missiles F [] [] []
Turbolasers F [] []
Trbolaser F/P [] [] []
F/S [] [] []
Ion Cannon F/P []
F/S []
Blasters F/S [] []
F/P [] []
Concussion Missiles P [] [] [] S [] [] []
Magazine [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Blasters A []
Hanger bay [] []
Shaadlar [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
Davaab [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
SPECIAL
Atmospheric [] []
Weapons
Turbolasers
Ion Cannons*
Concussion Missiles
Blasters
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-5
2D6
*Hits are rolled against ship systems
6-10 1D6
10
2D6 damage
0-5
2D6
AFB at 3MU, needs FC
BATTLE
6
HULL [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
Fire Control [] [] [] []
Turbolasers F [] []
Ion Cannon F/P []
F/S []
Concussion Missiles F/P []
F/S []
Turbolasers P [] [] [] S [] [] []
Blasters T [] [] []
Magazine [] [] [] [] [] []
Tractor Beam T [] [] []
Troop Barracks [] [] [] [] [] []
Hanger Bay [] []
Shaadlar [] [] []
Hyperdrive []
Thruster (3) [] []
Davaabs [] [] [] [] [] []
SPECIAL
Weapons
Turbolasers
Ion Cannons*
Concussion Missiles
Blasters
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-5
2D6
*Hits are rolled against ship systems
6-10 1D6
10
2D6 damage
0-5
2D6
AFB at 3MU, needs FC
SKIRMISH
IN SERVICE: CW Era
SPEED: 1
2
3
Shield []
HULL [] [] [] []
[] [] [] [] []
[] [] [] [] []
Fire Control [] []
Ion Cannon P/F/S [] []
Blasters F/P [] F/S []
Tractor Beam T []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
Weapons
Range Roll
Ion Cannons* 0-5 2D6 *Hits are rolled against ship systems
6-10 1D6
Blasters
0-5
2D6
AFB at 3MU, needs FC
SKIRMISH
IN SERVICE: MW Era
SPEED: 1
2
3
Shield []
Fire Control [] []
Ion Cannon F [] []
Ion Cannon P []
S []
Blasters F/P [] F/S []
Concussion Missiles F/P []
Magazine [] [] [] [] [] []
HULL [] [] [] []
[] [] [] []
[] [] [] []
F/S []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
Weapons
Concussion Missiles
Ion Cannons*
Blasters
Range Roll
10
2D6 damage
0-5
2D6
*Hits are rolled against ship systems
6-10 1D6
0-5
2D6
AFB at 3MU, needs FC
PATROL
IN SERVICE: MW Era
SPEED: 1
2
3
Shield []
Fire Control []
Laser Cannon F [] []
Troop Barracks []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
Weapons
Laser
Range Roll
0-5
2D6
6-10 1D6
HULL [] [] []
[] [] []
Corellian Gunship
ETA-2 Actis Interceptor Squadron (2 Flights)
LAAT-i Landing Craft
V-19 Torrent Wing (4 Flights)
V-Wing Squadron (4 Flights)
Y-Wing Squadron (4 Flights)
SKIRMISH
Medstar-class Frigate
Pelta-class Medical Frigate
Victory-class Star Destroyer
RAID
Acclamator
Acclamator II Light Carrier
Dreadnaught Heavy Cruiser
BATTLE
WAR
Venator Star Destroyer
Venator-II Star Destroyer
ARMAGEDDON
SPECIAL RULES
May add ANAKIN SKYWALKER to any craft
+1 to speed, +1 Initiative
while piloting a fighter +2 speed, can dodge enemy fire on 4+
I Have You Now
- may reroll all attack dice
(4 Flights)
Mandalorian Wars
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1
10
atmospheric
(4 Flights)
Mandalorian Wars
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1
Sith Wars
SPEED: 1
atmospheric
atmospheric, Hyperdrive
Fire Control []
HULL [] []
Laser Cannon T [] [] Range 5
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Sith Wars
SPEED: 1
atmospheric
Fire Control []
HULL [] []
Laser Cannon T [] [] Range 5
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Fire Control [] []
Turbolaser F/P []
F/S []
Hanger []
Shuttles []
Troop Barracks [] [] []
Cargo Bay [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Atmospheric [] []
Troop Transport
Weapons
Turbolasers
Range
0-5
6-10
11-15
Roll
3D6
2D6
1D6
SKIRMISH
6
HULL [] [] []
[] [] []
[] [] []
RAID
6
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Fire Control [] [] []
Turbolaser F [] []
Turbolaser F/P [] []
Turbolaser F/S [] []
AFB [] []
Tractor Beam T []
Hanger []
Fighters [] []
Troop Barracks [] [] [] []
Cargo Bay [] []
Hyperdrive []
Thruster (4) [] []
Shuttles [] []
SPECIAL
Atmospheric [] []
Troop Transport
Weapons
Turbolasers
AFB
Range
0-5
6-10
11-15
0-3
Roll
3D6
2D6
1D6
1D6
BATTLE
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] []
Turbolaser F [] []
Turbolaser F/P [] []
F/S [] []
Blaster F [] []
Blaster P [] [] Blaster S [] []
AFB [] []
Tractor Beam T [] []
Hanger [] [] [] []
Aureks [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] Chela [] [] [] []
Shuttles [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
FLAGSHIP
+2 to Initiative
FLEET CARRIER
+1 to dogfights
Troop Transport
Weapons
Turbolasers
Blasters
AFB
Range
0-5
6-10
11-15
0-5
0-3
Roll
3D6
2D6
1D6
2D6
1D6
Fire Control [] [] []
Torpedo Battery [] []
Turbolaser P/F/S [] []
Turbolaser F/P []
Turbolaser F/S []
Blaster F/P/A []
AFB [] []
Tractor Beam T []
RAID
5
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Blaster F/S/A []
Hanger [] [] [] []
Shuttles [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Atmospheric [] []
Troop Transport
Weapons
Torpedo
Turbolasers
Blasters
AFB
Range
0-2
3-5
6-8
9
0-5
6-10
11-15
0-5
0-3
Roll
3-6
6-10
5-6
6
3D6
2D6
1D6
2D6
1D6
Fire Control [] [] []
Turbolaser P/F/S []
Turbolaser F/P []
Turbolaser F/S []
Blaster F/P/A []
AFB [] []
Tractor Beam T []
RAID
5
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Blaster F/S/A []
Hanger [] [] [] []
V-Wings [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Atmospheric [] []
Troop Transport
Weapons
Turbolasers
Blasters
AFB
Range
0-5
6-10
11-15
0-5
0-3
Roll
3D6
2D6
1D6
2D6
1D6
Shuttles [] []
PATROL
5
SPECIAL
Atmospheric [] []
AFB
Range
0-5
6-10
0-3
Roll
2D6
1D6
1D6
HULL [] [] []
[] [] []
[] [] [] []
Fire Control []
Laser Cannon F []
Laser Cannon T []
AFB []
Troop Barracks []
Hyperdrive []
Thruster (6) [] [] []
Weapons
Laser
Fire Control [] []
Turbolaser P []
Torpedo Battery P []
Laser Cannon T [] []
AFB [] []
RAID
5
S []
S []
SPECIAL
Atmospheric [] []
Torpedo
AFB
Range
0-5
6-10
11-15
0-2
3-5
6-8
9
0-3
Roll
3D6
2D6
1D6
3-6
6-10
5-6
6
1D6
HULL [] [] [] []
[] [] [] []
[] [] [] []
Hanger []
Shuttles [] []
Troop Barracks []
Hyperdrive []
Thruster (6) [] [] []
Weapons
Turbolasers
10
11
Hanger [] []
Fighter [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
Weapons
Turbolasers
AFB
Fire Control [] [] []
Turbolaser F [] [] []
Turbolasers P [] [] []
AFB [] []
Tractor Beam T [] []
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-3
1D6
RAID
HULL [] [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Turbolasers S [] [] []
Shuttles [] []
SKIRMISH
5
HULL [] [] [] []
[] [] [] []
[] [] [] []
Fire Control [] [] []
Turbolaser F [] [] []
Turbolasers A [] []
AFB [] []
Tractor Beam T []
Hanger []
Fighter [] []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
Weapons
Turbolasers
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-3
1D6
Shuttles [] []
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-3
1D6
SPEED: 1
Shield []
Fire Control []
Turbolaser F/P []
Turbolaser F/S []
AFB []
Tractor Beam T []
Hanger [] []
12 shuttles [] [] [] [] [] [] [] [] [] [] [] []
Cargo Bays [] [] [] []
Hyperdrive []
Thruster (2) [] []
HULL [] [] [] []
[] [] [] [] []
[] [] [] [] []
SKIRMISH
6
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Fire Control [] []
Turbolaser F/P []
Turbolaser F/S []
AFB [] []
Tractor Beam T []
Hanger []
Shuttle [] [] [] []
Cargo Bays [] [] []
Hyperdrive []
Thruster (2) [] []
SPECIAL
Atmospheric [] []
Weapons
Turbolasers
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-3
1D6
Fire Control [] [] [] [] []
Torpedo Battery F []
Heavy Turbolasers F [] []
Concussion Missiles F [] [] [] []
Turbolaser F [] []
Turbolasers P [] [] [] []
Laser Cannon P [] []
AFB [] [] [] [] [] []
Tractor Beam T [] [] []
BATTLE
5
6
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Hanger [] [] [] [] [] [] [] []
ARC-170s [] [] [] [] [] [] [] [] [] [] [] []
Shuttles [] [] [] [] [] []
V-Wing Fighter [] [] [] [] [] [] [] [] [] [] [] []
V-19 Torrent [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (2) [] []
SPECIAL
Atmospheric [] []
FLAGSHIP
+1 Initiative
FLEET CARRIER
Weapons
Torpedo
Turbolasers
Laser
AFB
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
0-5
3D6
6-10 2D6
11-15 1D6
0-5
2D6
6-10 1D6
0-3
1D6
Fire Control [] [] [] [] []
Torpedo Battery F []
Heavy Turbolasers F [] []
Turbolaser F [] []
Turbolasers P [] [] [] []
Laser Cannon P [] []
Blaster P/F/S [] []
Blasters P/F/A []
AFB [] [] [] [] [] []
Tractor Beam T [] [] []
BATTLE
6
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Turbolaser S [] [] [] []
Laser Cannon S [] []
Blasters S/F/A []
Hanger [] [] [] [] [] [] [] []
ARC-170s [] [] [] [] [] [] [] [] [] [] [] []
Shuttles [] [] [] [] [] []
V-Wing Fighter [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
V-19 Torrent Fighter [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (2) [] []
SPECIAL
Atmospheric [] []
FLAGSHIP
+1 Initiative
FLEET CARRIER
Weapons
Torpedo
Turbolasers
Laser
Blasters
AFB
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
0-5
3D6
6-10 2D6
11-15 1D6
0-5
2D6
6-10 1D6
0-5
2D6
0-3
1D6
Concussion Missiles F []
Turbolaser P/F/S [] []
Turbolaser F/P [] []
Turbolaser F/S [] []
Concussion Missiles P [] []
S [] []
Missile Magazine [] [] [] [] [] [] [] [] [] []
Ion Cannon P/F/S []
Ion Cannon P/F/A []
AFB [] []
Tractor Beam T []
6
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Hanger [] [] Fighter [] [] [] [] [] [] [] []
Fire Control [] [] []
Hyperdrive []
Thruster (2) [] []
SPECIAL
Atmospheric [] []
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
Concussion Missiles
AFB
0-2
1D6
Attack Range is 2
Attacking enemy fighters - Roll D6+2
CW Era
8
10
11
12
atmospheric, Hyperdrive
CW Era
Jedi
10
atmospheric
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1
Ion Cannons roll D6+1 *Hits are rolled against ship systems
Jedi Reflexes - when being attacked damage rolls of 4 miss
Old Republic ARC-17 Squadron
SPEED: 1
CW Era
5
atmospheric, Hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships TORPEDO Roll D6 and 4+ scores 1 hit
Attacking ships without torpedo Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Old Republic V-19 Torrent Squadron CW Era
SPEED: 1
atmospheric, Hyperdrive
atmospheric, Hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships TORPEDO Roll D6 and 4+ scores 1 hit
Attacking ships without torpedo Roll D6+1
Old Republic V-WING Squadron
SPEED: 1
CW Era
5
Attack Range is 2
Attacking enemy fighters - Roll D6, scores 1 hit on a rolled 6
Old Republic Y-Wing Squadron
atmospheric, Hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+2
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Old Republic Assault Shuttle
SPEED: 1
CW Era
4
PATROL
atmospheric, hyperdrive
Fire Control []
HULL [] []
Laser Cannon T []
Range 5
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
Old Republic LAAT-i Landing Craft
SPEED: 1
Fire Control []
Laser Cannon T [] []
CW Era
5
atmospheric
HULL [] []
Range 5
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
B-Wing (3 Flights)
Limpet Ship
Theta-class Shuttle
Y-Wing Wing (4 Flights)
SKIRMISH
Millenium Falcon
RAID
Old Republic Corellian Gunship
Victory-class Star Destroyer
Nebulon-B Frigate
BATTLE
Millenium Falcon
RAID
Corellian Gunship
Victory-class Star Destroyer
Nebulon-B Frigate
BATTLE
10
Attack Range is 2
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
- can dodge enemy fire on 4+, may reroll all attack dice
BATTLE
4
7
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] [] []
Fire Control [] [] []
Hanger []
Fighters [] []
Shuttles []
Torpedo Battery [] [] front arc only
Turbolaser F [] []
Turbolaser P [] []
Turbolaser S [] []
AFB [] []
Tractor Beam T []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Weapons
Torpedo
Turbolasers
AFB
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
0-5
3D6
6-10 2D6
11-15 1D6
0-4
1D6
BATTLE
6
Fire Control [] [] []
Hanger [] [] [] []
X-Wing [] [] [] []
Turbolaser F [] [] [] []
Torpedo F [] []
Ion Cannon F [] []
Turbolaser P [] []
Turbolaser S [] []
Torpedo P []
Torpedo S []
Ion Cannon P []
Ion Cannon S []
AFB [] [] [] []
Tractor Beam T []
HULL [] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] []
B-Wing [] []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Weapons
Torpedo
Turbolasers
AFB
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
0-5
3D6
6-10 2D6
11-15 1D6
0-4
1D6
Shuttles [] [] []
RAID
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] []
Hanger []
Fighters [] [] []
Shuttles []
Laser Cannon F [] []
Laser Cannon P [] []
Laser Cannon S [] []
AFB [] []
Tractor Beam T []
Troop Barracks []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Weapons
Laser
AFB
Range Roll
0-5
2D6
6-10 1D6
0-4
1D6
Fire Control [] [] []
Turbolaser T [] []
Laser P [] []
AFB [] []
SKIRMISH
7
S [] []
SPECIAL
Atmospheric [] []
Unique
Laser
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-5
2D6
6-10 1D6
0-4
1D6
HULL [] [] []
[] [] []
[] [] [] []
Hanger []
Shuttle [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (6) [] [] []
Weapons
Turbolasers
10
Fire Control [] []
Turbolaser T [] []
Laser P [] []
AFB [] []
Hanger []
Troop Barracks [] []
Hyperdrive []
Thruster (6) [] [] []
Skirmish
5
HULL [] [] []
[] [] []
[] [] [] []
S [] []
Shuttle []
SPECIAL
Atmospheric [] []
Weapons
Laser
Blasters
AFB
Range Roll
0-5
2D6
6-10 1D6
0-5
2D6
0-4
1D6
HULL [] [] []
[] [] []
PATROL
6
Fire Control []
Sensor Suite []
Proton Torpedoes T [] []
Hanger []
Shuttles []
Hyperdrive []
Thruster (4) [] []
SPECIAL
ATMOSPHERIC [] []
STEALTH
- enemies require 5+ to lock on
SCOUT
- May reroll Initiative for 1D6 ships
Minus 3 from the scatter roll of an opening jump-point
Weapons
Torpedo
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
10
PATROL
SPEED: 1
2
3
IN SERVICE: GCW-PE
HULL [] [] [] [] []
[] [] [] [] []
Fire Control []
AFB [] []
Hanger [] []
Shuttles [] [] [] [] [] []
Cargo Bays [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
ATMOSPHERIC [] []
Weapons
AFB
Range Roll
0-4
1D6
RAID
5
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] [] []
Torpedo Battery F [] []
Laser Cannon F [] []
Turbolaser P [] []
S [] []
Laser Cannon P [] [] S [] []
Ion Cannon P [] S []
Laser Cannon A []
AFB [] [] [] []
Tractor Beam T []
Hanger []
Fighters [] []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
Shuttles [] []
SPECIAL
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Torpedo
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Laser
0-5
2D6
6-10 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
WAR
The flagship of Admiral Ackbar. This vessel carried the Rebellion leadership to Endor.
SPEED: 1
2
3
IN SERVICE: GCW-RE
Shield [] [] []
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Turbolaser P/F/S [] [] []
Turbolaser F/P [] []
Turbolaser F/S [] []
Turbolaser F/P/A []
F/S/A []
Ion Cannon F/P [] []
F/S [] []
Ion Cannon F/P/A [] F/S/A []
AFB [] [] [] [] []
Tractor Beam T [] []
Hanger [] [] [] []
Fighters [] [] [] [] [] [] [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (4) [] []
Shuttles [] [] []
SPECIAL
FLAGSHIP
+2 to Initiative
FLEET CARRIER
+2 to all dogfights
UNIQUE
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
BATTLE
4
6
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Turbolaser P/F/S [] []
Turbolaser F/P []
Turbolaser F/S []
Turbolaser F/P/A []
F/S/A []
Ion Cannon F/P [] F/S []
Ion Cannon F/P/A [] F/S/A []
AFB [] [] [] []
Tractor Beam T [] []
Hanger [] [] [] []
Fighters [] [] [] [] [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (4) [] []
Shuttles [] []
SPECIAL
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
WAR
6
HULL [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Turbolaser F [] [] []
Turbolaser P [] [] [] [] []
Turbolaser S [] [] [] [] []
Turbolaser A [] []
Ion Cannon F/P [] F/S []
Ion Cannon F/P/A [] F/S/A []
AFB [] [] [] [] [] []
Tractor Beam T []
Hanger [] [] [] []
Fighters [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (4) [] []
Tractor Beam T [] []
Shuttles [] []
SPECIAL
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
GCW Era
RAID
The EF76 Nebulon-B escort frigate was created by Kuat Drive Yards and, during the Galactic Civil War, was
used by the Alliance to Restore the Republic against the Galactic Empire. Nebulon-B frigates were often used as
convoy escorts, defending against starfighter attacks, and using their sensor suites to track pirates and smugglers
as well as search and rescue operations. Able to carry 2 squadrons of TIE fighters, Nebulons thwarted many
Rebel raids. The Alliance captured a number of frigates and used them against the Empire. Nebulons were also
used as a command centre during space battles and in planetary assaults.
SPEED: 1
2
3
IN SERVICE: GCW-RE
Shield []
HULL [] [] [] []
[] [] [] []
[] [] [] [][]
Fire Control [] []
Laser Cannon F [] []
Turbolaser P [] []
S [] []
Laser Cannon P [] [] [] S [] [] []
Laser Cannon A []
ADAF [] [] [] []
Blaster P []
Blaster S []
Hanger []
X-Wing [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Scout
Y-Wing [] []
Shuttle []
ARMAGEDDON
Designed late the Civil War, the Star Defenders were the largest warships the New Republic constructed.
Believed to be a waste of resources as the war with the Empire waned, this class eventually served with
distinction in the Yuuzahn Vong invasion.
SPEED: 1
2
3
IN SERVICE: GCW-PE
Shield [] [] []
5
HULL [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Heavy Turbolaser Battery F [] - does double normal damage
Turbolaser P/F/S [] [] []
Turbolaser F/P [] [] [] [] []
Turbolaser F/S [] [] [] [] []
Ion Cannon F/P [] [] [] []
Ion Cannon F/S [] [] [] []
AFB [] [] [] [] []
ADAF [] []
Tractor Beam T [] [] [] []
Hanger [] [] [] [] [] []
X-Wings [] [] [] [] [] [] [] [] [] [] [] []
B-Wings [] [] [] [] [] [] [] []
A-Wings [] [] [] [] [] [] [] []
Assault Shuttles [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Cargo Bay [] [] [] []
Hyperdrive []
Thruster (2) [] []
SPECIAL
Flagship
Fleet Carrier
Unique
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
ADAF
0-5
1D6
AFB
0-4
1D6
ARMAGEDDON
5
HULL [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Heavy Turbolaser Battery F [] - does double normal damage
Turbolaser P/F/S [] [] []
Turbolaser F/P [] [] [] []
Turbolaser F/S [] [] [] []
Ion Cannon F/P [] [] [] []
Ion Cannon F/S [] [] [] []
AFB [] [] [] [] []
ADAF [] []
Tractor Beam T [] [] [] [] []
Hanger [] [] [] []
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
ADAF
0-5
1D6
AFB
0-4
1D6
GCW Era-RE
4
10
11
12
Attack Range is
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6 +1
Attacking ships Roll D6
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
B-WING Fighter Squadron
SPEED: 1
GCW Era-Re
4
atmospheric, Hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6, scores 1 hit on a rolled 6
Attacking ships TORPEDO Roll D6 and 4+ scores 1 hit
Attacking ships without torpedo Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
E-WING Fighter Squadron
SPEED: 1
GCW Era-PE
4
atmospheric, Hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6, scores 1 hit on a rolled 6
Attacking ships TORPEDO Roll D6 and 4+ scores 1 hit
Attacking ships without torpedo Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
K-WING Bomber Squadron
SPEED: 1
GCW Era-PE
4
atmospheric, Hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6, scores 1 hit on a rolled 6
Attacking ships TORPEDO Roll D6+2 and 4+ scores 1 hit
Attacking ships without torpedo Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
X-WING Fighter Squadron
GCW-RE
SPEED: 1
2
3
4
5
6
7
8
9
Attack range is 2
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
T-65XJ3 X-WING Fighter Squadron
GCW-PE
10
11
SPEED: 1
10
11
12
Attack Range is 2
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Y-WING Fighter Squadron
IN SERVICE: CW, GCW Era
SPEED: 1
2
3
4
atmospheric, Hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+2
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
ASSAULT SHIP
SPEED: 1
2
3
4
5
6
HULL [] []
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Atmospheric [] []
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Limpet Ship
SPEED: 1
2
3
4
5
HULL [] []
IN SERVICE: GCW-RE
Atmospheric [] []
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
FC []
Laser Cannon T []
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
LEGACY
5
atmospheric, Hyperdrive
Attack Range is 3
Attacking enemy fighters - Roll D6+1
Attacking ships TORPEDO Roll D6 and 4+ scores 1 hit
Attacking ships without torpedo Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Crossfire Starfighter Squadron
SPEED: 1
LEGACY
5
10
11
12
Attack Range is 2
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
I-4 Ionizer Starfighter Squadron
SPEED: 1
LEGACY
5
10
11
12
Attack Range is 2
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6, scores 1 hit on a rolled 6
Attacking ships Ion Cannons D6+1, Threshold check on all systems in arc (hanger bays, sensor suites, are
considered F; hyperdrive, thrusters = A; cargo bays, troop barracks are immune)
Attacking ships Disruptor Torpedo (1 per fighter) = Roll D6 and 5+ is a hit
Fighter, Patrol = immune
SKIRMISH = total shutdown until repair
RAID,BATTLE, WAR = threshold checks for all systems
ARMAGEDDON = threshold checks for firing Arc only
Twintail Fighter Squadron
SPEED: 1
Legacy Era
4
10
Attack Range is 2
atmospheric, Hyperdrive
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Crix-class Assault Shuttle
SPEED: 1
2
3
4
5
HULL [] []
IN SERVICE: LEGACY
Atmospheric [] []
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
FC []
Laser Cannon T []
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
RAID
7
HULL [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] []
Fire Control [] [] [] [] []
Turbolaser P/F/S [] []
Turbolaser F/P [] []
Turbolaser S/S [] []
AFB [] [] [] []
Tractor Beam T [] []
Hanger [] []
Shuttles [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
GRAPPLE TEETH
- may attempt to lock onto another ship by rolling 4+ while adjacent to the target; it may
disengage at any time
While grappled, may only be targeted by fighters or ships other than the one being grappled
May initiate boarding parties. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Weapons
Turbolasers
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-4
1D6
RAID
6
HULL [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
Fire Control [] [] [] []
Turbolaser F [] [] []
Proton Torpedoes F [] []
Turbolaser F/P [] []
Turbolaser F/S [] []
Turbolaser A []
AFB [] []
Tractor Beam T []
Hanger [] []
Fighters [] [] [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (4) [] []
Shuttles [] []
SPECIAL
ALTERNATIVE BLADES
Bombardment Blades
- replace torpedoes and 2 F turbolasers
Concussion Missiles F [] [] [] []
- range 10 MU, does 2D6 damage
Comm-Jammer
- replace torpedoes and 2 F turbolasers
- target up to 6 enemy ships/fighters within 20 MU, next turn that ship suffers initiative is -2D6
Long-Range Sensor
- replace torpedoes and 2 F turbolasers
Sensor Suite [] []
May reroll Initiative for 1D6 ships
Once per turn, any friendly ship with 20 MU can reroll 1 attack dice
may attempt to the cancel the CLOAK/JAMMER of 1 ship with 20 MU
May attempt to jam the fire control of 1D6 ships within 20 MU
-3 from the scatter roll of an opening jump-point
Weapons
Turbolasers
Torpedoes
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-2
3-6
3-5
6-10
6-8
5-6
AFB
9
0-4
6
1D6
WAR
the backbone of the Alliance Fleets, Scythes are one third the size of an Imperial Star Destroyer, but capable of
bringing massive amounts of firepower to bear on their foes.
SPEED: 1
2
3
IN SERVICE: LEGACY
Shield [] [] []
HULL [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Heavy Turbolaser F/P/S [] [] []
Heavy Ion Cannons F/P/S [] []
Turbolaser F/P [] []
Proton Torpedoes F [] []
Turbolaser F/S [] []
Proton Torpedoes F [] []
Turbolaser A []
AFB [] []
Tractor Beam T [] []
Hanger [] []
Fighters [] [] [] [] [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
FLAGSHIP
+2 to initiative
FLEET CARRIER
+1 to all dogfights
Unique
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Torpedoes
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
*Hits are rolled against ship systems, heavy ion cannons do double damage
only against attacking Fighters
BATTLE
the backbone of the Alliance Fleets, Scythes are one third the size of an Imperial Star Destroyer, but capable of
bringing massive amounts of firepower to bear on their foes.
SPEED: 1
2
3
IN SERVICE: LEGACY
Shield [] [] []
HULL [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
Fire Control [] [] [] []
Turbolaser F/P/S [] []
Proton Torpedoes F [] []
Turbolaser F/P []
F/S []
Proton Torpedoes P [] S []
AFB [] []
Tractor Beam T [] []
Hanger []
Fighters [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (3) [] []
Shuttles [] [] []
SPECIAL
Weapons
Turbolasers
Torpedoes
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-2
3-6
3-5
6-10
6-8
5-6
9
6
0-4
1D6
HULL [] [] [] [] []
[] [] [] [] []
PATROL
7
Fire Control [] []
Laser Cannon T []
AFB [] []
Hanger [] []
Shuttles [] [] [] [] [] []
Cargo Bays [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
ATMOSPHERIC [] []
Weapons
Laser
AFB
Range Roll
0-5
2D6
6-10 1D6
0-4
1D6
BATTLE
6
HULL [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
Fire Control [] [] [] [] []
Heavy Turbolaser F/P/S [] [] []
Heavy Ion Cannons F/P/S [] []
Turbolaser F/P [] []
Proton Torpedoes F [] []
Turbolaser F/S [] []
Proton Torpedoes F [] []
Turbolaser A []
AFB [] []
Tractor Beam T [] []
Hanger [] []
Fighters [] [] [] [] [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
FLEET CARRIER
Weapons
Turbolasers
+1 to all dogfights
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Torpedoes
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
*Hits are rolled against ship systems, heavy ion cannons do double damage
only against attacking Fighters
Initiative Bonus: 0
FLEET LIST
THE MANDALORIAN WARS
PATROL
SKIRMISH
RAID
Derriphan Battleship
BATTLE
Centurion Battleship
Interdictor-class Warship
WAR
ARMAGEDDON
FLEET LIST
THE NEW SITH WARS
PATROL
Interceptor Squadron (4 Flights)
Herald-class Shuttle
SKIRMISH
RAID
BATTLE
WAR
ARMAGEDDON
FLEET LIST
THE CLONE WARS
Initiative Bonus: +1
PATROL
SKIRMISH
Sith Infiltrator
RAID
BATTLE
WAR
ARMAGEDDON
SPECIAL RULES
(4 Flights)
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6
Sith Wars
SPEED: 1
10
atmospheric
atmospheric, Hyperdrive
Fire Control []
HULL [] []
Laser Cannon T [] [] Range 5
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
SW Sith Infiltrator
SPEED: 1
2
3
IN SERVICE: Clone Wars
Shield []
SPECIAL
Atmospheric [] []
Cloak []
Laser
Fire Control [] []
Laser Cannon F []
Turbolaser T []
Tractor Beam T []
Troop Barracks []
Hyperdrive []
Thruster (4) [] []
Weapons
Turbolasers
Patrol
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-5
2D6
6-10 1D6
HULL [] [] []
[] []
10
BATTLE
5
HULL [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
Fire Control [] [] [] []
Turbolaser F [] []
Ion Cannon F [] []
Turbolaser P [] []
S [] []
Ion Cannons P [] []
S [] []
AFB [] [] [] [] []
Tractor Beam T [] [] []
Gravity Well Generator [] []
- prevents hyperdrive usage
Hanger [] []
Fighter [] [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
Shuttles [] [] []
SPECIAL
Weapons
Turbolasers
AFB
Range
0-5
6-10
11-15
0-4
Roll
3D6
2D6
1D6
1D6
RAID
The Derriphan were the mainstays of the Massassi Empire. Slow and unshielded, the Derriphan have heavy
armour which could take a beating while destroying enemy ships. The design was resurrected by Darth Revan.
IN SERVICE: Sith Empire
SPEED: 1
2
3
Fire Control [] []
Concussion Missiles F [] []
Concussion Missiles P [] []
S [] []
Missile Magazine [] [] [] [] [] [] [] [] [] []
Hanger []
Fighter []
Troop Barracks [] [] []
Hyperdrive []
Thruster (2) [] []
HULL OOOO
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
Shuttles [] []
SPECIAL
Weapons
Concussion Missiles
AFB
Range Roll
10
2D6 damage
0-4
1D6
only against attacking Fighters
BATTLE
Stolen from the Republic, the Interdictor was mass produced by the Star Forge.
IN SERVICE: Sith Wars
SPEED: 1
2
3
Shield []
6
HULL [] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
Fire Control [] [] []
Turbolaser F [] []
Turbolaser P [] []
S [] []
AFB [] [] [] [] []
Tractor Beam T [] [] []
Gravity Well Generator [] []
- prevents hyperdrive usage
Hanger [] []
Fighter [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Weapons
Turbolasers
Range
0-5
6-10
11-15
Ion Cannons* 0-5
6-10
AFB
0-4
Roll
3D6
2D6
1D6
2D6
1D6
1D6
Shuttles [] [] []
Shree Battlecruiser
FLEET LIST
THE YUUZAHN VONG WAR
Initiative Bonus 0
PATROL
D'Kee Landing Ship (2 ships)
Swarm Droid Fighter Wing (4 Flights)
Shree Battlecruiser
(4 Flights)
GCW
SPEED: 1
10
Attack Range is 2
atmospheric, tractor beam
Attacking enemy fighters - Roll D6
Attacking ships Roll D6
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
FIGHTERS [] [] [] [] [] []
SW Ssi-Ruuk V'sett Fighter Flight
(2 Flights)
GCW
10
11
12
Attack Range is 2
atmospheric
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6+2
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
FIGHTERS [] [] [] [] [] []
SW Ssi'Ruuk D'Kee Landing Ship
GCW Era
SPEED: 1
Fire Control []
Laser Cannon T [] []
HULL [] []
Range 5
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Patrol
5
HULL [] [] []
[] [] []
Fire Control [] []
Laser Cannon F []
Turbolaser T []
Ion Cannon T []
AFB []
Tractor Beam T []
Hanger []
Shuttles []
Troop Barracks []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
Laser
0-5
2D6
6-10 1D6
10
SKIRMISH
6
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Fire Control [] [] []
Turbolaser F []
Turbolaser P []
Turbolaser S []
Turbolaser A []
AFB [] []
Tractor Beam T [] []
Hanger [] []
Fighters [] [] [] []
Troop Barracks [] [] [] [] [] [] [] []
Cargo Bays [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Shuttles [] [] [] []
RAID
5
6
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] []
Ion Cannon F [] []
Ion Cannon P [] []
Ion Cannon S [] []
AFB [] []
Tractor Beam T [] [] []
Hanger [] []
Fighters [] [] [] [] [] [] [] [] [] [] [] []
Shuttles [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Weapons
Range Roll
Ion Cannons* 0-5
2D6
6-10 1D6
BATTLE
5
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Fire Control [] [] [] []
Heavy Turbolaser F [] [] [] []
Torpedoes F [] []
Ion Cannon F []
Heavy Turbolaser P [] []
Torpedoes P []
Ion Cannon P []
Heavy Turbolaser S [] []
Torpdoes S []
Ion Cannon S []
Turbolaser A []
AFB [] []
Tractor Beam T [] [] []
Hanger [] [] [] [] [] [] Fighters [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] Shuttles [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
FLAGSHIP
+1 to Initiative
FLEET CARRIER
+1 to all friendly dogfights
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Torpedoes
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Ion Cannons* 0-5
2D6
6-10 1D6
RAID
5
HULL [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
Fire Control [] [] [] []
Heavy Turbolaser F [] [] []
Ion Cannon F []
Heavy Turbolaser P [] []
Ion Cannon P []
Heavy Turbolaser S [] []
Ion Cannon S []
AFB [] []
Tractor Beam T []
Hanger [] [] [] Fighters [] [] [] [] [] [] [] [] [] []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
Shuttles [] []
SPECIAL
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Torpedoes
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Ion Cannons* 0-5
2D6
6-10 1D6
Laser
0-5
2D6
6-10 1D6
0-5
6-10
11-15
0-3
3D6
2D6
1D6
1D6
Shield []
SPEED: 1
GCW Era
Fire Control [] []
Turbolasers F/P/A []
Turbolasers F/S/A []
AFB []
Hanger []
Shuttles [] []
Cargo Bays [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
Smuggler's Contacts reroll Initiative
Unique
HULL [] [] [] [] []
[] [] [] [] []
SKIRMISH
Action VI Freighter
GCW Era
SPEED: 1
PATROL
5
HULL [] [] [] [] []
[] [] [] [] []
AFB []
0-2 1D6
Hanger []
Shuttles [] []
Cargo Bay [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Atmospheric [] []
Cargo Transport
BATTLE
8
HULL [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] []
Turbolaser P/F/S [] []
Turbolaser F/P []
Turbolaser F/S []
Ion Cannon F/P [] []
Ion Cannon F/S [] []
AFB [] [] []
Hanger [] []
Fighter [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] []
Cargo Bays [] [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
Shuttle [] [] [] [] []
SPECIAL
UNIQUE
Weapons
Turbolasers
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5
2D6
6-10 1D6
AFB
0-4
1D6
SW Gallofree Freighter
GCW Era
SPEED: 1
Shield []
Lasers Cannon T [] []
AFB []
0-2 1D6
Hanger []
Cargo bays [] []
Hyperdrive []
Thruster (4) [] []
78
HULL [] [] [] []
[] [] [] []
Shuttles []
SPECIAL
Atmospheric [] []
Weapons
Laser
AFB
Range Roll
0-5
2D6
6-10 1D6
0-3
1D6
Lucrehulk Freighter
Weapons
Laser
CW Era
Trade Federation
AFB
Range Roll
0-5
2D6
6-10 1D6
0-3
1D6
SPEED: 1
Shield []
Skirmish
5
HULL [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
Fire Control [] [] []
Hanger [] []
Fighters [] [] [] [] [] [] [] []
Laser Cannon P/F/S [] [] [] []
AFB [] []
Tractor Beam T [] []
Cargo Bays [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
Shuttles [] [] [] [] [] [] [] []
Troop Barracks [] [] [] []
Saboath Destroyer
Saboath Pirates
IN SERVICE: CW Era
SPEED: 1
2
3
Shield []
SKIRMISH
6
HULL [] [] [] []
[] [] [] [] []
[] [] [] [] []
Fire Control [] []
Turbolaser P/F/S [] []
AFB [] [] []
Tractor Beam T []
Hanger []
Fighters [] []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
Landing Craft/Shuttles [] []
SPECIAL
Weapons
Turbolasers
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-4
1D6
Saboath Fighters
SPEED: 1
Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships 1D6
10
atmospheric
GCW Era
SPEED: 1
Shield [] []
6
HULL [] [] [] [] []
[] [] [] [] []
[] [] [] [] []
Fire Control [] []
Hanger []
Shuttles [] []
Turbolasers F/P/A []
Turbolasers F/S/A []
AFB T [] []
Cargo Bays [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Cargo Transport
Weapons
Turbolasers
AFB
Range Roll
0-5
3D6
6-10 2D6
11-15 1D6
0-3
1D6
Millennium Falcon
IN SERVICE: GCW
SPEED: 1
2
Shield []
SKIRMISH
3
Fire Control [] []
Blaster P []
Blaster S []
Torpedo [] [] Attacking ships only TORPEDO
(9)
(10)
(11)
(12)
HULL [] [] [] []
[] [] [] []
[] [] [] [] [] []
Cargo Bays [] []
Hyperdrive []
Thruster (6) [] [] []
SPECIAL
Atmospheric [] []
Got It Where It Ccounts - may attempt to overthrust for +4 speed, but must roll 4+ otherwise lose 4 thrust
Smugglar's Luck may make opponent reroll 1 die per game
Unique
Weapons Range Roll
Torpedo 0-2
3-6
3-5
6-10
6-8
5-6
9
6
Turbolasers
0-5
6-10
11-15
3D6
2D6
1D6
Range Roll
0-2
3-6
3-5
6-10
6-8
5-6
9
6
Blasters
0-5
2D6
Ion Cannons* 0-5
2D6
6-10 1D6
3
GCW Era
- bounty hunter
SPEED: 1
Shield []
HULL [] [] [] []
[] [] [] []
Fire Control [] []
Torpedo [] [] Front Arc only
Blaster F/P [] Blaster F/S []
Ion Cannon F []
Hyperdrive []
Thruster (6) [] [] []
SPECIAL RULES
Atmospheric [] []
Bounty Hunter when targeting a Unique, may reroll 1 die per game
Unique
Legacy
4
atmospheric, Hyperdrive
Attack Range is 2
Attacking enemy fighters - Roll D6, scores 1 hit on a rolled 6
Attacking ships Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Cutlass-9 Patrol Fighter Squadron
SPEED: 1
CW Era
5
atmospheric
Attack Range is 2
Attacking enemy fighters - Roll D6, scores 1 hit on a rolled 6
Attacking ships TORPEDO Roll D6 and 4+ scores 1 hit
Attacking ships without torpedo Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
Dagger Fighters
SPEED: 1
CW Era
3
10
atmospheric
10
atmospheric
Attack Range is 2
Attacking enemy fighters - Roll D6-1
Attacking ships 1D6
Naboo Starfighter Squadron
SPEED: 1
CW Era
4
Attack Range is 2
Attacking enemy fighters - Roll D6, scores 1 hit on a rolled 6
Attacking ships TORPEDO Roll D6 and 4+ scores 1 hit
Attacking ships without torpedo Roll D6+1
Shielded - level 1 Shields when being attacked damage rolls of 4 miss
SKIRMISH
I'Frill Ma-Nat Corvette
Yorik-stronha Spy Ship
Matalok Warship
Sh'rip Sh'a War Freighter
Uumufalh Gunship
Yuuzahn Vong Yorik-Vec Gunboat
BATTLE
A'Vec Illuunu Carrier
Miid Ro'ik Battleship
Vua'spar Interdictor
ARMAGEDDON
Koros-Stronha
SPECIAL RULES
BIO-TECHNOLOGY
Due to the biological nature of Yuuzahn Vong technology, their ships are immune to effects of ion cannons.
DOVIN BASINS Living creatures which harness gravity and create gravitational shields
may forgo 1 Shield Level to gain +2 thrust or create a 5MU Tractor Beam
can strip 1 Shield Level from any ship within 3 MU
3 or more Dovin Basins can create a 20 MU gravity well
CW Era
PATROL
11
10
12
13
14
Attack Range is 2
atmospheric, hyperdrive
Attacking enemy fighters - Roll D6 ignores Shields
Attacking ships Roll D6+1
Dovin Basins - level 1 Shields when being attacked, rolls of 4 miss; can strip Shields at 2MU
Yuuzhan Vong Slayer Ship Heavy Bomber Squadron
SPEED: 1
YV Era
7
PATROL
10
11
12
Attack Range is 3
atmospheric, hyperdrive
Attacking enemy fighters - Roll D6+2 ignores Shields
Attacking ships Roll D6+2
Dovin Basins - level 1 Shields when being attacked, rolls of 4 miss; can strip Shields at 2MU
Yuuzahn Vong Yorik-Trema Landing Craft
PATROL
SPEED: 1
2
3
4
5
6
HULL [] []
IN SERVICE: 2157
Atmospheric [][]
Fire Control []
Light Plasma Cannon T []
- Range 5 MU
Dovin Basins - level 1 Shields when being attacked, rolls of 4 miss; can strip Shields at 2MU
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Dovin Basins [] []
BATTLE
5
6
HULL [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] []
Plasma Cannon-2 F [] [] []
Plasma Cannon-2 F [] []
Plasma Cannon-2 F [] []
Plasma Cannon-2 F [] []
AFB [] [] [] []
Hanger [] [] [] [] [] [] [] []
Shuttle [] [] []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
FLEET CARRIER
Coralskipper [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Dovin Basins [] []
10
HULL [] [] [] []
[] [] [] []
[] [] [] []
Fire Control [] []
Plasma Cannon-2 F [] []
Plasma Cannon-2 F []
Plasma Cannon-2 F []
Plasma Cannon-2 F []
AFB [] []
Hanger []
Shuttle []
Troop Barracks []
Hyperdrive []
Thruster (4) [] []
SPECIAL
AMOSPHERIC [] []
SKIRMISH
Dovin Basins [] []
BATTLE
6
HULL [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] []
Plasma Cannon-2 F [] []
Plasma Cannon-2 P [] []
Plasma Cannon-2 S [] []
Plasma Cannon-2 A [] []
AFB [] [] [] []
Hanger [] [] [] [] [] [] [] [] [] []
Shuttle [] [] [] []
Coralskipper [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
FLEET CARRIER
SKIRMISH
5
6
HULL [] [] []
[] [] []
[] [] []
Dovin Basins [] - may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control []
AFB []
Hanger []
Coralskipper []
Troop Barracks []
Slave Pens [] [] [] []
Hyperdrive []
Thruster (6) [] [] []
SPECIAL
ATMOSPHERIC [] []
Shuttle []
ARMAGEDDON
3
HULL [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
Dovin Basins [] [] [] [] - may drop 1 Shield Level for either Tractor Beam or +2 Thrust, 3 Dovin Basin can
create a 20MU gravity well
Fire Control [] [] [] [] [] []
Plasma Cannon-3 F [] [] []
Plasma Cannon-2 F [] [] []
Plasma Cannon-3 P []
Plasma Cannon-2 P [] [] [] []
Plasma Cannon-3 S []
Plasma Cannon-2 S [] [] [] []
Plasma Cannon-2 A [] [] [] []
AFB [] [] [] [] [] [] [] [] [] [] [] []
Hanger [] [] [] [] [] [] [] [] []
Shuttle [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Coralskipper [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
FLAGSHIP
+2 Initiative
FLEET CARRIER
- friendly fighters within 20 MU are +1 in dogfights
UNIQUE
YAMMOSK []
ARMAGEDDON
3
HULL [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
Dovin Basins [] [] [] [] - may drop 1 Shield Level for either Tractor Beam or +2 Thrust, 3 Dovin Basin can
create a 20MU gravity well
Fire Control [] [] [] [] [] []
Plasma Cannon-3 F [] [] []
Plasma Cannon-2 F [] []
Plasma Cannon-2 P [] [] [] []
Plasma Cannon-2 S [] [] [] []
Plasma Cannon-2 A [] [] [] []
AFB [] [] [] [] [] [] [] [] [] [] [] []
Hanger [] [] [] [] [] [] [] [] []
Shuttle [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Coralskipper [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
FLAGSHIP
+2 Initiative
FLEET CARRIER
- friendly fighters within 20 MU are +1 in dogfights
YAMMOSK []
ARMAGEDDON
These huge craft are mobile space stations, carrying tens of thousands of Yuuzahn Vong civilians and warriors
through space.
SPEED: 1
2
IN SERVICE: CW
Shields Hit Damage
3
6
1
2
5,6
1
1
5
1
6
2
0
4,5
1
6
2
HULL [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Dovin Basins [] [] [] [] - may drop 1 Shield Level for either Tractor Beam or +2 Thrust, 3 Dovin Basin can
create a 20MU gravity well
Fire Control [] [] [] [] [] []
Plasma Cannon-2 F [] [] [] [] [] []
Plasma Cannon-2 P [] [] [] []
Plasma Cannon-2 S [] [] [] []
Plasma Cannon-2 A [] [] [] []
AFB [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hanger [] [] [] [] [] [] [] [] [] [] Shuttle [] [] [] [] [] [] [] [] [] [] [] []
Coralskipper [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Slayer Ships [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (2) []
SPECIAL
FLAGSHIP
+2 Initiative
FLEET CARRIER
- friendly fighters within 20 MU are +1 in dogfights
YAMMOSK []
RAID
5
HULL [] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
Dovin Basins [] [] - may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control [] [] []
Plasma Cannon-2 F [] [] [] []
Plasma Cannon-2 P [] [] []
Plasma Cannon-2 S [] [] []
Plasma Cannon-2 A [] []
AFB [] [] []
Hanger [] []
Shuttle [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
Coralskipper [] [] [] [] [] []
BATTLE
4
HULL [] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
Dovin Basins [] []- may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control [] [] []
Plasma Cannon-2 F [] [] [] [] [] []
Plasma Cannon-2 P [] [] [] []
Plasma Cannon-2 S [] [] [] []
Plasma Cannon-2 A [] [] []
AFB [] [] [] [] [] []
Hanger [] [] [] []
Coralskipper [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
Shuttles [] [] [] [] [] []
SPECIAL
DREAD WEAPON [] - a giant beast capable of breaching the hull of an adjacent station or starship and either
tearing it to pieces, or else allowing troops to board
destruction: 3 hull per turn
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
RAID
6
HULL [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
Dovin Basins [] []- may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control [] [] [] []
Plasma Cannon-2 F [] [] [] []
Plasma Cannon-2 P [] [] [] []
Plasma Cannon-2 S [] [] [] []
Plasma Cannon-2 A [] [] [] []
AFB [] [] [] [] [] []
Hanger []
Shuttles [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (4) [] []
RAID
6
HULL [] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
Dovin Basins [] []- may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control [] [] [] []
Plasma Cannon-2 F [] [] []
Plasma Cannon-2 F/P [] []
Plasma Cannon-2 F/S [] []
Plasma Cannon-2 A/S/P [] [] []
AFB [] [] [] [] [] []
Hanger [] []
Shuttles [] [] [] []
Troop Barracks [] [] [] [] []
Cargo Bays [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
ATMOSPHERIC [] []
WAR
7
HULL [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
Dovin Basins [] [] - may drop 1 Shield Level for either Tractor Beam or +2 Thrust
[] [] [] - these three are dedicated to creating a 20 MU gravity well
Fire Control [] [] [] []
Plasma Cannon-2 F [] [] [] [] []
Plasma Cannon-2 P [] [] [] []
Plasma Cannon-2 S [] [] [] []
Plasma Cannon-2 A [] [] [] []
AFB [] [] [] [] [] []
Hanger [] []
Shuttles [] []
Troop Barracks [] [] []
Hyperdrive []
Thruster (4) [] []
Coralskipper [] [] [] [] [] []
RAID
7
HULL [] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] [] []
Dovin Basins [] []- may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control [] [] [] []
Plasma Cannon-3 F [] [] [] []
Plasma Cannon-2 P [] [] []
Plasma Cannon-2 S [] [] []
Plasma Cannon-2 A [] []
AFB [] [] [] []
Hanger [] []
Coralskippers [] [] [] [] [] []
Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (6) [] [] []
Shuttles [] [] []
RAID
5
HULL [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
[] [] [] [] [] [] [] []
Dovin Basins [] []- may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control [] [] [] []
Plasma Cannon-2 F [] [] [] []
Plasma Cannon-2 P [] [] [] []
Plasma Cannon-2 S [] [] [] []
Plasma Cannon-2 A [] [] [] []
AFB [] [] []
Hanger []
Shuttles []
Troop Barracks []
Hyperdrive []
Thruster (6) [] [] []
BATTLE
4
HULL [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
Dovin Basins [] []- may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control [] [] [] []
Plasma Cannon-3 F [] [] [] []
Plasma Cannon-2 F [] []
Plasma Cannon-2 P [] [] [] [] []
Plasma Cannon-2 S [] [] [] [] []
Plasma Cannon-2 A [] [] [] []
AFB [] [] [] [] [] [] [] []
Hanger [] [] [] []
Coralskippers [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
Shuttles [] [] [] [] [] []
BATTLE
5
HULL [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
Dovin Basins [] [] - may drop 1 Shield Level for either Tractor Beam or +2 Thrust
[] [] [] - these three are dedicated to creating a 20 MU gravity well
Fire Control [] [] [] []
Plasma Cannon-2 F [] [] []
Plasma Cannon-2 P [] []
Plasma Cannon-2 S [] []
Plasma Cannon-2 A [] []
AFB [] [] [] []
Hanger [] []
Coralskippers [] [] [] [] [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
FLAGSHIP
+1 Initiative
Shuttles [] []
RAID
A special ship designed to transport Yammosks and World Brains along with slaves so that new skills can be
trained/learned.
SPEED: 1
2
IN SERVICE: CW
HULL [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] []
Dovin Basins [] []- may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control [] [] [] []
Plasma Cannon-2 F [] []
Plasma Cannon-2 P [] []
Plasma Cannon-2 S [] []
Plasma Cannon-2 A [] []
AFB [] [] [] [] [] []
Hanger []
Shuttles [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
FLAGSHIP
+3 Initiative
SKIRMISH
6
HULL [] [] []
[] [] []
[] [] []
Dovin Basins [] - may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control [] [] []
Sensor Suite []
Plasma Cannon-2 F [] []
Plasma Cannon-2 P [] []
Plasma Cannon-2 S [] []
Plasma Cannon-2 A [] []
AFB []
Hanger []
Shuttles []
Troop Barracks []
Hyperdrive []
Thruster (4) [] []
SPECIAL
ATMOSPHERIC [] []
STEALTH
- enemies require 5+ to lock on
SCOUT
- May reroll Initiative for 1D6 ships
- Minus 3 from the scatter roll of an opening jump-point
PATROL
5
10
HULL [] [] []
[] [] []
Dovin Basins [] []- may drop 1 Shield Level for either Tractor Beam or +2 Thrust
Fire Control [] []
Plasma Cannon-1 T [] [] []
AFB []
Hanger []
Shuttles [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
ATMOSPHERIC [] []
11
12