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Authors Commentary put in the book, the rest I pulled because they
looked dated.
I realized a number of things in the process of
the creation of the source book, some of my The ships aren’t all Star Wars? I had access
to some amazing Star Wars looking art, I
starship rules from the Core Book really need
a revision. However I generated Skeleton couldn’t resist adding some stuff in. Like the
crews and Troops before was wrong and Thunder Fighter from Buck Rodgers or the
Star Fox & The Last Star Fighter. Use them or
confusing as hell. I detailed a number of
corrections here. My best advice to anyone don’t but more choice is always better. I have
written many of them in using less used
building ships with my rule systems is to not
think about it. Do what feels right at the time. starship design firms and taken some liberties
with them to make them relevant. It never
I don’t have an entire team of people behind
made much sense to me why massive
me when I write this stuff. That being said, I
did what felt right when I was in the mindset shipwright firms just seemed to disappear and
were never revisited again. I get utterly
to hammer out the core book and I did what
felt right during the Corporate Sector book, exhausted seeing that anything not built by
either Corellian Engineering Corporation or
when I got to the Tionese Unity I was like...
“How did I come to those figures?” Well, hell, Sienar Fleet Systems is typically Incom
I was at a different place in my life for each Corporation or KDY. There are several
inconsistencies in the story of Incom’s
and thus begins my discrepancy from
previously listed “canon”. I always wondered Nationalization by the Empire as I would
discover.
how the heck WEG policed the various teams
that threw together ship stats and came to the The Frei’Tek Problem: The biggest flaw in
realization that they didn’t. the story of Incom is how Frei’Tek was
founded with engineers that fled from Incom’s
However, this is not the case in earlier works
from the company. Ships seemed to drop in Nationalization (ones that did not go to the
Rebel Alliance). Now, how in the hell, did a
line with one another and they had some sort
company that didn’t exist until 1 BBY design
of matrix for creation of stats and crew and
such. I marvel at the fact that some of my stats and produce the R-41 Starchaser during Old
Republic times?
just “drop” in at appropriate WEG canon
points. I think I’ve been able to dial in the I am retconning Frei’Tek as an established ship
stats to make them fit with my creation rules building firm that existed for decades prior to
overall. I might have created something that the Clone Wars. The Incom engineers not
resembles what they once used and in later remaining with the Rebel Alliance after their
supplements it was utterly disregarded. So, liberation (probably most of them) would
my best advice regarding starship creation is to leave to bolster Frei’Tek’s engineering teams
go with your gut feeling, in that moment, and after receiving lucrative contracts. This would
not second guess it. Any variances I have also easily explain why variants of the X-wing,
made between my books aren’t terrible. They moving forward, advance so little compared to
may be a couple thousand credits off or have others that take larger leaps of advancement.
too many troops. If something doesn’t look
The T-Wing Retcon: This snubfighter is not
right to you, go back and calculate it! Just
an Incom design. It’s, actually, a Hoersch &
remember ships like Imperial Star Destroyer’s
Kessel ship. I stumbled across the original
have higher crew than normal because they are
source for it while digging through X-Wing
Inefficient. I’ve often thought about how to
Alliance references.
add more detail to ship building and such and
yet I do not. It’s complicated enough, no? Its amazing how I keep noticing things I’ve
The process is about as diluted as I can get it missed or that require more clarification as I
to be. I have made a couple modifications that continue to proofread this document for the
are listed here in this book (corrections). 90th time... Here’s are some of the additional
items that I don’t have space for in the rest of
Deck plans... The feasible ones I could find I

10
the document. I wrote everything in chunks as number of ways, like having them dive into
inspiration struck. Every time I add just a the pod that’s at capacity anyway. Then
single page to the book, it destroys the entire introduce a number of “bad” things that
flow of the rest of the book. happen. Like a harder than usual landing, loss
of air and food supplies or an uncontrolled re-
Military Ordinance Costs: The core book
entry.
prices I had listed are way too expensive for
expendable ammunition. Furthermore, If it’s a snubfighter, the only way out is usually
breaking it down on the point system doesn’t on an ejection couch/seat. Dumping you
work right either. Military Ordinance should unceremoniously into space or atmosphere in
cost about 100 Credits per D for Snubfigthter your Vac Suit. Ejection couches/seats
Scale and 1,000 Credits per D for Capital typically have limited repulsorlifts to safely
Scale, rockets and bombs should cost ½ that. guide them to the ground or in the event of
being in a gravity well, toward a planet (albeit
Capital Ship Maneuverability in
slowly). Really ghetto, old units, will not have
Atmosphere: The new trend after the Disney
acquisition of Star Wars has most Capital this. They might just have a parachute or
some sort of oddball solar sail. If you’re super
Ships flying into planetary atmospheres. There
are precedents from the Legends material like lucky, your snubfighter has an escape pod.
(But that’s pretty rare).
Dark Empire that clearly show Imperial Star
Destroyers falling like rocks in a planet’s Artwork and Other Stuff
atmosphere. I like the latter rather than the Somewhere in the creation of this book I
former. Personally, regardless of stated started to figure out how to do some things.
maneuverability, anything above a Corvette (in Like I realized with the help of Paint.net I
Maneuverability) should have the grace of a could start grabbing space images and adding
brick inside a planetary atmosphere. Just motion blur to them. Then dropping in 3D
barely being able to maintain station keeping. Models I found, on top of them as layers.
Please use GM discretion on this. Craft like Some look decent, some don’t! After getting
the Venator and Acclamators should be the first 240 pages of the book together I
capable of planetary landings but only just. would swear after I had each new Idea or I
Victory I Star Destroyers can only enter the stumbled across some reference to another
atmosphere, not land. I typically describe in ship. The publisher I’m using is bleeding edge
either the craft description or next to the technology (unlike anything I have ever used
Atmospheric Speed if a craft can land. before). So, advanced in fact, that it’s still in
Engineering Considerations: If a craft Beta. I couldn’t even tell you how many times
maneuvers as something it isn’t (like it’s more I’ve experienced a hard lock, pause, crash and
maneuverable) I have applied a 15% price such while using it. I persisted because when
premium to it exactly as if it were re- it works, it makes my work look like I have a
engineered in the build rules that follow. If the team of people instead of just me. As far as
scale of the vessel is greater or reduced from the artwork is concerned. When we do these
what it was and it retains the best fan works we typically just grab whatever
characteristics of either, it’s also been re- images we can find. However, I will name
engineered. I changed the pricing accordingly. some of the ultra talented artists I know that I
am using art from:
Escape Pod Assumptions Adam Kopola (AdamKop of Deviant Art): I
Unless otherwise noted, any Space Transport
commissioned four new pieces of art for the
should have an appropriate amount of escape
pods for the crew and passengers of the craft. book from him. The Z-10 Seeker, Nova Drive
3-Z, Barloz Medium Freighter & the Kazellis
Most Capital Ships will have this, however,
Light Freighter. He did an awesome job and
it’s always a good way to build some suspense
and horror when players realize there’s just not you will find a ton of his other stuff that he’s
commissioned for people as well as what is
enough escape pods to safely exit a ship that’s
breaking apart. You can also resolve that in a listed on his Patreon page. For a couple bucks

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a month he takes polls on what ships to draw descriptions. Just some ideas, not everywhere,
next, then he creates them in glorious 3D. but here and there in the text. A couple are
Everyone should take a look at his work. quite obvious. The rest will jump out at you
Adam is awesome and he draws the most Star from reading through everything.
Wars “feeling” ships I have ever encountered. The framework of the book came together at
https://www.deviantart.com/adamkop/gallery/ the end of February (2019) and I started
https://www.patreon.com/adamkopala/posts hammering away at the book on the third of
March (2019) and never stopped until it was
Fractal Sponge... This individual is out of
done. The fast play fleet resolution rules are
control. More detail on their 3D models than I
still nasty. I know. It’s pretty hard for me to
can even describe. The amount of sheer
inject so much detail into combat and then
processing power rendering his models takes...
attempt to dilute it down. The rules streamline
I can’t even imagine it. Totally worth the look,
the one on one combat mechanics and make
he does tons of Imperial Starships at incredible
everything pretty lethal. I don’t recommend
levels of detail (I used more of his stuff in the
people playing fighter pilots to use the fast
Core Book): http://fractalsponge.net/
play rules, you will die even faster than
Another talented artist I used is Colourbrand. normal. Just like with everything in this game
https://www.deviantart.com/colourbrand/galle it’s all math. Using your noggin is good!
ry/
You may see some of my foul humor injected
Most of the two page spreads are JetFreak-7’s. into certain portions of the book. My personal
https://www.deviantart.com/jetfreak-7/gallery/ favorite is effectively a toilet, which I call the
Space Above and Beyond Art I grabbed: “Conventional Shitter” as an add on for your
https://www.deviantart.com/tmc-deluxe ship, lol. Every time I see it I chuckle. I tried
to jam humor into the book where I could.
Initially, I only set out to have ships in the Everyone needs a good laugh from time to
book. After putting the framework together I time, and now you can trap your players in
realized I wanted things that would make it an these ships for your own enjoyment!
actual source-book instead of just a stat book.
I created some new rules, some ways to I will be taking a step away from actively
streamline things (like Auxiliary Power). I creating more books at this point in time. I
ported over standard gear from D6 Holochron will likely get back to it, eventually. However,
and built it back up to work with the game after the last three books I realized I have to go
mechanics. Then, I started writing short back to the core book and do some serious
stories. The last time I really wrote one was cleanup. I’m probably pulling out the Chaos
for the introduction to 3rd Edition in the Core Knight & Pattern Knight as I have them
Book. Sure, I have chunks here and there all (ported from Roger Zelazny’s works) and
across the books I put out but I haven’t done convert them into what I should have done in
anything like this in a while. I also included a the first place. A Control Focused Jedi, and an
number of descriptive events that impacted Alteration based Prepared Spell caster. The
ship builders that will act at possible plot Dathomirian witch should have always been
devices. Three original short stories and one the Alter focused one, and the Raw Jedi should
inspired by the Angriest Angel episode from have been the Sith Alchemist. I will likely
Space Above and Beyond. All the stories have port the Zelazny based “Jedi” into a new
something to do with the respective areas of system in some form.
the book they are present in. The first story It’s been my great pleasure writing this stuff
(Bad Intel) at the beginning of the book is an for everyone. I couldn’t believe how many
actual character I played. I enjoyed writing people were visiting my G+ site (before it got
them and hopefully they’re decent enough to shuttered) monthly. It was roughly three
either get a laugh out of, or some meaningful thousand visitors a month. You don’t really
game content from. I also added some plot know if what you write reaches anyone, until
hooks here and there in the starship you do. I am honored! Thank you for reading!

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Bad Intel Hyperdrive Multiplier: x1
Nav Computer: Yes
“Jedi are predictable beings, driven by a sense Maneuverability: 3D+1
of justice which has been instilled into them by Space: 13
their training. Hunting this Jedi renegade is no Atmosphere: 1,150 Km/H
different than any other we’ve pursued. There Hull: 4D + 1 Armor; HP: 16 / AP: 11
was no mention of him in the Jedi archives at Shields: 3D; Shield Points: 24
the old temple on Coruscant. Clearly, his title Sensors:
of Jedi Knight is a self given fabrication of his Passive 20/1D
own hubris. I relish the conversation we will Scan 35/2D
have once our pilots bring him to heel.” High Search 55/3D
Inquisitor Mox Slosin says to the bridge crew, Focus 4/3D+2
as he watches the battle unfold, from the Maximum 110/-1D
bridge of his Trenchant-class Cruiser, the Weapons:
Ironhand. 2 Blaster Cannons (Battery-Linked)
“TIE groups one and two engage the Jedi” Fire Arc: Fore
Ironhand’s Captain Skill: Starship Gunnery
Fire Control: 3D
The two squadrons of standard TIE Fighters Space Range: 1-6/13/23
maintain formation, as they approach. The V- Atmosphere Range: 100-600m/1.3/2.3 Km
19 banks sharply and begins to retreat. Damage: 6D+2; Nominal Damage: 5 (32)
“After him you idiots! We cannot let this Jedi Concussion Missile Launcher
escape!” Mox Slosin shouts Fire Arc: Fore
Skill: Starship Gunnery
The TIEs ramp up their engines and give Fire Control: 3D
pursuit. Space Range: 30 Space Units
“Sith Muncher” Atmosphere Range: 30 km
Craft: Slayn & Korpil: V-19 “Torrent” Damage: 9D; Nominal Damage: 6 (54)
Affiliation: Marcus Hejaran Ammo: 6 Missiles
Era: Old Republic; (out of production)
Scale: Snubfighter On board the V-19 Torrent, Sith Muncher;
Marcus Hejaran’s features twist into a deadly
grin.
They took the bait.
Marcus had already cycled his concussion
missile launcher six times at this point.
Releasing all of his missiles and holding them
in groups of 3 with Telekinesis on either side
of his launcher. As the Sith Muncher easily
begins to outpace the TIE craft he releases
them, in a pattern, fanning them out in a line
meant to intersect with the incoming TIEs.
Length: 6 meters This never gets old.
Skill: Starship piloting Marcus reaches down and flips a switch on his
Crew: 1 console and all six of the missiles “go live”
Crew Skill: Varies arming on proximity detonation mode, the
Cargo Capacity: (75); 0 Kg available TIEs are moving so fast that they fly right
Consumables: 3 days (30 credit refuel) through the blast radius of the missiles. Only
Cost: 128,775 (Current Value) a Jedi or an ace pilot could have reacted to

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that. The TIEs, grouped as they were, Marcus blurs as he launches himself out of the
disintegrate as the concussions of six missiles cockpit into the air, with incredible speed, the
rip their cohesive formation apart. Several of eight thermal detonators telekinetic-ally
the TIEs that don’t don’t get hit by the following him, then down right into the
concussion blasts are ripped to pieces as they gathered stormtroopers surrounding his fighter.
fly right through the detonating wreckage of Shield barriers engage, vaporizing the entire
their comrades. Five TIE fighters remain. host of the gathered stormtroopers and cutting
large divots into the landing deck.
Child's play
At least, I don’t have to explain to the guys
Marcus banks hard, engaging the fighters head
on, opening up at maximum weapons range he how I accidentally blew up another capital
ship. That last time when I wasn’t paying
cuts apart two of the fighters before they even
attention and tossed 24 concussion grenades
respond with Jedi reflexes, two more he
into the hold of that dreadnought… the one
precisely disables swinging around, leaving
that bounced right into the main fighter
them for dead, with the last one running back
to the Ironhand; he cuts its solar panels off, ordinance magazine was really unfortunate...
sending it spinning off into space until the pilot Marcus cuts apart the flight deck crew, those
cuts the engines and attempts to re-orient the that he doesn’t drive a Lightsaber through, die
craft with it’s maneuvering jets. with precise blaster shots from his BlasTech
DC-17m ICWS. A modular, clone wars era
Marcus closes in on the Trenchant, in a very
straight forward attack pattern. With no rifle he’s carried with him from the earliest
days of the Clone Wars.
missiles remaining to really pose a threat to the
Ironhand he comes in hard and lights the “What’s going on down there? Where is our
ship’s forward shields up with lasers. The prisoner?” High Inquisitor Mox Slosin calls
trenchant responds with it’s point defense out over the intercom systems
weaponry but Marcus has already swung under
the Ventral side of the ship, right into a tractor “Sir! The Jedi is killing… everyo…” deck
beam. He is drawn into the main hold of the officer, the transmission is cut abruptly short as
cruiser backward, so as not to fire into the the naval trooper gurgles on the comms and
landing bay. the sickening sound of his trachea crushing
comes clearly over the deck communications
That’s the only smart thing they’ve done thus
far. This inquisitor is an idiot. speaker system.

Dropping his landing gear he allows them to “High Inquisitor Slosin” sharp reports of
put his craft down properly and no less than blaster fire overwhelm the communication
sixty storm troopers are there to greet him. channel for a moment “Sorry about that, I’ve
I thought these ships could hold 193 troops, been looking forward to meeting you.” More
they must really be underestimating me. Then blaster fire rolls over the comms
again, I did wipe my records at every Temple I “Again, my apologies, I will be there
visited… I’m going to catch hell for this with momentarily, just have to kill about a hundred
the guys. more of your crew if they don’t surrender
In Marcus’s lap are 8 thermal detonators. first.” Marcus responds at bit distracted, more
blaster fire, dozens of screams and the sense of
I love explosives! terror in the voices of the Ironhand’s crew.
After cycling down his power and opening the “All remaining troopers to the bridge!!!” The
cockpit hatch he raises his arms. Captain screams into his shipboard military
“I surrender, guys, you got me” in a frequency, and is greeted by only static.
dismissive tone. “What the hell is going on! I thought this was
supposed to be a routine Jedi extermination.
He destroyed two squadrons of fighters, has

14
easily murdered the entire host of the 501st in the Force, and then with the sense of intense
legion the Emperor assigned us and is now pain, vanished from it.
slaughtering our ship’s crew!!!!”
The sounds of bodies slumping outside was a
The Captain pauses to catch his breath, clear indication that their troops had finally
swearing between each inhalation, then looks killed him. Slosin thought to himself.
at High Inquisitor Mox Slosin with fury
“Damn! I had hoped that we could have
“Apparently, he wanted us to capture him...” interrogated him. Captain, gather your crew
and bring his body in here.” Slosin said
This is bad
“I’ve served the Empire since it’s formation “How can you be certain he’s dead? He’s
killed 99% of my crew! Shut us out of helm
during the Clone Wars.”
controls from engineering and...” The horror
I’ve never seen a miscalculation this bad. on the Imperial Captain's face was evident
“This was supposed to be a cushy retirement “He is dead, I can sense it” Slosin responded
job for me and my retinue. Fix this Slosin!
That seemed to visibly ease him and the
This is the worst Intel you’ve ever had on a
Captain complied and stormed out into the
Jedi... Not that any of it was ever any good to
begin with.. ” The Captain begins barking hallway nearly tripping over the bodies of
several eviscerated stormtroopers. The sounds
orders on comms and attempting to call out for
reinforcements. of more decompression followed, air whistling
past the Captain’s ears... “Frack!” He
The High Inquisitor had no value associated screamed, with the rest of the bridge crew
with the lives of his crew, however, he did see joining him in those screams.
that he may have underestimated this Jedi.
A ceiling tile dropped into the bridge and Mox
“The Imperial Intelligence Bureau will need to Slosin spun to find himself throat to Lightsaber
be disciplined when we return to brief the with the activated, red blade, of the Jedi.
Emperor.” Was all Slosin responded with
“Now, Moxie, we are going to have a little
Minutes ticked by with confirmation of chat about what you did to my friend,
firefights on multiple decks followed with the Tirranna. She’s having nightmares from the
bridge controls being locked out. interrogation you gave her and that’s not
“He’s in engineering, locking us out of the sitting well with me.” Marcus said, using his
ships controls!” The Captain screams out in other hand to wipe the sweat from his brow.
frustration pacing on the bridge, the lights Caused by the workout he just got
dimmed, flickered and shut off on the Ironhand slaughtering the Inquisitor’s crew.
as power dropped. Emergency lighting kicked Marcus couldn’t sense the fear emanating from
in just as the sound of a pair of the Inquisitor. He had closed himself off to the
decompression's happened on both Port and Force. However, a blind man could smell it
Starboard sides of the ship. given the look of utter horror wafting off of
The captain and his bridge crew stared out of him.
the transparisteel windows on the bridge, in “You’re, really, a Jedi Knight? Why were
wide eyed horror, as most of his crew were there no records of you at the temples?” Slosin
violently being jettisoned into space. The ship managed to croak out
was resealed and more time ticked agonizingly
by. Then the sounds of a fight occurred just “That’s because I erased all records of myself
off the Jedi databases when Order 66 was
outside the bridge doors,
issued. Also, all hubris aside, I think I
“Prepare yourself Captain, he’s just outside the exceeded the title of Jedi Knight years ago.
doors. Let us give him a warm greeting.” Though there are no active orders left to confer
Slosin said as he acquired a tenuous hold on me the title of Master… I never really cared
the presence of the Jedi outside. Who flared,

15
for titles anyway. Now, getting back to our “Is there still a ship left this time? Because
discussion… have a seat.” we’re getting really damn tired of picking up
fist sized pieces of space debris and selling it
Mox Slosin was forced into the Captains chair
for food...” came the response
with a telekinetic wave he simply could not
deflect. “Yeah, I have the ship. She’s intact, might
The full weight of the Jedi re-emerged. Exiting need some paint and a new flight deck, but
whatever trance or closed technique he had she’s OK. Plus I left a couple TIE fighters
used to disappear from the Force, he was truly intact for salvage. We should be able to get
more powerful, than anyone he had been in about three running, again, this time. Here are
the presence of... other than the Emperor or the coordinates.” Marcus responded
Vader. About a minute later, a nondescript Corellian
“Who... Are... You…?” Mox Slosin struggled Corvette dropped out of hyperspace, closed,
to speak, in complete shock docked and disembarked a full crew to replace
the one that was freezing in space.
“I’m Marcus Hejaran, former Jedi Knight. I
fought in the entirety of the Clone Wars, part Marcus Hejaran is a Jedi Knight I started
of the buildup to that war and the entirety of playing in 26 BBY. Who was an accomplished
the rise of your Empire. I am the son of a Grey Jedi Knight by the end of the Clone
noble woman of House Mecetti and I’m a Lord Wars. He survived Order 66, manged to save
of the Expanse of the Tapani sector. his Clone Trooper Squad from the fates that
Furthermore, I’m fairly certain I’m your claimed the other Clones and got some
Emperor’s illegitimate son.” warning out to pockets of Jedi in the galaxy
before going on the run. He managed to wipe
Letting that revelation sink in the archives of his records and has been
“I hunt and kill his pawns, like you, for sport waging a guerrilla war against the Emperor.
and because I get bored.” Marcus stated, right Never leaving anyone alive to carry messages
before driving his Lightsaber through Mox home to Palpatine. He would, in time, reach
Slosin’s chest, through the command chair and the Tionese Cluster and have a formative hand
out the back of it. in the creation of the Grey Jedi Order of the
Tionese Unity. Though he would never take
Slosin reached up to grab his arm credit for it. It was something that would
“Still got a little fight in you I see.” Marcus serve him well and keep him alive while other
said, looking into the Dark Jedi’s eyes as their Jedi met more direct and gruesome fates.
light began to fade. Over the years he’s only ever operated in
“I thought you wanted to have a conversation limited fashion. Initially his clone buddies
and question me…?” joining him to fight with the Alliance to
Restore the Republic. However, after a
“Yeah, we already had that, Tirranna will be decisive Imperial victory they all pulled out of
able to finally get some peace and closure. that movement, choosing instead, to fight a
Now you know who I am, we can’t have that quiet war of stealth and assassination against
now can we?” Marcus, grabbed him by the key Imperial targets like the Imperial
throat with his other hand, enhancing his Inquisitors. This change in tactics came after
strength and snapping Slosin’s neck. the deaths of his wife and the wives of more
Slosin slumped and slid off the chair. than one of his troopers (who all fought and
died for the Alliance to Restore the Republic).
Marcus reached out with the Force, the ship Realizing that the war would not be won
came back to life, walking to the
through direct conflict, Marcus and his band of
communications console he dialed up a
loyal friends sought to destabilize the Empire
frequency.
by executing it’s most highly placed
“Shadow Team, this is Shadow One, mission individuals. Especially, Jedi hunters.
accomplished.”

16
Marcus Hejaran Advantages: Fast Reactions, Luck 3, Time
Race: Human Sense, Toughness 2
Gender: Male
Disadvantages: Enemy 1: Rival Jedi, Quirk 1:
Affiliation: Old Republic/Jedi Order/Killing
Smoker, Death Mark 4: Gongola the Hutt,
Inquisitors for Fun & Sport/Tionese Unity
Sterile 3, Dependents 2
Advanced Path: Grey Jedi - Mastery
Age: 47 (2 ABY) Force Powers (42 Power Slots: 34 Used)
Known Attributes & Skills: 2 ABY Inherent Powers:
Dex 3D - Dodge 9D+1, Gunplay 8D+1, Melee Concentration Life Detection Danger Sense
Combat 10D, Thrown Weapons 6D, Unarmed Sense Force Disturbance Enhance Attribute
Combat 8D, (AP) Martial Arts (+1D), Missile Reduce Injury Receptive Telepathy Projective
Weapons 6D+1, (AP) Lightsaber Telepathy Accelerate Healing Control
Kno 3D - Bureaucracy 5D+1, Intimidation Breathing Transfer Force Telekenisis
4D+2, Scholar 6D, Streetwise 7D, Survival Magnify/Enhanced Senses Lightsaber Combat
9D+2, Tactics 9D+2, Willpower 12D Control:
Per 3D - Command 6D+2, Gambling 6D, 7D Absorb/Dissipate Energy, Burst of Speed,
Hide, Investigation 7D, Persuasion 8D, Search Contort/Escape, Enhance Attribute, Control
7D+1, Sneak 7D, Disease, Control Pain, Detoxify Poison,
(AS) Mental Sponge 1D Emptiness, Force of Will, Hibernation Trance,
Str 3D - Athletics 6D, Climbing/Jumping 7D, Remain Conscious, Remove Fatigue
Endurance 6D, Lifting 6D
Mec 2D - Communications 5D, Jet/Rocket Sense:
Ops 5D, Power Suit Ops 5D, Starship Gunnery Combat Sense, Magnify Senses,
7D, Starship Piloting 8D+1, Walker Ops 4D, Postcognition, Instinctive Astrogation, Dim
(AP) Zero G Operations Another’s Senses, Force Shield, Sense Path,
Tec 2D - First Aid 6D, Computer Translation
Program/Repair 5D+2, Demolition 9D, Alter:
General Maintenance/Repair 6D+2, Security Injure/Kill, Force Flight
Systems/Repair 5D+1,
(AP) Lightsaber Repair Control & Sense:
Character Points: 30; Force Points: 12; Advanced Melee Combat, Farseeing
Dark Side Points: 5 Control & Alter:
Harmony Points: 2 Control Another’s Pain, Remove Another’s
Force Attribute: 5D+2 (4D+2 Maximum Fatigue, Create Force Talisman, Accelerate
Potential); +1D from Grey Jedi Elite Path Another’s Healing, Force Jump
Control: 10D, Sense: 10D, Alter: 10D
Balanced Jedi –1DR to Force Power Tests. Sense & Alter:
Move: 12 Force Shield, Dim Another’s Senses
Equipment: Jedi Combat Gee, Jedi Utility Control, Sense & Alter:
Belt, Lightsaber 5D (Red Blade); Variable Affect Mind, Battle Meditation, Projected
Blade Length, Activation Lock. Military Fighting
Comlink, Highly Modified Versatech Survivial
Suit with Armor Plates and Camo Dye: 2D+2 Notes:
Physical, 2D+1 Energy, extra armor plates, 10 Droid schematics from the Clone Wars, which
replacement dyes, Survival Suit Body Glove, he has used to assemble a large army of droid
BlasTech DC-17m ICWS, 300 Credits. troops for defense of holdings, base facilities
and as shock troops on his capital ships.
Stun threshold: 10, Wound Threshold: 14,
Death Rating: 28 Known Lightsaber Combat Forms:
Free Actions: 4 Form 7: Juyo: Mastery Level
Form 7 Variant: Vaapad: Mastery level

17
Saber Rake at Mastery Level Outer Rim Base (Relocated to the Tionese
Known Martial Arts Combat Forms: Unity eventually)
Brawling at Mastery Level & Jedi Martial Arts
Dependents:
at Mastery Level (tandem)
Tapani House Guard Martial Arts at Base level Jedi Counselor Alissa Teneb (Wife, deceased)
Hunted down and executed by the Empire,
Jala’ishi at Novice Level while fighting for the Alliance to Restore the
BlasTech DC-17m ICWS Republic.
Model: BlasTech DC-17m Interchangeable Tionese Unity:
Combat System Lady Jenessa Raxus (Wife, never publicized)
Type: Assault Blaster Rifle
Two Children: Mark & Jenna (adopted)
Scale: Character
Cost: 12,600
Game Notes: As a free action, the wielder
may swap out one set of attachments on the
DC-17M ICWS, changing it to one of its other
weapon modes:
- Blaster Attachment
Skill: Blaster: blaster rifle
Ammo: 60
Range: 3-30/100/300
Damage: 5D
- Sniper Rifle Attachment
Skill: Blaster: blaster rifle
Ammo: 20
Fire Control: +1D
Range: 20-50/200/600
Damage: 6D
- Anti-Armor Attachment
Skill: Missile weapons:
grenade launcher
Ammo: 4; 1 reload
Range: 3-30/100/300
Blast Radius: 0-2/4/6
Damage: 8D/6D/4D

Other Assets:
The Ironhand Trenchant
Cruiser
The Stealth CR-90 Corellian
Corvette
The Sith Muncher V-19
Torrent
The Night Gyr Rendili Star
Drive Bulk Cruiser (refit)
3 Squadrons of V-19 Torrents
(non escort models)
Dozens of LAAT Gunships

18
New Starship Rules Space Transports
Begin with 1D+2 of Auxiliary Power. Per two
Space Units they generate 1 additional Pip (per
Auxiliary Power round) of Auxiliary Power. With a maximum
Starships have incredibly efficient Fusion reservoir of 3D.
reactors in the Star Wars universe. Even
Snubfighters possess small units that Capital Ships
efficiently generate energy for the craft. These Begin with 2D of Auxiliary Power. Per Space
fusion generators will power the ships, feed all Unit they move add 1 Pip (per round). With a
systems and even allow the ships to be maximum reservoir of 4D.
modified and enhanced. However, where Notes:
Auxiliary Power comes into play is a separate • Scales above Capital adhere to the
reservoir of accumulated power. This limitations of Capital Ships.
reservoir is much smaller in Snubfighters as • Any ship traveling for 5 standard rounds in
their systems typically are already pushed to sub-light (non combat) will begin combat
their limits. In Space Transports there is, with a Maximum Auxiliary Power
typically, an abundance of additional energy reservoir.
due to their more robust nature of their fusion
reactors as well as their (typically) more How do you use this?
limited performance characteristics. Capital Snubfighters: 1 Free Action is required to
ships will usually have a solid reservoir of transfer Auxiliary power to any system.
energy to draw from and can typically also
shut down entire sections of their ships to gain Space Transports: 1 Action is required to
even more power. Now the question is “what transfer Auxiliary power to any system.
can I do with this extra power?” Auxiliary
power can be used for a number of things. Capital Ships: 2 Actions or two crew
Increasing Space Speed or Atmospheric members are required to transfer Auxiliary
performance, restoring lost speed, re-charging Power to any system + 1 Free Action from the
shields, over-charging shields, providing officer issuing the command to do so.
additional power to maneuvering jets and even
restoring maneuverability. You could boost Limitations:
sensor ranges, or the bonuses you get with • Boosting over a listed D code cannot be
them. You can restore lost sensor codes from more than 2 pips (20 units range).
damage. • Restoration of lost (from damage) D
codes or speed cannot be more than 3 pips
Note: Any lost (damaged) D code or points (1D per system or generator).
lost due to damage can only temporarily be • Space/Atmospheric Performance is = 1/1
restored by transferring Auxiliary power (this or 100Km/H per pip (Max +200 / 2 Units ).
cannot repair Hull Codes or Armor). • You cannot restore Hull/Armor damage in
Lets dive into the kinds of numbers you’re this fashion (shields are fine).
looking at per Scale type:
Author’s Notes: You might want to use as a
Snubfighters general rule for ease of managing ship
Per 3 Space Units a Snubfighter will generate combats. You may simply substitute Auxiliary
1 Pip (per round) of Auxiliary Power. With a Power for those rules as an overall
maximum reservoir of 1D+2. simplification. Tracking shield regeneration
Notes: Repulsorlift engines do not generate can be ugly in larger engagements. Simply
their own, discreet, Auxiliary Power (but they pulling off of Auxiliary power (regenerating up
can take advantage of it). A Swoop has an Ion to 1D of Shields per round instantly) might be
Engine and can generate Auxiliary Power. the answer to that tedious process of tracking
Any craft smaller than a Snubfighter should be shield regeneration times and ratings.
limited to +/- 1D of Auxiliary Power.

19
Cloaking Devices Corvette. However, they can be mounted
on smaller craft. The power draw on these
Cloaking devices were fairly common in the vessels, however, requires these ships to
years leading up to the Galactic Republic that drop their cloaking in order to fire, raise
would, essentially, enforce regulations banning shields or enter into Hyperspace. On
the technology. Effectively, the Galactic smaller craft the difficulty of disengaging
Republic ruled largely in peace for almost four and reengaging a Cloaking device is as
thousand years. The technology to create follows: Snubfighter Scale: 1 Free
effective cloaking systems would either be lost Action to activate & 1 Free Action to
or buried so deeply as to be forgotten. It disable. Transport Scale: as above,
wasn’t really until the Clone Wars that Corvette or above: 1 Action to engage or
Chancellor Palpatine would unearth the disable. Corvettes or above must choose to
technology and apply it to select ships like the operate Shields or the Cloaking Devices,
Sith Infiltrator that Darth Maul piloted. As though they can fire weaponry as normal.
well as, at least one personal craft that • Any craft operating an active Cloaking
Palpatine & Grand Moff Tarkin would use for device has no sensors & no fire control
clandestine missions. other than what is provided by burst fire
Cloaking Device Methods weaponry.
• Cloaking devices are susceptible to
A cloaking device rendered an object
homing devices. Thus any sort of military
completely invisible to nearly all forms of
ordinance like Seeker Missiles with
detection, although the object could be tracked
advanced targeting and guidance (even the
via it's magnetic signature. A form of
4D skill versions) will instantly defeat the
experimental starship technology, cloaking
cloaking package by locking onto the
devices allowed ships to bypass enemy vessels
craft’s Magnetic Signature. In these
and fleets undetected, rendering them
instances double the guidance of the
essentially invisible to ordinary scanners.
homing weapons and treat the base
However, an interdiction field rendered stealth
difficulty for targeting the Cloaked vessel,
technology inoperable, and vulnerable to
via the ordinance’s integral guidance
detection. Cloaking devices can be powered
package, as if it were Point Blank Range
by either hibridium or stygium crystals.
(5) + the piloting roll. Note: this will
Cloaking Device Weaknesses confuse the guidance package and disable
• Hibridium Cloaking devices are only truly Friend or Foe routines and savvy Cloaked
effective for bases and craft that do not pilots can lead the ordinance into other
enter into Hypersapce. If a ship with a vessels.
Cloaking Device powered by Hibridium • Interdiction Fields like those generated by
enters into Hyeprspace the Hibridium has a Interdictor Cruisers will immediately drop
tendency to disrupt the harmonic any Cloaked vessel out of it’s Cloak,
frequency that the hyperdrive functions at. rendering the cloaking devices inert while
This issue has been attempted to be in the presence of that field. Note: This is
bypassed hundreds of time, however, the not widely known. Not even the designers
issue remains. Hibridium Cloaking of the devices are aware of this issue.
devices will detonate after 1D6 rounds in Detecting the issue requires personal
Hypersapce. Making them highly unstable experience of it happening to a crew
for anything other than static member and a Technology Skill roll that
emplacements, sub-light craft and things defeats a Rating of 90 to understand the
like space mines. fundamentals of why it happens. The
• Stygium Crystal powered Cloaking devices artificial Gravity Well that an Interdiction
draw massive amounts of energy from the field generates; creates micro magnetic
host craft, thus these devices are typically surges in the craft effected and this
featured on vessels no smaller than a destabilizes the Cloaking Device and
renders it inert. This can be temprorarily

20
shielded against with the same type of objects (like Grand Admiral Thrawn did with
shielding that is required to protect against Asteroids) there are no anomalies detected on
Ion Weaponry (3 rounds per D of Ion sensors. A null reading will be reported.
shielding on the ship, not the device). Which commonly means nothing to a sensor
• Ultra Rare scientific sensors used to operator. A Focus scan will detect nothing,
measure and study anomalies can be re- including nothing inside a ship (like no decks,
purposed to sweep for the magnetic no power, nothing at all) which will be
signatures of Cloaking Devices. These dismissed by most sensor operators.
arrays are incredibly costly (100 Million+ However, this is how you know you’re looking
each) and rare. Difficulty: 60 at a cloaked interior of a ship (like Thrawn did
on Action IV transports to hide TIE
Cloaking Method Availability
Interceptors).
Hibridium is more common, and can be
located on a number of worlds throughout the Stealth Technology
galaxy. Assuming you know where to look, This is the most commonly encountered type
because these natural deposits tend to cloak of technology available and it has it’s
the areas in which they reside naturally. limitations. Typically, this type of high tech
Cost: 100 points x scale; to the cost of an creation is either some form of resistant
object or vessel that is cloaked with material, paint or null sensor masking
Hibridium. technology.
Stygium Crystals are thought to have been Functions of Stealth Technology
harvested from every available source and These tend to vary widely by the type of
were commonly believed to be extinct from system employed. Some block all sensor
the galaxy. However, this would prove to be signatures and this will render everything but
inaccurate as Palpatine had discovered a the host craft’s Passive sensors inert (including
number of caches of the ultra rare crystals. fire control other than Burst Fire bonuses).
Even allowing for over a thousand TIE Others will add sensor difficulties in the form
Phantom craft to be constructed with the of adding difficulty dice to detection rolls or
crystals and there was no end in sight for subtracting dice from detection rolls. Some
depletion of said crystals. shields, like those on the Loronar Skyblind
Cost: 144 points x scale; to the cost of an Scout Ship & the Rebel Assault Shuttle will
object or vessel that is cloaked with Stygium double as holographic masking for visual
Crystals. scanning.
Functions of Cloaking Technology Cost: The rating x the scale of the vessel it is
applied to. (1D = 3 points, +1DR = 6 points)
Typically, Cloaking devices block all forms of
sensor detection (save for magnetic, which
most sensor packages don’t do correctly for
targeting ships, though they will register
anomalies in the presence of a cloaking device
occasionally 1 in 6 chance). They also block
all forms of visual scanning. Targeting a
Cloaked vessel is difficult, but not impossible.
Difficulty to Target & Damage: adds a +20 to
base difficulty to target and damage reduction
to any hits of ½ the Nominal Damage of the
weapons system (even Homing Ordinance).
Note: When using the technology on craft that
do not have weaponry of their own or on

21
Hull Plating Types that would actually ionize an area or the entire
ship.
Standard Armor Cost: Rating of the Ion Shielding x ½ of the
Standard Armor is generally inherent in Scale Cost of the vessel.
starship designs. It will increase in volume Weight: ¼ what Standard Armor weighs
with the increase of the scale of a starship. Installation Difficulty: The interior of the
Furthermore, this armor can be added during craft must be pulled apart. This is best
the engineering design phase of a starship and performed during the craft’s initial
incorporated into the design so as to not soak construction (1/4 the time to install). All
up cargo space. Finally, aftermarket armor Installation Times: 10 times longer than what
plating can also be added to starships that will it would take to install 1 pip of standard armor.
add additional damage soak x scale of the craft
but it chews up cargo space. Not all armor is created equally
Game Effect: Every D of Standard Armor Starship hulls are constructed of durable
will convert directly into AP (Armor Points) x materials able to withstand harsh environments
the Scale of the vessel. However, once that AP or combat. Duralloy, the most commonly used
rating has been depleted (per pip or D) it is material, is a composite metal armor used for
considered to have been “blown off” or starship hulls. Ferro-ceramic armor plating is
destroyed in combat. When all armor and hull used in hulls of ships that need to pass through
is depleted the starship or object does not add an atmosphere & used in shield ships to deflect
the D code of the Standard Armor to it’s solar radiation and heat. The hull of the
resilience rolls to determine the effects of fate Nantex-class territorial defense snubfighter
of the craft. The armor is gone and must be was made of woven, reinforced laminasteel
replaced. (which is just another way of saying it has
additional standard armor). Matrix armor is a
Ion Shielding strong material often used in the construction
The methods for shielding against Ionization of starship hulls. It is more durable than
are widely known though not often employed. durasteel and is better able to withstand blaster
This is typically due to the ineffective nature fire than titanium (Duralloy). Other materials
of Ion Weapons. These weapons are very like Havod, a rare alloy, were used in the
useful for disabling specific systems, small construction of one hundred special Star
craft and if there is enough sheer volume of Destroyers.
Ion armament, entire sections of Capital Ships. Matrix Armor: Increases starship armor
Many believe that Ion Weapons are, resilience (the base rating, nothing else) by 2
essentially, worthless for anyone other than pips. Cost: 6, no weight penalty.
pirates. However, effective targeting can Havod Alloy: increases starship armor
cripple ships in combat or easily disable resilience (the base rating, nothing else) by
things like Shield Generators. Thus the armor 1D+1. Cost: 12, no weight penalty.
has it’s uses and can also be effective in
shielding a craft with a Cloaking Device Ferro-ceramic Armor: Immune to solar
against Interdiction Fields. It can aid in the radiation, reentry into atmosphere and
deflection of Ionic particles from spacial increases starship armor resilience by 1 pip.
anomalies. And acts as another buffer against Cost: 3, surface must be clad in it in an
Ion Weaponry. unbroken fashion (no weapons mounts,
nothing, the entire surface arc must be clad in
Game Effect: Every D of Ion shielding is it). Typically this is on the Ventral Hull,
effectively “Armor” that is never depleted by though on shield ships it is on the Fore Arc.
Ionic effects. The damage delivered must
bypass this armor in order to deliver Notes: Once you pay the base price to
“damage”. Furthermore, each D of Ion integrate it into the hull, the replacement cost
shielding will add to the base Hull Code of a is simply the rating of the base scale’s armor
starship for the purposes of resisting damage code (Snubfighter = 1D).

22
Shipboard Personal Gear Naval (Military) Battle Suit
Provides the same 4 hours of air and
Gunnery Helmet environment that the Naval Vac Suit does,
This wonderful Imperial invention makes your however, it also provides 1D+1 Physical and
starships’s Gunners better at what they do. Energy Protection to all locations. It is no
Game Effects: +1D to Starship Gunnery, bulkier than the standard Vac Suit.
integral military comms, +1D to Physical and Other Game Effects: Mag Boots, Flash/Flare
Energy resistance. comp, integral Military Comms, limited micro
Note: Only functional with Gun-wells (like jets to regain footing or maneuver Move: 2m.
you’re the gunner) & Capital Weaponry. Note: Stacks with Ship Suit & Naval Ship
Era: Rise of the Empire+; Cost: 1,440 Credits Suit.
Naval (Military) Ship Suit Era: Clone Wars +; Cost: 1,920 Credits
Provides full environmental seal and light Fast Seal Suit Patches
helmet, 30 minutes of environmental support They repair holes in your Space Suits instantly.
and air. Has numerous pockets and Game Effects: Plugs the Hole perfectly,
attachments and is highly popular with ship restoring suit integrity. Kit comes with 12
crews. Comes with utility belt and mag boots. patches.
Game Effects: +1 to Physical & Energy Era: All; Cost: 184 Credits
Resistance. It also cuts the time it takes you to
pull on a space suit or vac suit in half. Plasma Torch Boarding Device
Era: Clone Wars +; Cost: 440 Credits This device allows you to breach the hull of a
ship in order to breach & board another ship..
Naval (Military) Vac Suit Game Effects: It’s a sure thing, it’s just going
The basic EVA suit that provides 4 hours of air to take some time. Typically, 5 seconds (one
and environmental control. Comes with a combat round) per D of Hull (Ignore Armor).
standard helmet. The assumption is you are placing it on a weak
Game Effects: +1 to Physical & Energy point. Difficulty to properly apply: Typically
Resistance. Integral Military Comm & 20 + GM Discretion.
Magnetic Boots included. • The area around the breach is sealed by
Note: The effects of a Ship Suit & Naval Ship membrane barrier that the players attach to
Suit Stack. the device, it is inflated and pressurized to
Era: Clone Wars +; Cost: 600 Credits allow boarding without Hull
Naval (Military) EVA Suit Decompression. Membrane only has a
This is a rugged Space Suit designed for Body Strength of 2D Character Scale.
prolonged exposure in vacuum. It provides 4 • The Boarding Membrane can
Days of air, nutrition and climate control. It is accommodate 12 troops.
not bulky, it is advanced tech. The suit has • The Plasma Torch will also allow the
micro thrusters that allow the occupant a move extension (it has one) of a boarding
of 10m (not Space Units). hallway that will attach to any universal
Game Effects: +2 to Physical & Energy airlock on another ship. Boarding Tunnel
Resistance, Flash and Flare Comp, Magnetic is 2D Speeder Scale.
Boots, integral Military Comm. Also Provides Era: Old Republic+; Cost: 4,500 Credits
the Effects of a High G Stress Vac Suit: Waste Cotterdam Universal Airlock
recycle system, +1D bonus to Sensors that One of the older and more proven universal
works with every sensor suite you use. space-docks is a “cotterdam”. This is a
Notes: Ship Suits & Naval Ship Suit’s effects flexible tube with an interior ladder/walkway
stack. Double the Physical bonus for High-G with a multi-lock ring on the extended end.
Maneuvers for Endurance/Willpower rolls. The dock has a 4D Speeder Scale Strength.
Considered double (1D+1 Static Armor for Era: Old Republic +; Cost: 2,880 Credits
any crash/craft detonation/ejection situation);
This is the standard for TIE pilots.
Era: Rise of the Empire+; Cost: 4,000 Credits

23
Environmental Converters supplies elsewhere.
With this device installed, the captain is able to Era: Old Republic +; Cost: 25,000 x Scale in
provide comfortable environs for many Credits; Weight: Snubfighter: 25 Kg,
different species throughout the ship, or in one Transport: 100 Kg, Corvette: 5 Mt, Frigate: 10
cabin or the cargo hold. Mt, Destroyer, 15 Mt, etc.
Era: All; Cost: 3,200 credits; Weight: 400 Kg
Universal Airlock
Givin Emergency Vacuum Seal Game Notes: This airlock is made of a
Game Notes: Normal application requires a durable synthetic fabric over a geometrically
Moderate Strength total (to fight the pull of the collapsible frame. Collapsed, it is no longer
atmosphere rushing out into space) and a than a half meter in diameter, but expands to a
Moderate Dexterity total (to reach and hit the 5 meter diameter capsule with a hatch and bag-
controls while the character is fighting not to lock. The bag-lock exits to space, and is
get pulled out into space). Seals come in pressurized by a high power pneumatic pump.
different sizes ranging from 10 centimeters to The other exit is a simple hatch, with a multi-
1 meter in diameter. lock sealing ring. The pressurized interior
Era: Old Republic; Cost: 800 (51-100 leaves the airlock somewhat vulnerable to
centimeters in diameter) punctures, although the frame resists instant
Refrigeration Equipment depressurization. 3D Character Scale Strength
Certain special cargoes require precise to resist damage.
temperature control. Era: Old Republic +; Cost: 1,760 Credits
Era: All; Cost: 80 credits per ton converted. Escape Equipment
Weight: 5 Kg per ton converted. Enough escape pods for each crew member
Scoops and passenger on-board a ship is required by
Some ships (scouts, especially) are equipped Imperial law (military vessels are, of course,
with scoops, allowing them to dip into a exempt from this rule). A standard freighter
planet’s atmosphere or seas to steal natural sized escape pod seats eight passengers and
resources with which to recharge their power has food and oxygen for two weeks.
cells. Cost: 1,200 credits; Weight: 5 tons
Game Effect: Restores Consumables, 1 Day Cargo-Mover Tractor Beam
per Hour Scale: Snubfighter
Notes: Things like Food require you to Skill: Starship gunnery
restock it, but this would be only a fraction of Space Range: 1-3/7/15
the cost unless you’re on a large Transport or Atmosphere Range: 100-300/700/1.5 Km
Capital Ship. Though savvy players can Fire Control: 2D; Damage: 2D
forage and hunt for food assuming they have Era: Old Republic +, Cost: 12,000 Credits
somewhere to store and preserve it like that Weight: 30 Kg
Freighter’s Galley.
Backup Battery
Era: Old Republic +; Cost: 50,000 x Scale in
Game Notes: This backup battery is marketed
Credits (Snubfighter 1, Transport 2, Corvette
as a life support system fail-safe, allowing up
6, Frigate 7, Destroyer 8, etc); Weight:
to an hour’s extra survival in the event of a
Snubfighter: 50 Kg, Transport: 5 Mt, Corvette:
catastrophic power failure. Ordinarily, life
10 Mt, Frigate: 15 Mt, Destroyer: 20 Mt, etc.
support fails while running silent in only a few
Solid Fuel Converter minutes, due to lack of power, but the backup
Converts virtually any matter into fuel cell battery allows the ship to lurk in space for an
power. A ship can refuel on bulky, low energy extended period.
materials - oxygen, water, plastics, cellulose Era: Old Republic +; Cost: 12,500 x Scale in
(wood), waste-or heavy metals and other high Credits (Snubfighter: 1, Transport: 2; not
energy materials. The ship will be able to effective for Capital Ships). Weight:
halve its “restocking” fee at star-ports, but the Snubfighters: 5Kg; Transports: 50 Kg
captain will have to personally arrange for fuel

24
Power Scanner Starship Tool Kit
A high tech gismo that helps you fix stuff Essential, high quality tools for repairing
Game Notes: Bonuses for using a power starships.
scanner for repair work may range from +1 to Game Notes: This toolkit adds +1D to any
+1D as decided by a Sensors roll: starship-related repair rolls.
Difficulty 5: +1 Era: All Eras; Cost: 600 Credits
Difficulty 10: +2 Tech Scanner
Difficulty 15: +1D
An advanced scanning tool that doesn’t even
Era: Old Republic +; Cost: 600 Credits
require sensors to operate and yield a bonus.
Security Kit However, if you possess the sensors skill the
Game Notes: A security kit is a set of special device has some advanced features.
tools for bypassing electronic and mechanical Game Notes: A, flat, +1D bonus is delivered
locks. This item gives it user a +1D bonus on to all repair & sensor rolls (yes, the bonus
security rolls. It also provides a +1D bonus on applies to the below listed tests). However, a
any repair rolls relating to security systems. A proficient Sensor operator can use the scanner
master craft security kit provides a +2D bonus for a myriad of other functions. Like:
and contains a com-link that monitors • Engineering Schematic: The scanner will
frequencies typically used by silent alarms, so deliver a full engineering schematic of the
the user can know if such an alarm has been craft. Difficulty: 40
triggered at any point during the operation. • Isolate Design Flaws: The scanner will
Era: All Eras discover and isolate design issues and
Cost: (Standard): 1,200 Credits allow you to isolate and correct them with
Cost: (Master Craft): 2,400 credits an appropriate level of engineering skill
(GM discretion). Difficulty: 60
Spacer's Chest
• Hull Enhancement: The scanner will
Spacer's Chest A spacer's chest is perhaps the
take an Engineering Schematic and
only thing a career spacer can rely on. Most
spacers are tramp workers, moving from berth automatically generate a suggestion for
hull enhancement. The following effects
to berth dozens of times in a career. They tend
apply to this at certain levels: Reduce hull
to travel light, because lots of personal goods
modification difficulties by 5 across the
slow you down, and because there's so little
board; Add up to +2 Amor Pips for no cost
space aboard ship for personal gear. Most
spacers tote their few belongings in a hardy to Cargo Space (Difficulty: 40: +1 & 60:
+2). Requires Engineering Schematic
piece of luggage, called a spacer's chest, which
carries their spare clothes, data discs, small Era: Clone Wars +; Cost: 3,000 Credits
tools, data-pad, food concentrates and snacks, Fusion Cutter
spare blaster and blaster packs, and perhaps a An energy based cutting tool (much like a
few mementos and oddities from their travels. Lightsaber) that will cut through anything
Game Notes: A rectangular, 1 meter long given an appropriate amount of time and
chest, with handles on each face. It can be power applied. However, it is a short beam, no
locked with an electronic combo-lock more than a ½ foot in length.
(Moderate to pick), sealed against vacuum, Game Notes: “Accidental exposure” (using it
and is quite durable: 6D Speeder Scale as a melee weapon) to beam causes 6D Static
Strength. damage. It causes 6D Static Damage all day,
Notes: Items like a spacer's chest or a good every day, with a power cell drain of 6 charges
ship-suit are often overlooked by fringe per round (A standard power cell has 100
operators; they're too busy buying the biggest charges).
gun or the sharpest melee weapon to bother Era: Old Republic +; Cost: 2,300 Credits
with "trivialities" like clothing and storage
Hydrospanner
gear. Its the best damn piece of luggage you A universal (does everything, +1) repair tool.
will ever buy (can be used as a shield).
Era: Old Republic +; Cost: 50 Credits
Era: All Eras; Cost: 384 Credits

25
Laser Welder Cargo Netting
Game Notes: Allows for welds from 0.2-20 The Stuff you typically use with cargo hooks.
centimeters in diameter. Necessary for Game Notes: Cargo netting straps have 3D
performing repairs to starship hulls and Character Scale Strength resisting damage.
armor. +1 to repair rolls. Era: All Eras; Cost: 5 Credits per 10x10
Era: All Eras; Cost: 50 Credits meter section.
Plasma Punch Corrosion Preventative
Game Notes: The Plasma Punch can be set to Game Notes: Prevents metals from corroding
cut a circle from 3 centimeters to 3 meters in and rusting. Really good on starship hulls
diameter. Given time, the Punch is able to cut underneath the paint, works well as a base.
through any material on the market, including Ships treated are immune to rust monsters (so
quadranium and magnetically sealed hatches. are melee weapons so treated). Most people
It is very power consumptive, however; the don’t even think to apply it.
unit can only be activated twice, for up to two Era: All Eras; Cost: 1 Credit per Gallon
rounds each, before the device is rendered Loader’s Gloves
useless. The tool has a very limited range, 0-2
Damage: STR+2
meters, and is impractical as a ship-to-ship
Game Notes: Gloves take 3 rounds to put on
weapon. It’s man portable (no larger than a
or take off. It’s impossible to wield a blaster
blaster rifle), and nasty if used as a close range
or perform any fine manipulation while
weapon. Delivers 6D Static Snubfighter Scale wearing the gloves (adds +2D to Lifting/
Damage.
Carrying & grappling someone/something).
Era: Clone Wars+; Cost: 26,000 Era: Old Republic+; Cost: 500 credits
Portable Plasma Cutter Nova-Tech Power Suit
Game Notes: It takes one round per 1D of
This is real, space based, battle armor.
body strength to cut a two-meter-by-one-meter Requires power suit operations to walk, and
hole. (For example: a blast door with 6D body
even use personal weapons.
strength would take six rounds.) When used as
Armor: Suit provides +2D Static Energy, +3D
a weapon, the plasma cutter causes 7D Static Static Physical; Maneuverability 1D, Space: 1.
physical damage; a Moderate melee combat (+
Weapon:
dodge or melee parry or unarmed combat) roll Blaster Cannon
is needed to hit. The blast goggles or blast
Fire Arc: Fore
visor must be used with the cutter; anyone
Skill: Power Suit Ops or Starship Gunnery
within two meters without proper eye Speeder Scale
protection must make a Moderate Perception
Fire control: 1D
roll to look away or be blinded for three Space Range: 0-1/2/3
minutes (If someone is blinded, an attacker
Atmosphere Range: 100/200/300 Meters
gets +10 to hit in combat). It has a power cell Damage: 5D
drain of 15 charges per round (A standard
Ammo: 300
power cell has 100 charges).
Era: Rise of the Empire+; Cost: 13,000
Era: Clone Wars+; Cost: 3,000 Credits
Life Line Space Suit
Power Prybar
Game Notes: The Life-Line Model 11
Game Notes: When used to pry things up,
contains a heating unit, waste recycling and
open or apart, this tool adds +3D to the users on-board food supply. The suit’s power
Strength.
supply, atmosphere and food supply will
Era: All Eras; Cost: 720 Credits support a character for 15 standard days.
Crate Hooks Provides +2 to Physical & Energy resistances
Damage: STR+1D (to kill someone) (stacks with a ship suit). It’s bulky and confers
Game Notes: Secures stuff and allows you to a -2D to all fine skills (including walking,
impale and hang people from stuff too. running, piloting, Gunplay, etc).
Era: All Eras; Cost: 5 Credits each Era: Old Republic+; Cost: 400 Credits

26
Slave Rigging them aboard their ships. Much cited, were
fears that criminals could steal a ship, just by
A slave circuit is a mechanism that allows for stealing a beckon call or discovering its slave
remote control of a vehicle's systems while circuit code. However, this is not so different
using a communications device. In technical from a criminal simply walking onto your ship
vernacular, a vehicle that has a slave circuit because you left it unlocked or you have an
installed is slave-rigged. For a vehicle that inferior locking mechanism (most are typically
isn't slave-rigged, the owner, with a computer difficulty 20 locks). The slave circuit typically
and a little programming skill, can set up a incorporates a code that is at least difficulty
temporary slave circuit. 40. More vehement detractors cited the
The most common use of slave circuitry infamous Katana fleet incident as an example
involves an owner using a beckon call or other of what could go wrong with slave-rigged
handheld communications device to activate ships. However the odds of the same virus that
his or her ship's systems well before entering swept through all the ships of the Katana fleet,
the vessel. Doing so will allow the owner to driving it’s crew insane, ever happening again
make more efficient use of his or her time. are slim (since it was eradicated over a
century ago).
When attempting a landing at a spaceport, a
ship's pilot can allow the control tower to The technological basis for Slave Circuits /
assist him or her with landing by transmitting Slave Rigging is incredibly old. It’s existed
the vessel's slave circuit code. Slave circuit for millennia, and has been used somewhat
codes can also be used by multiple space extensively as a sort of luxury for certain ship
vessels to make synchronized hyperspace owners that don’t want to park their transports
jumps. Some businesses install slave circuits at lots that have dubious security. They could,
on all of the craft that they own, attempting to instead, have their craft cruise in orbit or in
make theft of company property harder to atmosphere in monitored flight lanes. Other
commit (will lock out manual controls). implementations of the technology will allow
The user of a beckon call can also use it to for entire systems to be automated like whole
signal the craft to fly to his or her location. groups of gun batteries (the Katana Fleet).
The slave circuit will receive the signal and This allows for higher levels of precision and
then tell the ship's computer to proceed to the grouped battery fire with simplistic ease
beckon call's location. The computer will then (rather than relying on a savvy fleet
activate the ship's engines and bring the craft commander).
to the user. Some ships can also be
programmed to fight their way to the user's Lets look at the available applications and
location with a reasonable degree of skill. their uses.
Advanced slave-rigs were used in the Katana Auto Pilot Feature
fleet fleet project. These full-rig slave circuits All modern starships, even dating back to
were used to highly automate 200 Xim’s era, have an Auto Pilot feature. This is
Dreadnought-class heavy cruisers, reducing primitive tech that is incorporated into all
the need for an organic complement by a starships. Essentially, it’s a pilot with 1D of
factor of seven - the resulting crew skill & 1 Free Action. The Auto Pilot can
requirements being 2,200 instead of upward of maintain heading and speed, maintain
16,000. Due to colossal corporate hyperspace corridor and even land (you
embarrassment and economic loss following wouldn’t want this to be necessary, it’s a bad
the fleet's disappearance into Hyperspace, this call). The Free Action the Auto Pilot gets is to
type of heavy automation was largely set off a signal that you are about to reach your
abandoned for fear of similar incidents destination, you encounter a gravity well in
happening again. hyperspace suddenly or give you more detailed
diagnostic information (essentially the ship’s
Despite the convenience that a slave circuit computer).
affords, many owners are averse to installing

27
Temporary Slave Circuit effectively (base 10 difficulty at all ranges
This allows you to call a vehicle to your except Point Blank). It can also divert
location using a Comlink or PTP Link. This Auxiliary Power to Shields, Speed or other
type of circuit requires limited computing systems (multi action penalty applies as
horsepower and leverages most starships on- per the scale of the ship under the
board autopilots (computers). With the aid of Auxiliary Power rules on p. 10).
something akin to a Data Pad you link your • Signal Encryption: 40 + 10 if Dealer
communications device to your vehicle. installed.
Cost: It costs you nothing but time, Data Pad
Emulated Slave Rigging
& a comlink/PTP-Link + a Computer
This is an enhanced design of the shipboard
Programming/Repair Skill roll. There is no
computer systems on a craft. Typically, it is
cost for upgrading it from 6 Hour program to a
specific to the manufacturer and not all
12 Hour program (only time and skill roll).
corporations will extend this level of courtesy.
Difficulty: 15: six hour; 25: twelve hour
It is a courtesy because the engineering team
Game Effects:
that designed the computer systems on a
• 6 Hour Implementation: Adds 1D to a
certain craft didn’t really document the fact
ship’s Autopilot skill (2D), establishes the
that it exists. Their computers are over
slave circuit & grants Difficulty: 25
engineered for efficiency and it really boils
encryption on the signal. This program
down to how dedicated the engineering team
cannot raise starship shields.
was that integrated the ships computer
• 12 Hour Implementation: Adds 1D+2 to a
systems.
ship’s Autopilot skill (2D+2), establishes
Cost: Nothing, it’s a feature of the ship.
the slave circuit & grants Difficulty: 30
Game Effects:
encryption to the signal. This program can
• Reduces crew requirements by 50%
raise starship shields.
• Does not enhance the Autopilot feature in
Notes: In either of the above implementations any way.
the ship fly's to your location. A six hour • Does not convey other, common benefits
program is competent enough through of Slave Rigging.
standard traffic patterns and pre-guided traffic
routes. A twelve hour program is capable of Rendili Star Drive Inc’s Slave Rigging
deviating from standard flight patterns Rendili Star Drive has long been seen as a
(highways) and landing at an “off the books” pioneer in this field. However, after 200 of
airfield. The difficulty to target a Temporary their “Katana Fleet” Dreadnoughts jumped
Slave Circuit controlled vehicle is Very Easy into hyperspace as an entire synchronized
(5) at any range due to the predictability of it’s fleet, to parts unknown (never to bee seen
actions (though it’s Piloting skill + again), the technology behind Slave Rigging
Maneuverability will still add to the difficulty received a severe black mark. Even though the
to hit). error behind the disappearance of that Old
Republic fleet was human in origin. That was
Formal Slave Circuit almost two centuries ago and Rendili has
While they have fallen out of favor, they are typically only applied the technology to
available as options from every major starship starships of the same designation as those of
manufacturer in the galaxy. If player installed the “Katana Fleet” (Dreadnought Cruisers).
reduce the cost below by 2 x scale. Rendili Star Drive fields approximately 60 of
Cost: 6 x Scale in credits; Difficulty: 40 these craft for home system defense. Some
Game Effects: believe them to be completely automated.
• Adds 2D + 2 Free Actions to the Autopilot Cost: Doubles the cost of the final starship
Feature’s skill in piloting (3D). This Game Effects:
circuit can raise shields, jump into • Master Control Ship: for every group of
hyperspace (consider it as if it has a 15 for starships, a single master control ship is
skill rolls every time), evade more designated. It is the basis for the skill of

28
all the subordinate vessels in that flotilla. repairs).
In the instance with the Katana Fleet, there • The master ship has the capability to fire
was a single command ship that jumped all local ships weaponry to screen against
the entire fleet into parts unknown that Snubfighters. Effectively, turning capital
controlled all 200 ships in that fleet. ship weapons into anti snubfighter
However, Rendili would go on to create a weaponry. The master ship can fire up to 4
fail safe after that unfortunate incident that arcs form 4 ships at a squadron sized unit
allows other vessels to override the master of snubfighter/transport scale vessels
ship if necessary (this feature would come (Capital Weaponry). The Master ship can
too late). also coordinate other vessels (up to 4) in
their flotilla to do the same.
The Master Ship: In Rendili’s system of
Slave Rigging you can designate a master Game Effect: Add all the D of the Capital
Weaponry on that Arc (say 20, 7D guns). Per
vessel that has your best crew on it. That ship
overrides the crew skills (in combat) of all the 12D of Capital weaponry on that arc, destroy
one Snubfighter grade craft (that’s 140 / 12 =
other ships in the flotilla. Substituting their
skill for all the ships in the fleet. Example: 11.666666)... A single Snubfighter will survive.
They must still hit the lead craft in that
you have 4 Ships, your Master Ship has a
squadron using starship gunnery (as if they
Crew Skill of 6D. Your subordinate ships only
have crew skills of 4D. The Master ship were firing point defense guns) with the best D
Code of Fire Control on that arc being fired at
overrides that deficiency by automating the
difference to the other subordinates in the the Snubfighters. One roll, based off the
Gunnery Skill of the Master Ship.
flotilla. All four ships in your Flotilla now
have 6D. • Coordinated Micro Jumps: Typically, an
Interdictor or a Jedi that is using the Micro
• If the Master Ship is destroyed, the system
Jump Tactic can only move one ship at a
selects a new Master ship based on the
highest overall skill of that ship. That time (per Jedi / Interdictor beam).
However, with Rendili’s Slave Rigging
bonus is then applied to all remaining
ships. this becomes 4 ships that can micro jump
together with precision per Jedi /
• The Master Ship coordinates targeting:
Interdictor beam.
Meaning all ships in a flotilla and fire
entire arcs of batteries, with precision, as if • Rendili Star Drive Inc’s Slave Rigging is
considered to be both Efficient and Slave
they were one massive gun.
Game Effect: A master ship can direct one Rigged. Meaning that the ships do not
only benefit from the 50% reduction in
type of batteries/weapons on a single arc of
fire, from all ships within range at a single crew, they also benefit from being Efficient
and the overall crew reduction of their
target. While it can also direct a different type
system is 75% reduction in Full and
of Battery/weapon at another single target.
This is incredible useful in ionizing targets and Skeleton Crews. With a +5 Difficulty for
running a Skeleton Crew.
in cutting them apart. This requires no
Tactical or Command Skill whatsoever, • Individuals (as in one person) on a Master
Ship can chain fire up to 4 ships guns on
however, these bonuses do apply for the savvy
commander across all the weapons of every the same arc of fire at a singular target.
Performing the Anti Snubfighter Screening
ship that target vessels with pinpoint accuracy.
detailed above or targeting a single
• The Master ship can even take control of
starships without gunners, pilots, warship (This is a reference to what the
Heroes did in the Thrawn Trilogy when
navigators, etc. The Master ship can fly all
other ships at it’s crew skill alone. they discovered the Katana Fleet). Though
this process is not without risk. It tends to
(However, this will not handle routine
cause weapons to Malfunction for 2-6
maintenance and starship failures and
breakdowns as there is no crew on the rounds if at least a skeleton crew is not
present.
other vessels to handle damage control or

29
Hoersch & Kessel Drive’s Slave Rigging employed on almost all of the Clone Wars Era
Hoersch & Kessel is a renowned shipwright vessels they directly manufactured as well as
firm that has existed in the galaxy for being being licensed out to other firms for the
millennia. They are infamous for having built construction of vessels like the Providence
most of the warships of the Trade Federation Heavy Cruiser.
during the Clone Wars. Slave Rigging is not a Cost: Add 25% to the cost of the final vessel.
new concept to the Engineers at Hoersch and Game Effects:
Kessel. They didn’t suffer the same black • Reduction in Skeleton and Full Crew by
mark, on their reputation, that Rendili Star 75%.
Drive has for the fate of the Katana Fleet. As • Autopilot function is substantially
such, their Slave Rigging techniques have enhanced: 4D Base Skill + 3 Free Actions.
been widely accepted and are commonly seen Can Raise Shields, Jump Into Hyperspace
on many of their most prominent vessels. (consider all Hyperspace Navigation to be
High Automation Droid Rigging at a base 20 on the rolls), Transfer
The form of Slave Rigging that Hoersch and Auxiliary to necessary systems, enhanced
Kessel Drive employed during the height of evasion algorithms (15 difficulty at any
the Clone Wars was an advanced form of range, standard range tiers apply to Short
Droid Automation, resulting in “nearly and Point Blank ranges)
intelligent” star ships. What we are talking • Starship Automation to a degree that the
about here is that the ships themselves had ships can maintain themselves without a
such a high degree of Automation (even crew. Essentially, anything other than
without the presence of Droid specific crews) repairing hull damage can be maintained
that their starships were almost capable of (hull damage, however, can even be
operating on their own, independently. While compartmentalized, bypassed and fires
not common knowledge, there were more than vented automatically). Consider Skill to
a few ships that did actually operate be at least 4D for automated maintenance
independently and many of these prototypes and bypass.
have become system defense vessels for their • Some of their craft are completely
main yards facilities. The rumors of Rendili autonomous, requiring no crew at all.
Star Drive possessing this level of Automation Possessing higher skill sets, Tactics and
are just that, rumors. Hoersch and Kessel even Command Skills.
Drive maintains a sizable flotilla of Clone • Skeleton Penalties on all Hoersch & Kessel
Wars Era warships that require no crew Droid Rigged vessels should be considered
whatsoever and are capable of rivaling organic to be +0 (retcon this if necessary).
crews. They are estimated to have no less than Modern Hoersch and Kessel Slave Rigging
120 of these vessels guarding their holdings This is the evolution of their technology into
(consider crew skill to be no less than 7D). the Imperial Era. Essentially, the design sheds
the Droid Rigging aspects of past ships and
Their grasp of the Slave Rigging technology integrates the technologies into a more “near-
predates anything that Rendili Star Drive has sentient” level of starship design. This level of
ever fielded by several millennia. As such, technology is found on the Champion-class
Hoersch and Kessel Slave Rigging techniques fleet Carrier (p. 173-174). While the overall
are typically built right into the cost of the reduction in crew is only 50% the Champion-
starships they produce. Essentially, meaning class, itself, is an incredibly efficient ship.
that it doesn’t cost them anything to implement Cost: Add 50% to the cost of the final vessel.
the technology. Game Effects:
• Reduction in Skeleton and Full Crew by
50%.
Droid Rigging • Autopilot is incredibly bolstered over
This is the standard, Highly Automated, Slave previous designs:
rigging techniques that Hoersch and Kessel 1. The ship has 5D of Skill in Piloting & Four

30
Free Actions; Piloting is as near to an or vent fires into space. It can bypass
organic pilot as possible and confers no damaged sections, some of this may
penalty to the craft for “predictability” as require physical bodies to actually
the craft combines multiple algorithms perform. The Ship can deliver detailed
from every known evasive pattern in Engineering Reports, also consider it to
military history to date (add +5 to the benefit form a 2D specialization in (the
difficulty to target the vessel at range to appropriate Scale of) Ship Engineering.
every difficulty band of Terrain Modifiers Thus, providing standard maintenance
because of this and lower the craft’s reports at a 7D skill level. The ship can
difficulty to pass through difficult terrain offer suggestions on repairs, modifications
by -1 DR if the Automated system is and limitations of it’s own design.
engaged). • Combat Functionality: all the weapons
2. The Craft has an integral Navigation can be fired from the bridge from one
Package, separate from piloting functions station per arc, per weapon type, at the
that is equivalent to a 5D Professional gunnery of that individual at a single target
navigator with a -1DR to navigation rolls. (multiple actions for multiple targets).
3. The Craft has a 5D Shields Skill for • The Hoersch and Kessel Slave Rigging
Capital Ships. Consider it as if it were an Design cannot control other ships like
real crew member. Rendili Star Drive’s system does with it’s
4. The Craft has a 5D Skill related to Master/Subordinate system. The system is
Transferring Auxiliary Power to other designed as an individual entity, and there
systems. Again, consider this as if it were are modifications that are available (from
a live crew member. Hoersch & Kessel) that will add a
5. The ship possesses a pleasant male or Heuristic Processor to the starship.
female “voice” and can operate the Effectively, turning the ship into a thinking
communications station as well with 5D entity with multiple sub station sub
Communications & 5D Languages skills. routines that are all somewhat aware.
6. The ship monitors Sensors as if it were a • Ship-wide Heuristic Processor: Triple
5D sensor operator, consider this as if it the cost of the vessel.
were an individual crew member.
Orlean Slave Rigging
7. Due to regulations and Imperial Laws Orlean is a vehicle manufacturing corporation
Hoersch and Kessel cannot, legally,
that originally created the Star Cab for the
include an automated gunnery package. Galactic Republic. Their method utilizes a
However, one such package does exist. It
mainframe and a series of droid shells slaved
is considered to be a 5D skill gunnery to that system.
program (per weapon) and is a costly
Cost: 15,000 Credits + the number of Droid
addition to the ship; Cost: 4,200 Credits
Shells (3,600 Credits each) that replace
per Replacement Gunner or additional biological crew. Typically, 6D Attributes (1D
crew operator beyond what is listed above
each), skills come from the multiprocessor
(5D Skill for Capital or Snubfighter Scale feature of the Mainframe (it can infinitely push
Weaponry & 5D skill for other positions).
1 skill into each droid shell available, though
Note: Starships like the Champion-class the individual droid shells suffer from multiple
Fleet Carrier require 5 crew to operate the
actions). Mainframe Weight: 100 Mt
Hyperwave Jammer on the ship, the
Game Effects:
starship cannot operate that device without • Mainframe (Virtual Intelligence) 4D
at least 4 additional “Automatons”
• Droid Shells have one, alterable on the fly,
essentially Droids that have limited 4D Skill (5D with attribute bonus)
purpose & are directed by the ship's “AI”.
• 25% reduction in Skeleton & Standard
8. Consider the craft to possess 5D of starship
Crew due to the Mainframe.
repair skill for Capital Ships. The ship can • Later (Rise of the Empire) Droid Shells
pressurize and de-pressurize entire sections
can have 2D attributes & cost 7,200 cr/ea.
of the ship in combat to support personnel

31
Hardened per location.

Superstructure The Armor of the Corvette would be


considered as if it were 5D (4D from the Base
This engineering breakthrough in production Hull Code + it’s 1D base Armor Code) per
was pioneered by Koensayr while developing location for a total of 375 points per location
the BTL-6Y “Super Y-Wing” (Y-Wing II). instead of 75 points per location.
Using bleeding edge manufacturing principles
Koensayr was able to effectively make the hull If the craft were a Cruiser, it works the same
strength of their construction materials way:
“Static” without carrying the premium cost of
Static materials. However, they would pass You have a 5D Base Hull, so you have a hull
the cost of their discovery on to their customer that consists of 10 additional pips. Pips on a
base as if the craft sported an additional Cruiser are worth 44 points each, so that's 44 x
amount of armor equivalent to the base hull 10 = 440 additional Hull Points per location.
code of the craft + the standard Armor for that Armor is no different than with previous
craft. examples. A cruiser has 2D Base Armor + it’s
Base Hull Code of 5D for a total of 7D of
Game Effect: The Hull Points of the vehicle Armor at 150 points per D = 1,050 Points of
are not factored at the standard rate for the Armor per location.
ship class. A hardened hull adds 2 pips to
every D of the Base Hull D code of the ship’s What about Stacking Standard Armor with
Scale. Furthermore, the vessel is considered to Hardened Superstructure? You were going
have Hull Armor equivalent to it’s base D code to ask, I know you were.
+ it’s Armor code (determined by it’s Scale)
calculated normally. Hull repairs cost 50% Layering (adding more) armor on a Hardened
more. Superstructure design: Increase all engineering
difficulties for the design of the craft by +1DR
Examples: You have a Snubfighter with a 4D (which can be a death sentence in and of
Hull Code. Instead of having 4 points of itself). Adding it later is easy, it eats into your
resistance per D in Hull Points, you have 6 cargo capacity. There is no penalty for this.
points of resistance per D for a total of 24 Hull
Points (instead of just 16). Wait a second... How do I make a Hardened
Superstructure design in the first place?
Now, the Snubfighter’s Armor is considered Add +2DR to the base design difficulty and
equivalent to it’s base Hull code of 4D + the 160% the cost of the initial prototype. The
1D of Armor for Scale = 5D of Amror = 5 x 8 cost excessive cost bleeds off at a rate of 30%
= 40 Armor Points. per prototype phase, zeroing out during the
first production run. So, Prototype one 160%,
Note: the Pips do not stack to become full Prototype two 130%, First production run no
Dice. Ex: 4D Snubfighter hull is effected as if additional cost.
it were 1D+2, 1D+2, 1D+2, 1D+2 (or simply
add the two points to the resistance of each D I was never clear about Prototype difficulties
for Hull Points. (even in the core book), that’s because the base
number is always GM discretion ;).
Now...If the craft were a Corvette with a 4D
Hull it would factor out a bit differently
because increasing the scale adds more value
to each pip. So, you have 8 pips of additional
hull, per location. Pips on a Corvette are
worth 17 points each. So, you simply multiply
17 x 8 and come to an additional 136 points

32
Hyper Fuel
Coaxium, also known as hyperfuel, is a rare
form of hypermatter and type of expensive
starship fuel mined on Kessel, the Redhurne
system, Savareen and Vandor.

Coaxium in its raw, unrefined state is a very


volatile and highly explosive substance and
had to be refined in order for it to be stable
enough to be stored at room temperature.
Unrefined coaxium, once mined, would
gradually begin to destabilize and turn red in
color before exploding violently if not stored
properly in a temperature controlled
environment. Coaxium, when used as a fuel,
is so potent at energy generation that just a
small amount of it is sufficient to power an
entire fleet of ships. This makes it extremely
valuable and it is therefore highly sought after
by many. The Galactic Empire transports large
shipments of coaxium under high-security
measurements, with the intent of gaining
complete control over the production of the
substance.
becomes x.75), yes, you go faster. Adding it to
Because of the knowledge about Purrgils and a reaction mass chamber will increase the
the gas Clouzon-36, scientists discovered that base Space Units of the craft by 1 for the life
coaxium naturally forms itself in places with of the engine array.
strong interstellar energy like Kessel.
Encounter Frequency: Incredibly Rare
Notes: According to the “new” canon this
stuff is required for hyperspace travel, which is Value: 14,000 per crystal
in direct conflict with the fact that starships in • Can be purchased on the Black Market at
the Star Wars universe have been jumping into 5-10 times the base cost per crystal.
hyperspace without it for it’s incredibly long
lived 50,000+ year history. So, let’s look at it It is considered highly Illegal & regulated in
as a booster for hyperspace travel. Essentially, all eras. Due to volatility of the crystals.
a renewable (non-degrading) octane boost. It’s Each crystal generates a 1D Static Snubfighter
not required to jump into hyperspace. Scale AoE explosion if destroyed (stacks &
scales up infinitely). Blast Radius is 1 Meter
Refined Coaxium per Crystal.
Adding Coaxium crystals to a hyperdrive core
or Sub-light Engine reaction mass chamber Required Coaxium Crystals #
will reduce all maintenance rolls concerning Snubfighter-Transport 1
the Hyperdrive/sub-light engines by -1DR Corvette-Frigate 2
(regular maintenance, not modification) as it Destroyer-Cruiser 3
allows the engines to run more efficiently for Battleship-Dreadnought 4
their entire life cycle. Furthermore, the Super Capital-Mega Capital 5
addition of Coaxium to an “engine” will shave Battlestation 8
.25 off the hyperspace speed of the craft (x1 Death Star 10

33
34
35
Starship Construction Ultra Heavy Ordinance:
300 Kg/100 damage output
(Missiles, Torpedoes, Rockets, Bombs, etc)
Weapon Weights: Standard Hyperspace Torpedo:
For all intents and purposes we are not 50 Metric Tons
factoring in the fire control package here. This Heavy Hyperspace Torpedo:
will simply track the weight of weapons 100 Metric Tons
emplacements for mounting on anything you
design. Round all weights up to the nearest D. Notes: External Hard Points Actually Increase
Additional damage granted from Fire-Linking Ordinance carry capability. Mostly only seen
or Battery-Linked weapons does not factor on Archaic Designs due to the ability to
into the weight determination. detonate ordinance on the hull of a Warship.
Speeder Scale: 1.25 Kg per D / Barrel These weights are then subtracted from a
Walker Scale: 2.5 Kg per D / Barrel Design’s Cargo Capacity.
Starship Grade Weapons: Other Scales:
Snubfighter Scale: 5 Kg per D / Barrel We’re examining Snubfighter to Capital Grade
Rail Gun / Gauss: 5 Kg per 1,000 Shots Weapons and up, here. However, some
Densified Gauss: 7.5 Kg per 1,250 Shots Designs have been known to mount lower
Auto-cannon Ammo: 5 Kg per 100 Shots scale weapons for use in antipersonnel actions.
Tibanna Gas Reserve: 2.5 Kg per 1,000 Shots
Torpedo Launchers: 5 Kg Speeder Scale: Generate the weapons in
Missile Launchers: 10 Kg Snubfighter Scale and then reduce the final
Multi-Ordinance Launcher: 20 Kg cost by 40%.
Missile Racks: 2.5 Kg/Rack Walker Scale: Generate the weapons in
Snubfighter Torpedoes 2.5 Kg per Unit Snubfighter Scale and then reduce the final
Snubfighter Missiles 2.5 Kg per Unit cost by 20%.
(Rockets and Bombs carry the same weight)
Notes: External Hard Points Actually Increase Weapon Ranges:
Ordinance carry capability (The E-Wing is an
example of this). Snubfighter:
Slug Thrower Cannon 1/3/9
When calculating weights for Snubfighter Pulse Wave Cannon 1-2/6/12
scale weapons on Capital Ships assume every Blaster Cannon 1-5/10/18
weapon system weighs ¼ of a Metric Ton. Rail Gun 2-4/16/32
Static weapons double the weight of the Laser Cannon 1-3/12/25
weapon. Turbo Laser Cannon 2-5/15/30
Ion Cannon 3-9/18/36
Capital Scale + Weapons:
DEMP Cannon 1-4/8/16
Capital Scale: 1.5 MT per D/per Barrel
Capital Rail Ammo: 75 Kg per 1,000 Shots Capital:
Densified Ammo: 100 Kg per 1,250 Shots Slug Thrower Cannon 1-5/10/20
Auto-cannon Ammo: 100 Kg per 100 Shots Pulse Wave Cannon 2-12/24/48
Torpedo Launchers: 1.5 MT per Launcher Blaster Cannon 3-18/36/54
Multi Ordinance Launchers: Rail Gun (Gauss) 4-24/48/96
1.5 MT per Launcher Laser Cannon 3-21/42/60
Capital Torpedoes: 75 Kg/Unit Turbo Laser Cannon 5-25/50/75
Capital Missiles: 75 Kg/Unit Ion Cannon 6-20/40/60
(Rockets and Bombs carry the same weight) DEMP Cannon 2-12/24/30
Static Weapons: Double the weight per D Ultra Heavy Guns:
Ultra Heavies: 66 Metric Tons / Barrel Ultra Heavy Guns can fire a distance of +33%
Ultra Heavy Ordinance Launcher: corresponding to the type of gun they are,
66 Metric Tons however, they can also fire at anything within

36
Sensor Range. Fire Control at these ranges is Cost Based Building / Starship /
determined by the rating of the Sensor Vehicle Construction Rules: The
Package at each range category beyond the rules presented herein yield a Prototype
range of the base weapon. Furthermore, Ultra Design, which is the initial first production
Heavy Weapons can fire out to Maximum unit of a design. These designs are more
Sensor Range at the penalty of that Sensor expensive, likely to have flaws, etc. If you
Range but no better than 0D. want to construct a ship/building/etc, the first
• For any target that falls under their thing you want to define is it’s general size,
standard range defined by the base weapon whether that be 5 meters to something huge
plus 33%, their standard fire control like 8,000 meters. Size is important because
applies. we will use the size of the craft or facility to
• For any range that exceeds this, the
Sensors bonus (or penalty) for that range is ballpark the minimum (skeleton) crew
the Fire Control. required to operate the it. To fully crew the
ship we will be adding roughly 50% to the
Static Damage Codes: minimum.
Multiply the Cost of the Finalized weapon by
5. Static Damage in this instance means the Defining Skeleton Crew: Per 10
barrels output 6 points per D instead of 3, then Meters we are going to assume 1 crew is
modified by the amount of barrels as usual. required to operate the craft.
Modifiers to Skeleton Crew (Per 10m):
Cannon Ammunition: The most Character-Speeder Scale: x1.25; Full Crew: +/-
relevant application of ammunition tracking is 50%
encountered on snubfighter scale vessels. You
will rarely, if ever, track ammunition on Walker Scale: x1.5; Full Crew: +/-50%
Capital Guns (sometimes with Ultra Heavy Snubfighter Scale: x1; Full Crew: +/-50%
Weapons, however). What is listed below is
for starships that do not draw weapons power Transport Scale: x1.5; Full Crew: +/-50%
from the reactor of the ship. Thus the weapons Corvette Scale: x3; Full Crew: +50%
require an independent ammunition supply.
Frigate Scale: x6; Full Crew: +50%
Blaster Cannons:
Tibanna Gas Reserve: 1,000 Shots Destroyer Scale: x9; Full Crew: +55%
-divide this by the amount of barrels. Cruiser Scale: x27; Full Crew: +55%
Reload Cost: 100 Credits; Extended reserve
(mod): 125 Credits adds 25% more ammo. Battleship Scale: x30; Full Crew: +60%
(the Mod costs 250 Credits, Reload: 125); Dreadnought Scale: x40; Full Crew: +65%
Example: So, a Z-95 with 6 barrels firing only
Battlestation Scale: x50; Full Crew: +70%
has about 166 shots.
Super Capital Scale: x75; Full Crew: +75%
Slug Thrower Cannons:
Relatively Limited Supply, belt fed: 100 Mega Capital Scale: x90; Full Crew: +80%
Rounds per belt Typically each gun is Death Star Scale: x120; Full Crew: +85%
individually fed. So, about 100 shots.
Reload Cost: 25 Credits a belt Note: Speeder & Walker transports can
violate this as necessary. However, you should
Rail Guns (Gauss): do you best to reign it in.
Use Solid Metal blocks: 1,000 Shots
-divide this by the amount of barrels. Skeleton Crew to operate a ship is always
Reload Cost: 35 Credits; Densified Ammo: calculated by the above figures + Gunners.
Increases Nominal Damage by 1 & increases The difficulty to operate a ship follows the
ammo by 25%: Reload Cost: 70 Credits minimum crew numbers:
Ex: 167/+10 that means that the ship operated

37
with a minimum/skeleton crew has +10 to all round up or down if you so choose, but for
difficulties except the Gunners. ease of calculation just base it on every full 10
meters of the ship.
Further Modifiers to Skeleton & Full Crew:
Design is Archaic: x2 (Flaw) Corvette: x2 (100 Metric Tons)
Design is High Maintenance: x1.5 (Flaw) Frigate: x2
Design is Efficient: x.25 Destroyer: x2
Design uses Slave Rigging: x.5 Cruiser: x2
Design is a Slave Rigged Droid ship: x.75 Battleship: x2
Dreadnought: x2
Note: Does not affect Passengers (Troops)
Super Capital: x2
Mega Capital: x2
Determine Skeleton Penalty: Battlestation: x2
Assume Modern Designs are +15 penalty to Death Star: x2
skill rolls when under crewed.
High Maintenance Designs add +5 to the Determine Snubfighter
difficulty. Archaic Ships add +5 to the Complement:
difficulty. Slave Rigged This is the length of the ship divided by 20.
Ships are -5 to the difficulty. Thus a Star Destroyer at 1,600 Meters can
Droid Slave Rigged ships are -10 to the carry 80 ships, 72 fighters and 8 support craft.
difficulty. Efficient Ships are
-5 to -10 the difficulty. Notes: The first hangar is free (no space
penalty) Additional Hangar Space: Additional
Calculating Passengers / Troops: units = Units x 100 = Cargo Capacity penalty
Here’s the old way that I screwed up: in metric tons. Any Design without Fighters
Determine Potential Passengers (Troops): rolls that tonnage back into Cargo Space.
Maximum passengers are determined by
doubling the Full Crew percentage and then Determine Ground Force
multiplying that by the skeleton crew. Complement:
Take the available cargo space of the ship and
This is the right way: divide this by 100 = the total amount of units
Determine Potential Passengers (Troops): the ship can carry. Assign the spaces on a 1
Maximum passengers are determined by for 1 basis no matter what the unit is, but use
doubling the Full Crew percentage and then some discretion here, Pre Fab Garrisons are
taking that total and subtracting skeleton crew. worth 20 units/each, small prefab garrisons
Ex: a 600m Cruiser 10/ea, Landing Barges 4/ea. Other units like
Cruiser Scale: x27; Full Crew: +55% tanks, walkers, artillery are 1 for 1, Air
600/10 = 60 x 27 = 1,620 Skeleton Crew Speeders are considered Ground Forces.
Troops:
Note: Any Ground Units carried subtract from
Well, Twice the Full Crew is 110% so,
total cargo space by their unit cost x 100
1,620 x 2.1 (because 1.1 is only a 10%
metric tons.
increase) = 3,402 - 1,620 = 1,782 Troops /
Passengers.
Trading Crew for More Space
Determine Cargo Space: (for more guns and snubfighters)
Multiplied by the scale modifier: I realized that I never explained this correctly
in the core book. I did this because ships with
Character: 2.25 Kg / Meter a lot of crew could get almost infinite space to
Speeder: 5 Kg / Meter jam in a zillion extra guns.
Walker: 10 Kg / Meter
Snubfighter: 12.5 Kg / Meter This is a punishing conversion (but still gives
you some more space), take the crew you wish
Transport Scale and Greater determines cargo to convert and divide by 5 (not 5 per every
space at 50 metric tons per 10 meters. You can

38
crew member as this is a conversion for more point. Thus sensors of 180 = 18
tonnage for fighters or weapons space) on • Each Space Unit a ship has in speed is
Capital Ships. Ex: 6,000 passengers / 5 =
1 point. (Space: 8 = 8 Points)
1,200 metric tons.
• Divide the Kilometers Per Hour
However, to add them to a ship not Atmospheric Speed by 100 (rounding
provisioned for it; each new passenger on a
up) and you have that cost in points.
capital ship costs 5 additional metric tons of
(950 KmH = 10 points)
cargo.
• Factor in the Hyperdrive & Nav
Days in a Year: Computer Type in points
385 in a Standard Year, 5 Days in a Week
• Factor in Ultra Heavy weapons:
Base Consumable Cost: consider each gun barrel/100 rating of
10 Credits/day per crew Ordinance to be 100 Pips.
Determine Maximum • Anything with a Static Value (like a
Consumables: gun) double it’s D code before you
break it into pips
Character Scale: Per meter of a design
assume 2 hours of consumables. • Fire-Linked, Burst Fire, Static &
Speeder Scale: Per meter of a design assume Battery fire weapons are considered 1
5 hours of consumables. gun (add the Damage D code to the
Fire Control as if on barrel + Fire
Walker Scale: Per meter of a design assume 1 Control Modifiers) on snubfighters, on
day of consumables. Capital Ships you calculate the cost of
Snubfighter: Per 2 meters of a design assume the individual barrels.
1 day of consumables (rounding up or down,
GM Discretion) Hyperdrive Point Costs:
Base cost is calculated by the class of the
Transport: Per meter of a design assume 2 Hyperdrive.
days of operation. Round up to the next month
(26 meter ship x 2 = 52 days = 2 Months (70 X20: 1
Days). X19-15: 2
X14-12: 3
Capital Ship or greater: Per meter of a ship X11-10: 4
assume 1.5 days of consumables (round up or X9: 5
down to the nearest year). X8: 6
Note: Not all ships will carry maximum X7: 8
consumables, operational costs to refit the X6: 10
ships could be astronomical. X5: 12
X4: 14
Determine the Cost of a Design: X3: 16
Whether that design be a character scale object X2: 18
or a battleship we need to figure out how to X1.5: 19
build things and their relative values for games X1: 20
where you have money or the capability to X.75: 30
build things. X.50: 50
X.30: 75
• Add up all the D codes and break them X.25: 100
into pips (3 pips per D).
• If the design has sensor values, per 10 If it’s Character Scale: Multiply the total
(round up) units of range in each number of pips by 150. That’s the base cost of
category (Don’t include Maximum) = 1 your Prototype.

39
If it’s Speeder Scale: Multiply the total 2D Character Scale = Character Scale to
number of pips by 200 = Prototype Cost. Snubfighter
1D+1 Speeder Scale = Corvette to Destroyer
If it’s Walker Scale: Multiply the total
1D Walker Scale = Cruiser to Dreadnought
number of pips by 400 = Prototype Cost.
1D+2 Walker Scale = Super Capital to
If it’s Snubfighter & Transport Scale: Battlestation
Multiply the total number of pips by 1,000 = 2D Walker Scale = Death Star
Prototype cost.
Structure Creation:
Corvette Scale x 7500 Use the same rules, however, calculate the
Frigate Scale x 10000 total length of the structure assuming there are
Destroyer Scale x 12500 4 walls. Per 10m of a structure multiply it by
Cruiser Scale x 18000 4 = Total Length.
Battleship Scale x 25000
Dreadnought Scale x 35000 Ex: An Imperial Garrison: 60 Meters long x 4
Super Capital Scale x 50000 = 240 Meters.
Mega Capital Scale x 60000 240 meters divided by 20 = It can hold 12
Battlestation Scale x 70000 Fighters; 240 meters divided by 100 = 2.4 = It
Death Star Scale x 140000 GM disc holds 2 AT-AT walkers & one AT-ST walker
This gives you a ballpark figure on the design, (rounding up)
if you add massive amounts of consumables to 240 meters times 1.5 = 360 Skeleton Crew x
your ship the figure will rise exponentially. An (Add 50%) 1.5 = 540 Personnel
Imperial I Star Destroyer costs 91,200,000 to
Prototype using these rules. Assuming we Skeleton Crew x 2 = 720 Troops (50% Full
have a 20% total rebate back on the ship for a Crew Modifier doubled is 100% more which
full production run with some engineering doubles the amount of Skeleton Crew =
cleanup, it brings the cost of the ship down to Troops)
72,960,000 (Ships in this book all assume they Determining Engineering Flaws:
are full production runs, thus the 20% rebate Character: 2
on overall cost). DS & BS Scales need to go
Speeder: 2
up! GM Discretion is advised..
Walker: 3
Now… If you figure you figure out the Snubfighter: 3
operating costs for the ship for six years times Transport: 3
it’s full crew of 11,520 crew + 260 Gunners + Corvette: 3
8,952 Troops x the daily operation cost of Frigate: 4
Consumables (10) = 207,320/Day of Operation Destroyer: 4
in Consumables cost x the Amount of Years Cruiser: 5
the ship possesses in Consumables (6 Years) Battleship: 5
385 Days x 6 = 2,310 Dreadnought: 6
213,800 x 2,310 = 478,909,200 Credits over 6 Super Capital: 7
years of operation. This is essentially your Mega Capital: 8
refit cost after a 6 year tour. Battlestation: 9
Death Star: 10
Internal Structural Strength:
(Like walls & doors) Flaw Examples:
Inferior Space Engines, Inferior Atmospheric
This is likely important if you’re having a
Repulsors, Inferior Maneuverability, Inferior
running firefight in a base or a starship. All
values are Static here. Gives them a bit more Hyperdrive, Reduced Armor Value, Reduced Hull
durability. Also account for Armor values for Code, Weaker Weapon Output, Reduced Hangar
the purposes of Soaking damage. Space, Higher Maintenance, Archaic System
Design, etc.

40
Flaws in the Engineering Design: systems like repulsors, ejection seats,
Flaws are more for character than anything environmental controls, etc (TIE Fighter’s
else, an additional challenge to overcome. are good examples of this): Reduce cost
These flaws might not all be bad. Some could by 10%
have unexpected results, similar to the Zebra ● Employer / Reputation discounts: Reduce
II’s guns firing a double strength blast (though cost by 5% + 1 per D in
it will destroy the weapon system and the Reputation/Employed above 1D.
craft… Poor damn test pilots…). GM ● Fame: Reduce the cost by 5% + 1 per D in
discretion on what these flaws actually are. Fame.
● Modular Components: Reduce costs by
Advancing a Prototype: 10%
You continue to work on the design and
improve it. You’re investing time, money and A refresher for Port and Starboard: Port
possibly even a test audience in addition to and starboard are nautical terms for left and
producing second generation prototype designs right, respectively.
you will begin, later, to hammer out issues • Port is the left-hand side of or direction
with advanced mass production. from a vessel, facing forward.
● Shave 10% off the cost for the second • Starboard is the right-hand side, facing
prototype and remove 1 Flaw. forward.
● And another 5% off for a production model
and remove 1 Flaw. Multiple Hit Locations:
● After the production line has produced “X” While never expressly stated before, each ship
amount of models the cost can be further with multiple locations must add those
discounted by 5%. Remove 1 Flaw. locations in Hull Rating to the total cost. Most
Capital Ships (up to Battleship Scale) have 4
Determine the New Price: hit locations and 4 shield generators. What
The ships/designs in this book reflect a 20% you do is add the ship’s hull pips x 4 and the
discount on their calculated “Cost”. Please same for Shield Generators. The same also
note that the cost associated with Consumables applies to additional Armor you add to a ship.
is the operational expense of the maximum The inherent Armor resistance of a ship is
endurance of the ship. not added into it’s cost. Ships with more than
4 Loc(s) (my abbreviation for hit locations)
Determine the Used Price: works the same you just multiply your total
This is more applicable to starships and
hull and shield pips by the amount of
vehicles than anything else. However, I
wanted to include a quick way to determine locations.
this. You can apply some of these to “New” Abbreviations: Hull Points to HP, Shield
ships as well, some models are old and still Points to SP, Barrier Points to BP, Hit
being sold. Locations to Loc(s); AoE is Area of Effect
● The base “used” price of a design is ¾ it’s Some designs may have fewer locations.
“new” cost. Typically, the description mentions something
● Per Era the design is outside it’s creation about it. Also, if a ship only has one shield
point (it’s an older model) drop the cost by generator, that generator covers the entire ship
10%. unless otherwise noted.
● If it’s been re-engineered increase the cost
by 15% Rugged Space Frames
These are essentially early forms of Hardened
Other Cost Reductions (Optional): Superstructure. Core designs so well built that
● Volume Mass Production: You’re so many they confer additional resilience. The process
with advanced production lines and all the can be replicated with engineering on other
parts in-house: Reduce cost by 5% designs, however, it is a painstaking process.
● Cutting Corners: Pulling out integral

41
Several designs in this book incorporate it, for a 1D bonus to hit them. So, if the ship says the
players to implement it on an individual basis above “Maneuvers as Snubfighter” it simply
assign massive amounts of down time. The means it doesn’t suffer from that penalty.
firms that replicated the tech first discovered in
the T-65A X-Wing have either purchased the Weapons
secrets or assigned an entire engineering team
to replicating the technology (The original YT- Fire Control Modifiers
1300 design has it as well). A lot of guns will are described as Double,
Dual, Triple or Quad and will not be followed
Treat the hull as if it were 50% stronger with either (Fire Linked) or (Battery Linked).
(repair, maintenance and modification costs are They may just say Quad Laser Battery. If they
only derived from the base “x”D Hull). only say “Double”, “Triple” or “Quad” in their
description they are Fire Linkage Packages. If
Navigational Systems they specify that they are Batteries they follow
The systems associated with plotting a the Battery Fire Linkage.
Hyperspace Jump.
Fire Linkage Packages (Fire Linked)
Droid Sockets
The most common and inexpensive means of
These are what you commonly see on X-
linking weaponry together to gain Fire
Wings, Y-Wings, etc. This covers external and
Control, Damage and Nominal Damage
internal Droid interfaces. bonuses.
Cost: 3 Points
Game Effect: Adds +1D of Damage, +1 pip to
Fire control & +1 to Nominal Damage per
Partial Nav Computers
These are limited systems that only allow you additional linked Weapon.
Cost: +1 point per barrel after the first to the
to make “x” amount of jumps into hyperspace
before you have to wipe the Nav package. Per cost of the weapon.
Jump that the computer allows you to make Battery Fire Linkage (Battery Linked)
add +1 to the cost of a design. These systems
This is an advanced form of weapons linkage
are like attempting to plot a hyperspace jump
that adds weapons together to produce a higher
on a Speak and Spell...
end result than Fire Linking.
Cost: 1 point per jump
Game Effect: Adds +1D of Damage & +1 pip
Additional Game Notes: Add +5 to the of Fire Control per additional Barrel; Adds +1
difficulty to plot hyperspace jumps.
to Nominal Damage per Barrel, including the
Wiping a Nav Computer: This resets the Nav first.
computer for additional Jumps. Difficulty is 5
Cost: 2 points per barrel (including the first) to
+ 5 per jump wiped: Computer Programming
the cost of the weapon.
Full Nav Computers
Burst Fire
These are the real deal, unlimited jumps into This is an automatic weapon that fires bursts of
hyperspace at no penalty to calculate.
shots for increased Fire Control, Damage and
Cost: 12 points
Nominal Damage.
Additional Game Notes: If the Computer Game Effects:
reduces the difficulty rating for Hyperspace
• Light Burst: +1D to Fire Control &
Jumps add 6 pips to the cost of the package. If Damage, +1 to Nominal Damage.
the Computer adds bonus dice add 2 pips to
Cost: 3 Points per Barrel
the cost of the package per additional D.
• Medium Burst: +2D to Fire Control &
Maneuvers as Snubfighter? Damage, +2 to Nominal Damage.
Cost: 4 Points per Barrel
Or Corvette, or Frigate, etc.
• Heavy/Full Burst: +3D to Fire Control &
Space Transports are easier to be hit by a
Snubfighter, they are technically a scale above Damage, +3 to Nominal Damage.
Cost: 5 Points per Barrel
Snubfighters, which means your X-Wing gets

42
Pulse Lasers Furthermore, Static weapons on Snubfighters
The Laser equivalent of Auto-Blasters. vs Capital are rather lethal, you work them out
similar to the above. Vs a Capital ship you
Super Lasers double their D Code, subtract the 6D scale
Death Star Scale Weapons. difference and you have your code. Thus a 5D
Cost: 1 pip per point of damage + fire control Static Laser is 10D - 6D = 4D starting at a
times Death Star Scale. base 6 points per D vs capital ships.
Weight: is 4,800 Metric Tons per 1D of output
damage the weapon can generate daily. Targeting Lasers
Primitive Fire Control Enhancers
Static Weapons Game Effect: +1 pip to Fire Control Each
Any weapon that is, specifically, listed as Cost: ½ point each; Weight: 1.25 Kg/ea
delivering Static Damage (not explosive
ordinance). Targeting Pattern Enhancers
Game Effect: The weapon delivers 6 points A product of Rendili Star Drive, designed to
of Nominal Damage, base. Static Weapons effectively enhance Fire Control packages by
also weigh twice as much. tightening the spread pattern of weapons fire.
Cost: Already discussed in the core book, Allowing for maximum convergence of fire. It
double the cost of the Barrel (each) from it’s is only effective on Snubfighter Grade weapons
base D code (a 5D Gun Barrel typically costs that are Fire-Linked.
15 points, a Static 5D Gun Barrel costs 30 Game Effect: Each adds 1 to Nominal damage
points). Cost: 1.5 points each; Weight: 2.5 Kg/each

Static Weapons vs Scale Military Ordinance Launchers


Static weapons deliver 6 points base per D. A Missile Launcher, Bomb Bays, Multi
typical weapon will deliver only 3. So, for the Ordinance Launcher, Torpedo Launchers, etc.
purposes of determining a static weapon vs Cost: 3 Points per D (including Fire Control),
scale you double it’s D Code. just like any other gun, do not multiply this by
Thus a 5D Lightsaber is 10D, vs Speeder (- the amount of ammo. (Weight calculations
2D) it is 8D normal; 4D Static, vs Walker (- track this separately) Just once per launcher.
4D) it is 6D (3D Static); vs Snubfighter (-6D) These weapons deliver full (6 points per D)
it is 4D (2D Static) vs Transport (-7D) it is 3D damage but are not considered to be Static.
(1D+2 Static) vs Corvette things get
complicated. You can either say Corvettes are Missile / Bomb Racks
standard Capital Scale (-12D) or you can treat External rack mounts that carry 2 units each.
them as a scale above Transport (-8D) since Typically slaved to main cannon Fire Control.
they’re only 2D easier to hit vs a Snubfighter Cost: 2 points per rack; in this case you don’t
weapon. In the latter case, that Lightsaber is factor in the cost of the ordinance to the cost.
delivering 1D+1 Static, Frigate Scale zeroes
out the Lightsaber, so you’re delivering skilled External Hard Points
Lethality damage or Jedi Force Damage. Like Missile / Bomb racks that only carry 1
unit each.
Just remember that almost any weapon can Cost: 1 point per Hard Point; in this case you
target locations and deliver damage, so a don’t factor in the cost of the ordinance to the
person in a space suit with a blaster could cost.
shoot open an airlock door with enough shots
(we’re probably looking at 12 to 25 shots) on Hyperspace Torpedo Launchers weigh the
the outside of almost any capital ship. A same as Ultra Heavy Ordinance Launchers do
character might just say they empty the (66 Metric Tons each).
magazine (25-100 shots) and that should more Cost: The cost of this type of launcher is it’s
than do it. Fire control package in pips times the base
cost of the Hull Type it’s associated with.

43
A base full Load of ammunition is considered on long trips.
to be included in the purchase price of a Game Effects:
“New” ship. Randomly determine what the • Basic Devices: Prevents Insanity
ammunition is like for Launchers on “Used” • Advanced Devices: Can Train Tactics
craft (discount the craft accordingly for less Cost: 1 Point per Basic Device, 2 points per
than full ammo). Advanced Device

Luxury Items Machine Shop


This is an essential player based utility closet
Armory on most ships where you can fabricate damn
A dedicated work space that grants bonuses to near anything from replacement starship parts
repairing weapons and armor. to building a new housing for your Lightsaber.
Game Effects: +1D to rolls for repair, Cost: 3 Points
maintenance or modification.
Cost: 9 Points Advanced Machine Shop
This is just like the above one, only that it’s
Refresher Booth filled with advanced tools and some level of
Your ship has a toilet/shower/bacta infused automation. This slightly bigger closet confers
washing machine/scrapes and burns healing a bonus to your rolls.
accelerator. Some Transports have one. Game Effects: Up to +1D to your rolls
However, on a snubfighter... it’s a luxury. Cost: Per Pip of bonus add 1 to the base cost
Game Effects: A refresher booth is all kinds of the Machine Shop Above.
of pure awesomeness. It does everything from
mending your torn clothes, to bathes you, to Lounge
cleans up your waste. It’s also infused with It’s pretty self explanatory, you have a couch
Bacta Particles. Anyone using a refresher in your starship (and maybe a table and a
booth also gains +2 to all natural healing rolls couple chairs). I am not responsible for
if you’re wounded and placed in it. Consider players fighting over sitting on it.
it to be a poor man’s Bacta Tank. Game Effects: +1 to Persuasion rolls while
Cost: 6 points entertaining NPCs.
Cost: 2 Points
Galley
A dedicated place to cook, store real food (not Bar
ration bars or Matrix protein paste), refrigerate This is where you mix drinks. A great party
and preserve it, etc. starter and closer. A total luxury item.
Game Effects: add +1 to persuasion of NPCs Game Effects: +1 to all Persuasion rolls.
while entertaining guests. Cost: 2 Points
Cost: 2 Points Note: If you slip something in the drinks it
gets a lot more illegal fast. You could be
Auto Chef wanted in many system for this kind of
A fully automated food preparation unit that is behavior.
capable of making starship base food materials
(even protein paste) taste good. The chef Fancy Observation Window(s)
possesses roughly 500 recipes, and any This is a luxury item typically found on
number of additional recipes can be uploaded Yachts.
to the unit when discovered. Game Effects: This area will add +1 to all
Game Effects: +2 Galley bonus Persuasion/Seduction rolls.
Cost: 3 Points Cost: 2 Points per Window
Notes: I can see the wheels turning, now
Entertainment Equipment you’re thinking of stacking that lounge next to
These are holo tables, vid viewers, etc. You it, and putting an Entertainment Table there
need one. It prevents you from going insane too. The effects stack when you’re schmoozing

44
it up. 6 Fancy Observation windows are Conventional Shitter
required for a dome, the benefits end at +1D. This is self explanatory.
Note: You can inadvertently kill everyone on a
Big Comfy Bed starship if you’re not careful.
This is another luxury item, typically found on Cost: 1 Point each
Yachts.
Game Effects: +2 to all Seduction Rolls and Real Shower and / or Bath Tub
give you an amazing night of rest instead of These use real water, be careful not to burn
having your feet hanging off of some metal through your ships water supply and die of
slab called a bunk. thirst...
Cost: 3 Points Game Effects: If only a shower is possessed
Notes: You can put an observation window add +1 to Seduction while in the shower only,
next to it, but not a Lounge or a Couch, unless with someone else.
you are a Holovid Porn director. Cost: 2 Points for the shower and 3 for the
tub, 4 if you have both (discount for combo
Disco Ball setups).
For some damn reason these always work Notes: Only the shower is truly useful in
when entertaining and seducing people. Seduction encounters, the combo models tend
Game Effects: +2 to Persuasion/Seduction to lead to people slipping and injuries.
Cost: 1 Point
Notes: Adding a Disco Ball above your bed Pool
and playing something seductive will stack You are big time, big money and wasteful.
your bonuses. You need one of these and lots of fancy
observation windows to make a dome and the
Masked Cargo Hold effects stack. You might even dangle a Disco
This is a hidden storage space like the ones in Ball from the center of that Dome...
the floor plating on the Millennium Falcon. Game Effects: +2 to all entertainment
They resist scanning and they store things. persuasion rolls. +1 to seduction only due to
Cost & Game Effects: Per rating of 5 pools not being the best place to get it on in,
(maximum 60) difficulty add 1 to the cost of especially if someone dropped a duce in it.
the Hold/Ship. Anything over a Metric Ton in Knowing players, they will.
space adds 2 to the cost per 10 Metric Tons. Cost: 12 Points
Notes: You can add the masking for free if
you’re good at hiding things. You can exceed Holo Communicator
the limit of 60 as well. This is the device you see the Clone Troopers
& Jedi using to communicate with each other
Luxury Seating and the Jedi Council on their snubfighters. It’s
The kind of super comfy chairs you find on an high tech, miniaturized technology.
XS-800 or Yachts. Game Effects: +1 to tactics and Command
Game Effects: You can sleep in them. Rolls if you are commanding troops / ships.
Cost: 1 point if you have only 1, if your entire Cost: 24 Points
ship has them add 6 to the cost. This (6 points)
also upgrades everything including your lousy Full Holonet Communicator
couch and crummy lounge. This is the device that Vader kneels on to
communicate with the Emperor. Real damn
Sonic Shower expensive, full visual fidelity unless you’re the
This is old tech, it’s garbage compared to a emperor and you want to build tension by
Refresher booth. However, it’s better than projecting a fuzzy image.
nothing aside from the fact that you still stink Game Effects: +2 to Tactics and Command
when you get out of it. Rolls, if you’re commanding troops / ships.
Game Effects: Removes filth Cost: 36 Points
Cost: 1 Point each

45
Full Holonet Suite Some Necessary Corrections
This setup will allow you to fill an entire room
Snubfighter Missiles and Torpedoes: I
with holo projected imagery. Much like what
noticed that Missiles and Torpedoes didn’t
Grand Admiral Thrawn does in his War Room
work right in Atmosphere on Snubfighters.
to study races and analyze battle tactics of
So, I changed the Space Unit Range to make
fleets, as well as, command them in real time.
the Kilometers in Atmosphere they could
Game Effects:
reach. It simply didn’t make sense to penalize
• +1D to any relevant skill for analysis
missiles and torpedoes the same way standard
purposes. You can summon imagery
cannons were (30 units of space to 3 Km...
pertinent to your studies in real time.
Needed to be 30 Km). Unguided ordinance
The real time command portion requires
like rockets, however, have incredibly limited
access to a holonet up-link capturing the battle
“accurate” ranges in the atmosphere.
in real time.
• If the real-time Holonet link is present that Values listed in the Core Book: Pay
+1D bonus now applies to all Command attention, I noticed a number of discrepancies
and Tactics rolls and you receive one when going back to refer to ships in the Core
additional Free Action per round. Book, not only are the Passengers/Troops
Cost: 72 Points wrong... But many other statistics as well.
Notes: Every Imperial & Victory Star This is due to me copying the fields and not
Destroyer has one of these. going back to adjust the values (there is a lot
of stuff in that book... I will fix it eventually).
Med Bay
Bacta Tank or no, this is a battlefield luxury. Rate of fire: Capital weaponry can fire once
It’s a full triage suite for healing people. per combat round, per gun. Snubfighter
Game Effects: +2 to all natural healing rolls weapons also follow that same ruling in
(negates the refresher booth), +1 additional general for the vast majority of ships. They
recovery test and +1D to all medical skills. could fire more often with elite gunners, but I
Cost: 18 Points would reserve multiple shots for the Heroes of
the story, not NPC crews.
Fitness Center
An area on a starship that caters to fitness and Z-95 Snubfighters: Should all possess 1D of
exercise; muscle stimulation & exercise tools. Armor plating if they already do not display
Game Effects: +1 free Skill point toward any this or more. Thus, any Z-95 listed in the Core
physical athletic, acrobatic, Pack Mule, Book (Page 309) or the Mark I on the
Strength or Dexterity enhancement per week Corporate Sector Source book (Page 147)
of use, player must specify what they are should have 1D of Armor plating.
training. • The AF5 should have 3D of armor instead
Cost: 5 points of 2D. Listed in the New Republic Section
of the Core Book (Page 374).
Notes on adding starship stuff to Capital +
Ships: If it’s a small ship, by all means Knights of the Old Republic ships: that I
include the ship features in the cost. You get have in this book deviate from the listed canon
to a certain point, however, it is no longer about the two types of shielding that a craft
feasible to list all the items on a Capital ship. I possesses. In that era they call it Concussion
would say anything under 100 meters that’s Shielding and Energy Shielding. However,
Corvette Scale you might still specify. It’s according to some really buried information in
meant for more flair to add for players. the 2nd edition rules all ships are supposed to
have concussion shielding equivalent to
roughly 2D. If those shields get knocked out
the ships are essentially junk. I never liked
this reasoning. What works better is that ships

46
after that era integrated that resilience into the Double Turbolaser Batteries
hull values. Thus, leave the hull values alone, Fire Arc: x/Arc
they were big, heavy ships, no need to weaken Crew: 1
them. Skill: Starship Gunnery
Fire Control: 4D (5D with Gunnery Helmet)
Barrier Technology: Weighs ½ as much per Space Range: 3-12/25/50
pip as standard shielding does. Furthermore, Atmosphere Range: 300m-1.2/2.5/5 km
we will abbreviate the protection factor as BP Damage: 5D; Nominal Damage: 5 (25)
or Barrier Points.
-1DR to Repair or Modify due to simplicity. Should read like this:
The Flavor of Starships: Ultimately, when Double Turbolaser Batteries
you get down to it there’s only so much you Fire Arc: x/Arc
can do with ships based off of D codes. Even Crew: 1
with the inclusion of resistance points. So, if Skill: Starship Gunnery
you pay attention to the details and Fire Control: 4D (5D with Gunnery Helmet)
commentary you will notice some extra Space Range: 2-5/15/30
information aside from the Features I started Atmosphere Range: 200-500m/1.5/3 km
building into the craft. Some are clearly listed Damage: 5D; Nominal Damage: 5 (25)
and some are mentioned in the write-ups. I
hope that the GMs out there continue to add If you notice other Snubfighter Scale guns
their own perks and spin to ships. with Capital Ranges feel free to change this.
This was a relatively common issue with a lot
Victory I & II Star Destroyers: Listed in the of the original WEG source material,
core book on pages 347 & 348 have expansions and some fan created works
Snubfighter scale guns that are... Awesome... (clearly including mine). Please note that
No, this is wrong! some of the snubfighter guns will deviate from

47
their chart listed ranges in this book. Those drive system.
weapons have been designed to operate at Hyperdrive Weight by Scale:
enhanced ranges or they are modified. Speeder 5 Kilograms
Walker 7.5 Kilograms
Gun Ranges & Stuff: Any weapon on a
Snubfighter 10 Kilograms
Capital Ship that engages under it’s minimum Transport 150 Kilograms
range is at a penalty (loses fire control or Corvette 1.5 Metric Tons
weapons don’t arm) any Snubfighter weapon Frigate 2 Metric Tons
that engages under minimum range has Point Destroyer 2.5 Metric Tons
Blank difficulty to hit (0 or 5) for terrain / Cruiser 4 Metric Tons
range. Battleship 6 Metric Tons
If you’re that close to another ship (Point Dreadnought 12 Metric Tons
Blank Range), all AoE (Area of Effect) Super Capital 30 Metric Tons
weapons may deliver damage to you as well. Mega Capital 60 Metric Tons
Battlestation 240 Metric Tons
Death Star 4,800 Metric Tons
Aftermarket Hyperdrive Sled
Modifications A hyperdrive sled is an external add-on, that
doesn’t actually take up space on the craft
There are a couple of things that weren’t you’re installing it on. It typically includes a
covered in the core book. Say you wanted to Droid brain with a limited amount of jumps. It
add a hyperdrive to a fighter that didn’t confers the same benefit as a limited nav
initially have one. What do you do? computer does (+5 to the difficulty to jump,
with limited # of jumps).
Costs of Aftermarket Cost: The sled itself costs 1 pip + the amount
Modifications of Jumps the sled can calculate + the rating of
Aftermarket modifications are all considered the hyperdrive x the Scale.
to cost the base price of the Scale type times Game Notes: Hyperdrive sleds are relatively
the amount of pips in value the item is. fragile, they can be individually targeted
Examples: You want to install a Class 1 (target location) and any hit on the scale of the
Hyperdrive in a Snubfighter or Transport. vessel using it, passing shields & armor, on the
That unit has a book cost of 20 pips, so that’s sled destroys it.
20 x 1,000 Credits for a total of = 20,000
Credits (plus vendor inflation = bad rolls). Maneuvering Jets
If your craft doesn’t have any, use the
You want to install that same Class 1 following:
hyperdrive in a Corvette. That’s the base cost Maneuvering Jets Weight by Scale:
of the unit (20) times the cost of the Scale: Speeder 2.5 Kilograms
Corvette (7,500) = 150,000 Credits. Walker 5 Kilograms
Snubfighter 7.5 Kilograms
Adding Consumables Transport 75 Kilograms
Multiply the number of days you wish to add Corvette 750 Kilograms
by the Scale cost of the vessel. It applies to all Frigate 1.5 Metric Tons
the passengers on the craft at that price point. Destroyer 3 Metric Tons
It can be a cheap way to add craft endurance. Cruiser 6 Metric Tons
Hyperdrives Battleship 12 Metric Tons
These are the rules for adding a hyperdrive to Dreadnought 24 Metric Tons
something that doesn’t already have one. For Super Capital 48 Metric Tons
ease of installation and replacement of existing Mega Capital 96 Metric Tons
units we will assume that all hyperdrives have Battlestation 960 Metric Tons
the same relative weight per scale type for Death Star 19,200 Metric Tons

48
Game Notes: Maneuverability: 0D doesn’t Hyperdrive Sled).
mean you don’t have any Maneuvering Jets, Game Effects: These will add range to your
it just means your craft sucks. You can swap sensor suites (that’s all). Every 10 points of
out for better jets with no penalty or impact on range = 1 pip (anything less is .5 of a pip).
cargo space, you just pay aftermarket value. They cannot add more than 25% to your range
Maneuvering Fins in any sensor category.
These function the same way that Hyperdrive Any damage through shields and armor,
sleds do. They can be targeted and destroyed specifically targeting this device, destroys it.
in the same fashion. They also don’t cost your Cost: Pips x 50% of Scale cost
craft any cargo space. Furthermore, they can Sub-light Engine Boosters
be combined with some Hyperdrive Sleds This is like dumping nitro into your engine. It
(example: Cloakshape snubfighter). The doesn’t damage your engines, you just burns
maneuverability of the craft must be under 2D out the booster when it’s expended.
to add them. Game Effects: Adds 50% to your Space Units
Cost: Maneuvering fins add 1D to a craft’s (rounding up), for 5 combat rounds. Only
base maneuverability (3 x Scale). works on Space Transports (snubfighters,
Walker, etc) and all lower Scales.
Additional Auxiliary Power Cells Cost: 250 credits
Another real simple addition to any craft.
Additional Auxiliary Power Cells will allow Repulsorlift Boosters
you to store more built up power in Works just like Sub-light boosters do.
rechargeable battery cells for later usage. Game Effects: Adds 50% to your Km/H
Auxiliary Battery Weight by Scale: rounding up, for 5 combat rounds. Only works
Speeder +1 1.25 Kilograms on Space Transports (snubfighters, Walker,
Walker +1 2.5 Kilograms etc) and all lower Scales.
Snubfighter +1 5 Kilograms Cost: 125 Credits
Transport +2 500 Kilograms Hyperdrive Booster
Capital +1D 1.5 Metric Tons If you need to get somewhere really fast, this
Game Effects: Up to three batteries can be is the “safe” way to do it. Good for one use.
added, each granting an additional power Game Effects: Cuts your hyperdrive class in
reservoir as listed above. half (x3 = x1.5; x2 = x1; x1 = x 1/2, etc.)
Cost: Rating in pips x Scale Cost: 1,000 Credits
Sensor Package Installation GM Notes: Any of the above can be
Do we really need this level of granularity? considered cheating in a monitored, legit, race.
No, we don’t. Modify or replace sensor If they’re pirates, anything goes.
packages on vessels with those of like scale. If
the craft never had one, it doesn’t cost your Shield Boosters
ship any weight, unless otherwise noted. Just like they sound, save for the fact that the
effect lasts for an entire combat.
Boosters Game Effects: Increases one shield generator
These are expendable items, generally, they’re
by 1D for an entire combat or 30 rounds,
one shot devices good to give your craft that
whichever comes first. Only works on
little bit of extra oomph to get going, escape,
Corvette Scale and Lower Shield Generators.
get somewhere faster etc. Some, as noted, will
Cost: 3 pips x 25% of Scale (Corvette = 3 x
provide a permanent bonus so long as they
1,875; Snubfighter = 3 x 250).
don’t get shot off.
Energy Amplifiers
Sensor Boosters
Boost the power output of Energy Weapons.
These are semi-permanent fixtures. Like the
Game Effects: Adds +1 to Nominal Damage
sensor dish on the Millennium Falcon. You
& +1D to Base Damage Code. Duration of
can add one anywhere on your craft, it has to
weapons boost is 3 shots. Only works on
be visible and obvious and target-able (like the

49
Snubfighter Scale and below Weaponry. Cost: Standard Pricing (pips x Scale)
Cost: 250 Credits Transports:
Salvaging Stuff: This is where things get Weight: -50 Kg per Barrel / per D
really interesting. You can typically avoid Cost: Standard Pricing
aftermarket costs (save for Boosters) almost Notes: Some weapons, Shield generators,
completely if you can pull the better stuff off
sensor refits, etc. won’t cost you a single
of other craft. Generally speaking, you have to
credit, especially if you’re salvaging them
pull the stuff off of the same Scale of vessel in from another ship, you discovered a cache or
order to get the benefit of it. Some craft might
any number of other in game factors (it’s
require more or give a smaller benefit. payment for a job).
Example: You have a 35 meter Space
Transport and want to pull the Maneuvering Adding Additional Armor
Jets off of a 17 meter space transport, you can (Enhancement)
do it, but it’s only gonna give you half the You can never add more armor than double the
benefit. base D Code of a design. However, if the
design is “close” to the next “Scale” and
Adding Additional Passengers reflects an Armor bonus, this is not factored in
No matter the scale of design, it costs 5 Metric nor penalized for. Certain capital ships like
Tons per additional passenger. the Victory I & II have this perk. Notes:
Weight: -5 Metric Tons (See below) Thus, if a Snubfighter inherently comes with
Cost: Increases your Consumables Cost 1D of Armor, you cannot add more than 2D of
additional Armor. This applies to all Scales
Notes: Some Snubfighters can add an (the Base Armor Code: So, if it’s an Imperial
additional passenger and they will note this in Star Destroyer with a 3D Base Armor Code,
the description or next to the primary crew on you cannot add more than +3D of additional
the stats list. It’s almost impossible to add armor).
additional seats to a Snubfighter (as in the
combat strike craft). However, with a bit of The cost for Adding Armor is directly
ingenuity and some good modification rolls proportional to the cost of the design. For
you can alter the hull of a vessel and turn it Snubfighters & Transports the cost is 1,000
into a shuttle: Like a Y-Wing Pinnace or the Credits per pip; Corvettes 7,500, etc.
heavily modified Toscan 8-Q’s in the Core Transports are an anomaly, they can add up to
book that have been converted into Shuttles. 2D of Armor as a Snubfighter can (instead of
While it’s not a modification, both those ships only 1D+1 additional, derived from the fact
aren’t so different from a TIE Shuttle. This that they only have +2 pips of Armor in their
will likely impact the performance design).
characteristics of the craft rather heavily. GM
Discretion on any modifications like this. Notes: Adding Additional Armor is not
“Modifying the Exiting Armor Code”. That
Adding Additional Weapons means with standard Modification rules using
(Modification) Starship Repair you can modify the base
You can add weapons to almost any design. Armor code up by 1D+2 yourself (at no
Snubfighters are the most difficult to add new penalty to core vehicle characteristics or
weapons systems to. You must either replace weight loss).
full, existing, weapons or sacrifice Cargo Snubfighters
Space and/or Consumables, ship performance. Additional Armor (layering on top of what you
Naturally, Transports have a lot of Cargo already have or have already modified): -10
space, so they can incorporate many Add-on(s) Kg/pip of additional Armor plating of Cargo
easily. Space or -1 pip of maneuverability per pip of
Snubfighters: additional Armor plating or -1 Space Unit per
Weight: -5 Kg per Barrel / per D Full D of Armor.

50
Transports (additional gunners).
Suffer a the maneuverability & Space Unit
penalty regardless, Transports do not lose Adding Capital Scale Weaponry: Military
cargo space for the addition of armor. Ordinance already has a cost in launcher
weight and ammunition weight. You’re simply
Adding Additional Shields paying for the cost of the Launcher, the
(Enhancement) Ammunition, the additional gunners and the
This reflects adding one or more additional increased cost of consumables.
Shield Generators or the first one if the craft Costs: These are already defined in the
has no shields and is not provisioned for it. Weapons Creation section preceding these
Some craft may not come with Shields and rules.
may be provisioned for them at a certain
rating, those craft can add Shields up to that Limitations: Military Ordinance Launchers
rating with no impact on cargo space. are considered 1 Barrel each. They represent a
value in the terms of firepower limited by
Snubfighter: finite ammunition and the ability to be
Weight: -5 Kg/pip of Shields intercepted with countermeasures. Traditional
Transport: weapons like
Weight: -1 Metric Ton per pip of shields, per
generator. Turbolasers also are governed by the per barrel
limitation in the following section.
Notes: You can still modify your Base Shield
Codes at no penalty to your Cargo Space. Per 30 Meters of a Capital Ship you can add
1 Barrel worth of additional, After Market,
Capital Ship Modification Capital Weaponry. Traditional weapons
Things are a bit different here. Capital ships batteries do not factor against you, you’re
are a bit more resilient by nature and can sport simply limited on how many guns you can
many after market Add-on(s) with little to no mount (like attempting to arm a Bulk Cruiser
penalty. that has no guns).
Adding Armor: Per pip Adding Ultra Heavy
of additional armor you Capital Armor Weight: Guns: The limits for
add to a design the weight these are already defined
cost is is listed on the Corvette: 100 Metric Tons/Pip under their rules.
chart.
Frigate: 125 Metric Tons/Pip Additional Shields (or
Adding where there are none):
Snubfighter/Point Destroyer: 150 Metric Tons/Pip Most capital ships can
Defense Guns: per 20 sustain 4 Shield
meters of a craft you can Cruiser: 175 Metric Tons/Pip Generators (you can only
add one Barrel of add the 4 arcs, period) by
Snubfighter Scale Battleship: 200 Metric Tons/Pip default: Fore, Port,
weaponry. Per 30 meters Starboard & Aft. If a ship
you can add one Static Dreadnought: 225 Metric Tons/Pip has no shields, you can
Barrel of Snubfighter add these emplacements.
Scale weaponry. Each Super Capital: 250 Metric Tons/Pip The cost for adding these
weapons emplacement generators is directly
simply weighs 1 Metric Mega Capital: 250 Metric Tons/Pip proportional to the scale of
Ton. The cost you money, the ship you are adding
relatively little cargo Battlestation: 250 Metric Tons/Pip them to. This follows the
space, manpower and your same rules as Armor does.
consumables costs will Death Star: 300 Metric Tons/Pip
increase as a result Tonnage cost: Additional

51
generators on Capital Ships cost 100 Metric Capital Backup Shield Weight:
Tons/per Pip of generator Space multiplied by
scale. Ex: Corvette x1, Frigate x2, Destroyer
x3, Cruiser x4, etc. Corvette: 75 Metric Tons/Pip

Adding Backup Shields: The costs are Frigate: 150 Metric Tons/Pip
directly proportional to the scale of the ship
you are adding them to, just like adding Destroyer: 225 Metric Tons/Pip
Armor. However, there is a tonnage cost
associated with them. These are massive Cruiser: 300 Metric Tons/Pip
banks of capacitors that are designed to
seamlessly infuse shield generators and Battleship: 375 Metric Tons/Pip
regenerate on the fly. Per D of Backup Shields
you must sacrifice 75 Metric Tons/per scale Dreadnought: 450 Metric Tons/Pip
(25/per pip). As above on the multipliers.
Limitations: Backup Shields can never be Super Capital: 525 Metric Tons/Pip
more than double your ship’s main Shield
Code. Mega Capital: 600 Metric Tons/Pip
Ex: Adding 10D of Backup shields to the
MC60D: Corvette x1, Frigate x2, Destroyer Battlestation: 675 Metric Tons/Pip
x3, Cruiser x4, Battleship x5 = The MC 60D is
a Battleship, thus 5x75 = 375 x 10D = 3,750 Death Star: 750 Metric Tons/Pip
Metric Tons.

Capital Additional Shield Weight:


Corvette: 100 Metric Tons/Pip
Frigate: 200 Metric Tons/Pip
Destroyer: 300 Metric Tons/Pip
Cruiser: 400 Metric Tons/Pip
Battleship: 500 Metric Tons/Pip
Dreadnought: 600 Metric Tons/Pip
Super Capital: 700 Metric Tons/Pip
Mega Capital: 800 Metric Tons/Pip
Battlestation: 900 Metric Tons/Pip
Death Star: 1,000 Metric Tons/Pip

52
he Imperials think I'm somehow
immortal, but I just have a good
supply of power cells.
- Kyle Katarn

53
New Starship Tactics range of a Capital scale or greater weapon
not only do the weapons lose all Fire
I found that the new longer range weaponry
Control, they also lose 3 points of Nominal
that I introduced in the form of missiles and
Damage (or 30 points per 100 in the case
certain Ultra Heavy Weaponry makes some
tactics very difficult and I wanted to add some of Ultra Heavy Weapons).
thoughts about how, not to die, when presented Hugging a Ship requires the individual ship’s
with certain challenges in ship to ship combat. commander to expend 2 Free Actions per
So, I’m pulling some ideas from the Battle of round.
Endor and others from experience with the
Fleet Commander’s Bonus (if present):
rules and capital ship combat. All ships benefit from a further reduction of
Point Blank Engagement Nominal Damage by 1 point (or 10 points
Capital Ships have large batteries of guns that from Ultra Heavy Weapons).
are incredibly accurate out to very long ranges.
Additional Effects:
One thing they don’t do well is targeting and
firing accurately up close. During the Battle of You suffer the same penalties to your
Endor; Lando Calrissian tells Admiral Ackbar weaponry as the ships you are “Knife Fighting
to engage the Star Destroyers at Point Blank & Hugging” unless:
Range. Why? Because, Capital Ship If your craft is at one (or more) scale(s) below
weaponry cannot track well at close ranges. the ship you are in Knife Fighting Range with,
Requirements: your crew does not lose Fire Control & suffer
Ships must be within one half of the Short Nominal Damage penalties.
Range Band of a Capital Ships Guns.
Example: A Capital Turbolaser has a Short If your craft is at least two (or more) scales
Range Value of 3-25. So your ships have to be below the ship you are Hugging, your crew
in a 3-12.5 Space Unit proximity to the enemy does not lose Fire Control & suffer Nominal
ships. Damage penalties.
Note: Ultra Heavy Weaponry is always
If you’re under the minimum range of the penalized at these ranges.
weaponry you get an added bonus. So, we’re
talking 1-2 space units for Turbolasers.
Defeat Missile Arming
This requires high fleet coordination and a Capital Missiles are nasty. They hit really
Free Action per round issued by each Captain hard, they have incredible range and they don’t
of each vessel in order to make sure the crews appear to have any issues whatsoever.
actively do not collide with one another. It However, Missiles do not arm their warheads
also requires one free action from a Fleet until they have cleared the launcher by 16
Commander (if present). Space Units to make certain that the craft
Individual Ships’ Commanders: firing them is not destroyed by premature
1 Free Action detonation.
Fleet Commander:
1 Free Action Thus, if you can get your ships in to proximity
Effects: to the capital Ship firing them, the missiles
1. Knife Fighting Range: If within a Capital launching and then slamming into your ship
Weapons Short Range and it is ½ of under, will not arm and will break apart harmlessly
but not below the minimum range, the on contact.
Capital Weapons emplacement looses all The rules are the same as placing your vessel
Fire Control no matter what the D code is. into Knife Fighting Range, save for the fact
Furthermore the weapons lose 1 point of that you can linger just over ½ of short range
Nominal Damage (or 10 Points per 100 in for most Capital Weapons and still maintain
the case of Ultra Heavy Weapons). full Fire Control. Of course, you can simply
2. Hugging a ship: If under the minimum pull into Knife fighting range or Hug a ship.

54
However, this may not be wise. If there is Snubfighter Scale weapons at these ranges
more than one ship like a Victory I Class Star always hit the same location, thus multiple
Destroyer, you may have to position your shots stack.
ship(s) so that they are in proper place to
This is the only instance where NPC crew
disrupt this sequence on all ships present.
should be able to fire twice in a combat round
and only at a Capital Ship (not you’re player’s
This tends to marginalize one of the tactics
that I always want to employ, having an or NPC’s snubfighters).
Interdictor Cruiser or Jedi micro Jump a For example: a 4D Damage Quad Gun fired
Victory I into a fleet formation and bombard twice and delivers 8D damage to that same
the crap out of 4 ships at point blank range area. That’s 8D - 6D for the Capital
simultaneously. It can still be done, however, Resistance = 2D Capital Scale Damage.
you need a bit range to pull it off and one ship Nominal damage on guns is reduced to base,
is a sitting duck to several arcs of enemy fire, on scales below another scale unless it’s Static
on a single facing instead of disparate arcs of or Military Ordinance, or a special weapon
fire striking 4 facings on your ship. I’m ok like a Battery or Burst Fire Weapon.
with it because, some ships carry an
Here’s how you figure it out:
overabundance of Missiles and there has to be If it’s a Double, Triple, Quad, Fire-Linked, etc
some way to survive and marginalize the
kind of weapon the damage is base of 3
Missiles. Nominal points per D.
This does not work against Proton Torpedoes. If it’s a Battery it’s 4 points nominal per D.
They arm the moment they fire. Hitting one If it’s a Burst Fire Weapon it’s +1 points
coming out of a launcher is nigh impossible nominal per D, per level of Burst fire (up to
and the blast is shaped to always project away +3).
from the firing craft. The Proton Torpedo
sheds most of it’s housing when fired, like a Targeting Pattern Enhancers still function as
bullet. Proton Torpedoes also have much normal (ignoring what is stated below).
shorter ranges and are fired more like Canon’s 4 Points Nominal (unless it’s a burst fire
in ship to ship combat. weapon) is the best you get firing
Snubfighter scale guns at targets at these
So, make damn sure you know what the ship ranges. There is a limit because of Scale
you’re fighting is armed with. Because if you difference and the fact you can target a
pull up into point blank range with a location 2 times (automatically hit the same
Providence Cruiser, thinking it was a missile location). If it’s a player... Well, that ship is
cruiser... there’s a really good chance you’re in trouble! Shoot as much as your GM will
dead. allow you to!
Please note: These defensive maneuvers do Typically, we don’t minimize Snubfighter
not effect Snubfighter Scale weaponry in the “Lethality” in regular combat because it’s
slightest. You can and will be sprayed with faster to resolve, but you also don’t typically
point defense weaponry from an enemy ship have the luxury of sitting in a ship that can
and it will do damage. Snubfighter guns only take multiple hits to deliver a ton of damage.
need to breach a 6D barrier in order to deliver Snubfighters firing multiple shots (too many
Capital Scale Damage. actions performed) can be hit a lot easier.
Snubfighters DIE very easily. Once you
breach HP, AP & SP, damage turns directly
into target numbers (plus gunner accuracy =
Lethality: adding to that difficulty number) you
have to beat with a Hull Code roll.

55
Acceleration to Engage More than anything you allow your best ships
You’re getting shelled from range, how do you to take the brunt of the damage and you can
survive? You have tactics, Tractor Defense, then roll them to present fresh shields or pull
the usual stuff. However, you really need to different ships into the places where the other
close distance with an enemy and you have a ones just got the crap beaten out of them.
bunch of craft that might even be slower than Requirements:
the rest of your ships. So what do you do? A willingness to sacrifice ships in your
Well, you’re gonna link your ships together flotilla...
and act as one big ship with a lot of thrust. Individual Ship Commanders: Nothing but
Requirements: what they are doing to not die.
Each ship so linked must be locked by a Fleet Commander is Required: One
Tractor beam. Each ship must place a Tractor additional Free Action (or Action) to issue
lock on at least one other ship (or if you have orders per round.
one big ship with you might grab all your
other ships). Minimum 2 ships Effects:
Player must choose the ship(s) that will
Individual Ship Commanders: 1 Free become the targets of the incoming missiles.
Action The vessel moved into position now becomes
Fleet Commander: 1 Free Action the target as the incoming ordinance
reacquires it as a replacement target. After
Effects: the initial salvo players can choose to pull the
Your slowest ships match speed with your ships away and roll others into place.
fastest ships. If the slowest ship is of higher
scale this doesn’t work unless it’s being towed The target(s) can have up to two additional
by an additional ship of equivalent speed per ships lend firepower and defenses: like Tractor
scale it (the towed ship) is above them. Defense & Point Defense (not damage soak) to
the ship(s) that become the focus of the
Fleet Commander or Individual incoming ordinance. If more than one ship
Commander Bonus was targeted, you can have more than one pair
Somehow, maybe by Space Magic, your Fleet of defenders. You can do this continuously
Commander allows your entire flotilla to move until all your ships die... Or you reach
faster toward it’s destination: engagement range. This is to defend you on
• 1 Free Action = +1 Space Unit approach to weapons range and ends once you
• 2 Free Actions = +2 Space Units can engage normally (at Long Range). You
• All Free Actions = +3 Space Units can always fire weapons at double range at
You’re moving beyond what you should ever severe penalties.
be able to pull off requires sacrifice and
simulates your commander literally stressing The Pants Down Maneuver
their crew(s) beyond their maximum. This is the preferred method of Rebel
engagement. Literally, catching Imperials
Defensive Positioning with their pants around their ankles. Well, it’s
You can do this while using Acceleration to a little less literal but has the same effect and
Engage. Essentially, you’re using your tractor it’s a whole lot more satisfying. Warships do
beams to move ships around in your flotilla. not fly everywhere with their Shields up. No
Let’s paint a better picture: starship does. Why is that? It draws a lot of
power, puts this hellish strain on your reactor
80 Incoming Concussion Missiles, Starboard. cores and it’s meant for when bad things
You place the ships with the best defenses in happen. Not to mention, during normal
line with the missiles & also allow some of the operations if you have raised shields bad
rest of your flotilla to engage the incoming things happen, like snubfighters flying into
projectiles manipulating of the fleet as if you your shields and exploding instead of landing.
were moving game pieces on a board. Sure, you might be great at Shield Operation

56
and can open a hole in your shields for your Guidelines:
snubfighters to land, but those damn Rebels • Roll of 20 = Must deliver at least 8D of
might just put a torpedo through that opening Capital Scale Damage to a location.
and right into one of your internal ammunition Doesn’t have to breach Armor or Hull, just
magazines and blow your ship apart anyway. have to hit that ship really damn hard.
For the purpose of this tactic, assume that in • Roll of 30 = 7D of Damage
general operations all starships fly with shields • Roll of 40 = 5D of Damage
down. • Roll of 60 = 4D of Damage
Requirements: • Roll of 80 = Almost anything will do, a
Stealth, a non combat ship with hidden guns, a Snubfighter scale cannon, Missile or
suicidal pilot that wants to ram a perfectly Torpedo will do the trick.
good A-Wing into a Super Star Destroyer’s un- Please note that Missiles and Torpedoes are
shielded bridge section. I think you get the preferred as proximity to the target could kill
point, either the shields go down because a lot all the players as well...
of people already died taking them down or
they were never up to begin with. Pirates are Dropping Shields the Hard Way
real good at creeping up on transports while This is easier on Imperial ships with geodesic
running on batteries and, thus, not having a shield generators on their hull. Other ships
sensor signature. It works a lot for them, and you might very well have to breach shields,
since Rebel’s are essentially terrorists it works armor and hull or have a lot of Ion Cannons at
really well for them too! your disposal.
Now the real requirements: You need a
really good Technology Roll: These are really great targets to apply the
• 20 for some juicy locations to fire at Pants Down Maneuver to before the Imperials
• 30 for some critical locations to fire at that actually raise their shields in the first place.
might start doing real damage.
• 40 for critical locations that might cascade Geodesic Domes are always weak points on
Imperial Star Destroyers. Reduced the
a failure on a capital ship’s arc of fire.
damage required to kill them by 1-2D.
• 60 means you really know that ship, you
can will cripple an entire arc of fire. Breaching shields on an Imperial Star
• 80 You’re likely to know exactly where the Destroyer: You might just need a squadron of
Ammo Magazine sits in the Snubfighter fighter’s to pour a couple missiles each into
docking bay. You light that up and it will that targeted location. If shields are up, Pull 1-
rip an Imperial I or II in half. 2D off the Shield coverage for that location.
GM discretion and acceptable application of So you might only be breaching 300-600
force is necessary here. Roll low and you need points of capital shields to get in there and
more firepower to accomplish your task, roll really tear it up. How do you do that? With
high and you might only require a single shields up that Imperial I is a sitting duck, you
Concussion Missile. get a 6D bonus to hit it in a Snubfighter.
Effects: You’re probably also being pursued by 72 TIE
fighters & that’s a lot of pressure to be under
GM discretion, just because it’s a super tough
ship doesn’t mean it doesn’t have a weak spot. for taking multiple actions.
As for a player that makes that one amazing You get 6D bonus to hit that Shield Dome,
roll and attempts to apply it to every ship they however, if you pull that trigger 5 times, you
come across, nope. Player’s are guessing have a 5D penalty to your Piloting Roll
unless they designed the ships and those (because you have to fly = 1 action, and fire
internal locations can and will change to too). So while the Capital ship is really gonna
safeguard future ships in the Imperial Navy. have a hard time hitting you, it’s snubfighter’s
They need to roll every time you try this. don’t. The maneuver is much easier to pull off
in craft with dedicated pilots and gunners.

57
Effects: When you take out a Geodesic Dome
it causes a Cascade Failure in either the nearest If there is an Interdictor Cruiser you only have
structure or another random system on the to escape a 150 Space Unit haul. Yes, those
ship. It could even cripple the ship in space ships might have four generators, but they’re
for a number of rounds (again, GM discretion) all pretty much constricted to a certain range
dropping it’s shields and such. and they’re only there to delay you. An
Interdictor would have to jump to another
GM discretion on targeting the Tower and location in order to alter their interdiction
what’s required to take it out. Use the Core pattern. If they Jump, you can immediately
rules to determine the penalties for most of this jump as well.
+ be nice about what I said earlier about
Now if you’re in a Gravity well and there is an
reducing resistances to these areas.
Interdictor, you might have to flee 1-120 units
Taking that dome out before the Imperials of the Gravity Well + 150 more...
raise Shields and scramble fighter’s likely The enemy can choose to pursue you,
gives you one good pass on that bridge section however, in this instance do not apply any
where you can, literally, unload everything you bonuses to their pursuit speed.
have without fear of a return volley.
Acceleration to Engage (it’s a Defensive
Defensive Withdrawal Action) is only meant as a tactic to help people
Sometimes there really isn’t any shame in not die when they’re being hammered at range
running. You won’t win every battle, some far beyond what they can return fire from. Not
you will lose and what’s better than spending as a means to close for any other reason.
the next lifetime in the Mines of Kessel? Not
spending the rest of your life in the Mines of Making the Hard Call
Kessel. You pick a significant ship in your fleet (GM
Requirements: The commander of the ship Discretion) & you sacrifice it so that the rest of
must possess both Command and Tactics. The your ships can escape. This means you send
skill rating must be no less than 4D in each. an entire Ship to their deaths or capture.
Commander of the Ship: All Free Actions Requirements: A desire to save your ass by
betraying one of your loyal ship Captains.
Fleet Commander: All their Free Actions
Fleet Commander or Individual Captain:
Effects: You are fleeing the combat, doesn’t Orders the officer (or it is done willingly) to
matter if you can’t jump because of an position their ship directly in the line of pursuit
Interdiction Field. You’re doing everything craft, engaging them with every weapon,
you can to disengage and get out alive with as snubfighter and trick at their disposal.
many people as possible.
Effects: Breaks any possible tractor lock on
Your ship(s) still has/have access to all the rest of the fleet, buys the running fleet 2
defensive tricks like Tractor Defense and combat rounds of unmolested retreat. If the
Flack, etc. ship is still alive, it fights on, selling itself
Single Ship Free Action Bonus: Per free dearly to allow the fleet to escape. That, entire
action you possess on a single ship grants you sacrificial group (even the snubfighters) gains
either a +1 to Space Units or 10% to Damage a +1D to Command & Tactics & a +1 to Free
reduction. Actions while buying time for the Fleet.
Fleet Commander: Per free action you This is a Heroic Action: Any survivors will
posses you gain a +1 to Space Units and a 10% automatically gain a bonus Force/Edge point if
to Damage reduction (all your ships). they survive. If the fleet successfully jumps to
safety the survivors can, only then, attempt to
You can still make Command and Tactics evade and escape (if possible).
actions to further reduce damage.

58
59
Scales are confusing smarter ways to do this kind of thing...
Like placing timed Thermite Charges.
as Hell? So, what I’m saying is: It’s always a GM call
on exactly how much detail you want to
Sure they can be. However, to accurately include in your games. Always gonna be a
convey how you deliver damage to stuff not GM call. Yeah, you’re the Heroes and the GM
designed to blow things up you really need is supposed to facilitate you being Heroes...
scaling to determine what happens. The use of However, doing stupid things all the time will
Scale levels is really a GM call and you can get your ass hunted down in epic fashion. The
make things as complex or as simplistic as you best way to take out a Star Destroyer is to do it
want to. in such a way as not to be detected (if
You shouldn’t be able to take out a tank with a possible) and definitely don’t take credit for it
blaster pistol. However, a 12D Character until your group is sufficiently powerful to
Scale Finbat Missile Launcher should have a handle the kind of backlash like a Legion of
really damn good chance of doing exactly that. Storm Troopers showing up at your character’s
In the old rules Character Scale couldn’t effect hideout. I don’t care who you are, 2,000
Starfighter Scale (my Snubfighter Scale) and Storm Troopers supported by Walkers and
Snubfighter Scale couldn’t effect Capital TIEs is gonna ruin your day and most likely
Scale. kill you. Combined fire from the troopers,
Area of Effect weapons from the Walkers and
Targeting locations should make this possible Fighters and Bombardment from a Star
in general, within reason. Trying to blow up a Destroyer in orbit will obliterate any player
Star Destroyer with a Blaster Pistol is stupid. base I’m aware of.
However, coring the external locking
mechanism for an airlock on a Star Destroyer, No matter how good a player is, overwhelming
with a Blaster Pistol should be doable. Also, if odds can kill them. Overwhelming power can
you’re nuts and suicidal, you might be able to kill them and playing stupid just facilitates
take out that Star Destroyer with a Blaster this. Be smart, do stupid stuff when necessary,
Pistol, like walking right up to the main power but try to be smart about taking risks.
regulator in the engineering bay and emptying
your 100 shot 4D blaster into it. Me being stupid (I’m always stupid...):
Once I opened up on twelve storm troopers in
1. You’re inside the shields, Armor and Hull the street with a starting character that used an
plating. Edge point. I killed 5 and wounded 3, the rest
2. It’s totally exposed to damage and enough cut down (as in killed, smoked, turned into
of that damage could rip it apart. Owen & Beru Lars motoring bacon) one of the
3. When it detonates, internally, it’s likely to other players who didn’t react and that’s just a
rupture the Fusion Reactor on the Star reckless move on my part. Plus it may piss off
Destroyer. the rest of the players.
4. You die. You can be a Jedi Knight with a Getting back to the scale commentary, while I
20D Control Skill and you wouldn’t be fast was a bit off topic my point was to allow your
enough to get away from the reactor core players to do stuff they can’t by the letter of
of an Imperial Star Destroyer exploding. the rules. However, do so within reason and
5. If you Fold Space or something super have consequences for things that are super
Space Wizard like, which that powerful reckless.
Jedi Knight might be able to do, I would
say you emerge from your space Capital Ships and Scaling
teleportation with a Mortal Wound. This is You don’t have to follow this to the letter of
because you just killed, like, 20-30 my rules. You can fudge it, you can throw out
thousand people; some of them likely had the Hull, Armor and Shield resilience and just
Force Sensitivity of some sort and it roll based off of D Codes, up to you. The
caused a backlash in the Force. There are reason I put in Hull, Armor & Shields in the

60
first place is because ships in the WEG system Furthermore, that same Corvette has a 4D hull
didn’t scale well at all. with 2D of shields and it can soak 6D of
damage, so potentially a single 10D gun
A Corvette shouldn’t be just as easy to hit as a
battery from an Imperial II Star Destroyer
Star Destroyer. Basically a Corvette is just
could blow the ship apart (and it has 50-60 of
like a Heavy Transport and it never made
them). Technically, one of the 5D guns on an
much sense to me that a corvette would behave
like an Imperial Star Destroyer, or Super Star Imperial I Star Destroyer could achieve the
same result if you rolled badly. That’s why I
Destroyer for that matter.
built the additional scales and added the
I always include D Codes in the game because resistance by scale of Hull Points, Armor and
some people will want to go back and use Shields.
them for their classic games and it’s easier for
me to benchmark how to determine what ships Difficulty Rating or DR
have what resilience. In the future, if I ever This one always throws people for a loop. If
manage to convert this to a stand alone product you don’t know how target numbers work, you
(which I am working on) I will likely pull out will never figure out how to make this straight
all D codes for vehicles and structures. That’s forward mechanic to work.
a discussion for when I actually get around to • -1DR means you drop the base difficulty
re-writing the entire system. by one tier. So, a 60 Difficulty becomes
40, it’s powerful and pretty easy.
Do what feels right to you, always. It’s your • A +1DR means you increase the base
game, so run it the way you want to. That’s difficulty by one tier. Thus, that 40 above
how I roll, and I expect it’s not so different for becomes 60.
any of you. If a ship says it’s +3DR harder to modify then
you have to look at the kind of modification
Where did all my scales come from? you’re using.
When you take a look at the old WEG rules,
the topic of scale is a bit different on the Player A +1 pip modification carries with it a base
side of the spectrum. There’s a certain level of difficulty of 10 to perform. At +3DR that 10
granularity here: (Easy) Difficulty becomes Very Difficult: 25
because you increase the base target number
Character Scale by three tiers. (Easy: 10 to Moderate: 15 to
Difficult: 20 to Very Difficult: 25)
Speeder Scale

Walker Scale The following has always worked easily in our


gaming, but some might not have seen it this
Starfighter Scale way:
Using DR to cause more damage or bolster
So, you move from those four scales to :
a skill/effect test:
Capital Scale (6D above Starfighter) So, as above, you simply look at your total
roll. Some player abilities will give you the
Death Star (12D above Capital) option to alter rolls. Like a Jedi with -1DR to
That was it, any Capital Ship, of any size fell performing Force Powers (or someone with a
into the Capital Scale category and anything tactics bonus, or piloting/gunnery bonus). You
really big (not battle-stations, they were still can use this bonus in different ways. You can
Capital) with a super laser was Death Star reduce the target number by 1DR, increase
Scale. There was a lack of granularity. A your roll total by 1DR or increase the effect by
Super Star Destroyer shouldn’t behave like a 1DR. GM discretion on this, as always. Some
Corellian Corvette. You’re looking at the stacked abilities or bonuses will allow you to
Super at 8-16 Km vs that Corellian Corvette at move that bonus 1,2,3 tiers upward or more
150 Meters long. It didn’t work well. (like using an Epic point).

61
Scale Chart: Size Assumptions:
Character = 1 Point per D Character = Anyone up to 5m tall
Armor = 1 Point per pip Speeder = any speeder class vehicle (anything
(Soak points only applies to objects) under 5m are character scale to hit)
Speeder = 2 Points per D Walker = Varies, walkers using legs are walker
Armor = 4 Points per D, 1 per pip scale, fast walkers on repulsors can be speeder
Walker = 3 Points per D to hit
Armor = 6 Points per D, 2 per pip Snubfighter = Varies, the least durable of star
Snubfighter = 4 Points per D, 1 point per pip ship tiers, generally mass produced combat
Armor = 8 Points per D, 3 points per pip elements varying in complexity and
Transport = 5 Points per D, 2 points per pip advancement.
Armor = 12 Points per D, 4 points per pip Transport = Typically 10+ Meters
Corvette = 50 points per D, 17 per pip Corvette = 60M to 199M
Armor = 75 points per D, 25 per pip Frigate = 200M to 399M
Frigate = 75 points per D, 25 per pip Destroyer = 400M to 599M
Armor = 100 points per D, 34 points per pip Cruiser = 600M to 999M
Destroyer = 100 per D, 34 per pip Battleship = 1000M to 2000M
Armor = 125 points per D, 44 points per pip Dreadnought = 2001M to 4999M
Cruiser = 125 per D, 44 per pip Super Capital = 5000M to 10000M
Armor = 150 points per D, 50 points per pip Mega Capital = 10000M to 20000M
Battleship = 150 points per D, 50 points per pip Battle Station = 20000M to 30000M
Armor = 300 points per D, 100 points per pip radius
Dreadnought = 300 points per D, 100 points per pip
Death Star = 30KM radius +; per
Armor = 600 points per D, 200 per pip
10KM add 1D to Base Hull code; per 30KM
add 1D to base Armor code (Hull and armor
Super Capital = 600 Points per D, 200 points per pip
bumps stack only for purposes of soak, not
Armor = 1200 points per D, 400 points per pip
resistance).
Mega Capital = 1200 points per D, 400 points per pip
Armor = 2400 points per D, 800 points per pip Size Approaching the Next Scale Tier:
Battle Station = 1800 points per D, 600 points per pip To add some granularity between starships so
Armor = 3600 points per D, 1200 per pip that all ships of a certain scale aren’t identical
Death Star = 2400 points per D, 800 Points per pip in statistics. If the craft is nearly the next tier
Armor = 4800 points per D, 1600 per pip of starship types simply adding up to +2D to
hull and armor will show the craft’s additional
Armor Assumptions: durability.
Character = None (Character Armor is +1 plus the Code)
Speeder = +2 General Assumptions:
Walker = 1D • Within 100m of the next tier = +1D to Hull
Snubfighter = 1D and Armor values.
Transport = +2 • Within 50m of the next tier = +2D to Hull
Corvette = 1D and Armor Values.
Frigate = 1D+1 • “Fat” vessels may get a bump based on
Destroyer = 1D+2 overall thickness (It might be several decks
Cruiser = 2D tall).
Battleship = 3D Starship Corrections:
Dreadnought = 3D While many of the ships contained herein
Super Capital = 4D aren’t all defined by this, please feel free at
Mega Capital = 5D add the values where appropriate. These don’t
Battle Station = 6D impact vehicle costs. However, they may be a
Death Star = 8D way to add some flavor to player or even
Shields are always considered armor enemy starships. Vessels like the Corellian
Corvette might be a good example of this.

62
Ion Weaponry multiple are utilized). If the weaponry is
Ultra Heavy it is 20 rounds per 100
Revision: Damage delivered or Static: the effect is
doubled.
Ion cannons • Converting Ion Damage into Demp /
(New): Must fully deplete the Hull Points & EMP effects: Any target that is
Armor Points (temporary condition) prior to continuously Ionized to the point at which
determining level of ionization. the target craft’s full Hull and Armor
Demp / EMP Guns values are exceeded by 1.5x immediately
(New): Must fully deplete the Hull Points & begins to deliver full value lethal damage
Armor Points (temporary condition) prior to to the craft. Utterly shorting out or
determining level of destruction. destroying all electronics in the
section/sections targeted. A good
Notes: Effectively, I realized Ion Weapons example of this is described in the short
were far too lethal (only requiring them to story “I’m not Like Anyone Else” (p.276).
deliver ½ of the Hull Points), especially given
the fact they already ignore shields. Ion Torpedoes: The Ion Torpedoes featured
in Rogue One are highly unlikely to function
Ion Effectiveness: as they did in that film. They could only
• Ion Weaponry Ignores Shields function properly assuming the delivery
• Do not deliver permanent damage for Hull system knew how to scan for shields. I have
or Armor. These structures can be discussed in some instances how you can scan
salvaged even if the electrical systems on for shield interleaving, and the difficulty is
the vessel detonate (see below). almost impossible or would require someone
• Cripple Organic Life Forms: Ion with Jedi senses. Shields have never
weaponry disrupts the bio electrical registered as anything in any canon source.
signaling in the brain of any organic life- So, if it’s almost impossible for someone like,
form. It’s akin to being electrocuted. say, Lando Calrissian to know if they're up or
While in a vessel you’re effectively down on the Second Death Star (and he went
grounded from their effects, however, if with a gut feeling) then an Ion Torpedo could
your craft is overwhelmed, this effect can not accurately judge at which point it could
pass to individuals in contact with anything detonate. If the Ion Torpedoes detonate after
conductive. impact with Capital Shields they would do
• Yuuzhan Vong: Void Generators still nothing. The discharge would dissipate
effectively shield against the damage, harmlessly in space. Furthermore, the payload
However, when employed against Yuuzan required to be carried by snubfighters, to
Vong Warriors and their Starships, since cripple a Capital Ship would be insane. The
everything they use is living, disrupting the KDY Orbital Defender which delivers near
neural electrical signaling in these craft Death Star Scale Damage would be the kind of
and individuals would effectively be like power we are talking about here.
electrocuting a living organism as above.
• Armor does provide a resistance to these
effects, further dispersing the ability of Ion
Cannons to deliver any level of noticeable
damage.
• Ion Shielding (specific Armor) offers it’s
rated Armor protection vs Ion Weapons.
• Ion Effects linger: Once ionized, at any
level, the effects will linger until sufficient
time has passed that it is discharged.
Duration is 3 Combat Rounds per D of the
Ion Weaponry utilized (not per gun if

63
Movement in Star Wars basic human has a base move of 10 and an X-
Wing has a base move of 8, it’s resolved the
I recently had a conversation with someone on same way. It’s an arbitrary number that
Reddit about how we handle movement in Star determines distance and/or distance traversed.
Wars vs. other editions like REUP. I was So, if an enemy is 10m away and you want to
insistent that it’s always a GM call (as usual). move up to them you can get there in your
Now, REUP uses a format that designates combat round. If you’re sneaking up it takes 2
something of a movement phase. So, team 1 combat rounds (sneaking at 5m per round). In
moves up and then team 2 can run away then a starship it works the same.
team 1 acts and then team 2 acts... The issue
Now what about enemies moving away, well,
in question was that “How does my player
engage in melee if the enemy gets to move if you’re chasing an enemy moving 10 a
round, he/she’s moving 10 a round, in order to
away before I get to attack?” Yeah, that’s a
real problem in REUP. The problem is that the catch them you need to move faster. The base
move is free, moving faster requires an action
movement phase system takes an incredibly
and for you to roll the appropriate skill vs a
cinematic game and breaks the cinematic
immersion. target number to double your speed.

Now, I went into a lengthy description about Examples: Stormtrooper is moving and firing
at us, they move 10m away, and were already
how to handle it using initiative for winning
and losing initiative and while that process 10m away = 20m, I have a Lightsaber and I
Roll Athletics to double my base move to 20m,
will work, it’s not Star Wars. I had to go back
and think about how I have always run and I reach them in the same sequence and cut
movement in games and that requires you to them down.
use math... Oh, god, not math in a pen and If you don’t kill them & they’re still moving 10
paper game with dice... Lol! m a round and you can drop that action and
move your base 10 and keep pace with them.
Movement is always Fluid
Yes, this is where that math comes in. The So, in starship combat if the TIE fighters are at
GM’s job is to track everything so that the 30 Space Units and moving 10 Units a round
players can actually play the game. Now, you and you’re chasing them in an X-Wing, then
can make the players track some stuff but you you need to speed up because 8 Units a round
have to be capable of doing this on the fly is too slow to get into weapons range (Laser
anyway. I’m going to break down the Cannons: Short 1-3 Units / Medium 4-12 Units
movement system so that you understand it in / Long 13-25 Units). So, you use a separate
personal combat as well as in starship combat. action (your base piloting is your dodge, but to
accelerate it’s another action) to roll piloting
The only reason why an object or individual is and attempt to accelerate to a base move of 16
not moving is Star Wars 3rd edition is if they (x2) and you do so. Now you want to Pilot
choose not to. Otherwise, everything and (dodge), move faster (16 Units) and Fire = 3
everyone is constantly in motion. There is no Actions or -2D from your dice pools. The
movement phase, it’s determined during your TIEs are still moving, so since they were 30
sequence and it remains in place the entire units away (Moving away from you) they are
combat round. now 40 Units away. You accelerated to 16:
So, your base movement is 10. You can 40-16 = 24 and that puts them in Long Range
choose to move that 10 meters in a round, or and you can fire at the difficulty of Long
you can move cautiously (which is half that). Range + their piloting roll. If you exceed it,
If you want to move faster, you have to use you hit.
Athletics or the piloting skill required to allow Now, if the TIEs were coming at you in that
you to accelerate to x2 or x4 of your base combat round it looks a little different. You’re
movement. This works if you’re using probably not going to accelerate to catch them,
repulsors or starships. It’s all the same. If a because the 10 movement TIE Fighters will be

64
at 20 units and with your base movement of 8 & Current Move: x
in an X-wing they will be at 12, which is now You’re going to want to track it on paper for
Medium range. You will likely just roll
fleet actions and there’s no easy way around it
Piloting and Gunnery = 2 actions; -1D to dice
other than the fact that most strike groups will
pools and they will be doing the same. Your
move at the same speed so that they stay
target is the difficulty for Medium Range +
together allowing them to engage and defend
their piloting roll to hit them and for them to at the same relative ranges.
hit you.
So, with that being said, you can consider task
Kilometers per hour
forces (multiple snubfighters and capital ships)
Converting this is rather simple, every 100 to be one unit (within reason, GM discretion is
Km/H is 1 Space Unit (effectively). In
advised). That Pair of Star Destroyers might
personal combat every 10 Km/h is 1 meter.
actually be 6-12 Space Units apart from one
That’s it, a simple way to track distances and
another but you can have them act as if they
you’re using dreaded math constantly to
can engage and defend at the same relative
maintain the relative positions of units in ranges (together) as if they were one unit. The
battle.
same goes for Snubfighters which are all
Full Dodge/Parry/Evasive probably one Space Unit or less apart from one
So, is there a benefit to only being defensive? another, I would typically group them as
Yes, and it depends heavily on certain factors. squadrons of 12 fighters in this case.
Normally, it just means you don’t reduce your With movement being a fluid thing you never
dice pools. In certain circumstances it also
have to worry about some sort of idiotic
adds the base difficulty of a weapon’s usage to
situation occurring where you can’t shoot at an
your defense (Like a Lightsaber’s complexity enemy or aren’t ever able to engage in melee.
of 15 adds to your defense when you’re full
evasive). A nice GM will likely allow you to Sure, you can be in trouble if your target is
add 10 to your defense in addition to faster than you and that’s normal. If you are
everything else as a bonus to not die. engaging a Space: 17 TIE Defender, in that
Tracking it X-Wing, you’re in deep shit. However,
Sometimes you will want to chart all this stuff engaging targets on or close to your power
out on paper with visual representations, but level should be rather straight forward.
it’s easy just to record things with: Distance: x

65
66
he is a remarkable vessel. With the
engineering breakthroughs we tackled
developing her, she's just the start. She's a
real sign of things to come.

-Walex Blissex,
speaking about the victory Class
Star Destroyer he had just designed.

67
Fast Resolution Fleet • Transport = 1.5 Points per D, 1-4 Locs
(Round Up)
Actions • Corvette = 10 Points Per D, up to 4 Locs
• Frigate = 15 points per D, 4 Locs
Resistance vs Scale below Snubfighter: • Destroyer = 20 per D, 4 Locs
Character = Snubfighter or greater weapon • Cruiser = 30 per D, 4 Locs
hits you... You are a memory. • Battleship = 50 points per D, 4 Locs
Speeder = Identical to Character Scale • Dreadnought = 80 points per D, up to 6
Walker = As above Locs
• Super Capital = 120 Points per D, up to 7
We will break down starships into Sections: locs
Snubfighter-Transport • Mega Capital = 180 points per D, up to 8
• Resistance: What you can soak before Locs
you explode. Per D of Hull, Excess Armor • Battle Station = 320 points per D, 8-16
(not assumed) & Shields add 1 point. Locs
• Defense: What Damage you can shed per • Death Star = 640 points per D, 16-48 Locs,
round. Add Maneuverability & any calculate Locs individually
Tractor beams possessed to Defense.
Capital Defense: Per D add 1 point. Add Weapons
pilot Perception D as 1 per 1 to Capital Snubfighter - Transport: Per weapon type the
Defense. Non hero is 2D Base. craft possesses add 1 to your damage.
• Skill Bonus: Per 2D above attribute your
pilot possesses (Piloting / Gunnery) add 1 Example: An X-Wing has 4 Laser Cannons
to Defense & Damage, as applicable. and 2 Torpedo launchers = 6 weapons = 6
• Damage: You’re raw damage output. Per Damage.
D of weapons systems add 1 point, Static
Weapons add 2 per D. Burst fire adds 1 Capital Guns: Add all your guns together, at
per Tier (Light, Medium Heavy). Vs one point per D of Damage = your damage
Capital every 6D delivers 1 damage (add output per combat round.
to base). Anything over that goes straight
through (6D = 1, 8D = 3, 9D = 4) Imperial Star Destroyer Example:
Capital Damage: As above Resistance: 7D Hull & 4 Locs = 7 x 4 = 28 +
3D Shields & 4 Locs = 3 x 4 = 12 + 28 = 40 x
Commander Bonuses: (Optional) 50 (Scale) = 2,000
Tactics Bonus: Per D above 4D in Tactics add Defense: 61
1 to Damage and Defense. Specializations (as 10 Tractor Beams at 6D & 1D
applicable) in Tactics add 2 per D. Maneuverability = 10 x 6 = 60 +1 = 61
Damage: 600
Command Bonus: Per D above 4D add 1 to 60 Ion Cannons at 4D = 60 x 4 = 240
Damage and Defense. 60 Turbolasers at 6D = 60 x 6 = 320
• Opposed Tactics & Command of
equivalent rating will negate this bonus Vs another Star Destroyer = you kill each
and even reverse it. other in 3 salvos. 600 damage a round minus
defense = 539 x 4 = 2,156 Boom!
If you have multiple hit locations and shield
generators add them together + any armor D Capital Gun Penalty vs Snubfighters
beyond the assumed armor for a ship. Unless your ship has point defense guns
(Snubfighter Scale) you suck against
Resistance: Snubfighters. You deliver 100th of your
• Snubfighter = Convert Hull and Shields to damage output per round (6 points in the Star
1 point per D. Ex: An X-Wing has a 4D destroyer Example), round up.
Hull and 1D of Shields = 5, 1-3 Locs

68
Ultra Heavy Guns / Missiles: do 33 points Snubfighter: 30
per barrel, and vary somewhat based upon
Missile Payload (typically 33-99 points each). 12 X-Wings vs CR90
Damage of X-Wings: 12 x 9 = 108 - 2 = 106
They Ignore Tractor Beam Defense Ratings CR90 has 160 - 106 = 54 Remaining.
(Thus the Imperial Star Destroyer below
would only have a Defense of 1). CR90 fires as X-Wings Strafe it
Capital Guns do .3 damage round up 1
Death Star Guns: kill one ship per round. + 30 Points of Snubfighter Damage

Anti-Snubfighter on a capital ship: They were firing at 2 ships, so 30 / 2 = 15 + 1


Calculate your point defenses like you were a (Capital always round up = 16 - Snubfighter
Snubfighter. Example, 24 Guns at 4D = 24 x 4 Capital Defense 2 x 5 = 10, each fighter takes
= 96 Points of damage output. You target 10 6, they’re gone!
X-Wings this round, Minus their defense of 5
= 10 x 5 = 50 = 96-50 = 46 / 10 = 4.6 Damage, 10 X-Wings hit it again for 90 damage - 2 =
round down = 4 (Snubfighter Capital Defense 58. CR90 = 54 - 90 = Boom!
applies to all damage from capital ships)
Notes on Combat Actions:
Snubfighter vs Snubfighter Each type of weapon can only engage “one”
X-Wing Example: target at time. So, if you’re firing capital guns
Resistance: 5 to screen fighters you can’t fire them at other
4D Hull + 1D Shields = 4 + 1 = 5 Capital Ships. Example: CR90 is engaging
Fighters with it’s full arsenal = Capital &
Defense: 3 / Capital Defense: 5 Snubfighter guns only target the fighters. It
3D Maneuverability = 3; 2D Perception = 2 could, instead, fire the Snubfighter Guns at the
Damage: 6 / Capital: 8 + 1 for guns = 9 fighters and it’s capital guns at a Capital Ship.
6D Guns and 2 Torpedo launchers = 6, 8
points for two 9D (18D) Torps vs capital. Closing to Engage: Happens instantly, ignore
X-Wing vs. X-Wing range advantages.
Damage 6 - 3 Defense = 3, you go boom in 2
rounds. Full Defensive Retreat: You don’t do
damage to the enemy = +300 Defense (even
Snubfighter vs Capital Ship against Ultra Heavy Weapons, you still die vs
You must penetrate a Capital Ship’s Defense to Death Star Scale Weapons) to Capital Ships.
do damage to it. If you can’t then you need Snubfighters do not gain this bonus. This
more fighters. So... You hit that Imperial Star allows your Capital Ships to disengage from
Destroyer with 12 Fighters: other Capital Ships.
Damage: 12 x 9 = 108 - 61 resistance = 47
points of damage. Capital Ships resist • You must spend 3 combat rounds to fully
Snubfighters only once (not per ship). disengage.
• You can jump to Hyperspace at the top of
Vs a Corellian Corvette this would be a the 4th round.
different story. • If there is an Interdictor Cruiser or
something projecting a Gravity Well, you
CR90 have to stay and fight.
Resistance: 4D Hull & 4 Locs = 4 x 4 = 16 x
10 = 160 Authors Notes: These rules are dirty, and a
Defense: 2 LOT faster, use at GM and player discretion. I
2D maneuverability will endeavor to streamline it more in the
Damage future. The rules we use are extensive, so
Capital: 30 drilling combat down is difficult.

69
70
A-Wing Alternate Design Skill: Starship Gunnery
Craft: Slayn & Korpil: A1-1 A-Wing Fire Control: 2D
Affiliation: Rebel Alliance / Various Space Range: 1-3/12/25
Era: Early Rebellion+ (Rise of the Empire) Atmosphere Range: 100-300m/1.2/2.5 Km
Scale: Snubfighter Damage: 4D; Nominal Damage: 4 (16)
Length: 8 meters Contrary to popular belief, Slayn & Korpil
Skill: Starship piloting released an A-Wing prototype, which actually
Crew: 1, Gunners: 1 became a full production run given their
Crew Skill: Varies confidence in winning the business from the
Cargo Capacity: (100): 37.5 kilograms Rebel Alliance. Little did they realize that
Consumables: 4 days (80 credit refuel) Rebel Engineers would release a craft based
off of an older KDY design. Unlike those
Cost: 101,600 (New); 76,200 (Used) craft, this one never drew ire from KDY. The
Hyperdrive Multiplier: x2 craft would go on to be fielded in independent
Nav Computer: Limited, 2 Jumps systems and pirate groups due to losing the
Maneuverability: 3D+2 contract with the Rebels.
Space: 10 The craft has a dual rotational cockpit system
Atmosphere: 1,000 Km/H to maintain pilot stability for both the pilot and
Hull: 2D+2; HP: 10 / AP: 8; tail gunners. Though, neither “pod” can access
2 Locs: (Fore & Aft; cockpit pod only) the other. The central core acts as an escape
Shields: 1D; Shield Points: 8 pod system with each side of the pod capable
Sensors: of ejection. The issue typically is that in a dog
Passive 28/0D fight the tail gunner is already dead when the
craft begins to break apart.
Scan 36/1D
Search 52/2D Consider the Fore & Aft sections of the pod to
Focus 4/3D be separate for calculating hull damage. The
Maximum 104/-2D craft cannot be piloted by the Tail Gunner.
Weapons:
2 Laser Cannons (Fire-Linked)
Fire Arc: Fore
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 Km
Damage: 5D; Nominal Damage: 4 (20)
Double Laser Cannon
Fire Arc: Aft

71
A-Wing II Concussion Missile Launcher
Craft: Alliance Engineering: A-Wing II Fire Arcs: Fore (Any)
Affiliation: Rebel Alliance Skill: Starship Gunnery
Era: Mid-Late Rebellion (Rise of the Empire) Fire Control: 3D
Scale: Snubfighter Space Range: 30 Space Units
Length: 10.6 meters Atmosphere Range: 30 Km
Skill: Starship piloting Damage: 9D; Nominal Damage: 6 (54)
Crew: 1 Ammo: 8 Missiles
Crew Skill: Typically 6D+2 Enemy Targeting Jammer
Cargo Capacity: (132.5): 37.5 kilograms Fire Arc: Any
Consumables: 5 days (50 credit refuel) Skill: Sensors: Activation uses 1FA, difficulty
Cost: 161,400 (New); 120,800 (Used) 10 (15 to coordinate against Capital Ships),
Hyperdrive Multiplier: x1 1FA per round to continue to modulate it.
Nav Computer: Yes (Full) Space Range: 20 unit radius around A-Wing II
Maneuverability: 4D+1 Atmosphere Range: 20 Km
Space: 13 Damage: -3D to Opposed Fire Control
Atmosphere: 1,300 Km/H Notes: Per additional A-Wing II, increase scale
Hull: 3D+2; HP: 14 / AP: 8 of effect: 2 = Corvette, 3 = Frigate, 4 =
Shields: 2D; Shield Points: 16 Destroyer, etc. However, can only effect one
Sensors: arc of fire on ships larger than Dreadnought.
Passive 35/0D A natural evolution of the A-Wing based off of
Scan 55/1D years of battlefield experience. Deficiencies in
Search 80/2D hull plating were corrected and the space
Focus 4/4D+1 frame was enhanced. Engines in this iteration
Maximum 160/-2D see an uplift from formalized production.
Weapons: There was an overabundance of free power
2 Laser Cannons (Fire-Linked) output and the guns were tweaked to take
Fire Arc: Fore & Aft (if flipped) advantage of this. In addition, the shields have
Skill: Starship Gunnery been doubled. Finally, the targeting jammer
Fire Control: 3D has been enhanced when working in numbers
Space Range: 1-3/12/25 and it can now effect enemy capital ships (all
Atmosphere Range: 100-300/1.2/2.5 Km in range). The Craft has a maximum Auxiliary
Damage: 6D+2; Nominal Damage: 4 (26) Power reservoir of 2D.

72
A-Wing III Atmosphere Range: 100-300/1.2/2.5 Km
Craft: Republic Engineering: A-Wing III Damage: 7D+2*; Nominal Damage: 7 (51)
“A-Wing III; aka Vong Buster” *Cannons Factor in Light Burst Fire
Affiliation: New Republic 2 Concussion Missile Launchers
Era: New Jedi Order+ Fire Arcs: Fore (Any)
Scale: Snubfighter Skill: Starship Gunnery
Length: 11.6 meters Fire Control: 4D
Skill: Starship piloting Space Range: 60 Space Units
Crew: 1 + 1 Astromech Droid Atmosphere Range: 60 Km
Crew Skill: Typically 7D Damage: 8D; Nominal Damage: 6 (48)
Cargo Capacity: (145): 45 kilograms Ammo: 5 Seeker Missiles/Launcher
Consumables: 12 days (60 credit refuel) Enemy Targeting Jammer
Cost: 175,000 (New); 127,000 (Used) Fire Arc: Any
Hyperdrive Multiplier: x1 Skill: Sensors: Activation uses 1FA, difficulty
Nav Computer: Yes (Full Nav backup) 10 (15 to coordinate against Capital Ships),
Maneuverability: 5D 1FA per round to continue to modulate it.
Space: 15 Space Range: 30 unit radius around A-Wing
Atmosphere: 1,500 Km/H Atmosphere Range: 30 Km
Hull: 4D + 1D Armor; HP: 16 / AP: 16 Damage: -3D to Opposed Fire Control
Shields: 4D; Shield Points: 32 / 32; 2 Notes: Per additional A-Wing III, increase
Generators, Fore and Aft scale of effect: 2 = Frigate, 3 = Destroyer, 4 =
Sensors: Cruiser, etc. However, can only jam one arc
Passive 45/1D on ships above Super Capital (Functions
Scan 60/2D against Yuuzhan Vong vessels as well).
Search 90/3D A New Republic snubfighter featuring the
Focus 5/4D+1 most advanced systems, ever seen on any
Maximum 180/-1D snubfighter since the TIE Defender (until the
Weapons: Yuuzhan Vong invasion). The Burst Fire laser
4 Burst Fire Laser Cannons (Fire-Linked) cannons are capable of fully swiveling on the
Fire Arc: Fore, Dorsal, Ventral & Aft craft (they extend to fire aft).
Skill: Starship Gunnery Features:
Fire Control: 4D+2* • Auxiliary Power Reservoir: 3D+1
Space Range: 1-3/12/25 • Efficiency: x2 Consumables at no cost

73
Advanced Coral Skipper Weapons:
Craft: Bio-Alchemical Yorik-Kvt Snubfighter 3 Plasma Cannons (Battery-Linked)
Affiliation: Yuuzhan Vong Fire Arc: Fore
Era: New Jedi Order Skill: Starship Gunnery
Scale: Space Domination Snubfighter Fire Control: 4D+2 or 3D+2*
Length: 16.8 meters Space Range: 1-3/12/25
Skill: Starship piloting Atmosphere Range: 100-300/1.2/2.5 Km
Crew: 1 Damage: 9D Static; Nominal Damage: 9 (81);
Crew Skill: Typically 9-10D in all skills Capital Scale Damage: 27; RoF: 1
Cargo Capacity: (210): 0 Kg available *Notes: The batteries can be split to fire in
Consumables: 9 days individual shots at 3D+2 Fire Control. Each
Cost: N/A projectile delivers 7D Static Damage (49
Gravitic-Drive Multiplier: x3 Nominal); Multiple Targets; RoF: 3
Nav Computer: Yes Only one of these craft has ever been known to
Maneuverability: 6D exist. Commander Oliver Draven destroyed
Space: 19 the craft in a one on one dogfight, in his highly
Atmosphere: 1,300 Km/H modified R-42 Starchaser. The production and
Hull: 6D + 6D Armor; HP: 24/AP: 56; 2 Locs test facility was shelled from orbit for an
Void Generators: 1D Static Corvette: extended duration and investigators reported
75/75/75/75 Soak per attack; 6 Stutter Shots that the facility had been atomized.
to Overload; 4 Generators; 4 Locations: Features:
Fore, Port, Starboard & Aft • Defies Star Wars Physics
Sensors: • “Invisible” to Technological Sensors,
Passive 45/2D opposed sensors will behave erratically in
Scan 90/3D the presence of this snubfighter.
Search 135/4D • The Craft “Heals” damage naturally & has
Focus 10/5D a 6D Strength determining healing rate.
Maximum 270/0D

74
Binary Interceptor 2 Ion Cannons (Fire-Linked)
Craft: Hoersch & Kessel: Binary Wing Fire Arc: Fore
Affiliation: Mostly Pirates; Various Skill: Starship Gunnery
Era: Early Rebellion (Rushed Design) + Fire Control: 3D+1
Scale: Snubfighter Space Range: 3-9/18/36
Length: 10.3 meters Atmosphere Range: 300-900m/1.8/3.6 Km
Skill: Starship piloting Damage: 5D; Nominal Damage: 4 (20)
Crew: 2 The T-71 “Binary” was envisioned as a high
Crew Skill: Varies performance interceptor that would,
Cargo Capacity: (128.75); 0 Kg available essentially, correct the design flaws of the T-
Consumables: 5 days (100 credit refuel) Wing, yet introduced more... Matching the
Cost: 123,200 (New); 92,400 (Used) performance of an A-Wing in everything but
Hyperdrive Multiplier: x2 maneuverability and atmospheric performance.
Nav Computer: None, uses Astromech Droid It’s a relatively tough craft with decent
Maneuverability: 3D+2 weaponry for multi role engagements.
Space: 12 However, it’s lack of ordinance launchers
Atmosphere: 1,050 Km/H marred it’s launch. The other issues of the
Hull: 4D+1; HP: 17 / AP: 8 craft stemmed from the fact that the
Shields: 1D+2; Shield Points: 14 Astromech Droid could only reach one set of
Sensors: engines, to repair, and had no access to the
Passive 30/0D centrally located Hyperdrive. Then there’s the
Scan 40/1D fact that the piloting controls were only
Search 60/2D located on the Astromech equipped side of the
Focus 3/3D craft. If the pilot were disabled the other crew
Maximum 120/-2D member could not take over. The weapons
Weapons: systems did not share redundant controls
2 Laser Cannons (Fire-Linked) either, the Ion Cannons only being able to be
Fire Arc: Fore fired by the pilot and the Laser cannons
Skill: Starship Gunnery operated only by the co-pilot; the sensor suite
Fire Control: 2D+1 had the same issue. As a result the craft was
Space Range: 1-3/12/25 discounted and became popular with outlaws,
Atmosphere Range: 100-300m/1.2/2.5 Km criminals and pirates (Like the T-Wing). Used
Damage: 5D; Nominal Damage: 4 (20) price represents the discounted “New” price.

75
Colonial Viper • Turbo Mode: The Engines are capable of
Craft: Colonial Design: Viper-class enhancing speed in either space or
Affiliation: Independent / Black Market atmosphere. Twice the Auxiliary Power is
Era: Old Republic + delivered to engines at half the cost (4 or
Scale: Snubfighter 400 Km/H instead of just 2 or 200 Km/H:
Length: 14 meters (+1D to Hull & Armor) for a 2 pip expenditure, 2 or 200 per pip).
Skill: Starship piloting • Inexensive Refuel: Craft uses incredibly
Crew: 1 simple reaction mass for it’s main drives
Crew Skill: Varies and as such you only need to pay for air
Cargo Capacity: (137.5): 97.5 Kg Available and food.
Consumables: 7 days (35 credit refuel) • Roomy Cockpit: About as comfortable as
Cost: 63,000 (New); 79K (Black Market) you can get without luxury seating. Can
Maneuverability: 2D; 3D in Atmosphere seat 2 in a pinch, at no penalty.
Space: 6; Turbo: 10 • Personal Gear Bay: there is a 10 Kg
Atmosphere: 900 Km/H; Turbo: 1,300 Km/H stowage bay for survival gear and
Hull: 4D+2 + 3D Armor; HP: 22 / AP: 40 weapons. Does not cost Cargo Space.
Shields: None • Swoop Bay: The underside of the fuselage
Sensors: is provisioned for a speeder bike or swoop
Passive 10/0D of 4.5 meters or less.
Scan 20/0D+1 A rather popular independently produced
Search 40/0D+2 snubfighter, that originates from somewhere in
Focus 1/1D Wild Space. The Colonial Viper has a wide
Maximum 80/-3D+1 range of aftermarket refits and modifications
Weapons: available to it. The craft has been purchasable
2 Rail Guns (Fire-Linked, Burst-Fire) on the Black Market for decades without any
Fire Arc: Fore form of formal refit. Some suspect that the
Skill: Starship Gunnery system that produces the craft has been
Fire Control: 3D* (1D Base Fire Control) overrun or destroyed. Where these craft are
Space Range: 2-4/16/32 actually coming from, if this is true, is a
Atmosphere Range: 200-400/1.6/3.2 Km mystery. The last series of fighters to be sold
Damage: 6D*; Nominal Damage: 6 (36) on the Black Market lacked serial number
Ammo: 2,000 Shots (100) ; RoF: Standard designations. Though they were constructed
*Medium Burst already factored in with the same level of qulaity and are identical
Features: to the older models.

76
Coral Skipper II (66); Capital Scale Damage: 18
Craft: Bio-Alchemical Yorik-ete Snubfighter An incremental upgrade to the standard Yorik-
Affiliation: Yuuzhan Vong et Coral Skipper. It would appear that the
Era: New Jedi Order + Yuuzhan-Vong are not immune to adaptation
Scale: Space Superiority Snubfighter in their own war fleets and it is something that
Length: 14 meters the New Republic grossly underestimated in
Skill: Starship piloting their capabilities. New Republic high
Crew: 1 command believes that this upgrade is in some
Crew Skill: Typically 5D in all skills way related to battlefield data acquired from
Cargo Capacity: (175): 45 kilograms the Yuuzhan-Vong field testing of the
Consumables: 7 days Advanced Coral Skipper. While that craft was
Cost: N/A destroyed, some design elements from it were
Maneuverability: 4D+2 incorporated. The major changes appear to be
Space: 14 the inclusion of armor and the placement of a
Atmosphere: 1,250 Km/H second Void Generator that allows the craft to
Hull: 5D + 3D Armor; HP: 20 / AP: 32; 1 Loc cover both the fore and aft sections of the ship
Void Generators: 1D Static Corvette: 75/75 individually (or cover the entirety of the craft
Soak per attack; 6 Stutter Shots to Overload; 2 should one of the two generators fail or be
Generators; 2 Locs: Fore & Aft disabled by stutter fire).
Sensors:
Passive 35/1D The weapons system remains largely the same
Scan 70/2D except that the individual cannons received a
Search 105/3D slight level of enhancement. Other tweaks
Focus 4/4D include better sensors, increased speed,
Maximum 210/-1D slightly better maneuverability and fire control.
Weapons: Features:
2 Plasma Cannons (Battery-Linked) • There is a version of the Yorik-ete that has
Fire Arc: Fore a Gravitic-Drive at a Class 3 rating. This
Skill: Starship Gunnery craft can also resist the pull of Black Holes
Fire Control: 4D+2 and can easily navigate their gravity
Space Range: 1-3/12/25 disturbances. The craft ignores the effects
Atmosphere Range: 100-300/1.2/2.5 Km of Gravity Well Generators. It is Space: 15
Damage: 8D+2 Static; Nominal Damage: 8 with Maneuverability of 4D.

77
Defender Author’s Notes: Truth be told, I hated the
Craft: Republic Engineering: Defender-class look of the original defender so much that I
Affiliation: New Republic went out and found another image for it and
Era: New Republic + then doctored (I cannot draw to save my life...
Scale: Snubfighter And it shows) the third gun barrel onto it. Why
Length: 8 meters in the hell the New Republic would use a
Skill: Starship piloting design that was being deployed by a bunch of
Crew: 1 or 2 (shields, sensors, guns) pirates is beyond me... when they had the
Crew Skill: Typically 5D means to design their own cheap fighter based
Cargo Capacity: (100): 40 kilograms off Rebellion era tech. This looks like a better
Consumables: 4 days (80 credit refuel) ship to me, with insane atmospheric
Cost: 80,000 (New); 60,000 (Used) maneuverability (perfect for planetary
Hyperdrive Multiplier: None defense). I lowered the sensor suite because it
Nav Computer: None was better than most craft of the era it came
Maneuverability: 4D from and there’s no reason why a “cheap”
Space: 8 short range fighter should have a massively
Atmosphere: 1,000 Km/H robust sensor suite when it doesn’t even carry
Hull: 3D + 1D Armor; HP: 12 / AP: 16 missiles. The range on the guns was all over
Shields: 1D; Shield Points: 8 the place too, corrected that. Added a pip of
Sensors: hull plating, the craft couldn’t be worse than
Passive 25/0D the original A-Wing which I also pipped up.
Scan 40/1D Took the craft from 5.3 meters to 8. It can’t be
Search 55/2D that small unless it’s piloted by half-lings (like
Focus 2/2D the old one was). I added a D of armor to it so
Maximum 110/-2D it could take a hit. Added fire control based off
Weapons: the linkage rules.
3 Laser Cannons (Fire-Linked)
Fire Arc: Fore Here’s the old pic:
Skill: Starship Gunnery
Fire Control: 2D+2
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 Km
Damage: 6D; Nominal Damage: 5 (30)

78
79
Deep Space Assault Fighter Fire Arc: Fore, Port, Starboard, Ventral
Craft: Aerotech Exiles: SA-50 D-S-A-F Skill: Starship Gunnery
Affiliation: Aerotech Exiles/Black Market Fire Control: 5D* (2D Base)
Era: Rise of the Empire + Space Range: 2-5/15/30
Scale: Snubfighter Atmosphere Range: 200-500m/1.5/3 Km
Length: 12.5 meters Damage: 10D*; Nominal: 7 (70)
Skill: Starship piloting *Cannon Factors in Full Burst Fire
Crew: 1 Twin Auto Blaster Battery (Burst-Fire)
Crew Skill: Typically 5D Fire Arcs: Fore, Port, Starboard, Ventral
Cargo Capacity: (157): 42 Kg Available Skill: Starship Gunnery
Consumables: 12 days (120 credit refuel) Fire Control: 3D* (2D Base)
Cost: 308,000 (New); 385,000 (Black Market) Space Range: 1-5/1/18
Hyperdrive Multiplier: x1 Atmosphere Range: 100-500m/1/1.8 Km
Nav Computer: Yes Damage: 5D*; Nominal: 6 (30)
Maneuverability: 3D+2; 4D+2 / Gravity Well *Cannon Factors in Light Burst Fire
Space: 8 2 Burst Fire Ion Cannons (Battery-Linked)
Atmosphere: 1,200 Km/H Fire Arc: Fore
Hull: 6D* + 4D Armor; HP: 24 / AP: 40 Skill: Starship Gunnery
Shields: 1D+2; Shield Points: 20 / 20; Fire Control: 6D* (3D Base)
2 Transport Grade generators, Fore and Aft Space Range: 3-9/18/36
Sensors: Atmosphere Range: 300-900m/1.8/3.6 Km
Passive 25/0D Damage: 5D*; Nominal: 8 (40)
Scan 50/1D RoF: 1; *Cannon Factors in Full Burst Fire
Search 75/2D Ventral Multi Ordinance Launcher
Focus 3/2D Fire Arc: Fore, Port, Starboard, Aft, Ventral
Maximum 150/-2D Skill: Starship Gunnery
Weapons: Fire Control: 3D+2
Turbo-Auto-Laser Battery (Burst-Fire) Space Range: Varies

80
Atmosphere Range: Varies
Damage: Varies
Ammo: 8 Units of any ordinance
8 External Hard Points
Fire Arc: Fore
Skill: Starship Gunnery
Fire Control: Slaved to Multi Ordinance
Space Range: Varies
Atmosphere Range: Varies
Damage: Varies
Ammo: 8 Units of any ordinance
Features:
• *Rugged Space Frame: Treat the hull as
if it were 50% stronger (repair, is used internally by the Exiles and sold on the
maintenance and modification costs are Black Market for money. The craft is a rather
only derived from the base 4D Hull). popular snubfighter for obvious reasons and
• The craft can “defy” Star Wars physics, very difficult to come by. The older SA-47
flipping end over end (requires a damn models lose significant value with the SA-50’s
good pilot). introduction.
• The cockpit features a full ejection system
The SA-50 is probably the toughest, most
w/repulsors 200 Km/H, Hull: 2D & Space versatile, snubfighter on the galactic market
of 2, full consumables, sensors and can
until the advent of hardened superstructure in
land on planet safely (Benefits from New Republic times. Not many craft can even
Rugged Space Frame above).
come close to matching it’s sheer versatility
• Expanded Consumables: the SA-50
until the introduction of the E-Wing, which
incorporates a small Space Transport’s can carry a dazzling array of external
power core.
ordinance as well.
• Enhanced Auxiliary Power: Matches that
of a Space Transport. With the principal designer of the Turbo Auto
• The engine array was copied and enhanced Blaster and the team that built the SA-43 &
from the Incom, T-65A. 47s having survived and fled with the Exiles;
• Hyperdrive is a copy of the unit from a T- the team sat down to bring their snubfighters
65A. up to at least galactic standards. While this
• Sensor Suite is an enhanced copy of those involved some, nearly perfectly timed,
on the T-65A X-Wing. corporate espionage it also incorporated a
• Dual Passenger cockpits are available. change in thinking on how they approached
• No RoF limit unless specified (Ion). snubfighter design as a whole. They now had
a couple, good, examples of other snubfighters
The Aerotech Exiles developed a new version
to work with. The Z-95, T-65A X-Wing and
of the “Hammer Head” for system defense. It
the Y-Wing. Merging elements of those craft
incorporates all that they have learned from
with a custom built space transport power core
exposure to the galactic technological base. for the snubfighter would allow it to have
The SA-50 moves away from engineering the
ample power and maximize available
snubfighter as a scaled down Transport. The protection by adding a second shield generator.
Exiles managed to steal some, very specific,
design blueprints from the Incom Corporation The revelation with the main weapon was that
just before they were nationalized by the it didn’t have to be Static to deliver incredible
Empire. Those were the full engineering firepower. Simply transitioning to a base 7D
schematics of the T-65A X-Wing snubfighter. Turbolaser and then re-engineering it to be
The schematics would allow them to advance fully burst fire capable with no limit to the rate
their snubfighter design program by at least of fire, was easier than what the original
twenty years in a matter of weeks. The SA-50 design took to prototype and produce.

81
Eta-4 Enforcer Fire Arcs: Fore, Aft & Below (Ventral Turret)
Craft: KDY: ETA-4: Enforcer Skill: Starship Gunnery
Affiliation: Various; Empire (Rare) Fire Control: 3D+2
Era: Rebellion + Space Range: Varies by Munitions Type
Scale: Snubfighter Atmosphere Range: Varies by Munitions type
Length: 9.8 meters Damage: Varies by Munitions Type
Skill: Starship piloting Ammo: 11
Crew: 1 Kuat Drive Yards was furious after the Rebel
Crew Skill: Varies Alliance appropriated their R22 Spearhead
Cargo Capacity: (122.5); 0 Kg available design without permission and then went on to
Consumables: 5 days (50 credit refuel) re-produce the design with their own set of
Cost: 193,600 (New & Used) specifications while, essentially, leaving the
Hyperdrive Multiplier: x1 core of the ship design intact. Neither the
Nav Computer: None, Uses Droid Rebel Alliance nor the New Republic would
Maneuverability: 4D+1 ever recognize the fact that they had stolen the
Space: 13 design. Thus, KDY set out to “one up” them
Atmosphere: 1,350 Km/H by producing the spiritual successor to their
Hull: 3D+1 + 3D Armor; HP: 13 / AP: 32 R22 Spearhead design.
Shields: 3D; Shield Points: 24
Sensors: The ETA-4 Enforcer represents the most
Passive 35/1D advanced technology that KDY could bring to
Scan 55/2D bear and the completed design would never be
Search 80/3D sold to anyone in the Alliance or the New
Focus 5/4D+2 Republic. In fact, several of them ended up
Maximum 160/-1D with Imperial Aces on more “liberal”
Weapons: commands that allowed non standard
2 Heavy Precision Lasers (Battery-Linked) snubfighters to be fielded. The bulk of the
Fire Arc: Fore craft would be sold to other corporations and
Skill: Starship Gunnery entities that wanted bleeding edge tech and
Fire Control: 4D had the money to pay for it. KDY would make
Space Range: 2-6/24/50 (Highly Specialized) the craft their “official” vessel of choice for
Atmosphere Range: 200-600m/2.4/5 Km snubfighter defenses of their yards facilities.
Damage: 5D Static; Nominal Damage: 11 (55) This is an expensive snubfighter that is rarely
Precision adds +1.5 Nominal damage/cannon seen outside of KDY facilities. +1DR to
Multi Ordinance Launcher (Ventral) modify & repair (if not at a KDY facility).

82
Fireball 2 Concussion Missile Launchers
Craft: Shobquix Yards: Fireball-class Racer Fire Arcs: Fore (Any)
Affiliation: Various, Civilian Skill: Starship Gunnery
Era: Old Republic + Fire Control: 2D
Scale: Snubfighter Space Range: 30 Space Units
Length: 12.3 meters Atmosphere Range: 30 Km
Skill: Starship piloting Damage: 7D; Nominal Damage: 6 (42)
Crew: 1 Ammo: 4 per launcher
Crew Skill: Varies The Shobquix Yards Fireball Racer is a rarely
Cargo Capacity: (150); 70 Kg available seen oddity. Designed just before the Z-95 it
Consumables: 7 days (70 credit refuel) is still in production with a few licensed yards
Cost: 72,560 (New); 54,420 (Used) facilities. The royalties trickle down to the
Hyperdrive Multiplier: x3 now recovering Shobquix Yards corporation
Nav Computer: None, Uses Droid that was barely functional after millennia of
Maneuverability: 1D; 3D in Gravity Well low sales. The craft was designed more with a
Space: 6; 13 in Gravity Well mind for atmospheric racing and was stylized
Atmosphere: 1,300 Km/H to attract individuals on the racing circuit.
Hull: 3D+2; HP: 14 / AP: 8 While it’s capable of space flight and even
Shields: 1D; Shield Points: 8 hyperspace travel, it’s performance degrades
Sensors: terribly in space. However, while in the region
Passive 15/0D of a gravity well (up to 120 units from a
Scan 30/0D+2 world) it retains it’s marvelous flight
Search 50/1D+2 performance. Even possessing a Space Unit
Focus 2/2D speed of 13, until there is no gravity well left
Maximum 100/-2D+1 for it’s repulsors to benefit from, immediately
Weapons: degrading performance like the craft hit a
2 Light Laser Cannons (Fire-Linked) brick wall. The Fireball is well armed for a
Fire Arc: Fore civilian snubfighter and is generally capable of
Skill: Starship Gunnery holding it’s own with modern craft in almost
Fire Control: 1D+2 any situation, except deep space combat. The
Space Range: 1-3/12/25 craft has remained in small unit production
Atmosphere Range: 100-300m/1.2/2.5 Km due to it’s ease of modification (-1DR).
Damage: 4D; Nominal Damage: 4 (16)

83
Gunstar Space Range: 5-25/50/75
Craft: Hoersch-Kessel Drive, Inc. “Gunstar” Atmosphere Range: 10-50/100/150 Km
Affiliation: Various Self Policed Entities Damage: 8D; Nominal Damage: 5 (40)
Era: Rebellion + RoF: 1
Scale: Snubfighter; Hull as Corvette 12 Quad Laser Cannons (Turret)
Length: 22 meters Fire Arcs: 6 Fore/Port/Starboard/Aft; 4 Dorsal
Skill: Starship piloting & Ventral
Crew: 1 + 1 Can coordinate, Gunners: 12 Skill: Starship Gunnery
Crew Skill: Typically 5D Gunners: 1
Cargo Capacity: (27.5 MT ¼): 2 Metric Tons Fire Control: 3D
Consumables: 11 days (1,540 credit refuel) Space Range: 1-3/12/25
Cost: 743,000 (New); 557,000 (Used); Atmosphere Range: 100-300m/1.2/2.5 Km
946,000 (Prototype) Damage: 5D; Nominal Damage: 6 (30)
Hyperdrive Multiplier: x2 The Gunstar is a scaled down heavy transport
Hyperdrive Backup: x12 with a massively re-enforced superstructure.
Nav Computer: Yes While the craft counts as just one hit location,
Maneuverability: 2D it’s hard to hit. The craft was designed as a
Space: 8 system patrol vessel for smaller entities that
Atmosphere: 800 Km/H could not afford to easily field large capital
Hull: 2D + 2D Armor; HP: 100 / AP: 225 ships. Early prototypes of the Gunstar were
Shields: 2D; Shield Points: 150 (Corvette) fielded in large quantities to during the Rise of
Sensors: the Empire era through back channels. The
Passive 45/1D ships were made to look like they came from
Scan 60/2D some pirate source. The data gained from
Search 75/2D combat against the Empire by many systems
Focus 3/2D+2 would eventually coalesce into the formal
Maximum 150/-2D release of the vessel after the death of Emperor
Weapons: Palpatine. Mass produced versions of the craft
Heavy Turbo Laser Battery (2 Guns) had been sold in quantity to a number of
Fire Arc: Fore systems two years prior to the Battle of Endor.
Skill: Capital Ship Gunnery Features:
Gunners: Pilot or Co-Pilot • Auxiliary Power: 3D+2
Fire Control: 1D+2 • Bow Escape Pod, w/ 12 rumble seats

84
Howlrunner Atmosphere Range: 100-300m/1.2/2.5 Km
Craft: Incom Corporation: I-7 “Howlrunner” Damage: 5D+2; Nominal Damage: 6 (32)
Affiliation: Various "As I sat watching the howlrunners, the walls
Era: Rise of the Empire + of the safari dome seemed to melt away. For a
Scale: Snubfighter brief moment, I was part of the pack, hunting
Length: 11.4 meters and howling with these magnificent predators.
Skill: Starship piloting I have spent the rest of my life trying to
Crew: 1, Passengers: 1 Can be purchased recapture that feeling, from the cockpit of a
Crew Skill: Typically 4D snubfighter."
Cargo Capacity: (142.5): 95 Kg Available
Consumables: 8 days (160 credit refuel) - Excerpt from The Anthropology of
Cost: 87,200 (New); 65,400 (Used) Engineering by Jo Ewsli
Hyperdrive Multiplier: None, Provisioned
Nav Computer: None, Provisioned The Incom Corporation I-7 Howlrunner was a
Maneuverability: 3D+1 short range attack snubfighter employed by the
Space: 10 (Special, see features) Galactic Empire during the Galactic Civil War.
Atmosphere: 1,300 Km/H The Howlrunner was constructed around an
Hull: 6D*; HP: 24 / AP: 8 aerodynamic fixed-wing structure. Two fins
Shields: 1D+1; Shield Points: 11 jutted out of the sides of the craft, meant to
Sensors: function as rudimentary maneuvering flaps.
Passive 20/0D Though this design was rather simple it gave
Scan 40/1D the Howlrunner superior performance to the
Search 55/2D TIE/LN snubfighter in both space and
Focus 3/3D atmosphere. The controls had a small learning
Maximum 110/-2D curve, ensuring that nearly any pilot with basic
Weapons: skills could control the craft; although only the
2 Targeting Pattern Enhancers most experienced could discover the true
Effect: Each adds 1 to Nominal damage power of this snubfighter. While the
2 Laser Cannons (Fire-Linked) Howlrunner was faster than the Rebel T-65 X-
Fire Arc: Fore wing or BTL Y-wing, it was unable to match
Skill: Starship Gunnery the speed of newer fighters such as the E-wing
Gunners: Pilot or Co-Pilot escort snubfighter.
Fire Control: 3D+1 The I-7 Howlrunner was originally conceived
Space Range: 1-3/12/25 of and designed by snubfighter engineer Jo

85
Ewsli. After receiving an epiphany during a ruggedly constructed, Jo Ewsli went back to
viewing of a pack of howlrunners, dangerous what had made the original T-65A X-Wing
carnivores from the planet Kamar, Ewsli set great and incorporated that same durability
out to create a spacecraft that emulated their into the Howlrunner.
unique predatory instincts. The creatures
These craft continued to be used even after the
attacked in tight packs and were unyielding in
Empire fractured and split into many warring
their pursuit of prey, two abilities that Ewsli factions. The Howlrunner was also used by
thought could be incorporated into a squadron
the pilots of Saba Sebatyne's Wild Knights
with the right ships. In this vein, Ewsli squadron, during the invasion by the extra-
unveiled a snubfighter that, like its beastly
galactic Yuuzhan Vong.
namesake, had superb agility and speed.
In the Second Galactic Civil War, a number of
The Howlrunner was the first snubfighter
them were in the Corellian Defense Force.
designed and mass produced by Incom
Corporation after the X-wing defection fiasco. The Howlrunner had a distinct advantage over
The main point of building the Howlrunner in the Empire's TIE Series in that it possessed on
the first place was an attempt to divert on-board deflector shield generator. This
attention from the company's failure to stop protection, coupled with the snubfighter's tiny
the defection of the X-wing design team and profile and low mass, made the Howlrunner a
the theft of the fighter's schematics. hard ship to destroy.
However, the defection of the X-wing The Howlrunner's twin laser cannons are
designers left Incom very unpopular among relatively weak, though they incorporate a
the Imperial ranks, and Howlrunners were cross license with Rendili Star Drive for
mainly assigned to older starships and remote Targeting Pattern Enhancers that enhance the
bases. It was a rare sight indeed to find delivered damage, which more than makes up
Howlrunners in the hangar of an Imperial-class for this deficiency (though I fail to see it since
Star Destroyer, though it was not unusual for the TIE/In’s guns were worse).
Victory or Proclamator Star Destroyers to Features:
carry them. Though the Imperial Navy was • *Rugged Space Frame: Treat the hull as
unimpressed by it, there were rumors that if it were 50% stronger (repair,
some of Emperor Palpatine's advisers maintenance and modification costs are
purchased their own Howlrunners for only derived from the base 4D Hull).
"personal business". This may have included • Capable of being outfitted for a passenger
Kam Solusar during his time as a member of that does not impact consumables. Cost:
the Dark Side Elite, as he brought a two-seat 3,000 Credits.
variant of the Howlrunner with him when he • Howlrunners have advanced Auto Pilot
defected to Luke Skywalker's nascent Jedi Functionality: 4D Base Skill, 3 Free
Order. Actions (easily slave rigged, reduce
difficulty by 5), and can actually be used as
Although it was not an exceptional fighter, the suicide craft...
Howlrunner was often seen at remote Imperial
• A Hyperdrive can be purchased for the
bases where its speed allowed for rapid craft, as it is provisioned for one (no loss
reconnaissance when necessary. These bases
of space). Class 1: 20K (standard prices).
welcomed the Howlrunner, as they usually had
• A Nav Computer can be added: 12,000
no other modern snubfighters, having to make
Credits for Full, 5,000 Credits for Limited
due with early TIE/LN fighters. While the
5 Jump Unit.
Empire lost most of its TIEs during the • Space: 13 if Pilot is 8D Skill and above
Galactic Civil War, as well as losing access to
Sienar's production facilities, the Howlrunner "The I-7s have full robotic control. They make
line escaped destruction and found itself excellent guided missiles!"
becoming one of the prime snubfighters in the - Kam Solusar to Rayf Ysanna
fleets of the Imperial Remnant. The craft is

86
Liberator Class Republic Snubfighter Fire Arcs: Fore (Any)
Craft: KDY: “Liberator-class” aka Talon Skill: Starship Gunnery
Affiliation: Old Republic Fire Control: 0D
Era: Old Republic Space Range: 15 Space Units
Scale: Snubfighter Atmosphere Range: 15 Km
Length: 9.75 meters Damage: 7D; Nominal Damage: 6 (42)
Skill: Starship piloting Ammo: 3 per launcher
Crew: 1 The Liberator-class Republic snubfighter
Crew Skill: Varies served as the primary defense against the Mk
Cargo Capacity: (150); 70 Kg available VII and Mk VI Imperial interceptors employed
Consumables: 6 days (60 credit refuel) by the Sith Empire during the Great Galactic
Cost: 84,000 (New, Old Republic); 63,200 War and the Cold War. These fighters later
(Used); 31,000 (Used, Empire+) served as the primary snubfighters during the
Maneuverability: 1D; 2D in Atmosphere Great Galactic War and the subsequent Cold
Space: 7 War against Mk VI interceptors used by the
Atmosphere: 1,000 Km/H Sith Empire Imperial Navy. The Liberator
Hull: 3D; HP: 12 / AP: 8 class would continue serving until newer and
Shields: 0D+2: SP: 6 improved fighters found their way into the
Barrier Tech: 1D (Concussion); BP: 8 Republic's arsenal. The Liberator/Talon would
Sensors: eventually be phased out. To say that these
Passive 10/0D ships are forever gone would be almost a very
Scan 20/1D truthful statement. No major militia or
Weapons: military still uses the Liberator-class during
2 Pulse Wave Cannons (Fire-Linked) the time of the Imperial New Order. But there
Fire Arc: Fore may be a handful of them remaining usable
Skill: Starship Gunnery within the galaxy, held on to by collectors or
Fire Control: 1D+1 just waiting for someone to clean the dust off.
Space Range: 1-2/6/12 Features:
Atmosphere Range: 100-200m/600m/1.2 Km • +3DR to Modify & Repair (in modern
Damage: 5D; Nominal Damage: 4 (20) eras); except Barrier Tech which is -1 DR.
2 Concussion Missile Launchers

87
Mazer Atmosphere Range: 100-500m/1/1.8 Km*
Craft: Mandal Motors: Mazer-class Damage: 4D; Nominal Damage: 4 (16)
Affiliation: Various *Notes: The sensor suite of the craft is shorter
Era: Old Republic (Discontinued) than the weapon’s range (Search). As such,
Scale: Snubfighter any shots fired past 15 Space units suffer from
Length: 12 meters the -3D penalty of the Maximum Sensor Range
Skill: Starship piloting (losing all Fire Control).
Crew: 1 + up to 1 passenger The Mandal Motors Mazer is an older
Crew Skill: Varies snubfighter that had been in production almost
Cargo Capacity: (135); 105 Kg available four centuries prior to the Rise of the Empire
Consumables: 6 days (60 credit refuel) Era. The craft was quite advanced for it’s era.
Cost: 28,000 Credits (Used Only) The Mazer is not uncommon and is relatively
Hyperdrive Multiplier: x3 often seen in the space lanes. It is especially
Nav Computer: Limited to 2 jumps popular with pilots that want a small personal
Maneuverability: 1D; 2D in Gravity Well ship and who take contract work. No known
Space: 6 stock Mazers still exist in the galaxy. Almost
Atmosphere: 1,200 Km/H every one of the craft is modified to one
Hull: 3D+2; HP: 14 / AP: 8 degree or another. The craft was released with
Shields: 0D+2; Shield Points: 6 a Lifetime Warranty which they still honor.
Sensors: Features:
Passive 5/0D • Bunk Space for the Pilot or a second
Scan 10/0D passenger.
Search 15/1D • Second Passenger does not factor into
Focus 1/1D+1 consumables.
Maximum 30/-3D • Conventional Shitter
Weapons: • Lifetime warranty transfers from owner to
2 Blaster Cannons (Fire-Linked) owner. Any Mazer serviced at a Mandal
Fire Arc: Fore Motors facility for routine maintenance
Skill: Starship Gunnery (free) gains a +1D to Maneuverability and
Fire Control: 1D a Space Increase of 1 for one Month (35
Space Range: 1-5/10/18* days).

88
Mercenary Snubfighter Invincible II warships the craft was
Craft: Vauftahu Shipyards: Vauftahu-class overshadowed by the poor sales of the capital
Affiliation: Various ship. The Mercenary snubfighter was
Era: Old Republic (Discontinued) relegated to sales in the open market and was
Scale: Snubfighter disassociated with the Invincible II. It was
Length: 7 meters here that the craft actually got it’s name. It
Skill: Starship piloting was so popular with Mercenary commands
Crew: 1 that the people called it the “Merc” fighter.
Crew Skill: Varies The name stuck and the craft was re-branded.
Cargo Capacity: (87.5); 67.5 Kg available For the era in which it was released the craft
Consumables: 4 days (40 credit refuel) was utterly lethal. Nothing in the space lanes
Cost: 22,000 (Used Only) could touch it. It’s firepower was more than
Maneuverability: 1D+2 adequate and most of the craft eventually
Space: 9 received modifications or field refits to further
Atmosphere: 900 Km/H add to their firepower and functionality.
Hull: 2D+1 + 2D+1 Armor; HP: 9 / AP: 27 Eventually, as with most craft from almost
Shields: 0D+1; Shield Points: 3 three centuries ago, it faded from the space
Sensors: lanes and the minds of the inhabitants of the
Passive 10/0D galaxy.
Scan 15/1D Features:
Search 20/1D • Difficult to modify: -2 to skill rolls for
Focus 2/1D modification. Replacing over 50% of the
Maximum 40/-3D fighter’s systems with modern ones
Weapons: reduces this to -1.
4 Light Blaster Cannons (Fire-Linked) • Difficult to maintain: -2 to skill rolls for
Fire Arc: Fore standard maintenance and repairs.
Skill: Starship Gunnery • Structural Boost: Re-plating the hull in
Fire Control: 2D modern materials increases the hull to 3D
Space Range: 1-5/10/18 (9,000 Credits) and eliminates the
Atmosphere Range: 100-500m/1/1.8 Km maintenance difficulties.
Damage: 4D; Nominal Damage: 6 (24) • Weak Power Core: The craft cannot
The Vauftahu Shipyards snubfighter made it’s mount Laser Cannons as a result.
debut simultaneously with Invincible II. • Reduced Auxiliary Power: Limited to
Released as a package deal and outfitted on all 1D of Auxiliary Power.

89
Novastar Damage: 10D; Nominal Damage: 7 (70)
Craft: Hoersch-Kessel Drive, Inc. “Novastar” RoF: Unlimited
Affiliation: Various 2 Multi Ordinance Launchers (Turrets)
Era: New Republic + Fire Arcs: 1 Fore/Port/Aft & 1
Scale: Snubfighter; Scaled down Transport Fore/Starboard/Aft
Length: 16 meters Skill: Starship Gunnery
Skill: Starship piloting Gunners: Pilot or Co-Pilot
Crew: 1 + 1 can coordinate Fire Control: 3D+2
Crew Skill: Typically 5D Space Range: Varies by Ordinance Type
Cargo Capacity: (.25 MT): 70 Kg Available Atmosphere Range: Varies by Ordinance Type
Consumables: 8 days (160 credit refuel) Damage: Varies by Ordinance Type
Cost: 256,000 (New); 192,000 (Used) Ammo: 25 units each launcher
Hyperdrive Multiplier: x1 The Novastar is a scaled down light transport
Hyperdrive Backup: x12 with a massively re-enforced superstructure.
Nav Computer: Yes In fact, the craft is actually the product of
Maneuverability: 4D corporate espionage performed against
Space: 12 Koensayr. While H&K’s Gunstar remained a
Atmosphere: 1,200 Km/H top seller they required something that was
Hull: 5D Hardened; HP: 35 / AP: 68 tough with a lighter crew complement that hit
Shields: 4D; Shield Points: 48 lower price points. H&K built the craft based
Sensors: off the Y-Wing II chassis and, improved upon
Passive 40/1D it to some degree. They altered the armament
Scan 50/2D significantly, strengthened the space frame and
Search 65/3D enhanced the shield generators (all transport
Focus 4/4D grade) & increased the sub-light speed while
Maximum 130/-1D retaining a fraction of a transport’s cargo
Weapons: capacity. The ship sells like it’s stolen goods
4 Turbolasers (Battery-Linked) (which it basically is). H&K, unlike
Fire Arc: Fore Koensayr, did not artificially inflate the price
Skill: Starship Gunnery of the craft.
Gunners: Pilot or Co-Pilot Features:
Fire Control: 3D+1 • Enhanced Power Core: Auxiliary Power
Space Range: 2-5/15/30 is equal to a Space Transport.
Atmosphere Range: 200-500m/1.5/3 Km • Hard to Upgrade: +3 DR to Modify

90
Preybird Fire Arc: Fore
Craft: Sorosuub Corporation: Preybird Skill: Starship Gunnery
Affiliation: Various, Empire, Mercenaries Fire Control: 2D+2
Era: Rise of the Empire (Late; Discontinued) Space Range: 1-3/12/25
Scale: Snubfighter; Scaled down Transport Atmosphere Range: 100-300m/1.2/2.5 Km
Length: 21 meters Damage: 8D; Nominal Damage: 5 (40)
Skill: Starship piloting 2 Concussion Missile Launchers
Crew: 1, Gunners: 1 Fire Arcs: Fore & Aft (Any)
Crew Skill: Varies Skill: Starship Gunnery
Cargo Capacity: (262.5); 112.5 Kg available Fire Control: 1D
Consumables: 11 days (220 credit refuel) Space Range: 30 Space Units
Cost: 170,000 (New); 128,000 (Used) Atmosphere Range: 30 Km
Hyperdrive Multiplier: x3 Damage: 9D; Nominal Damage: 6 (54)
Nav Computer: Limited to 5 Jumps Ammo: 12 Missiles Fore & Aft
Maneuverability: 1D "There's nothing wrong with the Preybirds, sir.
Space: 8 They're a quite capable midsize snubfighter."
Atmosphere: 1,050 Km/H
- Captain Ardiff to
Hull: 4D + 2D Armor; HP: 20 / AP: 32;
Admiral Gilad Pellaeon
2 Locations: Fore & Aft
Shields: 1D+2; Shield Points: 20 / Loc It is a capable snubfighter for both offensive
2 Generators, Fore & Aft and defensive purposes, with a heavy laser
Sensors: cannon on each wing, and fore and aft
Passive 20/0D concussion missile launchers. It is perhaps
Scan 40/1D best known for the fact that it never entered
Search 60/2D full production. The Preybird was also one of
Focus 3/3D the first craft to utilize an automatic gun
Maximum 120/-2D harmonization system. This helped
Weapons: compensate for the wide stance of the laser
2 Heavy Laser Cannons (Battery-Linked)

91
cannons and allowed pilots to more accurately found a bizarre, belated fame as a front-line
fire upon targets. The fighter, when Imperial
Preybird was in most respects Remnant began using them to
a competent snubfighter, with supplement its attrition-ed TIE
a heavily-armored hull and fighter forces. In itself, there
respectable speed, but was nothing truly untoward or
significantly less unprecedented in the Navy
maneuverable than a TIE/LN sourcing its snubfighters
snubfighter or a standard T-65 outside Imperial Space: Sienar
X-wing snubfighter. Fleet Systems, the Empire's
However, its large size and primary snubfighter supplier,
intimidating, raptor-like had been officially a neutral
appearance could make the third-party for many years.
Preybird appear more The move was seen as an
powerful than it really was: a
indication of the weakening
tactic often employed by the Imperial position, a sign that
smuggler Mazzic was to
the regime could not devote
surprise a ship with his
sufficient resources to
Preybirds, and invite the snubfighter construction, and
captain to surrender. Faced
the sense of decline was
with aggressive, unfamiliar compounded by the
fighters, they often did just
uncertainty over where the
that. Preybirds were coming from.
For the next twenty years, the SoroSuub had been among the
Preybird remained one of the first major industrial
rarest snubfighters in the conglomerates to declare for
galaxy, with the best-known the New Republic fifteen
examples of the few in years earlier.
operation being a pair which In fact, the Preybirds had been
had fallen into the hands of the
sourced as part of a corrupt
smuggler Mazzic. Mazzic had
scam through Moff Vilim
managed to inspect the
Disra and the banker Lord Graemon,
prototype during production, and was
constructed illegally on secret production lines
immediately taken by the aggressive elegance under the control of the Cavrilhu Pirates. The
of the design, so when the production run was
entire scandal was exposed in 19 ABY, and
canceled, he managed to acquire two of the while Preybirds would not have disappeared
production ships well below their production
overnight, it is unclear how long the design
cost; perhaps through the agency of his Mistryl
remained in service with the Remnant. Few, if
bodyguard Shada D'ukal. Mazzic steadily
any, were seen in action during the Yuuzhan
upgraded these two fighters over the years,
Vong War.
naming them Raptor and Skyclaw, and
decorated their hulls with distinctive raptor "They're not being manufactured by the
designs; red for one ship, blue for the other. Empire. They're being scrounged from who
They served as supporting muscle for him in knows where-probably some fringe pirate or
high-risk situations, notably at Hijarna in 9 mercenary gang. And they're being scrounged
ABY, when they destroyed the fleeing Niles precisely because we're down to a single major
Ferrier and his ship. Other fringe groups shipyard and it can't keep up with demand for
possessing small quantities of Preybirds capital ships, let alone snubfighters."
included the Tarnished Blades, a pirate force
operating in the Ringali Shell. - Admiral Gilad Pellaeon to
Captain Ardiff
Late in the Galactic Civil War, the Preybird

92
Preybird II Atmosphere Range: 100-300m/1.2/2.5 Km
Craft: Sorosuub Corporation: Preybird II Damage: 9D; Nominal Damage: 6 (54)
Affiliation: Various / New Republic 2 Concussion Missile Launchers
Era: New Republic + (Early) Fire Arcs: Fore & Aft (Any)
Scale: Snubfighter Skill: Starship Gunnery
Length: 15 meters Fire Control: 2D
Skill: Starship piloting Space Range: 40 Space Units
Crew: 1 Atmosphere Range: 40 Km
Crew Skill: Varies Damage: 12D; Nominal Damage: 6 (72)
Cargo Capacity: (187.5); 28.5 Kg available Ammo: 8 Advanced Missiles Fore & Aft
Consumables: 8 days (80 credit refuel) Sorosuub corporation went back to the
Cost: 206,400 (New); 154,800 (Used) drawing board after their failure with the
Hyperdrive Multiplier: x2 Preybird which never entered into full
Nav Computer: None, Uses Droid production. They reached out to Incom
Maneuverability: 2D corporation, who were in a financial crisis
Space: 10 after the death of the Emperor, and purchased
Atmosphere: 1,100 Km/H the design rights to the original T-65A X-Wing.
Hull: 7D* + 2D+1 Armor; HP: 28 / AP: 27 They incorporated the design’s best elements
2 Locations: Fore & Aft into an assault snubfighter that could easily
Shields: 3D+1; Shield Points: 27 / Loc; outstrip the performance of the original craft.
2 Generators: Fore & Aft The new Preybird has seen moderate sales, and
Sensors: is often mistaken as an X-Wing series
Passive 20/0D snubfighter by those facing it. Most don’t
Scan 40/1D associate this craft to the original Preybird.
Search 60/2D Features:
Focus 3/3D • *Rugged Space Frame: Treat the hull as if
Maximum 120/-2D it were 50% stronger (repair, maintenance
Weapons: and modification costs are only derived
4 Heavy Laser Cannons (Fire-Linked) from the base 4D+2 Hull).
Fire Arc: Fore • Easy to maintain, repair & modify: -1DR
Skill: Starship Gunnery • Any Droid can perform in-flight repairs.
Fire Control: 3D • Old Preybird parts are interchangeable
Space Range: 1-3/12/25

93
R-41 Starchaser 2 Ion Cannons (Fire-Linked)
Craft: Frei’Tek Inc. R-41 “Starchaser” Fire Arc: Fore
Affiliation: Various / Rebellion Skill: Starship Gunnery
Era: Old Republic + Fire Control: 3D
Scale: Snubfighter Space Range: 3-9/18/36
Length: 11 meters Atmosphere Range: 300-900m/1.8/3.6 Km
Skill: Starship piloting Damage: 4D; Nominal Damage: 4 (16)
Crew: 1 or 2 Concussion Missile Launcher
Crew Skill: Varies Fire Arcs: Fore
Cargo Capacity: (137.5); 40 Kg available Skill: Starship Gunnery
Consumables: 6 days (60-120 credit refuel) Fire Control: 2D
Cost: 96,640 (New); 73,320 (Used) Space Range: 30 Space Units
Hyperdrive Multiplier: x2 Atmosphere Range: 30 Km
Nav Computer: Yes Damage: 8D; Nominal Damage: 6 (48)
Maneuverability: 2D+1 Ammo: 7 Missiles
Space: 10 The Starchaser is a solid Snubfighter capable
Atmosphere: 1,200 Km/H of easily competing with the Z-95 Headhunter.
Hull: 2D + 2D Armor; HP: 8 / AP: 24 A two-seat version, named the R-42
Shields: 2D+1; Shield Points: 19 Starchaser, exists; however, this version,
Sensors: despite being superior in some aspects, proved
Passive 20/0D less popular with the primary market of the R-
Scan 35/1D 41 and only a few hundred were ever built.
Search 40/2D Most don’t even realize the difference, so it’s a
Focus 2/3D gem just waiting to be bought.
Maximum 80/-2D Features:
Weapons: • Two Seat Model has no impact on
2 Medium Laser Cannons (Fire-Linked) consumable costs, has a x1 Hyperdrive &
Fire Arc: Fore 2D+2 Shields (no consumable impact).
Skill: Starship Gunnery • -1 DR to all Repairs / Maintenance
Fire Control: 2D • 2D of Armor added after field tests
Space Range: 1-3/12/25 indicated it’s hull was too fragile.
Atmosphere Range: 100-300m/1.2/2.5 Km • The R-41 can be converted to a 2 seat craft
Damage: 6D; Nominal Damage: 4 (24) at no penalty but increases refuel costs.

94
Sentry Gunship Atmosphere Range: 100-500m/1/1.8 Km
Craft: Koensayr BTL-S3: Sentry Damage: 4D; Nominal Damage: 4 (16)
Affiliation: Various Double Blaster Turret
Era: Old Republic (3 Eras Old, Discontinued) Fire Arc: Aft
Scale: Snubfighter Skill: Starship gunnery
Length: 18 meters Fire Control: 2D
Skill: Starship piloting Space Range: 1-5/10/18
Crew: 1, Gunners: 3 Atmosphere Range: 100-500m/1/1.8 Km
Crew Skill: Varies Damage: 5D; Nominal Damage: 4 (20)
Cargo Capacity: (200); 100 Kg available The Koensayr Sentry is theoretically one of
Consumables: 9 days (360 credit refuel) the precursor designs for the Y-Wing.
Cost: 61,000 (Used Only) Designed as a systems patrol craft it leaves a
Hyperdrive Multiplier: x3 lot to be desired, even in the era in which it
Nav Computer: Limited to 2 jumps was spawned. It is rugged and well armored,
Maneuverability: 1D+1 however and possesses barely passable shields
Space: 5 for what the craft is designed to do: acting as a
Atmosphere: 575 Km/H screening snubfighter. It’s performance in
Hull: 5D + 2D Armor; 2 Locs; Space and Atmosphere is terrible namely due
Fore & Aft; HP: 20 / AP: 24 to a design flaw in the engines & repulsors that
Shields: 1D; SP: 8; 1 Generator made them rather inefficient. There are no
Sensors: quality of life amenities on this craft, crew
Passive 6/0D must sleep in their gun-wells and the pilot in
Scan 21/0D+1 the cockpit acceleration chair. Rations are
Search 42/0D+2 dispensed via a protein paste system. Waste
Focus 1/1D reclamation had a bad tendency of backing up
Maximum 84/-3D+1 and not jettisoning and would flow back into
Weapons: pilots suits. The nausea and dysentery caused
2 Light Double Blaster Turrets by this has been known to kill crew members.
Fire Arcs: 1 Fore/Port/Starboard/Aft & Dorsal, Features:
1 Fore/Port/Starboard/Aft & Ventral • Reversed Sewage Feed: You can,
Skill: Starship Gunnery literally, see the stink.
Fire Control: 2D • Shield Provisioning: For a second
Space Range: 1-5/10/18 generator (discrete Fore & Aft Arcs).

95
Sentry Gauntlet Damage: 8D; Nominal Damage: 5 (40)
Craft: Koensayr BTL-S4: Sentry Gauntlet 2 Double Laser Turrets (Battery-Linked)
Affiliation: Various / Rebels / New Republic Fire Arcs: Dorsal & Ventral. All Arcs
Era: Rise of the Empire + (Late) Skill: Starship gunnery
Scale: Snubfighter Crew: 1
Length: 18 meters Fire Control: 2D
Skill: Starship piloting Space Range: 1-3/12/25
Crew: 1 + 1 can coordinate, Gunners: 2 Atmosphere Range: 100-300m/1.2/2.5 Km
Crew Skill: Varies Damage: 5D; Nominal Damage: 5 (25)
Cargo Capacity: (225); 5 Kg available 2 Proton Torpedo Launchers
Consumables: 9 days (360 credit refuel) Fire Arc: Fore
Cost: 246,400 (New); 184,800 (Used) Skill: Starship gunnery
Hyperdrive Multiplier: x1 Fire Control: 2D
Nav Computer: Yes Space Range: 20 Space Units
Maneuverability: 2D+2 Atmosphere Range: 20 Km
Space: 8 Damage: 9D; Nominal Damage: 6 (54)
Atmosphere: 950 Km/H Ammo: 12 Torpedoes per Launcher
Hull: 6D + 2D Armor; 2 Locs; After the release of the Sentry Gauntlet by the
Fore & Aft; HP: 24 / AP: 24 long defunct Sentry division of Koensayr, the
Shields: 1D; SP: 8 / Loc; 2 Generators H-Wing was relegated to parts only status, and
Sensors: only built to fulfill special orders. The Sentry
Passive 24/1D Gauntlet had the acceptance and market
Scan 48/2D penetration that the H-Wing did not. While
Search 84/3D it’s an expensive design, it finally achieved
Focus 4/4D what Koensayr had attempted to do with the
Maximum 168/-1D H-Wing. Originally designed for system
Weapons: patrol duties, as a spiritual successor to the
2 Turbolaser Cannons (Battery-Linked) Sentry. It was re-worked to include Proton
Fire Arc: Fore Torpedo launchers and a heavier armament,
Skill: Starship Gunnery after prototype field trials of the craft
Fire Control: 2D massively outstripped the H-Wing.
Space Range: 2-5/15/30 Features:
Atmosphere Range: 200-500m/1.5/3 Km • Conventional Shitter

96
Sidewinder Space Range: 1-5/10/18
Craft: Slayn & Korpil: Sidewinder Atmosphere Range: 100-500m/1/1.8 Km
Affiliation: Various Damage: 6D; Nominal Damage: 4 (24)
Era: Old Republic (4 eras old) 2 Targeting Lasers
Scale: Snubfighter Primitive Fire Control Enhancers
Length: 10 meters; 26 meter wingspan Game Effect: +1 pip to Fire Control Each
Skill: Starship piloting Cost: ½ point each; Weight: 1.25 Kg/ea
Crew: 1 2 Light Ion Cannons (Fire-Linked)
Passengers: 1 Fire Arc: Aft
Crew Skill: Varies Skill: Starship Gunnery
Cargo Capacity: (125): 22.5 kg available Fire Control: 2D+1
Consumables: 18 days (360 credit refuel) Space Range: 3-9/18/36
Cost: 50,040 (Used Only) Atmosphere Range: 300-900m/1.8/3.6 Km
Hyperdrive Multiplier: x4 Damage: 4D; Nominal Damage: 4 (16)
Backup Hyperdrive: x16 An attempt to create a long range, high
Nav Computer: Limited to 2 Jumps endurance, Snubfighter. The craft actually was
Maneuverability: 1D+2 actually decent in the era in which it was
Space: 5 released. It was considered ancient by the
Atmosphere: 500 Km/H time of the Clone Wars. Possesses the
Hull: 3D; HP: 12 / AP: 8; signature, Slayn & Korpil, rotational cockpit.
3 Locs: (Port, Starboard & Midship) Some are still used due to the presence of
Shields: 1D; SP: 8; 3 Generators amenities toward some comfort on long trips.
Sensors: Features:
Passive 18/0D • Conventional Shitter & Sonic Shower
Scan 27/1D • Double Bunk
Search 36/1D • Small Galley
Focus 2/2D • Entertainment Table
Maximum 72/-3D • The craft can lose both wings: With no
Weapons: penalty to the craft (other than having no
2 Heavy Blaster Cannons (Fire-Linked) guns and reduced consumables) 6.5 Days
Fire Arc: Fore per wing, 5 off the Mid-ship without them.
Skill: Starship Gunnery
Fire Control: 1D+2

97
Star Fox Light Concussion Missile Launcher
Craft: Gallofree Yards: House Cadriaan Fire Arcs: Fore (Any)
Shipwrights: SF-01 “Star Fox” Skill: Starship Gunnery
Affiliation: Various Fire Control: 1D
Era: Early Rebellion + Space Range: 30 Space Units
Scale: Snubfighter Atmosphere Range: 30 Km
Length: 10 meters Damage: 6D; Nominal Damage: 6 (36)
Skill: Starship piloting Ammo: 16 Missiles
Crew: 1 The Star Fox is a late Gallofree Yards attempt
Crew Skill: Varies to release an escort snubfighter that was in the
Cargo Capacity: (100): 30 Kg Available works well before the company ran into
Consumables: 5 days (50 credit refuel) financial troubles. It was designed to be
Cost: 90,000 (New); 67,000 (Used) highly competitive with any existing
Hyperdrive Multiplier: x4* snubfighter that had been produced to date
Nav Computer: Limited to 2 jumps* while retaining a low entry price point. It’s the
Maneuverability: 3D only craft to still be produced after Gallofree
Space: 8 Yard’s bankruptcy and subsequent
Atmosphere: 950 Km/H reorganization. The snubfighter would live on
Hull: 3D; HP: 12 / AP: 8 after being acquired by a small investment
Shields: 2D; Shield Points: 16 group from House Cadriaan in the Tapani
Sensors: Sector. Cadriaan realized that the use of
Passive 25/0D Manta fighters were overpriced and offered
Scan 40/1D limited functionality. This acquisition allowed
Search 50/1D+1 them to cheaply escort their cargo ships and
Focus 5/1D+2 have another marketable product to sell on a
Maximum 100/-2D+2 galactic basis. They would keep Gallofree
Weapons: Yards alive, after acquiring all their assets,
4 Light Blaster Cannons (Fire-Linked) and refreshing their product lineup.
Fire Arc: Fore Features:
Skill: Starship Gunnery • Slaved Nav Computer: for unlimited
Fire Control: 2D matching jumps (no roll).
Space Range: 1-3/12/25 • Hyperdrive Synchronization: up to x1
Atmosphere Range: 100-300m/1.2/2.5 Km w/companion transports jumping in escort.
Damage: 4D; Nominal Damage: 6 (24) • Can restock in flight from freighters.

98
Starfury Fire Arcs: Fore (Any)
Craft: Babylon Engineering, “Starfury” Skill: Starship Gunnery
Affiliation: Various; mostly pirates Gunners: Pilot
Era: Old Republic + (Incredibly Rare) Fire Control: 1D (slaved to main FC package)
Scale: Snubfighter Space Range: 30 Space Units
Length: 8.1 meters Atmosphere Range: 30 km
Skill: Starship piloting Damage: 9D; Nominal Damage: 6 (54)
Crew: 1 (Typically 2 Missiles)
Crew Skill: Varies The Starfury is yet another craft that may be
Cargo Capacity: (101.25); 63.75 Kg available more frequently encountered in the Unknown
Consumables: 4 days (20 credit refuel) Regions. Sometime around the height of the
Cost: 82,480 (New); 103,100 (Black Market) Galactic empire the one of the yards facilities,
Hyperdrive Multiplier: None a battle-station, was discovered by the Empire.
Nav Computer: None It was subsequently approached and an armed
Maneuverability: 6D; Easily defies Star Wars conflict arose and the defenders quite handily
Physics dispatched a smaller task force. The Empire
Space: 12 sent an entire sector fleet and vaporized the
Atmosphere: None space based yards facility. However, the space
Hull: 2D + 2D Armor; HP: 8 / AP: 24 battle raged on with the Imperials taking
Shields: None severe damage from the Starfuries that
Sensors: remained long after the battle. The Empire
Passive 15/0D eventually withdrew their ships, jumping
Scan 25/1D away. The remaining ships were found by
Search 35/2D scavengers, all the pilots had died due to lack
Focus 0/0D of oxygen because they had no ability to land
Maximum 70/-2D on the nearby world with a breathable
Weapons: atmosphere.
6 Pulse Wave Cannons (Fire-Linked) Features:
Fire Arc: Fore • No Repulsorlift Units: These can be
Skill: Starship Gunnery added to the craft for 10 Kg of Cargo
Fire Control: 2D+2 (1D package) Space. Craft will burn up on re-entry
Space Range: 1-2/6/12 without them.
Atmosphere Range: 100-200/600m/1.2 Km • Reaction Mass Fuel: Incredibly
Damage: 6D; Nominal Damage: 9 (54) inexpensive to refuel the craft.
2 External Hard Points

99
The cost of war Bio-Genetically Engineered, essentially,
grown. Thus the presence of the craft would
Inspired by “The Angriest Angel”, an episode
from the TV series Space: Above and Beyond indicate that a specific team of Vong Shapers
are working on the technology to counter the
The Snubfighter Tactics Coordinator of the New Republic. It is New Republic
Republic Guardsmen, led his pilots in combat Command’s belief that if the vessel is
using holographic imagery captured from destroyed nothing can be learned from its field
deployed holonet buoys from the bridge of the trials by the Yuuzhan Vong. Furthermore, if
Unyielding. It was an old Rendili Bulk the place of its creation is discovered and
Cruiser that has been refit over the course of a destroyed nothing will be salvaged from the
decade to carry the armor and armament of a program.”
Rendili Dreadnought Cruiser from Old
Republic Times. Commander Oliver Draven, I’m not telling them that the Rebel Alliance’s
one of many unsung heroes of the Rebel adherence to that doctrine when facing the
Alliance, was about to brief his pilots on a Empire wasn’t correct. The Imperials
serious mission that was received a few hours managed to re-start the TIE Defender program
earlier from New Republic Command. The after it was destroyed. It was nothing more
message came from General Antillies, than a temporary setback.
formerly the commander of Rogue Squadron. “We have at our disposal the fleet of ships
The message was sparse on details, however, which we command and word from New
one thing is very clear; the New Republic had Republic Command that we will be supported
another problem on their hands. It always in just over a week’s time by elements of the
seemed like the Guardsmen were fixing 37th Fleet of the New Republic Navy. That
problems for the New Republic since they had task force is currently engaged with a Vong
been restored to operational status. fleet in the Tapani Cluster. Once they finalize
I recall briefing the details that the Yuuzhan that engagement they will be free to send us
Vong had apparently developed some sort of support, but not before.” Stay on target, tell
“Super Fighter”. The Coral Skipper in them the truth “We can expect, as always, to
question looked nothing like other receive no support from the New Republic.
Snubfighters that the Vong field and is had the News of that engagement is not encouraging
words Abandon All Hope scrawled on the side and the 37th may not prevail in that fight.
of its hull in crude Basic. Though, it seems that the Tapani House fleets
have banded together and are moving to
First Briefing: support their fleet action.”
“This all comes after more than a squadron of
pilots & a Corona Frigate were mercilessly Command Ship; “Unyielding”
destroyed by a, single craft. New Republic Refit Rendili Bulk Cruiser: 12 H-Wings,
Command believes that this is some sort of 12 Incom T-75s, 12 Z-95 SSR-1s, 1 R-42, 2
isolated experiment, as it is the only craft of its Transports
kind seen in the weeks following the massacre Fleet Carrier; “Wasted Space”
of the squadron and the Capital Ship. New Quasar Fire Bulk Cruiser: 12 Z-95 AF4s, 12
Republic Command’s orders are to hunt the Y-Wings, 12 T-65F X-Wings, 12 Z-95 MkIVs
lone craft down, discover its base and destroy
Support Carrier; “Fools Luck”
that facility as well.” He Pauses for a moment
CR90B Far Star Carrier: 12 Defenders, 6 Star
“As we all are aware, Yuuzhan Vong craft are
Hammer IIs

100
Patrol Carrier; “Bad Medicine” “Based on the limited intelligence we have on
Nebulon B Refit: 12 Slayn & Korpil A-Wings, the ship”,
1 YV-260 Picket, 2 Shuttles that was recovered from a damaged flight
Assault Carrier; “Block’s Revenge” recorder off an E-Wing Mark IV...
Alderannian War Frigate II: 12 T-Wing Mk
“we know the following, the E-Wing was the
II’s, 12 Zebra II’s, 1 VCX-820
9th fighter to be cut apart, and it all happened
“So, for you knuckle heads that can’t count, in roughly 15 seconds.” Oliver pulls up
that's one hundred thirty nine snubfighters, recovered, grainy footage, from a damaged
eight transports and two Gunships. Plus the flight recorder. “This Coral Skipper is faster
backing of five Capital Ships. If New and more agile than anything we have
Republic Command thinks this is what it’s encountered to date. You can expect the craft
going to take to reign this lone pilot and their to maintain dog-fighting mobility and possibly
experimental craft in, then you had sure as hell even reverse course mid acceleration at any
take this mission seriously. I know I am.” point in time. Our ships can’t turn like that,
Our task force was more typical of what the so break engagement if need be and circle
Rebel Alliance would field ship wise and call it back with your squadrons to get another pass
a fleet. Our ships were the closest “fleet” that at cutting the craft apart.”
could respond. Given how brutal the war with
the Yuuzhan Vong had been thus far, the New “We know its weaponry is lethal, it took out a
Republic was forced to pull older ships out of Corona Frigate by itself.”
mothballs and field anything that could fly. Letting that sink in for a moment
This specific task force was commanded by a
former SpecOps agent, turned minor fleet “It appears that if the entire linked trio of its
commander, from the Rebellion Era. He weaponry doesn’t strike a craft there is a
maintained his ships and continued to field possibility of survival based on how well
them in a rogue capacity after being
disavowed by the New Republic during its armored your ships are. However, a triple
formation. Back in the day, we were all linked shot from its main guns may very well
ordered to return the Alliance Property to the cut most of our snubfighters apart on the first
New Republic command and disband our salvo. It, also, appears to break its weapons
forces. That never happened, as Jim continued batteries to fire shots in rapid succession, with
to press his fight with the various disparate greater accuracy, during normal engagement.
Imperial Warlords scrambling for power over So expect this kind of behavior and be
the years; not ceasing hostilities against ex-
Imperial commands. That was, until the threat prepared for this craft to be spewing gobs of
of the extra galactic Yuuzhan Vong required high velocity plasma at you unlike their
the New Republic, Imperial Remnant and average Coral Skippers.”
every other galactic entity to fight side by side
The room was dead silent, a tension had crept
to stem the flow and brutality of the Vong
invasion. Our SpecOps fleet had been into the “air” as the pilots realized what I had,
absolved of past crimes and issued a letter of The craft had ripped apart a dozen E-Wing
Marquee to engage the Yuuzhan Vong as Mark IV’s. The latest the New Republic had to
Privateers for the New Republic. Amazingly, offer. They were always assigned to elite
we were also recognized by the Imperial pilots...
Remnant as “allies” and had done the odd
job/support mission for them over the past “The craft is invisible to sensors, that’s likely
year of their reinstatement. That always felt why the squadron was jumped and cut apart,
weird but was growing on me. seemingly, unaware. It also appears that the

101
pilot is superior to other Vong pilots we have The first encounter definitely shook up the
faced. You’ll all need to pick up your visual crew a bit. Hell, who am I kidding? I lost
scanning as we enter each of the three most friends...
likely sectors we believe the craft to be based
Second Briefing:
out of.” “After analyzing whatever data could be
“Co-pilots in two man plus craft are gleaned from what footage we could capture”
mandatory. Use all weaponry at your disposal from the shattered flight recorders of eighteen
and let’s cut this thing apart. Standard, pilots “suggests the hull of the craft has some
splinter fire, shots need to be utilized just like sort of ablative sheath vs energy weapons.
with all other Vong craft in order to See, here, is what I’m talking about.” Shots
overwhelm the craft’s barrier defenses.” bouncing off the hull of the Vong craft
displayed on the briefing holo projector
“All of you need to at be paired when the dog
“Clearly, you can see the craft’s Void
fight begins. When the chaos ensues do you
Generators drop, and I say generators in
best to pair up with your wing-man,
immediately. Watch each others backs out plural because it likely has no less than two
Void Generators... More than likely, could be
there, remember your training and may the
that it has three or four…”
Force be with all of you.”
“I hate to say it folks, but we are stuck
The Briefing concluded and the pilots all went
reacting to this pilot for the foreseeable future.
and manned their ships.
We are currently following the last known
After reaching the first sector they launched heading of the craft and it has led us into the
three squadrons of snubfighters to run patrol nearby sector. Please be aware that this sector
patterns. The sector consisted of a lot of is littered with asteroid like debris and the fleet
nebula like pockets of gasses. A squadron of cannot easily support you. The area is
Z-95 AF4’s got jumped, the other two patrol anomalous with gravity wells and other
squadrons diverted to support the Z-95’s and hazards. Take extra precaution here and those
the rest of the snubfighters were scrambled to of you that can use gravity wells to your
engage. With the capital ships bring up the advantage, do so. Again, watch one another
rear. 18 snubfighters were lost, all pilots killed and may the Force be with you all.”
even if they ejected. It all happened in
seconds. The deadly Yuuzhan Vong craft fled Navigating the sector proved to be incredibly
tricky. Snubfighter formations were forced to
prior to the capital ships getting into range and
break up their flights into pairs. This had the
the fastest snubfighters pursued but could not
benefit of allowing the task force to cover
pace the craft. A general heading was all that
more distance daily and also the detriment of
could be gained from the encounter.
separating the squadrons to a degree that made
After Action Report: support slow to respond and hazardous to
12 Z-95 AF4’s from Wasted Space, 2 Z-95 render. Holo coverage of the area was once
SSR-1’s from Unyielding, 3 Star Hammer II’s again limited. Deployment of holo buoys was
from Fools Luck, & the VCX-820 from almost impossible due to all the drifting
Block’s Revenge spacial debris. So, Oliver had to hope that the
Remaining Forces: 122 Snubfighters, 8 pilots training and perception would be
Transports, 1 Gunship enough. Nothing about this mission was ideal.

102
Once again the fighters were ambushed, sector and there is no base here. The pilot
though this time in isolated groups and it clearly knows the area well, we are at a
occurred so suddenly that two fighters were disadvantage and I’ve worked out a different
gone without warning or sensor indicators. It plan for the next engagement. We are heading
wasn’t until the next pair was attacked that back to the original sector we entered first to
near by squadrons realized there was sweep it and trap the pilot. Until now, the
something amiss. Vong pilot has managed to stay out of range of
Luck would have it that a piece of space debris our Capital Ships. I aim to change that
situation. I have located a dead celestial body
tumbled in front of a killing shot and the
in that sector that we will use as cover to place
warning rolled out “Bandit! Mark three
point...” and the message is cut off with the one of our ships in it’s mass shadow. Using
the ore content of the world to shield the ship.
wing-man finishing the statement “Lucas is
gone! Mark three point two seven, I need That ship will be dropping out of hyperspace
support dammit! Where are you gu...” The in the planet’s mass shadow. And traversing
the rest of the distance to the planet as quickly
message was cut off with a scream and the
crackle of static before she could finish her as possible.”
statement. The view screen displays the maneuver and
Fifteen more snubfighters were destroyed, has the Nebulon-B pulling into the upper
“atmosphere” of the dead world.
however, the debris from the sector and the
anomalous hazards made lingering around for “The rest of the fleet will emerge from
killing shots difficult for the Yuuzhan Vong hyperspace here” pointing to a position a few
pilot. The Vong fighter bugged out after a few hundred Space Units from the planet “Our
attempts to kill ejected pilots. Though bastard fastest remaining squadrons will move out
tried, our pilots were terrified. from the fleet in the general direction of that
After Action Report: planet. Should you be engaged, run toward
these coordinates on the planet. If you bug out
Fifteen snubfighters are destroyed, however,
at the moment of engagement you should be
six pilots managed to eject and survive the
ordeal. The initial two fighters destroyed were able to bring that craft directly in line with the
Bad Medicine’s tractor beams, which will
Defender’s from Fools Luck. The second pair
already be active and waiting to catch the craft
that spotted the Vong Bandit were Zebra II’s
from “Block’s Revenge”. Eleven T-65F X- like a fly caught in a spider’s web. At which
point, we will tractor it in and kill the pilot or
Wings perish in the fighting from “Wasted
Space”. That squadron was the first to reach use the tractor beams to rip the ship apart.”
the Vong craft. Two of them died from It was a solid tactical plan. What could
collisions with asteroids during the dog fight. possibly go wrong? I remember thinking to
myself. I finally thought we had the bastard.
Remaining Forces: 107 Snubfighters, 8
Transports, 1 Gunship Everything went according to plan, with the
squadrons flying in formation and when the
The bastard was picking us apart, it was time
Vong craft engaged, they all ran, toward the
to try something different.
hiding capital ship. The Vong craft gave
Third Briefing: chase, and the squadrons all broke formation
“Tracking the craft has been almost exactly as they need to, directing the bandit
impossible, we have successfully swept this

103
into no less than four, overlapping, tractor any semblance of time. Of course, I am sure
beams. you are aware of all of this already.”
I saw it immediately, I swore out loud on the The Fleet Commander looks at his subordinate
bridge when I realized the craft was officer questioningly.
completely immune to tractor beams...
James was a hard man, someone that had
“Navigator, calculate a micro jump there for experienced loss over the decades and it didn’t
the rest of our ships! Do it now!” really affect him anymore. Sometimes I hated
him for his lack of outward expression. I
The calculations took minutes we just didn’t
have. That damn ship ignored our squadrons needed him to care, hell, we all needed him to
care... However, he was too far gone. The
and focused on the Nebulon B and beat the
hell out of it. By the time we got there the years of attrition we faced had exacted their
Vong pilot had bugged out with our fastest price. There wasn’t much left to the man I
once admired.
snubfighters in pursuit.
“And? James asked
After Action Report:
No Snubfighter casualties, no craft losses. “According to General Antillies it is
However, severe damage had been delivered to imperative that our task-force find the
the Bad Medicine. It would take days to patch construction facility and destroy it, with the
up the hull breaches... Fifty crew members the craft. No matter the cost.”
were casualties to decompression and being
His face was a mask of stillness. He didn’t
vented into space. even react. That guise continued to eat at my
The woman I was going to marry was on that calm. I had already lost countless pilots I had
ship. There are no words that can fully trained, others I had flown with and the
describe that pain. In the end, I could not feel woman...
hatred for the Vong pilot, only a desire make
The sensor operator chimed in
their deaths somehow meaningful. “Fleet Commander, I have identified a planet
Taking Action: in the next system that appears to have been
I addressed the fleet commander, directly, on Vong formed. I have been analyzing the data
the bridge. It wasn’t ideal. However, this from one of the worlds that the pursuit
wasn’t an ideal situation. My emotions were squadrons, from the last engagement, passed
raging behind the veil of my composure for the as they entered a nearby sector in pursuit.”
benefit of my people. However, even that had
That’s it, I know what I must do
it’s limits.
“I’m heading out there, alone. I will deal with
“As it turns out, no New Republic assistance is
this asshole and then you can shell that planet
in bound. It has been fifteen days and reports to your heart’s content.”
from front line fighting indicate that the 37th
New Republic Fleet has been destroyed. My outward stance became deadly
Tapani House forces have continued the fight James didn’t even give it a thought.
and have managed to start driving the Vong “I forbid you to go out alone; there is no way
fleet back after the pounding they got from the we can afford to lose our Snubfighter Tactics
37th. They have nothing of significance to Coordinator. It’s suicide.”
spare that can reach us in what I would call
“I have no choice.” Resolute in my decision

104
James with a flicker of, something... gonna do? Court Marshall me? Ah.. That’s
“You are insane; you haven’t flown a combat right, you can’t, now get out of my way.”
mission in almost five years.” Everyone on the bridge had taken notice and
“I’m the only shot you have. I will not allow were paying attention to the exchange
you to willingly throw lives at this pilot, again.
It was all about control with Jim. Control and
It has to be me.” I think it was, at that
empty threats to maintain control. Helluva
moment, that I realized I should have left the time to realize that the fleet commander of our
fleet, and him, years ago.
task force had been missing the entire time.
The brief flicker of life in Jim’s eyes died “Dammit… I could have to brought up on
“I’m sorry but you’re too valuable to lose.” charges with the New Republic...for mutiny.”
“Don’t give me that bullshit excuse! I’ve seen Finally, some fire followed by empty threats
what you’ve done for our other ships in “You can do that right after I go out into that
combat, in the past. You’ve pulled your sky”, pointing at the Fore bridge windows,
cruiser up and eaten fire to save the Block and “roughly four to five hundred Space Units
other ships on more than one occasion. You distant and I’m going to sit there and wait for
were risking the lives of more than 2,000 crew that ace and his monstrosity to show up. Then,
plus your own.” Thinking back it wasn’t likely I will remove that abomination from my
that he did it out of any concern at all for the galaxy. Fly back here and drink a bottle of
crews, he only cared about the ships Corellian Scotch, as if it were his blood, to
celebrate his death.” Then you can have me
Jim was losing his footing in the conversation, arrested for doing what we should have done
that had just become a fight for his control all along. Command had made us soft. I
over his subordinate commander. He didn’t aimed to remedy that situation, for myself.
even see me as a friend anymore. What are you going to do about it? I
“That’s different.” wondered.
I was moving to exit the bridge Jim choked for a moment and then backed
“The hell it is. The only reason why I put up down
with your bullshit is because you’re a better “Flight deck, this is Commander Oliver
Capital Ship Tactician than I am.” And you Draven, prep my personal fighter. I will be
had been my friend for decades... there presently.”
Jim moved & blocked my path from the bridge At that point I moved quickly, arriving in the
“You’re a Brilliant Snubfighter Tactician, I launch bay in short order. I didn’t notice
can’t lose you. You cannot go.” His delivery anyone, focused on my task as I was. I
was flat, devoid of emotion. grabbed my flight suit and donned it. Coming
“Whole lot of good that’s done us... This, out of prep was different. I couldn’t help but
fucking brilliant, tactical knowledge you seem notice that damn near the entire ship had come
to believe I possess. I can and I will go. I to see me off. I paused for a moment, knowing
don’t take orders from you. I only listen to this would be my last flight with the
your suggestions when they warrant listening Guardsmen.
to and there haven’t been many of those in Running through pre-flight I configured my
years... We’re SpecOps, Jim, what are you sensor suite to act as a blanket area sweep
grid, with no real sensitivity applied to it.

105
Pilots surviving the engagements said that land on the hull of the Vong craft as it
sensors were useless; however, all did indicate overwhelmed the Barriers on the ship, he
that sensors would deliver anomalous results immediately switched from splinter fire to full
just prior to the Vong Ace’s arrival. I linked fire control, pouring no less than 3 full
Configured the suite to map an area around my damage shots into the ship, to no noticeable
fighter that coincided with footage of my best effect.
guess on weapons range of the enemy craft. It
The return fire from the Vong pilot was much
was my hope that I would know when I needed more savage this time around. The Vong pilot
to move my ass and go full evasive once the
had clearly recognized the threat of the pilot it
sensor grid did something odd. I hadn’t flown
faced. One single snubfighter, had managed to
the R-42 in combat, in years, that much Jim breach its multiple defensive barriers’ alone.
was right about. However, I knew it would be
Three plasma rounds, found their mark on
no different than getting onto that first speeder Oliver’s R-42; the first was ablated by his
bike that I stole from the Empire.. shields. The second broke the shields and
I launched, tossing a quick salute to the slammed hard into the starboard engine array,
assembled crew. Immediately upon leaving the followed by the third which caused an
hangar I received a message from Jim. explosion and a pair of his engines to ignite.
“If…” I cut off the transmission, flipping over An audible whine in the R-42 began to grow in
to some harder edged music on the sound pitch as the engines began to fail.
system I had installed in the R-42. Pulling Time to end this dance. Rolling hard, Oliver
away from the fleet, at around the 400 space sought to break the firing lineup the Vong craft
unit mark, my Sensor suite “rippled”. had and the two craft attempted to out turn
The Aces one another. What seemed effortless for the
Throwing the craft into an immediate, evasive Vong craft was utterly agonizing for Oliver,
pattern Oliver scanned space for the craft. A who was screaming through clenched teeth,
reflection caught his eye, at the edge of his bleeding from his nose and ears, as he turned
vision, indicating the craft and the angle of its the R-42 so hard that its internal structure
attack; he pulled up to match it, in a head to began to cry out in the agony of tortured
head collision course. The Vong craft opened metal. He matched and got behind the bandit,
fire almost immediately after he lined up with pushing his R-42 faster and faster to remain on
it. Oliver deftly maneuvered the R-42, target all the while spraying fire all over the
slipping around the shots with ease. When he Vong ship.
reached his maximum range for his cannons, Once the Vong had reached roughly the edge
he began to release splinter fire at and into the of Oliver’s cannon range, it’s fighter suddenly
enemy craft. spun 180 degrees to line up with Oliver; who
The Vong ship continued to absorb the shots was already unloading every Advanced Heavy
until they passed one another. Turning as hard Missile he had directly into the Vong Coral
as Oliver could, to the point of defying the Skipper. Which, for a split second, had
limitations of physics, he roughly matched and stopped dead in its tracks to turn.
lined up with the Vong pilot. This is for you Julia. All eight of the missiles
Again, another head to head engagement. slammed into the Vong craft, exploding in
Both pilots firing with focused precision rapid succession, across its hull. The flashes
Splinter shots from Oliver’s R-42 began to were so bright that it blocked out the details of

106
what was happening to the Vong Ace’s ship. were together. Looking at a holo picture of
Then Craft detonated, splitting into pieces. Julia and himself on Coruscant.
Even those pieces were atomized under the The Death Raven
sheer destructive firepower of the missiles and Craft: Frei’Tek Inc. R-42 “Starchaser”
the R-42’s unrelenting hail of fire as it closed, Affiliation: Commander Oliver Draven
then flew through the fireball where the Vong Era: Old Republic +
Ace used to be. Scale: Snubfighter
Length: 11 meters
He turned his R-42 around and flew back to Crew: 1 + 1 Passenger, can coordinate
the Bulk Cruiser. The R-42’s Starboard and Crew Skill: 11D Piloting & Gunnery:
mid-ship engines were sputtering, while Snubfighter Ace Elite Path (Mastery)
crackling with electrical fire and trailing thick Cargo Capacity: (137.5); 7.5 Kg available
plumes of gray white smoke. Those engines Cost: 215,448 (Current Value)
Hyperdrive Multiplier: x¾
died, after seizing up completely about Nav Computer: Yes
midpoint on his way back. He did not notice, Maneuverability: 4D
lost in the thoughts of finally allowing himself Space: 14
to break composure and deal with the friends, Atmosphere: 1,200 Km/H
family and the woman he had lost. The R-42 Hull: 3D+2 + 3D+2 Armor; HP: 14 / AP: 38
limped back, landed, cycled down and he Shields: 4D; Shield Points: 32
began to climb out of the fighter. He would Sensors:
Passive 25/1D+2
have fallen off the ladder, had three pilots not Scan 42/2D+2
caught him. Search 50/3D+2
Once I regained my footing, I pulled away Focus 3/4D+2
Maximum 100/-1
from the pilots and walked from the docking
Weapons:
bay. I grabbed my bottle and walked right 4 Medium Laser Cannons (Fire-Linked)
past Jim, who was saying something. I didn’t Fire Control: 4D+1
give a damn, and even if I had, I couldn’t hear Space Range: 1-4/16/32
anything he was saying since I had blown out Damage: 9D+2; Nominal Damage: 6 (56)
my eardrums in the dog fight. I sat in the 4 Missile Racks
lounge, for the last time. With that bottle of Fire Control: 5D+1 (custom package / ea )
Space Range: 40 Space Units
Corellian Scotch. I’ve always known who I Damage: 14D+2; Nominal Damage: 6 (86)
was. But I will never know who he and she Ammo: 2 Advanced Heavy Missiles / ea
Cost: 19,562.5 each (so modified); Total:
156,500 Credits (In addition to current
value)
I told Jim, right before I walked away
from the fleet “I know who I am, who
and what I have lost. I carry them with
me; in my heart, daily. You, however,
have lost whomever you were a long time
ago. You need to sort that shit out, before
it kills you & the unit.”
Two months later, the entire SpecOps
task force was annihilated when Jim mis-
calculated, because he couldn’t feel a
damn thing anymore.

107
Star Hammer II Atmosphere Range: 100-300m/1.2/2.5 Km
Craft: SubPro Corp: TL-120 Star Hammer II Damage: 7D; Nominal Damage: 8 (56)
Affiliation: New Republic; various systems 2 Dorsal Quad Lasers (Fire-Linked)
Era: New Republic (Early) Fire Arcs: 1 Fore/Port/Aft,
Scale: Snubfighter 1 Fore/Starboard/Aft
Length: 22 meters Skill: Starship Gunnery
Skill: Starship piloting Crew: 1
Crew: 1 or 2 (Co-Pilot), 4 Gunners Fire Control: 4D+1
Crew Skill: Varies Space Range: 1-3/12/25
Cargo Capacity: (275); 25 Kg available Atmosphere Range: 100-300m/1.2/2.5 Km
Consumables: 11 days (660 credit refuel) Damage: 4D; Nominal Damage: 6 (24)
Cost: 310,000 (New); 232,500 (Used) 2 Ventral Quad Lasers (Fire-Linked)
Hyperdrive Multiplier: x1 Fire Arcs: 1 Fore/Port/Aft,
Nav Computer: Yes (Full) 1 Fore/Starboard/Aft
Maneuverability: 1D+2 Skill: Starship Gunnery
Space: 8 Crew: 1
Atmosphere: 950 Km/H Fire Control: 4D+1
Hull: 5D + 1D Armor, 2 Locs: Fore & Aft Space Range: 1-3/12/25
HP: 20 / AP: 16 Fore & Aft Atmosphere Range: 100-300m/1.2/2.5 Km
Shields: 3D; 2 generators; SP: 24 Fore & Aft Damage: 4D; Nominal Damage: 6 (24)
Sensors: 2 Proton Double Torpedo Launchers
Passive 45/1D+1 Fire Arc: Fore (Wing Tip Mounted)
Scan 80/2D+2 Skill: Starship Gunnery
Search 100/3D Gunners: Pilot or Co-Pilot
Focus 5/4D Fire Control: 3D
Maximum 200/-1D Space Range: 20 Space Units
Weapons: Atmosphere Range: 20 Km
4 Double Laser Cannons (Battery-Linked) Damage: 10D; Nominal damage: 7 (70)/Wing
Fire Arc: Fore Ammo: 6 double shots per launcher
Skill: Starship Gunnery 16 External Hard Points
Gunners: Pilot or Co-Pilot Fire Control: Slaved to Torpedo Launchers
Fire Control: 3D+1 Ordinance: Varies
Space Range: 1-3/12/25

110
The SubPro Star Hammer II bomber was performed admirably. However, in each of
meant to be an engineering marvel and the those engagements the New Republic was
initial foray of the newly reformed SubPro handily defeated by Thrawn and the blame
Corporation. Originally commissioned by the initially fell upon the Star Hammer II in a
New Republic just a few short years prior to degree that it shouldn’t have. This ultimately
the Thrawn Crisis to fulfill a role that didn’t scrapped the launch and the fighter was then
exist. SubPro and Republic Engineering discounted and sold to independent systems
would work together on the design. The H- that needed a multi role heavy snubfighter and
Wing hadn’t truly caught on and New could not properly afford a capital ship.
Republic command pitched the idea that However, in this role the Hoersch-Kessel
SubPro produce a new type of fighter craft that Drive Gunstar had, overall, utterly diminished
would be capable of multi week endurance and the Star Mace’s market penetration as a much
hitting multiple targets as well as possessing more capable craft even though it was
strong anti snubfighter weaponry. approaching within the range of a third of a
used Corvette in cost.
The project got off to a rocky start as SubPro
and Republic engineers quarreled over design The Star Hammer II was generally hated by
specifications, the overall look and feel of the crews assigned to it for missions longer than
craft, as well as, any number of other design one day. While the gun wells had access to
nuances. The initial prototypes were rejected food dispensers and holo displays for
out of hand by the New Republic who had entertainment, the gunners assigned to them
been relying on, primarily, single pilot craft. could not enter the main ship. In fact, all they
With the New Republic fielding older and refit could do to stretch out was to open the hatch
Y-Wing designs with two crew, the thought of between Dorsal and Ventral gun wells and then
exceeding the H-Wing’s three crew was almost dangle or reach upward.
unheard of and reminded commanders of a day
when automation didn’t exist... Which to be The double Proton Torpedo launchers, while
quite frank, no one remembered. effective, were always seen as a waste of
ordinance. The craft’s ability to carry up to 8
The second wave of prototypes fully discreet additional munitions never quite made
automated the multiple systems and gun wells up for this belief. In addition, these hard
and when presented to the New Republic, it points were never provisioned to extend
too, was rejected out of hand. The reasoning operational range of the craft with fuel, food
being that extreme automation was both and air. A design shortcoming to be certain,
expensive and ultimately circumspect in it’s not that anyone would want to serve longer
ability and quality. Field trials of the than 11 days on the craft to begin with...
automated gunners were admirable against
individual targets, however, the craft’s The craft lacked an Astromech Droid, thus in-
defenses were easily overwhelmed by multiple flight repairs were impossible and the only
craft of the doctrine that the New Republic avenue was for gunners to exit the ship in
typically faced, Imperial Warlords and massed space and tend to repairs with tethers.
waves of cheap snubfighters.
The only upside was that the main cabin
Returning to the drawing board for a third time featured a small refresher and a single bunk.
the craft was redesigned with living gunners in The inclusion of this feature only managed to
enclosed pods and, essentially, was just a further enrage gunners that only the cockpit
hyped up version of the initial model with personnel had access to it.
enhanced targeting and tracking equipment.
At this time Grand Admiral Thrawn began to The “Used” price represents the “New”
terrorize the galaxy and the fighter was discounted price the craft eventually sold for.
grudgingly pressed into service. In the handful
of engagements it served in the craft

111
T-16 Snubfighter Space Range: 1-5/10/18
Craft: Shobquix Yards: T-16 Snubfighter Atmosphere Range: 100-500m/1/1.8 Km
Affiliation: Various Damage: 4D*; Nominal Damage: 5 (20)*
Era: Rise of the Empire + *Light Burst already factored in
Scale: Snubfighter Shobquix Yards has been mostly defunct for
Length: 5.2 meters; 12 meter wing span decades, barely hanging in there with what
Skill: Starship piloting little royalty payments they do receive and
Crew: 1, 2 at no penalty their very few new craft sales. However, the
Crew Skill: Varies current owners of the corporation stumbled
Cargo Capacity: (65); 43.5 Kg available across information about how Incom had
Consumables: 3 days (30 credit refuel) acquired their repulsorlift technology from
Cost: 41,520 (New); 30,924 (Used) corporate espionage vs Shobquix Yards over a
Maneuverability: 2D; 4D in a Gravity Well century ago and used it in the widely popular
Space: 5; 13 in a Gravity Well Subpro/Incom Z-95 series. The very same
Atmosphere: 1,300 Km/H technology that was incorporated into the
Hull: 1D; HP: 4 / AP: 8 Shobquix Yards Fireball Racer. After some
Shields: 1D; Shield Points: 8 smart litigation on their part, Shobquix Yards
Sensors: came out with a sizable settlement, royalty
Passive 12/0D rights on most of Incom’s repulsorflit engines
Scan 18/+2 and the design rights to copy any model they
Search 24/1D wanted to from Incom’s current arsenal. In
Focus 6/1D addition, they forced the newly re-forming
Maximum 48/-3D Subpro Corporation to pay them royalties on
Weapons: any future craft incorporating their technology.
2 Blaster Cannons (Fire-Linked) They chose the T-16 due to it’s wildly
Fire Arc: Fore; Scale: Speeder recognized presence and then immediately
Skill: Starship Gunnery introduced a Snubfighter based off of it,
Fire Control: 2D cheaper than anything else in the galaxy.
Space Range: 1-3/6/9 Features:
Atmosphere Range: 100-300/600/900m • Performance benefits associated with
Damage: 4D; Nominal Damage: 4 (16) Gravity Wells add nothing to the cost.
Auto Blaster Battery • 5% discount if purchasing a squadron (12)
Fire Arc: Fore/Port/Starboard/Aft • 10% discount if purchasing a wing (72)
Skill: Starship Gunnery • No Ejection Equipment
Fire Control: 3D*

112
T-20 “Pyramid” Heavy Strike Fighter Atmosphere Range: 100-500m/1/1.8 Km
Craft: Incom Corporation: T-20 Damage: 6D; Nominal Damage: 4 (24)
Affiliation: Various Torpedo Sphere Launcher
Era: Old Republic (Discontinued) Fire Arcs: Fore
Scale: Snubfighter Skill: Starship Gunnery
Length: 9 meters Fire Control: 1D+2 (Lasers Factored in)
Skill: Starship piloting Space Range: 20 Space Units
Crew: 1 Atmosphere Range: 20 Km
Crew Skill: Varies Damage: 8D; Nominal Damage: 6 (48)
Cargo Capacity: (112.5); 40 Kg available Ammo: 6 Torpedoes
Consumables: 14 days (140 credit refuel) The Incom T-20 heavy Strike Fighter is an old
Cost: 35,400 (Used Only) design that came about when the first smaller
Hyperdrive Multiplier: x4 Industrial Automation Astromech Droids were
Nav Computer: None, Uses Astromech Droid introduced, effectively precursors to the R1.
Maneuverability: 1D Which allowed the craft of make between 5-8
Space: 5 jumps into hyperspace prior to having the Nav
Atmosphere: 500 Km/H buffer wiped. The craft was called the
Hull: 4D+2 + 2D Armor; HP: 18 / AP: 24 Pyramid due to it’s shape. It carries heavy a
Sensors: armament with some incredible Fire Control
Passive 10/0D for the era, armor and overall craft durability.
Scan 16/+1 The craft predated the Z-95’s introduction by
Search 24/+2 at least three centuries. Testament to the
Maximum 48/-3D+1 craft’s durability and excellent design, they are
Weapons: still seen plying the space lanes and can
2 Targeting Lasers occasionally be found on sale at some
Primitive Fire Control Enhancers dealerships.
Game Effect: +1 pip to Fire Control Each Features:
Cost: ½ point each; Weight: 1.25 Kg/ea • Enhanced Consumables
2 Heavy Blaster Cannons (Fire-Linked) • Luxury Seating
Fire Arc: Fore • Small Refrigerated Storage Cube; to make
Skill: Starship Gunnery cold sandwiches to vary the rations.
Fire Control: 3D (Lasers factored in) • +2 DR to Maintain
Space Range: 1-5/10/18

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T-38 Heavy Strike Fighter Concussion Missile Launcher
Craft: Incom Corporation: T-38 Fire Arcs: Fore (Any)Skill: Starship Gunnery
Affiliation: Various Fire Control: 0D (-2D Fire Control)
Era: Old Republic (Discontinued) Space Range: 10/20/30
Scale: Snubfighter Atmosphere Range: 1/2/3 Km
Length: 10 meters Damage: 11D; Nominal Damage: 6 (66)
Skill: Starship piloting Ammo: 6 Heavy Rockets
Crew: 1 + 1 at no consumable impact The T-38 was the spiritual successor to the T-
Crew Skill: Varies 20. Never quite recognized as a true successor
Cargo Capacity: (125); 0 Kg available as it never incorporated a Droid socket.
Consumables: 15 days (150 credit refuel) Introduced roughly a century after the T-20 the
Cost: 51,120 (Used Only) craft, it is equipped with a dazzling array
Hyperdrive Multiplier: x3 weapons for the era. It was the most heavily
Nav Computer: Limited to 4 Jumps armed, armored and provisioned craft of it’s
Maneuverability: 1D time. The cockpit is spacious and will easily
Space: 6 accommodate another passenger. Some
Atmosphere: 600 Km/H models actually had a twin seat in the cockpit
Hull: 5D + 3D Armor; HP: 20 / AP: 32 that would allow one person to pilot while the
Sensors: other acted solely as a gunnery operator.
Passive 16/+1 Much like the T-20, the T-38 is still a relatively
Scan 24/+2 common sight on the space lanes. Some
Search 32/1D individuals refer to it as either the W or M
Maximum 64/-3D Wing, depending on who you talk to.
Weapons: Features:
4 Heavy Blaster Cannons (Fire-Linked) • Enhanced Consumables
Fire Arc: Fore • Luxury Seating
Skill: Starship Gunnery • Small Galley
Fire Control: 3D • Can support a second passenger with no
Space Range: 1-5/10/18 consumable cost impact.
Atmosphere Range: 100-500m/1/1.8 Km • +1 DR to Maintain
Damage: 8D; Nominal Damage: 6 (48)

114
T-55 Space Superiority Snubfighter The Incom T-55 was originally envisioned as
Craft: Incom Corporation: T-55A the next great snubfighter design. Originally,
Affiliation: Various the craft was meant to compete with the Z-95,
Era: Old Republic (Discontinued) however, engineering delays drove Incom
Scale: Snubfighter engineers back to the drawing board time and
Length: 10.5 meters time again. The T-55 was almost the
Skill: Starship piloting snubfighter that never was. After partnering
Crew: 1 with SubPro on the ARC-170 during the Clone
Crew Skill: Varies Wars, the T-55 was still stuck in development
Cargo Capacity: (132); 132 Kg available hell. Engineering design flaws were pervasive
Consumables: 6 days (60 credit refuel) throughout three prototypes and for a craft that
Cost: 49,920 (Used Only) should have debuted just before the Clone
Hyperdrive Multiplier: x2 Wars, it was fast approaching it’s expiration
Nav Computer: Limited to 6 Jumps date. Incom engineers doubled down and
Maneuverability: 2D finally ironed out the major flaws and then
Space: 7 released the fighter in a state that simply could
Atmosphere: 950 Km/H not compete with existing craft from KDY,
Hull: 2D+2; HP: 10 / AP: 8 Sienar Fleet Systems and the Joint Created
Shields: 1D; Shield Points: 8 Incom/Subpro ARC-170s. The fighter would
Sensors: be marketed to independent systems, outposts
Passive 18/0D and on the Black Market as a modern
Scan 27/1D snubfighter. Design elements from the craft
Search 45/2D made it into the T-65A and effectively
Focus 1/2D+1 perfected the T-55’s design issues to create a
Maximum 90/-2D truly stellar craft. You can consider the craft to
Weapons: be rushed out in an “unfinished state”,
2 Light Laser Cannons (Fire-Linked) however, that does not mean that this version
Fire Arc: Fore was flawed. Simply not armed properly. They
Skill: Starship Gunnery did fix it’s issues.
Fire Control: 2D+1 Features:
Space Range: 1-3/12/25 • The existing weapons do not factor into
Atmosphere Range: 100-300m/1.2/2.5 Km weight for a loss of Cargo Space.
Damage: 4D; Nominal Damage: 4 (16) • Hull can be re-enforced up to 1D before
considering modifications (3,000 Credits).

115
T-75 Personal Snubfighter out of Incom directly after the I-7 Howlrunner.
Craft: Incom Corporation: T-75 Light Fighter The craft is designed primarily as a small
Affiliation: Various snubfighter that offers premium speed and
Era: Rise of the Empire (Mid) + standard Incom durability to those with less
Scale: Snubfighter starting capital. Not to mention there is some
Length: 7 meters belief that the Empire may have even had a
Skill: Starship piloting hand in directing the development of the
Crew: 1 fighter. This is due to the fact that even though
Crew Skill: Varies it’s speed in space and Class 1 Hyperdrive
Cargo Capacity: (88); 58 Kg available would normally warrant permits or a
Consumables: 4 days (40 credit refuel) mercenary’s license, the craft has been green
Cost: 83,200 (New); 62,400 (Used) lit for purchase under Imperial guidelines by
No Hyper/Nav: 62,000 (New); 46,000 (Used) the general populace.
Hyperdrive Multiplier: x1 (There is an embedded tracking device in the
Nav Computer: Limited to 5 jumps ship, Rating 60 to locate).
Maneuverability: 3D
Space: 7 The craft accepts almost any Incom designed
Atmosphere: 800 Km/H components as “drop in” replacements.
Hull: 4D; HP: 16 / AP: 8 Things like better Fire Control packages,
Shields: 1D; Shield Points: 8 enhanced weapons Linkage and even
Sensors: enhanced repulsorlift units. Anything beyond
Passive 20/0D that would come at the expense the craft’s
Scan 40/1D available cargo space. The T-75 is an
Search 55/1D incredibly small fighter that offers some
Focus 3/1D premium perks and the ability to upgrade it
Maximum 110/-3D over time. It has been highly successful for
Weapons: the company since it’s introduction and several
2 Light Laser Cannons (Fire-Linked) smaller entities have purchased the craft for
Fire Arc: Fore planetary defense and system safety.
Skill: Starship Gunnery There is even a version without the
Fire Control: 1D+1 Hyperdrive. Adding one to this version is
Space Range: 1-3/12/25 another simple drop in due to it’s design with a
Atmosphere Range: 100-300m/1.2/2.5 Km Hyperdrive in mind (no cargo loss).
Damage: 4D; Nominal Damage: 4 (16)
The T-75 is the second product line to come

116
T-85 Heavy Snubfighter The T-85 is the third product line to come out
Craft: Incom Corporation:T-85 Heavy Fighter of Incom after the Empire Nationalized the
Affiliation: Various company. The craft was designed primarily as
Era: Rise of the Empire (Late) + a heavy snubfighter that offers premium speed
Scale: Snubfighter and standard Incom durability to those with
Length: 11 meters less starting capital. The Empire definitely
Skill: Starship piloting had a hand in directing the development of the
Crew: 1 fighter. The craft has been green lit for
Crew Skill: Varies purchase under Imperial guidelines by the
Cargo Capacity: (137.5); 67.5 Kg available general populace.
Consumables: 6 days (60 credit refuel) (There is an embedded tracking device in the
Cost: 101,600 (New); 77,200 (Used) ship, Rating 60 to locate).
Hyperdrive Multiplier: x1
Nav Computer: Limited to 5 jumps The craft accepts almost any Incom designed
Maneuverability: 3D components as “drop in” replacements.
Space: 8 Things like better Fire Control packages,
Atmosphere: 1,000 Km/H enhanced weapons Linkage and even
Hull: 5D; HP: 20 / AP: 8 enhanced repulsorlift units. Anything beyond
Shields: 1D+2; Shield Points: 14 that would come at the expense the craft’s
Sensors: available cargo space. The T-85 is a really
Passive 20/0D decent heavy snubfighter that offers some
Scan 40/1D premium perks and the ability to upgrade it
Search 55/1D over time. Like the T-75, the T-85 has been
Focus 3/1D successful for the company and is sold
Maximum 100/-3D primarily to allies of the Empire (actual
Weapons: Imperial allies).
2 Heavy Laser Cannons (Battery-Linked) Several Imperial units have adopted the T-85
Fire Arc: Fore in place of their more traditional TIE Fighters
Skill: Starship Gunnery due to the craft’s performance being generally
Fire Control: 2D on par with TIE/Ln snubfighters and almost in
Space Range: 1-3/12/25 line with TIE/In craft as well. Many special
Atmosphere Range: 100-300m/1.2/2.5 Km operations groups in the Empire utilize the
Damage: 8D; Nominal Damage: 5 (40) craft to “fly under the radar” of being
identified directly as Imperials.

117
Thunderfighter The NEO Yards Thunderfighter is one of many
Craft: NEO Yards, “Thunderfighter Mk I” oddities that came out of independent systems
Affiliation: Various Independent Systems that acquired technology after encountering
Era: Rise of the Empire + (Incredibly Rare) the Galactic Republic. The design
Scale: Snubfighter incorporates galactic technology that the
Length: 10.4 meters corporation could produce easily with local
Skill: Starship piloting assets and was designed with the philosophy
Crew: 1 + 1 Passenger that superior firepower could be achieved
Crew Skill: Varies through volume of fire. They would prove to
Cargo Capacity: (130); 90 Kg available be correct, in linking 8 easily produced light
Consumables: 6 days (120 credit refuel) laser cannons together into one massive array.
Cost: 92,000 (New); 69,000 (Used) While the craft’s performance isn’t utterly
Hyperdrive Multiplier: x4 noteworthy, aside from it’s cannon armament,
Nav Computer: Yes, limited to 4 jumps it is more or less in line with many
Maneuverability: 2D snubfighters in the era. A rather amazing
Space: 6 engineering feat for some unknown
Atmosphere: 750 km/H engineering corporation in the Unknown
Hull: 4D; HP: 16 / AP: 8 Regions of the galaxy.
Shields: 1D; Shield Points: 8 The main selling point on the Thunderfighter is
Sensors: the fact that it will accept almost any part from
Passive 25/0D any Snubfighter of “like” design.
Scan 35/1D Features:
Search 50/1D+2 • Universal Engine Mounts: Any Twin
Focus 5/2D Engine fighter can be used to either swap
Maximum 100/-2D+1 the engines outright or for parts to modify
Weapons: their own (including TIE craft of any size).
8 Light Laser Cannons (Fire-Linked) • Primitive Burst Fire: The volume of fire
Fire Arc: Fore the craft emits treats the weapons as if they
Skill: Starship Gunnery are Burst Fire for the purposes of
Fire Control: 2D+1; (Linkage bonus only) damaging certain craft (Yuuzhan Vong).
Space Range: 1-3/12/25 • Armor Provisioning: The craft can add
Atmosphere Range: 100-300m/1.2/2.5 Km up to 1D of Armor at no penalty or loss of
Damage: 8D; Nominal Damage: 10 (80) Cargo Space.

118
TIE Brute Fire Control: 2D
Craft: Sienar Fleet Systems: TIE/Rb Space Range: 2-5/15/30
Affiliation: Empire Atmosphere Range: 100-500m/1.5/3 Km
Era: Rise of the Empire (Early) + Damage: 8D; Nominal Damage: 5 (40)
Scale: Snubfighter The TIE/rb heavy snubfighter, also known as
Length: 8.9 meters the heavy TIE fighter, TIE brute or the
Skill: Starship piloting Infiltrator is a variant of the TIE line
Crew: 1 snubfighters used by the Galactic Empire,
Crew Skill: Typically 5D distinguished by its extra pod housing more
Cargo Capacity: (111.25); 41.25 Kg available powerful laser cannons. Some Imperial
Consumables: 5 days (50 credit refuel) admirals were wary of its development,
Cost: 85,000 (New); 63,000 (Used) believing it would reduce the need for larger
Maneuverability: 2D; 1D in Atmosphere support vessels. Like all TIE models, they are
Space: 9 manufactured by Sienar Fleet Systems, and
Atmosphere: 1,000 Km/H feature twin ion engines and micro-corrugated
Hull: 3D + 2D Armor; HP: 12 / AP: 24 solar collector panels, with the power being
Shields: None, Provisioned for 1D Generator transferred via a conduit located between the
Sensors: panel and the engine systems. The pilot is
Passive 20/0D assisted by a MGK-300 Droid brain, which
Scan 40/1D acts in a similar manner to an Astromech
Search 60/2D counterpart.
Focus 2/3D Features:
Maximum 120/-2D • Droid Brain assists in targeting, +1D
Weapons: competency bonus to pilot’s Gunnery Skill,
Double Turbolaser Battery has a 4D Piloting Skill, 4D Starship
Fire Arc: Fore Repair Skill & is provisioned with a 4D
Skill: Starship Gunnery Navigation Package.

119
TIE Clutch Space Range: 1-3/12/25
Craft: Invidious Industries: TIE-Tri “Clutch” Atmosphere Range: 100-300m/1.2/2.5 Km
Affiliation: Ex-Moff Leonia Tavira Damage: 6D; Nominal Damage: 5 (30)
Era: New Republic (Early) + 4 Light Ion Cannons (Fire-Linked)
Scale: Snubfighter Fire Arc: Fore
Length: 6.2 meters Skill: Starship Gunnery
Skill: Starship piloting Fire Control: 2D
Crew: 1 Space Range: 3-9/18/36
Crew Skill: Typically 4D Atmosphere Range: 300-900m/1.8/3.6 Km
Cargo Capacity: (77.5); 7.5 Kg available Damage: 4D; Nominal Damage: 6 (24)
Consumables: 3 days (30 credit refuel) The TIE-Tri is a specialized space superiority
Cost: 84,000 (New); 60,000 (Used) snubfighter used by Leonia Tavira's Invidious
Maneuverability: 3D+1 pirates. These ships are manufactured at a
Space: 11 modified TIE production facility under Tavira's
Atmosphere: 1,350 Km/H control. The bottom two solar panels serve as
Hull: 2D+2; HP: 10 / AP: 8 landing gear (it can dock upside down to TIE
Shields: 1D+2; Shield Points: 14 racks). It’s armed with one laser cannon & a
Sensors: pair light ion cannons mounted on either side
Passive 15/0D of the cockpit. The sides of the cockpit have
Scan 30/1D been altered to add view-ports, giving the pilot
Search 50/2D more visibility. New Republic fighter pilots
Focus 3/2D gave it the nickname "clutch," because the
Maximum 100/-2D solar panels seem to be clutching the ball
Weapons: cockpit between them.
2 Laser Medium Cannons (Battery-Linked) Features:
Fire Arc: Fore • Ejection Seat
Skill: Starship Gunnery • Solid Atmospheric Performance
Fire Control: 2D+2 • 2 External Hard-points can be added

120
TIE Guardian / Bakuran System Skill: Starship Gunnery
Craft: Bakuran Engineering: TIE Guardian Fire Control: 2D
Affiliation: Bakuran Sector Space Range: 30 Space Units
Era: New Republic + Atmosphere Range: 30 Km
Scale: Snubfighter Damage: 7D; Nominal Damage: 6 (48)
Length: 9 meters; 7 meter wingspan Ammo: 12 Missiles per launcher
Skill: Starship piloting Bakuran Engineers are renowned for their
Crew: 1 ability to reverse engineer Imperial technology
Crew Skill: Typically 5D and advance it in interesting ways. Take for
Cargo Capacity: (200); 20 Kg available example the Bakuran Star Destroyer. They
Consumables: 8 days (80 credit refuel) managed to create a Star Destroyer every bit as
Cost: 135,200 (New); 101,400 (Used) lethal as a 1,600 meter KDY Imperial I at only
Maneuverability: 3D; 2D in Atmosphere 850 meters and it’s also efficient and scaled as
Space: 10 a Battleship. Their TIE Guardian takes the
Atmosphere: 1,200 Km/H base TIE fighter to new levels increasing
Hull: 3D; HP: 12 / AP: 8 performance in atmosphere, hull strength and
Shields: 1D+2; Shield Points: 14 adding shields. The cannons were doubled
Sensors: above and below the cockpit, utilizing locally
Passive 20/0D built guns they retain the effectiveness of
Scan 40/1D standard TIE guns but also have twice the Fire
Search 60/2D Control. Designed to also act as a long
Focus 3/3D endurance bomber the craft utilizes both length
Maximum 120/-2D values to derive cargo space and consumables.
Weapons: Features:
4 Laser Cannons (Fire-Linked) • Atmosphere in cockpit
Fire Arc: Fore • Refresher Cockpit: allows the pilot to
Skill: Starship Gunnery bathe on extended tours.
Fire Control: 4D • Ejection Seat & Landing Gear
Space Range: 1-3/12/25 • Emergency Features: Crippled craft
Atmosphere Range: 100-300m/1.2/2.5 Km maintain some sort of flight control even if
Damage: 5D; Nominal Damage: 6 (30) the main drives are destroyed, Space: 2 &
2 Concussion Missile Launchers 200 Km/H for a controlled crash landing.
Fire Arcs: Fore (Any)

121
TIE Hunter Twin Ion Cannon Battery
Craft: Sienar Fleet Systems: TIE Hunter Fire Arc: Fore
Affiliation: Empire Skill: Starship Gunnery
Era: Rise of the Empire + Fire Control: 3D
Scale: Snubfighter Space Range: 3-9/18/36
Length: 9 meters Atmosphere Range: 300-900m/1.8/3.6 Km
Skill: Starship piloting Damage: 3D; Nominal Damage: 5 (15)
Crew: 1 Proton Torpedo Launcher
Crew Skill: Typically 5D+1 Fire Arc: Fore
Cargo Capacity: (134); 59 Kg available Skill: Starship Gunnery
Consumables: 10 days (100 credit refuel) Fire Control: 3D+2
Cost: 152,800 (New); 114,600 (Used) Space Range: 20 Space Units
Hyperdrive Multiplier: x2 Atmosphere Range: 20 Km
Nav Computer: Yes Damage: 9D; Nominal Damage: 6 (54)
Maneuverability: 3D Ammo: 12 Proton Torpedoes
Space: 11 The TIE Hunter was designed specifically for
Atmosphere: 1,250 Km/H the Empire’s Storm Commando units. The
Hull: 2D; HP: 8 / AP: 8 core of the design was based off the TIE
Shields: 2D; Shield Points: 16 Interceptor. The craft was extended by 2.4
Sensors: meters, they reworked the interior to allow for
Passive 25/1D a storage area to accommodate mission gear.
Scan 40/2D Furthermore, the design has an external hard-
Search 60/3D point on the ventral hull that will allow it to
Focus 4/3D+2 carry a speeder bike. With the larger chassis
Maximum 120/-1D they were now able to extend it’s consumables
Weapons: to the Empire’s specifications.
4 Laser Cannons (Fire-Linked) Features:
Fire Arc: Fore • External Hard Point: Speeder Bike
Skill: Starship Gunnery • Landing Gear
Fire Control: 3D • Ejection Seat
Space Range: 1-3/12/25 • Excellent Atmospheric Performance
Atmosphere Range: 100-300m/1.2/2.5 Km • Enhanced Auxiliary Power: 2D
Damage: 4D; Nominal Damage: 6 (24)

122
TIE Interceptor / Pentastar Alignment Skill: Starship Gunnery
Craft: Pentastar Yards: TIE Interceptor /P Fire Control: *Slaved to Main Guns
Affiliation: Pentastar Alignment / Various Space Range: Varies
Era: New Republic + Atmosphere Range: Varies
Scale: Snubfighter Damage: Varies
Length: 6.6 meters Ammo: 2 Missiles per Rack
Skill: Starship piloting The Pentastar Alignment took the base TIE
Crew: 1 Interceptor and leveraged it to become one of
Crew Skill: Typically 5D their mainstay fighters. Like with most ex-
Cargo Capacity: (83); 3 Kg available Imperial Warlords the Pentastar Alignment
Consumables: 3.3 days (33 credit refuel) attempted to advance the development of the
Cost: 89,600 (New); 67,200 (Used) TIE design themselves. The design was re-
Refit Cost: 12,000 Credits engineered as a field refit package to existing
Maneuverability: 3D+2; 2D in Atmosphere TIE Interceptors. This allowed existing TIE
Space: 12 Interceptors to be easily updated.
Atmosphere: 1,250 Km/H
Hull: 3D; HP: 12 / AP: 8 The engineering refit is so popular that many
Shields: 1D; Shield Points: 8 other Warlords obtained it and outfitted their
Sensors: Interceptors with it. While most of this
Passive 25/1D happened after the Pentastar Alignment had
Scan 40/2D already fallen, there were more than a few
Search 60/2D Warlords the Alignment traded the
Focus 4/2D+2 technological refit to for resources and aid.
Maximum 120/-2D While the initial focus had been to create a
Weapons: refit package, it was formalized into a mass
4 Laser Cannons (Battery-Linked) produce-able design by the Pentastar
Fire Arc: Fore Alignment prior to their collapse (reflected in
Skill: Starship Gunnery the prices listed).
Fire Control: 3D+2 Features:
Space Range: 1-3/12/25 • Ejection Seat
Atmosphere Range: 100-300m/1.2/2.5 Km • Shield Provisioning: for up to a 2D
Damage: 6D; Nominal Damage: 7 (42) Generator at no loss of Cargo Space.
2 Concussion Missile Racks • Mounting points for Hyperdrive sled and
Fire Arcs: Fore (Any) double consumables.

123
TIE Phantom Atmosphere Range: 100-300m/1.2/2.5 Km
Craft: Sienar Fleet Systems: TIE Phantom Damage: 8D; Nominal Damage: 8 (64)
Affiliation: Empire Stygium Crystal Cloaking Device
Era: Rise of the Empire (Discontinued?) Game Effects: Renders the craft completely
Scale: Snubfighter invisible to all sensors and it looses all sensor
Length: 14.6 meters bonuses including Passive sensors. Visual
Skill: Starship piloting sighting can only be used. The craft must drop
Crew: 2 (co-pilot is the gunner) out of cloak to fire, jump to hyperspace, raise
Crew Skill: Typically 6D shields, etc. Activation/Deactivation: 1 FA
Cargo Capacity: (182.5); 2.5 Kg available
Consumables: 8 days (160 credit refuel) Self Destruct Sequence: If a proper clearance
Cost: 362,000 (New & Used) code is not entered when ship is powered
Hyperdrive Multiplier: x1 down a sequence of shaped charges are
Hyperdrive Backup: x15 activated five minuets after power off, to keep
Nav Computer: Yes the Phantom from falling into Rebel hands.
Maneuverability: 3D It's damage is to internal systems only and
Space: 11 causes a 4D Static explosion, internally.
Atmosphere: 1,000 Km/H After the battle of Yavin and the destruction of
Hull: 2D; HP: 8 / AP: 8 the Death Star, the Rebel Alliance proved they
Shields: 1D+2; Shield Points: 14 were a serious threat to the Empire. The
Sensors: Empire responded with new technology and
Passive 40/3D weapons such as the Dark Trooper project and
Scan 80/5D the TIE Phantom. The research, under
Search 130/5D+2 Admiral Sarn, was conducted in the Dreighton
Focus 7/6D Nebula; the site of a major battle in the Old
Maximum 260/1D+2 Republic was rumored to be haunted with
Weapons: ships mysteriously disappearing. This was the
5 Laser Cannons (Battery-Linked) perfect cover for a top secret facility.
Fire Arc: Fore Features:
Skill: Starship Gunnery • Self Destruct Sequence
Fire Control: 4D • Cloaking Device
Space Range: 1-3/12/25

124
TIE Recon / Pentastar Alignment Enemy Targeting Scrambler
Craft: Pentastar Yards: TIE Recon /P Fire Arcs: All
Affiliation: Pentastar Alignment / Various Activation: 1FA (once, to turn on)
Era: New Republic + Space Range: Self
Scale: Snubfighter Atmosphere Range: Self
Length: 6.8 meters Damage: -2D to Opposed Fire Control vs the
Skill: Starship piloting TIE Recon.
Crew: 1 (2 can be carried at no penalty) The TIE Recon is the Pentastar Alignment’s
Crew Skill: Typically 6D + take on Sienar Fleet System’s TIE/Rc. Rather
Cargo Capacity: (100); 60 Kg available than being a simple refit package like the
Consumables: 3.5 days (35 credit refuel) Pentastar Alignment’s TIE Interceptor, this is a
Cost: 116,800 (New); 87,600 (Used) fully fledged TIE Variant that they produce.
Maneuverability: 3D+2; 2D in Atmosphere The craft is incredibly effective and a spiritual
Space: 12 successor of the TIE /Rc.
Atmosphere: 1,200 Km/H
Hull: 2D+2; HP: 10 / AP: 8 The craft was so well received that it became a
Shields: 2D; Shield Points: 16 common sight in many other Imperial
Sensors: Warlord’s arsenals as well. Once again, it
Passive 45/1D would appear that the Pentastar Alignment
Scan 75/2D leveraged their production capabilities to
Search 105/4D produce a superior reconnaissance craft. The
Focus 10/5D snubfighter was sold extensively to other
Maximum 210/0D warlords, allies and anyone who would
Weapons: purchase it. Thousands of these snubfighters
2 Light Pulse Lasers (Fire-Linked) were produced and they would continue to be
Fire Arc: Fore produced long after the Pentastar Alignment
Skill: Starship Gunnery crumbled, by a myriad of governments.
Fire Control: 3D* Features:
Space Range: 1-3/12/25 • The Targeting Scrambler is stolen
Atmosphere Range: 100-300m/1.2/2.5 Km technology from Hyrotii Vehicle Works.
Damage: 5D*; Nominal Damage: 5 (25) • Ejection Seat
*Light Burst already factored in • Mounting points for Hyperdrive sled and
double consumables.

125
TIE Scout *Light Burst already factored in
Craft: Sienar Fleet Systems: TIE Scout
Affiliation: Empire / Various The TIE Scout effectively inherits design
Era: Rise of the Empire + elements from the Republic TIE and the TIE
Scale: Snubfighter Advanced x1. Designed as a lower
Length: 8 meters maintenance version of the Lone Scout with
Skill: Starship piloting similar mission profiles, as well as, enhanced
Crew: 1 (2 can be carried at no penalty) endurance and bolstered combat capabilities.
Crew Skill: Typically 6D + Its one of very few TIE fighters to feature full
Cargo Capacity: (100); 60 Kg available atmosphere and all safety features with it’s
Consumables: 12 days (120 credit refuel) sealed cockpit acting as an escape vessel with
Cost: 157,000 (New); 118,000 (Used) a Space of 3 & and Atmosphere speed of 300
Hyperdrive Multiplier: x1 Km/h, Hull: 2D. The Cockpit itself has 4 days
Nav Computer: Yes of consumables. The craft’s performance does
Maneuverability: 3D not degrade in atmosphere / Gravity Wells.
Space: 11 The center of the ship is robust and is designed
Atmosphere: 900 Km/H to act as small living quarters.
Hull: 4D; HP: 16 / AP: 8 The craft was designed to be used by elite
Shields: 2D; Shield Points: 16 operatives on solo missions. Typically, these
Sensors: are just superior combat pilots trained as Scout
Passive 32/1D Troopers as well.
Scan 60/2D Features:
Search 90/4D • Auto Chef
Focus 8/5D • Bunk
Maximum 180/0D • Small Refresher
Weapons: • Enhanced Consumables
2 Pulse Laser Cannons (Battery-Linked) • Holo Communicator
Fire Arc: Fore • Holovid Viewer
Skill: Starship Gunnery • Survival Backpack
Fire Control: 3D* • Set of Scout Armor & Gear
Space Range: 1-3/12/25 • Excellent Atmospheric Performance
Atmosphere Range: 100-300m/1.2/2.5 Km • Landing Gear
Damage: 6D*; Nominal Damage: 6 (36)

126
TIE Systems Scout systems later developed and miniaturized for
Craft: Sienar Fleet Systems: TIE/SSc the much smaller TIE series. The craft was
Affiliation: Empire / Various designed along more traditional routes and
Era: Clone Wars (Late, Discontinued) + almost immediately fell out of popularity with
Scale: Snubfighter Imperial commands due to it’s size more than
Length: 13.8 meters anything else.
Skill: Starship piloting The TIE Systems Scout remained the official
Crew: 1 + up to 4 passengers / engineers Sienar test platform for all field tests of any
Crew Skill: Typically 5D technologies they would eventually migrate
Cargo Capacity: (172.5); 152.5 Kg available into other craft. This was because of space,
Consumables: 7 days (350 credit refuel) Sienar had much more flexibility for testing
Cost: 66,400 (Stock & Used) new technologies in a craft that had the room
Maneuverability: 2D; 1D in Atmosphere to make modifications. These craft, typically,
Space: 8 carried numerous systems simultaneously and
Atmosphere: 750 Km/H were somewhat modular in design so that new
Hull: 5D + 1D Armor; HP: 20 / AP: 16 systems could be dropped in with little effort,
Shields: Varies while others were removed or remained as
Sensors: Varies upon mounted package necessary. The design would actually become
Weapons: the platform from which Grand Admiral
4 Light Laser Cannons (Fire-Linked) Thrawn would build the Scimitar Assault
Fire Arc: Fore Bomber.
Skill: Starship Gunnery Features:
Fire Control: 2D • Semi Modular: -1DR to Modify
Space Range: 1-3/12/25 • Provisioned for Shields up to 3D
Atmosphere Range: 100-300m/1.2/2.5 Km • Armor is modular and swaps in and out
Damage: 4D; Nominal Damage: 6 (24) easily, provisioned for up to 3D of Armor
(Standard Base weapons package, can be plating at no performance penalty to the
adjusted to mount any number of weapons up craft.
to four cannons of varying firepower). • Provisioned for a Hyperdrive and a Nav
The TIE Systems Scout is an early model TIE computer.
Scout Craft that was a test bed for many • Provisioned for a Tail Gun

127
Torrent Concussion Missile Launcher
Craft: Slayn & Korpil: V-19 “Torrent” Fire Arcs: Fore (Any)
Affiliation: Old Republic; various systems Skill: Starship Gunnery
Era: Old Republic; (out of production) Fire Control: 1D
Scale: Snubfighter Space Range: 30 Space Units
Length: 6 meters Atmosphere Range: 30 km
Skill: Starship piloting Damage: 8D; Nominal Damage: 6 (48)
Crew: 1 Ammo: 6 Missiles
Crew Skill: Varies The V-19 is unique in that it has two pairs of
Cargo Capacity: (75); 10 Kg available folding airfoils (S-foils) that gave the ship
Consumables: 3 days (30 credit refuel) added maneuverability and provided pilots
Cost: 68,775 (Used); 56,290 (No Hyperdrive) with easy access to the cockpit's sliding
Hyperdrive Multiplier: x1 (Escort Model) canopy. The lower, hinged S-foils coupled
Nav Computer: Yes (Full) with enhanced repulsorlift engines makes the
Maneuverability: 3D+1 V-19 an exceptional vertical take-off and
Space: 9 landing (VTOL) fighter.
Atmosphere: 1,150 Km/H
Hull: 3D+1; HP: 13 / AP: 8 This is a real gem of the Clone Wars, pretty
Shields: 1D+1; Shield Points: 11 hard to find a snubfighter this size with this
Sensors: level of capability. The models factored with a
Passive 20/1D Class 1 Hyperdrive are only seen on the Escort
Scan 35/2D Models, which were a bit more rare. The
Search 55/3D models without a Class 1 Hyperdrive will
Focus 4/3D+2 accept any snubfighter grade Hyperdrive at no
Maximum 110/-1D additional loss of space because it’s engineered
Weapons: with the Hyperdrive in mind. It’s open market
2 Blaster Cannons (Fire-Linked) value truly fails to capture the snubfighter’s
Fire Arc: Fore actual value as a combat capable craft.
Skill: Starship Gunnery Features:
Fire Control: 1D+1 • Difficult to find parts: +1DR to Maintain
Space Range: 1-5/10/18 • Base Model Provisioned for Hyperdrive
Atmosphere Range: 100-500m/1/1.8 Km • Hard to Modify: +1DR to mod
Damage: 5D; Nominal Damage: 4 (20)

128
Toscan 8-Q Concussion Missile Rack
Craft: Shobquix Yards: Toscan-class Fire Arcs: Fore (Any)
Affiliation: Various, Pirates, Rebel Alliance Skill: Starship Gunnery
Era: Old Republic (Discontinued) Fire Control: 1D
Scale: Snubfighter Space Range: 30 Space Units
Length: 10.2 meters Atmosphere Range: 30 Km
Skill: Starship piloting Damage: 6D; Nominal Damage: 6 (36)
Crew: 1 + 1 Passenger (at no cost) Ammo: 2 Missiles
Crew Skill: Varies The Shobiquix Yards Toscsan 8-Q is ancient,
Cargo Capacity: (127.5); 80 Kg available yet it still manages to possess a number of
Consumables: 5 days (50 credit refuel) decent capabilities. It has a decent armament
Cost: 27,000 (Used) & good sensors. Plus, the signature
Hyperdrive Multiplier: x4 repulsorlift technology that Shobiquix is
Nav Computer: Limited to 2 Jumps known for. The snubfighter excelled in
Maneuverability: 1D; 2D in Gravity Well combat during its era and millions were
Space: 5; 8.5 in Gravity Well to 120 Units constructed and sold. It is the ancient
Atmosphere: 850 Km/H predecessor of both the Fireball and the Y-
Hull: 3D; HP: 12 / AP: 8 Wing. Koensayer would steal design elements
Sensors: learned on the craft, through corporate
Passive 15/0D espionage, incorporating them into the Y-
Scan 25/+1 Wing. Koensayer believed the company to be
Search 50/1D+2 dead. There is a lawsuit in the works by
Focus 2/2D Shobquix (the copyright trolls of Star Wars).
Maximum 100/-2D+1 Features:
Weapons: • Increased hull to 3D
2 Pulse Wave Cannons (Fire-Linked) • Gravity Well Performance doesn’t factor
Fire Arc: Fore into the cost of the ship.
Skill: Starship Gunnery • Roomy Cockpit: +1 Passenger or Bunk
Fire Control: 1D • Can add 1D of Armor at no penalty; Cost:
Space Range: 1-2/6/12 2,400 Credits instead of 3,000 aftermarket.
Atmosphere Range: 100-200/600m/1.2 Km • Shield Refit Kit (1D): 2,400 Cr & 15 Kg
Damage: 5D; Nominal Damage: 4 (20) • Hyperdrive Refit Kit (x2): 3,200 Cr

129
T-Wing II Fire Arcs: Fore (Any)
Craft: Hyrotii Vehicle Works: T-Wing Mk II Skill: Starship Gunnery
Affiliation: New Republic / Rebel Alliance Fire Control: 3D
Era: Late Rebellion + Space Range: 40 Space Units
Scale: Snubfighter Atmosphere Range: 40 km
Length: 10 meters Damage: 9D; Nominal Damage: 6 (54)
Skill: Starship piloting Ammo: 3/launcher; Advanced Light Missiles
Crew: 1 Enemy Targeting Scrambler
Crew Skill: Typically 5D Fire Arc: All
Cargo Capacity: (125); 10 Kg available Activation: 1FA (once, to turn on)
Consumables: 5 days (50 credit refuel) Space Range: Self
Cost: 155,200 (New); 116,600 (Used) Atmosphere Range: Self
Hyperdrive Multiplier: x1 Damage: -2D to Opposed Fire Control vs the
Nav Computer: Limited (2) + Droid -1DR T-Wing II.
Maneuverability: 3D+2 The Hoersch & Kessel T-Wing design wasn’t
Space: 11 turning the expected profit and their Binary
Atmosphere: 1,300 Km/H Wing failed to correct their issues with sales of
Hull: 4D+2; HP: 18 / AP: 8 the T-Wing (it continued the trend of failures
Shields: 2D+2; Shield Points: 22 with the T-Wing), so they sold the design to
Sensors: Hyrotii Vehicle Works for a fraction of it’s
Passive 35/1D value. Hyrotii corrected it. Prototypes were
Scan 40/1D fielded near the end of the Galactic Civil War,
Search 50/2D with more than a few participating in the
Focus 5/3D Battle of Endor. The fighter performed
Maximum 100/-2D admirably. Leveraging their sales ties with the
Weapons: Rebel Alliance from the Zebra II, Hyrotii
3 Turbolaser Cannons (Battery-Linked) began to sell the T-Wing II to the fledgling
Fire Arc: Fore New Republic, exclusively. Sporting two
Skill: Starship Gunnery massive engines instead of three and an
Fire Control: 3D inverted S-Foil wing design among other
Space Range: 2-5/15/30 triumphs like the boosted Nav system & an
Atmosphere Range: 200-500m/1.5/3 Km efficient use of the targeting scrambler for the
Damage: 7D; Nominal Damage: 6 (42) craft.
2 Concussion Missile Launchers

130
Ugly Creation Rules:
Craft: Various: Cobbled together Snubfighter • Difficulty to assemble is Moderate (15) + 5
Affiliation: Various per additional craft type after the second.
Era: All • For every craft blended after the second
Scale: Snubfighter add +1 DR to the difficulty to maintain.
Length: Varies Wildly • Hull values are determined by adding all
Skill: Starship piloting the craft so combined and then dividing
Crew: Varies that in ½ (carry odd pips remaining over).
Crew Skill: Varies Wildly Example: 4D Hull X-Wing & 3D Hull
Cargo Capacity: Varies TIE Interceptor = 4D x 3 = 12 Pips + 3D x
Consumables: Varies 3 = 9 Pips = 21 Pips /2 = 10.5 = 3D+1 Hull
Cost: Varies • Maneuverability acts in the same fashion
Hyperdrive Multiplier: Varies as the hull values do above.
Nav Computer: Varies • If both craft don’t possess a hyperdrive and
Maneuverability: Varies your craft will, then double the value of the
Space: Varies hyperdrive for the worse: X-Wing
Atmosphere: Varies Hyperdrive = x1, TIE Fghter = No
Hull: Varies Hyperdrive = x2 for the craft.
Shields: Varies • Installing Multiple Hyperdrives... A Y-
Sensors: Wing, X-Wing (both x1 units) will actually
Varies yield a x½ Hyperdrive. Increase all
Weapons: difficulties for jumping into hyperspace
Varies Wildly with two hyperdrives by +1DR. Note:
These units burn twice the fuel in
An Ugly is any ship that has been cobbled hyperspace. For any other hyperdrive
together from various other craft. Typically combo, it’s GM discretion.
these craft are maintenance nightmares. • Speed: You’re typically taking the speed of
However, some combinations of parts can all craft and dividing by that number,
yield amazing results. Most of these creations rounding up. Some craft can be massively
are utilized by down on their luck pilots and faster. Example, Tacking a pair of Y-Wing
pirate groups that don’t have the resources for Nacelles on a TIE Ball. Those engines
formalized equipment. The possibilities are were designed to push a 16 meter long
nearly limitless on the types and shapes of Snubfighter not a 6.3 meter one. In cases
vessels that might be encountered. There are a like this the core craft retains it’s full speed
couple, universal, rules to consider when and adds half the speed of the other craft
cobbling together an Ugly. (Space of 14) GM Discretion.
• Any penalties a craft has are applied to the
final craft (Like a TIE fighter having
terrible atmospheric performance.
• The value of the craft is low... Calculate it
as normal. Apply the mass production
reduction (20%) then used value (25%)
then cut the Used final value in half.
• Cut the best Sensor Suite in half
• Weapons must equal the other guns in
order to fire link. Example: Pairing 2 X-
Wing Guns with 2 TIE Guns: 3D X-W per
gun; Doubled = 4D. Base TIE guns = 4D
Doubled = 5D. Then you pair the Doubled
X-Wing guns with the TIE Guns for 6D
Damage. All all fire control together and
divide by the number of packages used.

131
Ugly: X-Y-I-TIE Cannons Fire Linked...
Craft: Jawa Salvage Yards: X-Y-I-TIE Fire Arc: Fore
Affiliation: Jawa Migratory Fleet Skill: Starship Gunnery
Era: Rise of the Empire + Fire Control: 2D+2
Scale: Snubfighter Space Range: 1-3/12/25
Length: 8 meters Atmosphere Range: 100-300m/1.2/2.5 Km
Skill: Starship piloting Damage: 7D; Nominal Damage: 6 (42)
Crew: 3 (Jawas); 1 (Anyone else) Features:
Crew Skill: Typically 4D • +2 DR to Maintain, Repair and Modify
Cargo Capacity: (100); 0 Kg available • Interceptor Guns Paired (Doubled) 4D
Consumables: 4 days (40 credit refuel); 1.34 • X-Wing Guns Paired (Doubled) 4D
Days for Jawa crew • TIE Guns Split (into two 4D Guns)
Cost: 42,900 (Used Only) • Weapons Fire Linked Together:
Hyperdrive Multiplier: x½ (Doubled x1) Technically now all 4D Guns for 7D
Hyperdrive Backup: x1 (if one is destroyed) Damage.
Nav Computer: Limited to 5 Jumps, +1DR • Strip Nominal Damage bonus off the
Maneuverability: 2D+2; +2 in Atmosphere doubled guns and treat them as singular
Space: 10 gun barrels because you are combining
Atmosphere: 1,163 Km/H them with individual TIE Guns. Then Fire
Hull: 3D+1; HP: 13 / AP: 8 Link all 4 guns as normal.
Shields: 1D+1; Shield Points: 11 • Hyperdrive Burns twice the fuel in
Sensors: hyperspace.
Passive 12/0D • Add the cost of the two x1 Hyperdrives
Scan 25/+2 individually (20 points each).
Search 37/1D • Plotting a jump carries the has +5 difficulty
Focus 2/1D+2 of a Limited Nav computer then escalate
Maximum 74/-3D the final difficulty by +1DR. Notes: If the
Weapons: backup is used there is no +1DR. The only
2 Double Laser Cannons & 2 TIE Laser way it can be used (plotting without the
penalty) is if the other is destroyed...

132
V-38 Assault Snubfighter The V38 was designed by Sienar Fleet
Craft: Sienar Fleet Systems: V-38 Systems for effective use against new more
Affiliation: Empire advanced Rebel snubfighters, such as the B-
Era: Rise of the Empire (Discontinued?) Wing and A-Wing. Unlike most TIE series
Scale: Snubfighter fighters, the V38 is equipped with a hyperdrive
Length: 14 meters system and deflector shields, giving it
Skill: Starship piloting protection comparable to that of an Incom T-
Crew: 1 + 1 can coordinate 65 X-wing. These systems, while upping the
Crew Skill: Typically 4-5D cost, allows the fighters to travel to and engage
Cargo Capacity: (175); 115 Kg available targets in groups without having to be
Consumables: 7 days (70 credit refuel) transported by a capital ship. The design and
Cost: 100,800 (New); 75,600 (Used) placement of the wings also gives it
Hyperdrive Multiplier: x3 considerable atmospheric maneuverability.
Nav Computer: Limited to 2 Jumps The V38 was designed shortly after the Battle
Maneuverability: 2D+2 of Hoth for combating Rebel fighters and for
Space: 10 raids on deep space convoys. It's unpopularity
Atmosphere: 1,200 Km/H in the Imperial pilot ranks was bolstered by the
Hull: 2D+2 + 2 Armor; HP: 10 / AP: 14 development of the TIE Avengers and TIE
Shields: 1D; SP: 8 Defenders.
Sensors: The basic design of the V38 was later modified
Passive 20/0D to create the TIE Phantom, which possessed
Scan 40/1D superior speed, armament, and a cloaking
Search 60/2D device. After the failure of the TIE Phantom,
Focus 3/3D production of V38s ceased altogether. After
Maximum 120/-2D the Battle of Endor and the fragmentation of
Weapons: the Empire, some factions of the Imperial
3 Laser Cannons (Fire-Linked) Remnant brought the V38 back into
Fire Arc: Fore production.
Skill: Starship Gunnery Features:
Fire Control: 2D+2 • Efficient: no impact on consumables
Space Range: 1-3/12/25 • Atmosphere in the cabin, Refresher Booth
Atmosphere Range: 100-300m/1.2/2.5 Km • The V-38 actually has landing gear
Damage: 6D; Nominal Damage: 5 (30) • Ejection Mechanism

133
Vanguard Snubfighter 2 Under-slung Targeting Pattern Enhancers
Craft: Rendili Stardrive: V-1 Vanguard Effect: Each adds 1 to Nominal damage
Affiliation: Various, including the Empire Concussion Missile Launcher
Era: Rise of the Empire + Fire Arcs: Fore (Any)
Scale: Snubfighter Skill: Starship Gunnery
Length: 6.5 meters Fire Control: 2D
Skill: Starship piloting Space Range: 30 Space Units
Crew: 1 Atmosphere Range: 30 Km
Crew Skill: Varies Damage: 9D; Nominal Damage: 6 (54)
Cargo Capacity: (82): 2 Kg Available Ammo: 6 Missiles
Consumables: 5 days (50 credit refuel) The Vanguard snubfighter is an impressive
Cost: 130,400 (New & Used) little craft, some believe that Rendili Stardrive
Hyperdrive Multiplier: x1 set out to shame Sienar Fleet Systems by their
Nav Computer: None, Uses Droid accomplishment as the craft as sold
Maneuverability: 3D+2 surprisingly well to Imperial units. The
Space: 9 Vanguard manages impressive combat
Atmosphere: 1,150 Km/H performance due in part to their innovative
Hull: 3D+2; HP: 14 / AP: 8 Targeting Pattern Enhancers which allow for
Shields: 1D+2; Shield Points: 14 maximum convergence of fire onto a target
Sensors: craft. If the Liberty Transport was their entry
Passive 35/0D point into the market to gain attention, they
Scan 45/1D succeeded as the Vanguard is a commercial
Search 55/2D success on every level.
Focus 5/2D+2 Features:
Maximum 110/-2D • All Systems are efficient, -2DR to all
Weapons: repairs.
2 Turbolaser Cannons (Fire-Linked) • Droid can perform in-flight repairs easily.
Fire Arc: Fore • Enhanced Consumables
Skill: Starship Gunnery • Rendili offers engine refits periodically for
Fire Control: 2D+1 free (+1 to Space, +100 Atmosphere & +1
Space Range: 2-5/15/30 Maneuverability; not a mod); 800 Cr / Ea
Atmosphere Range: 200-500m/1.5/3 Km • Rendili Loyalty Program: 5% discount
Damage: 6D; Nominal Damage: 6* (36)

134
V-Wing Air Speeder Atmosphere Range: 100-500m/1/1.8 Km
Craft: ZZip Defense Concepts: V-Wing Damage: 6D; Nominal Damage: 4 (24)
Combat Air-speeder *Damage: 7D; Nominal Damage: 5 (35)
Affiliation: New Republic *Capable of three Light Bursts before overheat
Era: New Republic +
Scale: Speeder I had too many Slayn & Korpil craft in the
Length: 6.3 meters; 12 meter wing-span book already, makes more sense that an actual
Skill: Starship piloting combat air speeder manufacturer would build
Crew: 1 the craft seeing as their top unit moves at
Crew Skill: Typically 5D 2,600 Km/h.
Cargo Capacity: (31.5 Kg body, 60Kg for
wing mounts): 26.5 Kg Available ZZip defense Concepts, famous for their
Cover: Full development of the K-222, designed the V-
Consumables: 32 Hours (12 credit refuel) wing air speeder. The air-speeder's standard
Cost: 34,100 (New); 25,600 (Used) repulsorlift system was paired with efficient
Maneuverability: 4D ion afterburners (similar to the K-222) to
Space: 14 in Gravity Well to 120 Units provide the V-wing with fantastic speed.
Atmosphere: 1,400 Km/H The single-pilot craft's top combat speed is
Hull: 3D+2; HP: 8 / AP: 2 1,400 kilometers per hour. Compared to the
Shields: 2D+2; Shield Points: 10 K-222 the craft is amazingly easy to maneuver.
Sensors: While it doesn’t match anywhere near the K-
Passive 6/0D 222’s top speed it possesses, it twice that
Scan 12/1D craft’s maneuverability in a Gravity Well.
Search 18/1D+1 Furthermore, the V-Wing is capable of flying
Focus 4/1D+2 to the edge of a Gravity Well at full speed
Maximum 36/-2D+2 (Space). The V-Wing has two fire-linked
Weapons: blaster cannons on either side of the vehicle
2 Blaster Cannons (Fire-Linked) with an effective range of one point eight
Fire Arc: Fore kilometers. The blaster cannons also have a
Scale: Snubfighter rapid-fire setting that works well against
Skill: Starship Gunnery shielded targets, but after approximately three
Fire Control: 2D+1; 3D+1* light bursts (a 4th), the cannons will overheat
Space Range: 1-5/10/18 (rendering the weapons useless until repaired).

135
Wraith Interceptor *Factors in light burst
Craft: Indy-Sys Wraith-Class Interceptor 2 Missile Racks
Affiliation: Wild Space, Unknown Affiliation Fire Arc: Fore
Era: Rebellion + Skill: Starship Gunnery
Scale: Snubfighter Fire Control: 3D
Length: 14.26 meters Space Range: 30 Space Units
Skill: Starship piloting Atmosphere Range: 30 km
Crew: 1 + 1 can coordinate Damage: 10D; Nominal Damage: 6 (60)
Crew Skill: Varies Ammo: 2 Missiles/rack
Cargo Capacity: (178.25); 13.25 Kg avail Ventral Multipurpose Bay
Consumables: 8 days (160 credit refuel) Fire Arcs: Fore, Below, Aft
Cost: 181,800 (New); 739,200 (Market Value) Skill: Starship Gunnery
Hyperdrive Multiplier: x20 (see notes) Fire Control: Slaved to Missile Racks
Nav Computer: Yes, Full Space Range: Varies
Maneuverability: 3D; 4D in Atmosphere Atmosphere Range: Varies
Space: 7; 18.5 in Gravity Well to 120 Units Damage: Varies
Atmosphere: 1,850 Km/H Ammo: 80 Kg of Ordinance / Systems
Hull: 4D + 4D Armor; HP: 16 / AP: 40 Facing one of these snubfighters in space is
Shields: None one thing, in a gravity well is another entirely.
Sensors: The craft possesses gravity well performance
Passive 40/2D (out to 120 units) akin to a Space speed of
Scan 60/3D almost 19 (18.5) a combat round (base) with a
Search 80/4D top speed of 74 (7,400 Km/h). Anyone
Maximum 160/0D without Jedi reflexes would be dead in a matter
Weapons: of seconds as the craft can track accurately, fire
2 Rail Guns (Fire-Linked; Burst Fire) and pass well out of gun range in under 5
Fire Arc: Fore seconds. It’s Hyperdrive might be called
Skill: Starship Gunnery archaic, even by Xim’s standards. However, it
Fire Control: 4D+2* allows for combat micro-jumps with pin point
Space Range: 2-4/16/32 accuracy (even in a gravity well). Allowing
Atmosphere Range: 200-400m/1.6/3.2 Km the craft to jump to behind your ship, to the
Damage: 6D*; Nominal Damage: 6 (36) moon or through the shields on a Capital Ship.
Densified Ammo: 5,000; 500 Bursts

136
X-Series Interceptor Missile Rack
Craft: Shobquix Yards: X-series Interceptor Fire Arcs: Fore (Any)
Affiliation: Various Fire Control: 3D+2 (uses base Fire control)
Era: Rise of the Empire + Space Range: 80 Space Units
Scale: Snubfighter Atmosphere Range: 80 Km
Length: 9 meters Damage: 9D; Nominal Damage: 6 (54)
Skill: Starship piloting Ammo: 2 Advanced Light Seeker Missiles
Crew: 1 Hot on the heels of their Lawsuit against
Crew Skill: Varies Incom and settlements with SubPro, Shobquix
Cargo Capacity: (112.5): 75 Kg Available Yards introduces a well armored, ultra fast,
Consumables: 4.5 days (45 credit refuel) interceptor. Designed with one, sole, purpose:
Cost: 88,200 (New); 110,800 (Used) eviscerating enemy strike craft and fleeing
Maneuverability: 2D+2; 5D in Gravity Well hostiles. It also makes for an amazingly
Space: 8; 15 in Gravity Well to 120 Units effective system defense fighter. Armed with
Atmosphere: 1,500 Km/H two heavy burst fire Auto Blasters that are
Hull: 4D + 2D Armor; HP: 16 / AP: 24 capable of firing two full bursts in a combat
Sensors: round. The sheer volume of fire that comes
Passive 10/0D out of the craft is astonishing. The X-series
Scan 10/0D sold out, galaxy wide, in less than three
Search 80/4D minutes when it was introduced at an air /
Maximum 160/0D space superiority arms show. While the craft
Target Lock: 1 FA: +1 to Nominal Damage to has degraded space performance Shobquix is
one target per round. improving and it shows. Shobquix sells them
Weapons: as fast as they can make them and the resale
2 Heavy Auto Blasters (Fire-Linked) market for the X-Series is very profitable.
Fire Arc: Fore Features:
Skill: Starship Gunnery • Performance benefits associated with
Fire Control: 6D+2* (3D at x2 range) Gravity Wells add nothing to the cost.
Space Range: 1-5/10/18 (x2) • -1DR to Maintenance & +1DR to Modify.
Atmosphere Range: 100-500m/1/1.8 Km (x2) • Cannons can fire to double range at 0D,
Damage: 7D*; Nominal Damage: 7* (49) but the benefit from the Heavy Burst +3D
RoF: 2 still applies to hitting at double range.
*Full Burst already factored in

137
X-Wing T-65A Proton Torpedo Launcher
Craft: Incom: T-65A X-Wing Fire Arc: Fore
Affiliation: Rebel to Restore the Republic Skill: Starship Gunnery
Era: Rise of the Empire (Early, discontinued) Fire Control: 1D
Scale: Snubfighter Space Range: 20 Space Units
Length: 12.5 meters Atmosphere Range: 20 Km
Skill: Starship piloting Damage: 9D; Nominal Damage: 6 (54)
Crew: 1 Ammo: 3 Torpedoes
Crew Skill: Typically 6D The T-65A predecessor to the “modern” X-
Cargo Capacity: (156.25): 103.75 Kg Avail Wing. Utilized heavily by the Alliance to
Consumables: 7 days (70 credit refuel) Restore the Republic when fighting the Empire
Cost: 78,300 (Used) in the early years of it’s inception. The craft
Hyperdrive Multiplier: x2 only has a single Torpedo launcher, it’s guns
Nav Computer: None; Uses Droid are a bit weaker. However, it’s space frame
Maneuverability: 2D+2 and cannon design were much more durable
Space: 8 than those of the T-65B, which, required a lot
Atmosphere: 1,050 Km/H of maintenance and frequent replacements of
Hull: 6D*; HP: 24 / AP: 8 the four focusing emitters. The T-65A would
Shields: 1D; Shield Points: 8 also prove much easier to maintain/repair and
Sensors: to modify than later, more enhanced versions
Passive 25/0D of the craft.
Scan 50/1D Features:
Search 75/1D • Easy to maintain & repair (not mod): -1DR
Focus 3/2D • Cockpit is roomy and comfortable,
Maximum 150/-3D consider it to have Luxury Seating
Weapons: • *Rugged Space Frame: Treat the hull as
4 Laser Canons (Fire-Linked) if it were 50% stronger (repair,
Fire Arc: Fore maintenance and modification costs are
Skill: Starship Gunnery only derived from the base 4D Hull).
Fire Control: 2D • Parts are interchangeable with later model
Space Range: 1-3/12/25 X-Wings regardless of manufacturer.
Atmosphere Range: 100-300m/1.2/2.5 Km
Damage: 5D; Nominal Damage: 6 (30)

138
X-Wing T-65F Damage: 7D; Nominal Damage: 6 (42)
Craft: Frei’Tek: T-65F X-Wing “Clone” 2 Proton Torpedo Launchers
Affiliation: Rebel Alliance Fire Arc: Fore
Era: Rise of the Empire + (Mid era) Skill: Starship Gunnery
Scale: Snubfighter Fire Control: 2D
Length: 12.5 meters Space Range: 20 Space Units
Skill: Starship piloting Atmosphere Range: 20 Km
Crew: 1 Damage: 9D; Nominal Damage: 6 (54)
Crew Skill: Typically 6D Ammo: 6 Torpedoes/ea
Cargo Capacity: (156.25): 36.25 Kg Avail One of the many hardships that the Rebel
Consumables: 7 days (70 credit refuel) Alliance faced was scarcity of parts for their
Cost: 167,200 (New); 125,400 (Used) craft. Ships like their A-Wing design didn’t
Hyperdrive Multiplier: x1 really have a problem, as the craft was re-
Nav Computer: None; Uses Droid designed and built with whatever spare parts
Maneuverability: 3D+1 the Alliance had readily available. While the
Space: 9 A-Wing was never really produced in massive
Atmosphere: 1,100 Km/H numbers, the craft could be cobbled together
Hull: 4D + 1D Armor; HP: 16 / AP: 16 with parts from other snubfighters and even
Shields: 1D+2; Shield Points: 14 space transports. Likewise, the Alliance didn’t
Sensors: have any issues with the Y-Wing Series as the
Passive 25/0D craft had been in production and mass
Scan 50/1D produced in numbers since the Clone Wars.
Search 75/2D
Focus 3/4D When it came to the X-Wing, specifically, the
Maximum 150/-2D Alliance literally ran out of parts to service the
Weapons: craft by the middle of their rebellion. The
4 Laser Canons (Fire-Linked) Empire had, rather violently, nationalized
Fire Arc: Fore Incom Corporation. Mid way through their
Skill: Starship Gunnery fight the Rebel Alliance would start
Fire Control: 3D cannibalizing many of their Incom designed
Space Range: 1-3/12/25 snubfighters just to keep the X-Wings flying.
Atmosphere Range: 100-300m/1.2/2.5 Km The Rebellion had been fielding Z-95 variants

139
for so long that those durable craft began to be
the most fielded snubfighters in their arsenal. Historically, speaking the designers of the X-
Again with the Z-95 models, the craft had Wing, T-65A were supposedly liberated from
been produced in quantity for decades prior to the Empire on Freesia by the Rebel Alliance.
the Clone Wars and the craft was widely This conflicts with other references. The craft
available in many varieties. X-Wing is always described as being an Incom fighter
squadrons, literally, had to be mothballed due and Incom had been nationalized by the
to worn parts and lack of availability for them. Empire... Here’s the official statement from
Operating a military requires standardized Wookiepedia:
parts and maintaining the X-Wing became When the staunchly independent company was
tedious. The Alliance would eventually nationalized by the Galactic Empire around
acquire a number of Z-95 S-S-R-1 units (p.71), late 1 BBY, much of its design and engineering
though these were hard to come by and costly staff defected. They made four prototypes of a
for them since all purchases had to be new breed of snubfighter (T-65B?) available to
performed through back channel dealings. the Rebel Alliance, and took a course of action
About the time that the Alliance was in utter to bring the blueprints and production know-
crisis mode over what to do about the how to Alliance facilities. In reaction,
“Symbol” of their Rebellion, Frei’Tek stepped Imperial officials rounded up the Incom
into the equation and informed the Rebel engineers and scientists, and expeditiously
Alliance that they had acquired a number of sentenced them to labor in the spice mines of
the patents from Incom after to the Kessel. However, they were spared their fate
Nationalization of the company and the X- when a Rebel task force led by Captain
Wing was one of those designs they had Raymus Antilles intercepted their transports
acquired for a derivative manufacturing run. and brought them into the Alliance's fold. Two
months after the Battle of Yavin, Incom was
Frei’Tek constructed the parts necessary to get
able to donate prototype X-wings to the
the Rebel Alliance’s existing X-Wings out of
mothballs and even offer the Alliance a fledgling Rebel Alliance which were stored in
isolation.
derivative X-Wing of their own, the T-65F
which was essentially a clone of the X-Wing The Incom corporation continued, in name,
with a couple improvements thrown into the under Imperial contract, but never flourished
mix. The T-65F has incremental as it once had. With its innovative soul gone,
advancements in Maneuverability, Speed, it only produced "average" fighters such as the
Shielding and is solidly clad in replaceable I-7 Howlrunner. Several employees, not
Armor tiles (a design lesson from the R-41). among the group that went off to Alliance
The main weapons on the ship have been service, and who had managed to slip away
enhanced over the original design, utilizing during the tumultuous days of Imperial
heavier base cannons in the Quad, fire-linked takeover, banded together and established
array. Furthermore, the T-65F carries double Frei’Tek, Inc.
the Proton Torpedoes that the standard X-Wing Incom was essentially dead after the Empire
models were known to carry, easily rivaling nationalized the company. Theoretically, it
and exceeding the capacity of Y-Wings which was Alliance Engineering that produced the
carried only four per launcher. This had the all the X-Wings, not the Incom Corporation.
effect of catapulting the Frei’Tek X-Wing into The scarcity of the parts can easily be justified
the role of space superiority snubfighter and to see this version of the craft produced until,
bomber. However, until Frei’Tek could get the well into New Republic times, when Incom
new snubfighters to the Rebellion, in quantity, became a neutral corporate entity.
they brought with them a full wing of R-41
Starchasers and handed all 144 snubfighters
directly over to the Rebel Alliance as a sign of
good faith.

140
X-Wing T-IR-65-XZ Damage: 8D*Static;
Craft: Incom/Rendili: T-IR-65-XZ X-Wing Nominal Damage: 14(144)
Affiliation: New Republic *Light Burst already factored In
Era: New Jedi Order 2 Concussion Missile Launchers
Scale: Snubfighter; re-scaled corvette chassis Fire Arcs: Fore (Any)
Length: 12.5 meters Skill: Starship Gunnery
Skill: Starship piloting Fire Control: 5D
Crew: 1 Space Range: 80 Space Units
Crew Skill: Typically 6D Atmosphere Range: 80 Km
Cargo Capacity: (Classified): 12.5 Kg Avail Damage: 13D; Nominal Damage: 6 (78)
Consumables: 35 days (1,400 credit refit) Ammo: 5 Advanced Seeker Missiles / Each
Cost: 2.42 Million Credits (New & Used) This late model starship design is a joint effort
Hyperdrive Multiplier: x½ of both Rendili Star Drive & Incom
Nav Computer: None; Uses Droid Corporation. The craft is designed to combat
Maneuverability: 5D Yuuzhan Vong (or any other threat, for that
Space: 16 matter) and obliterate them. It was actually
Hull: 1D+2: HP: 84 / AP: 75 introduced almost too late in the Yuuzhan
Shields: 2D+2; Shield Points: 200 Vong Conflict to have almost any impact. The
Sensors: few engagements it was fielded in saw it carry
Passive 40/2D the entire battles, with decisive victories
Scan 60/3D ensuing.
Search 80/4D Features:
Focus 10/4D+1 • +2DR Maintain/Repair, +4DR to Modify
Maximum 160/0D • +1D to the total Auxiliary Power Reservoir
Weapons: • Specialized R8 Astromech Droids (an R7
4 Under-slung Targeting Pattern Enhancers with +1D to all skills and Capital Starship
Effect: Each adds 1 to Nominal damage Repair) perform in-flight repairs w/o
4 Enhanced Pulse Lasers (Fire-Linked) difficulty penalty.
Fire Arc: Fore • Expensive to Refit
Skill: Starship Gunnery • Repairs as a Corvette (7,500 Credits / pip)
Fire Control: 5D* • Not capable of Atmospheric Flight
Space Range: 2-6/24/36 • Capital Ship Repair AP required to repair
Atmosphere Range: 200-600m/2.4/3.6 Km

141
Y-Series Interceptor *Light Burst Factored in
Craft: Koensayr ITL-Y1: Interceptor 2 Light Ion Cannons (Battery-Linked)
Affiliation: Various Fire Arcs: Turret; Aft, Dorsal & Ventral
Era: Rise of the Empire (Early, discontinued) Skill: Starship Gunnery
Scale: Snubfighter Fire Control: 2D+2
Length: 8 meters Space Range: 3-9/18/36
Skill: Starship piloting Atmosphere Range: 300-900m/1.8/3.6 Km
Crew: 1 Damage: 4D; Nominal Damage: 5 (20)
Crew Skill: Varies Ventral Multi Ordinance Launcher
Cargo Capacity: (100); 0 Kg available Fire Arc: Fore/Port/Starboard/Aft & Ventral
Consumables: 4 days (160 credit refuel) Skill: Starship Gunnery
Cost: 222,000 (New) & 278,000 (Used) Fire Control: 3D+2
Hyperdrive Multiplier: x½ Space Range: 40 Space Units
Nav Computer: Yes Atmosphere Range: 40 Km
Maneuverability: 3D Damage: 8D; Nominal Damage: 6 (48)
Space: 16 Ammo: 8 Seeker Missiles
Atmosphere: 1,200 Km/H Koensayr released the Y-Series Interceptor
Hull: 4D; HP: 16 / AP: 8 after their wildly successful Y-Wing series.
Shields: 4D; Shield Points: 32 The craft incorporates the best design elements
Sensors: from the Y-Wing and elements of this short
Passive 40/1D lived design would find their way into other
Scan 50/2D craft they would engineer later. The
Search 65/3D snubfighter proved to be vastly too ambitious.
Focus 5/4D The sheer cost of miniaturizing the drives from
Maximum 130/-1D the Y-Wing into the pair featured here was
Weapons: expensive and daunting. The craft truly had no
2 Pulse Laser Cannons (Battery-Linked) equal upon it’s release. It poses a real threat
Fire Arcs: Turret; Fore/Port/Starboard/Ventral to the TIE Defender, released years later.
Skill: Starship Gunnery Features:
Fire Control: 3D+2* • +1DR to Maintain/Modify until 5 ABY
Space Range: 1-3/12/25 • +1D+1 to Auxiliary Power (3D)
Atmosphere Range: 100-300m/1.2/2.5 Km • Expensive to Refuel
Damage: 6D*; Nominal Damage: 6 (36) • AI assist provides +2 to all Pilot Skills

144
Y-Wing II 2 Auto Blasters (Fire-Linked, Burst Fire)
Craft: Koensayr BTL-Y6: Y-Wing Mk II Fire Arcs: Turret; Fore/Port/Starboard/Aft
Affiliation: New Republic Skill: Starship Gunnery
Era: New Republic + Fire Control: 4D+1* (medium burst factored)
Scale: Snubfighter Space Range: 1-3/12/25
Length: 16 meters Atmosphere Range: 100-300m/1.2/2.5 Km
Skill: Starship piloting Damage: 6D*; Nominal Damage: 5 (30)
Crew: 1 or 2 + Astromech (in internal hull) 2 Proton Torpedo Launchers
Crew Skill: Typically 5D Fire Arc: Fore
Cargo Capacity: (200); 0 Kg available Skill: Starship Gunnery
Consumables: 8 days (160 credit refuel) Fire Control: 3D
Cost: 244,000 (New & Used) Space Range: 30 Space Units
Hyperdrive Multiplier: x1 Atmosphere Range: 30 Km
Nav Computer: Yes & Astromech +1D Damage: 12D; Nominal Damage: 6 (72)
Maneuverability: 3D Ammo: 6/launcher; Advanced Torpedoes
Space: 10 After years of middling performance in sales,
Atmosphere: 1,100 Km/H Koensayr went back to the drawing board of
Hull: 4D Hardened; HP: 24 / AP: 40 what essentially made their company and
Shields: 3D+2; Shield Points: 30 redesigned the Y-Wing. Adding much a
Sensors: heavier armament and dropping the Ion
Passive 40/1D cannons in favor of sheer firepower afforded
Scan 50/2D by high burst fire engineered Auto Blasters the
Search 65/3D craft became lethal. Not only that, they
Focus 4/4D introduced the hardened superstructure. It
Maximum 130/-1D was an engineering breakthrough in
Weapons: production that didn’t increase the cost of the
2 Heavy Laser Cannons (Battery-Linked) production. However, it makes the resistance
Fire Arc: Fore of the base hull “Static” and includes the
Skill: Starship Gunnery “Armor” value in it’s armor calculation as if it
Fire Control: 2D+2 were 5D armor (4D of it based off the hull).
Space Range: 1-3/12/25 The craft is highly sought after and sells well,
Atmosphere Range: 100-300m/1.2/2.5 Km never dropping below “new” price even used.
Damage: 7D; Nominal Damage: 5 (35)

145
Z-95 Mark II Space Range: 1-5/10/18
Craft: SubPro: Z-95 Mk II Atmosphere Range: 100-500m/1/1.8 Km
Affiliation: Various Damage: 6D*; Nominal Damage: 9 (54)
Era: Old Republic (4 Era price adjustment) Ammo: Tibanna Gas Reserve: 3,600 (300
Scale: Snubfighter Shots)
Length: 11.8 meters *Notes: Treat the weapons package as if it
Skill: Starship piloting were a Burst Fire weapon for purposes of
Crew: 1 damaging some craft (like the Yuuzhan Vong)
Crew Skill: Varies due to the sheer volume of fire coming out of
Cargo Capacity: (148): -85 Kg Available weapons hard-points. Primitive Burst Fire:
Consumables: 6 days (60 credit refuel) No enhanced cost associated with this design
Cost: 54,720 (Used Only) alteration. Adds 1 pip to Fire Control & 1
Hyperdrive Multiplier: x3 point to Nominal damage. High ammunition
Nav Computer: Limited to 2 Jumps dependency, craft must carry ammunition.
Maneuverability: 2D One shot per barrel: 12 shots per trigger pull.
Space: 8 (7) Concussion Missile Launcher
Atmosphere: 1,100 Km/H Fire Arcs: Fore (Any)
Hull: 4D + 1D Armor; HP: 16 / AP: 16 Skill: Starship Gunnery
Shields: 1D+2; Shield Points: 14 Fire Control: 1D
Sensors: Space Range: 30 Space Units
Passive 15/0D Atmosphere Range: 30 Km
Scan 25/1D Damage: 8D; Nominal Damage: 6 (48)
Search 45/2D Ammo: 6 Missiles
Focus 2/2D In a massive departure from the partnership
Maximum 90/-2D which many believed that SubPro had lost
Weapons: their minds, SubPro developed the Z-95 Mark
4 Triple Blaster Cannons (Fire-Linked) II completely on their own. Granted it
Fire Arc: Fore incorporated elements and design lessons from
Skill: Starship Gunnery the Mark I model. However, it cast aside the
Fire Control: 3D*

146
focus on Atmospheric performance for an The shift away from Incom on the Mark II
expanded space combat role. Subpro series Z-95 actually caused a rift of respect
incorporated a hyperdrive into the design and between the two corporations. One that would
greatly enhanced the snubfighter’s space ultimately prove fatal to SubPro. Incom is
combat capabilities. Effectively, doubling the often seen as the “good guys”. The Party that
Mark II’s maneuverability compared to the got nationalized by the Empire and the
Mark I. The loss came in the form of it’s creators of the X-Wing snubfighters, symbol of
weaker atmospheric repulsorlift units. the Rebel Alliance. They’re still a mega
The Mark II design incorporates a radical shift corporation and still quite capable of doing
nasty things to other corporations. Like
in snubfighter design not seen before, it
Corporate Espionage, for example. Incom
includes S-foils splitting the primary wings
and increasing coverage and convergence of Corporation would steal the Z-95 Mark II
plans from SubPro and later use them in their
it’s weapons package for a dazzling output of
highly accurate and deadly firepower. The design process of the Incom T-65A X-Wing.
They did this using their access to the iterative
design proved to be too taxing for
conventional configuration and additional design process sometime during the creation of
the Mark III & IV Headhunters. Furthermore,
reserves of Tibanna gas had to be incorporated
this rivalry would become sour when Incom
to allow the craft to have battlefield endurance.
A substantial Tibanna Gas reserve was essentially put SubPro out of business by
seizing most of their assets after the Clone
incorporated, allowing for the craft to perform
three hundred “burst fire” shots. This Wars, in a hostile takeover. The modern
SubPro corporation was re-founded with
occupies 7.5 Kilograms of space in the craft.
The Tibanna Gas reserves have another engineers fleeing from Incom’s takeover.
Features:
function that was discovered after the fact.
• Auxiliary Power Generation: 2D+1
The Z-95 Mark II can fire it’s weapons while
completely powered down. They require no • Boosted Shields: +2; This is not a
modification, the base shield generator is
additional power from the craft. As such, the
engineers were able to shunt primary weapons 1D and can be modified upwards normally.
The +2 bonus will apply on top of anything
power to alternate systems on the craft. The
the generator is modified to. Note: This is
excess reserve adds to Auxiliary Power
generation, shields and engines. Finally, unique to the Shield Generator on the Z-95
Mark II, off brand gernators will suffer
SubPro included a Concussion Missile
Launcher in the armament giving the craft the damage and will incur a 50% increase in
base consumable costs for Maintenance.
capabilities of a light bomber as well.
Must use SubPro Z-95 Mark II gerators for
The Z-95 Mark II includes a lot of very this bonus to apply without a penalty.
interesting design choices. Ones that would • Boosted Engines: Engines are Base Space
make the snubfighter less popular with military speed of 7, they receive a +1 bonus. Thus,
units over time, who tended to stock generic the engines can be modified starting at 7
replacement parts for their myriad of combat Space Units and the +1 bonus applies after
craft. Clearly this was a design choice of any final modification is performed. Note:
SubPro to force end users into only purchasing Replacement engines will suffer damage
their replacement parts. The craft would, from this and will incur a doubled
ultimately, be phased out from almost every consumable cost for maintenance. The
major arsenal in the galaxy over time. This Engines must be SubPro Z-95 Mark II
design choice branded the Mark II was a original units to afford this bonus and not
“modified” craft. Which military units don’t suffer damage.
like to deal with. It is not a modified design, • It’s possible to ignore maintenance on off
but that’s what legislators spun. Eventually, brand hardware. This eventually weakens
the mark of their political black listing forced the off brand units and reduces their base
SubPro to re-kindle their partnership with performance by the same bonus that is
Incom and release the Z-95 Mark III. provided from the Mark II.

147
Corporate Warfare Black List SubPro. Approaching every
legislator they could, Incom bribed and
SubPro Corporation was never incredibly seduced anyone they could and as it would
famous for anything. Even though the turn out, their reach was quite long.
company released a number ships during the Developing a crafted narrative about how the
time of the Old Republic and into the Clone Mark II Headhunter was a modified design,
Wars. They had released everything from not suitable for military use had little merit
snubfighters to Capital Ships and while the initially. Pilots that flew it adored the craft.
corporation remained profitable it never really However, the top brass began to encounter
escaped having a family owned kind of feel to heavier and heavier pressures from the Senate.
it. Perhaps that was the charm of the At some point in time, the narrative stuck.
company, the employees of it often fondly Along with a series of scathing market
refer to their time working there. analysis coming out from “independent”
Roughly four centuries before the fall of the sources about how SubPro’s entire tactic had
Galactic Republic, SubPro engineers were on been to corner the marketplace and force all
the cusp of releasing a new snubfighter design support parts to be purchased through them. It
that might very well redefine the industry. looked that way too, since the Shields,
However, they needed a little more experience Engines, Weapons and other subsystems of the
with the design and reached out to Incom craft were largely proprietary. Not unlike most
Corporation for help. What the two companies craft of the era. Yet the narrative continued to
came up with was the Z-95 Snubfighter. It was damn SubPro.
critically acclaimed and became an instant Adding insult to injury, formal investigations
success for both corporations. The craft’s were launched into the corporate wrongdoing
durability was widely heralded and they were of SubPro and this was nothing more than a
correct, the fighters were quite durable and Witch Hunt orchestrated by Incom
unparalleled in atmospheric combat. Corporation. After finding nothing credible,
SubPro Corporation followed up what would but tying SubPro’s contracts up and freezing
be called the Mark I design of the Z-95 the corporation in a near constant litigation
“Headhunter” with the Mark II, their own cycle that the Republic Senate launched
internal design. The craft was so divergent against them, costing billions of dollars since
from conventional thinking and the original the corporation was getting hit on all sides; the
design laid out by both Incom and SubPro that lawsuits eventually subsided and at this point
SubPro Corporation released it alone. A SubPro was found to be in default of their
remarkable craft for the era in which it was contractual duties for the Republic and they
released, no other snubfighter could hold a were fined for the past twenty five years of
candle to it. Banking on the critical success neglect. Once again propping up their
that the Mark I model had been the craft “modified” snubfighters as the culprit. This
rocketed to success as well, a gambit that damn near destroyed SubPro outright.
would launch SubPro into the forefront of Once SubPro was allowed to resume sales of
people’s minds and hearts. The Mark II their starships they did so in earnest and sold
became the standard snubfighter of the Old the Mark II’s at a considerable discount.
Republic almost overnight. Regardless of the political and legal
This move enraged the Incom Corporation. shenanigans that had haunted the company for
While they could not say that they had any real nearly twenty five years, the craft resumed
hand in the craft’s development, the fact that sales at a brisk pace. Allowing them to begin
the Mark II was outstripping their sales to the to recoup some level of market share. As they
point of falling into financial difficulties, gave began to dig their company out of the financial
Incom all the ammunition it needed. Incom quagmire it had fallen into, Incom
had long been a reputable starship designer Corporation, their old friends came knocking
and they used this standing to effectively with an idea for a new snubfighter. SubPro,
who had no knowledge that Incom had been

148
behind their financial woes the past twenty five support personnel. The skeletal remains of the
years, eagerly accepted. This renewed company steadfastly rode the SubPro
partnership would go back to the roots of the corporation into bankruptcy, doing everything
Z-95 series and release another Swing Wing they could to keep the company afloat. They
atmospheric fighter in the form of the Mark III failed in the end, however, the dedication of
model. It dropped the Concussion Missile the remaining employees at SubPro would
launchers that some of the late model Mark I have made an inspirational drama come alive
units were refit with and dropped a pair of Ion on the holovid circuit had it ever been
Cannons in their place. While the craft had produced.
wildly deadly performance in combat and the
This is yet another example of a corporation
Ion Cannons added incredible versatility, the
that had (and has) no idea their partner was
Mark III was not well received. They sold at a burning them into the ground. Incom
mediocre pace. The Ion Cannons mounted on
corporation would go on to release the T-65A
the craft were rather ahead of conventional (after their not so successful T-55 series). The
thinking for common usage. However, the
X-Wing was a snubfighter like none before it...
design was incredibly popular with Pirates and Clearly that is untrue, since it stole almost all
Outlaws for some reason or another.
the design elements that went into the Z-95
Incom and SubPro would go on to create the Mark II. The T-65A released just after SubPro
Mark IV model of what would become the hull folded. They never received a single credit.
design for the “modern” Z-95 and it was
It is quite fitting, in a sense, that not so many
another design with lackluster appeal. Though
years later (after the introduction of the T-
it did have a much better sales presence than 65B) the Incom Corporation would cease to
the Mark III did. The Mark IV saw numerous
exist as an independent firm and was
refits from Incom & SubPro and became Nationalized by the Empire.
wildly successful much later in it’s career. A
point in which SubPro’s royalties had That, however, is not the end of the story. The
seemingly ceased and all the proceeds were son of an eccentric billionaire had been
being funneled to Incom. Furthermore, at working for SubPro Corporation at the time
some point between the development of the the company was fighting their way through
Mark III & IV Incom saboteurs stole the bankruptcy, attempting to survive. Like most
design schematics for the Mark II (which they spoiled young adults his scores at school were
had no stake in at all). sub par. The only internship he could get was
working for free for the failing SubPro
Once again struggling to survive, SubPro was
corporation. Amazingly, they still accepted
approached by Incom to help them design the
interns and it was the interns that fought like
ARC-170. SubPro agreed and the design hell to keep the day to day operations
became a hit with the Republic. It was widely
functioning. It was in this inspirational, utterly
fielded and another critical success. However, gut wrenching environment where he
once again royalties to SubPro failed to arrive.
witnessed hundreds of lives shattered. Yet the
Incom had found a more aggressive strategy individuals of the corporation shouldered the
this time. They carefully worded the legal
burden and carried on until the grim
documents so that SubPro would look as if
conclusion of SubPro’s folding.
they had missed something, which they did,
since the amended documents replaced the “Dad, I want to start a company. I want to
original patent filings for the ARC-170 and buy up all the assets of the SubPro
SubPro was written off after a short royalty Corporation and relaunch that enterprise.”
period, required by law. Life returned to SubPro shortly after the
At this point in time, Incom began poaching company was shuttered. Launching with new
SubPro employees. Starting low on the food life and purpose. I wonder, if some
chain and climbing up the ladder as the enterprising players couldn’t help shed some
company began to implode due to lack of light for the SubPro Corporation?

149
Z-95 Mark III 2 Heavy Ion Cannons (Fire-Linked)
Craft: Incom/SubPro: Z-95 Mk III Fire Arc: Fore
Affiliation: Various Skill: Starship Gunnery
Era: Old Republic (3 Era price adjustment) Fire Control: 3D
Scale: Snubfighter Space Range: 3-9/18/36
Length: 11.8 meters Atmosphere Range: 300-900m/1.8/3.6 Km
Skill: Starship piloting Damage: 6D; Nominal Damage: 4 (24)
Crew: 1 Two generations after the initial Z-95 the Mark
Crew Skill: Varies III departed from the norm a bit, incorporating
Cargo Capacity: (148): 30 Kg Available separate light blasters for greater spread and
Consumables: 6 days (60 credit refuel) volume of fire as well as a pair of Ion Cannons
Cost: 66,000 (Used Only) in place of the standard Concussion Missile
Hyperdrive Multiplier: x2 launchers. The Ion cannons would allow the
Nav Computer: Limited to 3 jumps Mark III to engage craft at extended ranges,
Maneuverability: 1D+2; 3D in Gravity Well possibly crippling them prior to closing into
Space: 7; 13 in Gravity Well to 120 Units cannon range. The design choice was
Atmosphere: 1,300 Km/H scrapped in favor of the Concussion Missile
Hull: 4D + 1D Armor; HP: 16 / AP: 16 Launchers that are typically featured on these
Shields: 1D; Shield Points: 8 vessels. The Mark III still retains a swing
Sensors: wing design that earlier models had. This
Passive 15/0D would be the last generation of the craft to
Scan 25/1D retain this design choice. This model is quite
Search 50/2D rare, though a favorite of pirates and that is
Focus 2/2D most likely how you will encounter them. The
Maximum 100/-2D model shown below is Mara Jade’s personal
Weapons: fighter during the Thrawn Crisis.
6 Light Blaster Cannons (Fire-Linked)
Fire Arc: Fore Clarification: All Z-95’s have enhanced
Skill: Starship Gunnery performance in Gravity Wells, gaining
Fire Control: 2D+2 maneuverability. However, swing wing
Space Range: 1-5/10/18 models benefit from a Space Unit increase to
Atmosphere Range: 100-500m/1/1.8 Km 1/100th of their Atmosphere Speed (13) as well.
Damage: 6D; Nominal Damage: 8 (48)

150
Z-95 Mark IV 2 Concussion Missile Launchers
Craft: Incom/SubPro: Z-95 Mk IV Fire Arcs: Fore (Any)
Affiliation: Various Skill: Starship Gunnery
Era: Old Republic (2 Era price adjustment) Fire Control: 2D
Scale: Snubfighter Space Range: 30 Space Units
Length: 11.8 meters Atmosphere Range: 30 Km
Skill: Starship piloting Damage: 7D; Nominal Damage: 6 (42)
Crew: 1, Passengers: 1 Ammo: 4 Missiles per Launcher
Crew Skill: Varies The Mark IV, not to be confused with Alliance
Cargo Capacity: (148): 8 Kg Available Engineering’s A-F-4 model, is an odd
Consumables: 6 days (120 credit refuel) production run that is still seen in Rebel
Cost: 112,400 (Used Only) Alliance formations. It has space for a
Hyperdrive Multiplier: x2 passenger and is not the Training model. The
Nav Computer: Limited to 4 jumps design experimented with Static weaponry and
Maneuverability: 2D; 3D in Atmosphere was, actually, worse in some respects than the
Space: 7 (8) Mark III. The fire control package had never
Atmosphere: 1,150 Km/H been good to begin with and the same package
Hull: 4D + 1D Armor; HP: 16 / AP: 16 lost the benefit of multiple guns to spread fire
Shields: 1D; Shield Points: 8 all over a target, thus a rather pathetic showing
Sensors: in terms of accuracy. Cannon output also
Passive 15/0D under-performed and the toll slowed the craft
Scan 25/1D down (Space 8 without the Static Cannons).
Search 50/2D It dropped the swing wing design in favor of a
Focus 2/2D fixed wing one with 4 engines (similar to an
Maximum 100/-2D X-Wing's). Performance in Gravity Wells (not
Weapons: seen again until the AF5 Model) was sidelined
2 Heavy Laser Canons (Fire-Linked) in favor of “keeping costs down” after the
Fire Arc: Fore inclusion of the incredibly expensive Static
Skill: Starship Gunnery guns. It’s armament was rounded out with the
Fire Control: 1D+1 addition of a pair of Concussion Missile
Space Range: 1-3/12/25 launchers. It retained the Hyperdrive from the
Atmosphere Range: 100-300m/1.2/2.5 Km Mark III and added a jump.
Damage: 6D Static; Nominal Damage: 7 (42)

151
152
Z-95 S-S-R-1 Damage: 6D; Nominal Damage: 10 (60)
Craft: SubPro/Shobquix/Rendili: Z-95 SSR-1 2 Concussion Missile Launchers
Affiliation: Various, Empire, Rebellion Fire Arcs: Fore (Any)
Era: Rise of the Empire + Skill: Starship Gunnery
Scale: Snubfighter Fire Control: 2D
Length: 12.75 meters Space Range: 60 Space Units
Skill: Starship piloting Atmosphere Range: 60 km
Crew: 1 Damage: 10D; Nominal Damage: 6 (60)
Crew Skill: Varies Ammo: 6 Heavy Seeker Missiles/ea
Cargo Capacity: (160): 40 Kg Available In order for SubPro to get back off the ground,
Consumables: 8 days (80 credit refuel) as well as, recently being hit with royalties to
Cost: 208,000 (New); 156,000 (Used) be paid to Shobquix, the newly reborn SubPro
Hyperdrive Multiplier: x1 Corp brought Shobquix directly into
Nav Computer: Yes; (Droid at -1DR) development of their initial launch product.
Maneuverability: 3D; 4D in Atmosphere Furthermore, they also approached Rendili.
Space: 8; 13 In a Gravity Well to 120 Units For the first time three companies worked
Atmosphere: 1,300 Km/H together and split the profits of the new craft
Hull: 4D + 1D Armor; HP: 16 / AP: 16 equally. This got Shobquix off SubPro’s back
Shields: 2D; Shield Points: 16 for future releases and built a collaborative
Sensors: partnership with Rendili in the process as well
Passive 26/1D (which kept the Empire off their backs). The
Scan 52/2D goal was to build a snubfighter that, literally,
Search 78/3D made the Incom X-Wing look like clown
Focus 4/4D shoes. Since Incom had been nationalized
Maximum 156/-1D there was an opening for craft that fit the
Weapons: segment where the X-Wing no longer, legally,
4 Enhanced Blaster Canons (Fire-Linked) inhabited. The Z-95 S-S-R-1, instantly,
*4 Paired Targeting Pattern Enhancers re-launched SubPro into the galactic market.
Fire Arc: Fore Features:
Skill: Starship Gunnery • Luxury Seating
Fire Control: 3D • Enhanced Consumables (1.625 Days)
Space Range: 1-5/15/30 • Provisioned for Droid Socket
Atmosphere Range: 100-500m/1.5/3 Km • Auto Chef

153
Z-Type Bomber 2 Heavy Laser Cannons (Battery-Linked)
Craft: Koensayr/Rendili: Z-Type Fire Arc: Fore
Affiliation: Alliance to Restore the Republic Skill: Starship Gunnery
Era: Old Republic (Limited, discontinued) Gunners: Pilot
Scale: Snubfighter; Transport Durability Fire Control: 2D+2
Length: 15 meters; 24 meter wing span Space Range: 1-3/12/25
Skill: Starship piloting Atmosphere Range: 100-300m/1.2/2.5 Km
Crew: 1 + 1 can coordinate, Gunners: 2 Damage: 8D; Nominal Damage: 7 (56)
Crew Skill: Varies 2 Heavy Ion Cannons (Battery-Linked)
Cargo Capacity: (487.5); 87.5 Kg available Fire Arc: Fore
Consumables: 20 days (800 credit refuel) Skill: Starship Gunnery
Cost: 598,000 (Prototype 1) Gunners: Pilot
Hyperdrive Multiplier: x1 Fire Control: 3D
Hyperdrive Backup: x16 Space Range: 3-9/18/36
Nav Computer: Yes Atmosphere Range: 300-900m/1.8/3.6 Km
Maneuverability: 0D Damage: 5D Static; Nominal Damage: 10 (50)
Space: 5 2 Double Blaster Turrets
Atmosphere: 900 Km/H Fire Arcs: All + Dorsal & Ventral
Hull: 6D + 3D Armor; 2 Locs; Skill: Starship Gunnery
Port & Starboard: HP: 30 / AP: 48 Gunners: 1
Shields: 5D; Shield Points: 60; 2 Generators Fire Control: 2D
Sensors: Space Range: 1-5/10/18
Passive 20/0D Atmosphere Range: 100-500m/1/1.8 Km
Scan 40/1D Damage: 5D; Nominal Damage: 6 (30)
Search 80/2D 2 Proton Torpedo Launchers
Focus 2/3D Fire Arc: Fore
Maximum 160/-2D Skill: Starship Gunnery
Weapons: Fire Control: 2D
2 Targeting Pattern Enhancers Space Range: 30 Space Units; Space: 12
Nominal Damage: +2 Atmosphere Range: 30 km; 1,200 Km/H
(apply to all weapons except mines) Damage: 9D; Nominal Damage: 8 (72)

154
Ammo: 12/launcher Republic General Jan Dodanna. Who would
2 Concussion Missile Launchers be later affiliated with the Alliance to Restore
Fire Arc: Fore (Missiles can fire any direction) the Republic and then the Rebel Alliance.
Skill: Starship Gunnery
It is known that no one was harmed in the
Fire Control: 2D (0D due to dumb fire)
assault save for three dozen Clone Troopers
Space Range: 10/20/30; Space: 14
who were killed to the last man. Support
Atmosphere Range: 10/20/30 Km;1,400 Km/H personnel were released and all the principal
Damage: 11D; Nominal Damage: 8 (88)
engineers were captured and placed into the
Ammo: 10 Heavy Rockets per launcher service of Alliance Engineering, at gunpoint.
Space/Aerial Mine Launcher
Or so the story goes (rumors). In reality, the
Fire Arc: Aft
engineers actually defected to the Alliance to
Skill: Starship Gunnery restore the Republic and the cover story that
Fire Control: None
they were forced into servitude was effective.
Space Range: Deployed (See Below) These engineers would become the core group
Atmosphere Range: Deployed (See Below)
that founded Alliance Engineering that would
Damage: 11D; Nominal Damage: 6 (66) serve the Alliance to Restore the Republic, the
Ammo: 24 Heavy Dual Mode Mines
Rebel Alliance and then later become Republic
Engineering in service of the New Republic.
Heavy: 8,250/ea (11D/8D/5D); AoE: 0-3/4/5
It is estimated that three dozen craft were
Range: Deployed as static, immobile mines, stolen in the raid, Z-Type Bombers in various
aerial mines use repulsors to remain stationary.
stages of prototyping. While the craft is quite
remarkable the Alliance to Restore the
Creates Space / Aerial Hazard: 50/40/30
Republic and later the Rebel Alliance lacked
(difficulty to avoid based on proximity of
the resources to fully produce the formidable
detonation).
craft and finalize it’s design. All prototypes
These mines function in both Space and were believed to be destroyed in the early
Atmosphere and can act as bombs, and be years of heavy fighting against the Empire and
“dropped” for 1 Free Action. no known prototypes still exist. The plans for
the craft are also thought to have been lost due
Notes: They Detonate either by proximity to carelessness with the evacuation of
sensors (ignoring deployment craft and will Dantooine Base. It’s possible that the plans
not detonate if a pursuit craft is within 5 units are still there, somewhere...
of the deploying vessel) or by manual
activation (1 Free Action; will ignore Features:
minimum range). • Refresher Booth
• Auto Chef
The Z-Type Bomber is effectively in it’s • 2 Double Bunks
prototype stage. Never released and not • Holonet Communicator
constructed in numbers by the joint partnership • Prototype 1: -2D to Maneuverability
between Koensayr and Rendilli Stardrive the yielded 0D.
craft’s plans and prototypes were captured by • Prototype 2: -1D Maneuverability;
the Alliance to Restore the Republic in an yielding 1D, Space: 6
early “terrorist incident” just after the Clone • Finalized Production: 1D+2
Wars when the galactic Republic suddenly Maneuverability, Space: 7
transitioned into the Galactic Empire. A group • Possesses Space Transport Auxiliary
of terrorists led an attack on the facility which Power.
wiped all prototype information off the drives
and the facility was shelled in space by a
Providence Heavy Cruiser suspected, by the
Empire, to be acting on the Orders of Galactic

155
156
Assault Shuttle Atmosphere Range: 100-300m/1.2/2.5 Km
Craft: Alliance Engineering: Assault Shuttle Damage: 3D+2; Nominal Damage: 4 (14)
Affiliation: Rebel Alliance Blaster Cannon*
Era: Rise of the Empire + Fire Arc: Fore
Scale: Transport Scale: Speeder
Length: 24 meters Skill: Starship Gunnery
Skill: Starship piloting Fire Control: 1D (0D Detached)
Crew: 1, Gunners: 2 Space Range: 1-3/12/25
Passengers: 24 Atmosphere Range: 100-300m/1.2/2.5 Km
Crew Skill: Varies Damage: 6D+2; Nominal Damage: 3 (20)
Cargo Capacity: (0); None available Ammo: 1,500 Attached; 150 Detached
Consumables: 2 Days (540 credit refuel) *Detachable, man portable
Cost: 69,600 (New); 52,200 (Used) The Rebel Alliance needed a cheap,
Hyperdrive Multiplier: None disposable, shuttle that they could drop in
Maneuverability: 2D system to deploy strike teams in various
Space: 8 situations. The craft was designed as a one
Atmosphere: 1,200 Km/H way ticket. All air and food consumables were
Hull: 4D: 2 Locs; HP: 20 / AP: 8; Fore & Aft stretched to their limits by massively
Shields: 1D: SP:12 / Loc; 2 generators increasing the passenger space on the craft.
Sensors: All parts that went in the design could be
Passive 10/0D easily substituted for with parts from almost
Scan 15/0D any other Space Transport.
Search 25/1D
Focus 5/2D The shield generators themselves operate
Maximum 50/-3D much like Loronar Sky Blind Scout Ship
Weapons: shields do. They add a visual distortion to the
2 Double Laser Cannons ship and penalize opposed sensor rolls to
Fire Arcs: Fore/Port/Aft & Fore/Starboard/Aft; discover the ship (Two 1D generators = 2D
can fire Dorsal & Ventral Penalty to detect).
Skill: Starship Gunnery Features:
Gunners: 1 • Conventional Shitter
Fire Control: 1D+1 • Sonic Shower
Space Range: 1-3/12/25 • -1DR to Maintain/Repair, +2DR to Modify

157
Backhaul Escort Gunship Space Range: 1-3/12/25
Craft: Sienar Fleet Systems: Backhaul Escort Atmosphere Range: 100-300m/1.2/2.5 Km
Affiliation: Empire, Various Damage: 6D; Nominal Damage: 6 (36)
Era: Rise of the Empire + 2 Double Laser Turrets
Scale: Transport Fire Arcs: All; Dorsal & Ventral
Length: 12 meters; 18 meter wingspan Skill: Starship Gunnery
Skill: Starship piloting Gunners: 1
Crew: 1 + 1 can coordinate, Gunners: 2 Fire Control: 2D
Passengers: None Space Range: 1-3/12/25
Crew Skill: Typically 5D Atmosphere Range: 100-300m/1.2/2.5 Km
Cargo Capacity: (36.25); 110 Kg Available Damage: 5D; Nominal Damage: 4 (20)
Consumables: 36 Days (3.5K credit refuel) Originally designed as an non-shielded
Cost: 220,000 (New); 165,000 (Used) transport gunship to escort important Imperial
Hyperdrive Multiplier: x1 cargoes. It’s does not suffer degraded
Nav Computer: Yes performance in Gravity Wells like TIE craft
Maneuverability: 2D and it has a full atmosphere. It also does not
Space: 10 possess escape pods or a Backup Hyperdrive.
Atmosphere: 1,000 Km/H Shields were added after the design phase
Hull: 4D: 3 Locs; HP: 20 / AP: 8; Fore, Port & when the craft seemingly performed well but
Starboard was destroyed with relative ease by
Shields: 3D: SP:36 / Loc; 4 generators (Fore, Snubfighters. The shield weight draws from
Port, Starboard & Aft) the craft’s rather ample cargo capacity and
Sensors: cover the Fore, Port, Starboard and Aft arcs of
Passive 25/2D the ship. Though it only has Mid-ship, Port
Scan 50/2D and Starboard physical locations. While it’s
Search 60/2D accommodations are cramped they suffice for
Focus 3/3D extended tours. The craft performs it’s escort
Maximum 120/-2D role admirably with the inclusion of Shields.
Weapons: Features:
4 Laser Cannons (Fire-Linked) • Auto Chef
Fire Arcs: Fore • Refresher Booth
Skill: Starship Gunnery • 2 Holo Vid Viewers
Fire Control: 3D • Holo Communicator

158
Barloz Medium Freighter Skill: Starship Gunnery
Craft: CEC: Barloz Medium Freighter Gunners: 1
Affiliation: Empire, Various Fire Control: 1D+1
Era: Old Republic Space Range: 1-3/12/25
Scale: Transport Atmosphere Range: 100-300m/1.2/2.5 Km
Length: 41 meters Damage: 3D; Nominal Damage: 4 (12)
Skill: Starship piloting The Barloz-class was manned by a crew of
Crew: 3, Gunners: 3, Skeleton: 4/+10 three, with three gunners and up to six
Passengers: 6 passengers. It’s armed with three laser turrets.
Crew Skill: Varies One of the principal strengths of the Barloz-
Cargo Capacity: (205); 204.95 Mt Available class freighter was its size: forty-one meters
Consumables: 82 Days (9.5K credit refuel) long, twenty meters high, and capable of
Cost: 78,720 (Used Only) storing over two hundred and five metric tons
Hyperdrive Multiplier: x2 of cargo. The size, coupled with the craft's
Hyperdrive Backup: x12 durability, made it an ideal craft for cargo
Nav Computer: Yes shippers and smugglers. The craft has a thick,
Maneuverability: 1D durable hull capable of resisting a fair amount
Space: 5 of damage (Armor is engineered into the
Atmosphere: 850 Km/h design for no loss of performance).
Hull: 4D + 1D Armor: 4 Locs;
HP: 20 / AP: 20; Fore, Port, Starboard & Aft Like almost all CEC craft the Barloz is easy to
Shields: 1D: SP:12 / Loc; 4 generators maintain, repair and modify at -1DR.
Sensors: Features:
Passive 10/0D • Refresher Booth
Scan 25/1D • Galley
Search 40/2D • Lounge
Focus 2/2D • Machine Shop
Maximum 80/-2D • Captain's Cabin
Weapons: • First Mate’s Cabin
3 Double Laser Turrets • Two Double Bunks for other crew
Fire Arcs: 1 Port/Starboard & Aft Dorsal, • Three Double Bunks for Passengers
1 Fore, Port, Aft, Dorsal & Ventral
1 Fore, Starboard, Aft, Dorsal & Ventral

159
Clear Depths Light Freighter Gunners: 1
Craft: Mon Calamari: CD-207 Fire Control: 2D
Affiliation: Various Space Range: 1-3/12/25
Era: Rise of the Empire + Atmosphere Range: 100-300m/1.2/2.5 Km
Scale: Transport Damage: 5D; Nominal Damage: 4 (20)
Length: 25 meters Very similar to the Deep Water Class freighter,
Skill: Starship piloting the Clear Depths Freighter was introduced by
Crew: 2, Gunners: 1, Skeleton: 1/+5 a competing firm of Quarren engineers and
Passengers: 4 later the design team and their shipwright firm
Crew Skill: Varies was purchased by Mon Calamari Shipwrights
Cargo Capacity: (165); and built and sold exclusively through them.
Consumables: 50 Days (3.5K credit refuel) The craft is a quite a bit smaller than the Deep
Cost: 173,600 (New); 130,200 (Used) Water and it’s twice as fast in hyperspace.
Hyperdrive Multiplier: x1 This alone, is one of the more appealing
Hyperdrive Backup: x9 factors of the craft. The craft is capable,
Nav Computer: Yes rugged and well shielded. It’s shields are also
Maneuverability: 2D capable of operating under water at a third of
Space: 5 their strength. While shields are up
Atmosphere: 950 Km/H; Water 225* Km/H underwater, double submerged performance.
Hull: 4D: 2 Locs; HP: 20 / AP: 8; Fore & Aft Features:
Shields: 3D*: SP:36 / Loc; 2 generators • With shields up submerged, double
*2D in aquatic mode “Water” performance to 450 km/H
Backup Shields: 3D • Refresher Booth
Sensors: • Galley & Auto Chef
Passive 18/2D • Lounge
Scan 36/2D • 4 Holo Vid Viewers
Search 72/2D • Premium Entertainment Table
Focus 9/3D • Small Med Bay
Maximum 144/-2D • Small Machine Shop
Weapons: • 3 Double bunks for passengers and crew
Dorsal Double Laser Turret • Captain's Quarters with Conventional
Fire Arcs: All & Dorsal Shitter, Holo Vid Viewer & Luxury Seat
Skill: Starship Gunnery

160
161
Crescent-X9 Fire Control: 3D
Craft: Krasten Shipyards: X9-Heavy Courier Space Range: 1-2/6/12
Affiliation: Various Atmosphere Range: 100-200m/600m/1.2 Km
Era: Old Republic Damage: 4D Static; Nominal Damage: 7 (28)
Scale: Transport 3 Pulse Wave Cannons (Fire-Linked)
Length: 25 meters Fire Arc: Fore
Skill: Starship piloting Skill: Starship Gunnery
Crew: 2, Skeleton: 1/+20 Gunners: Pilot or Co-Pilot
Passengers: 2 Fire Control: 3D
Crew Skill: Varies Space Range: 1-2/6/12
Cargo Capacity: (2.5); 2.5 Mt available Atmosphere Range: 100-200m/600m/1.2 Km
Consumables: 50 Days (2K credit refuel) Damage: 6D; Nominal Damage: 5 (30)
Cost: 284,800 (New, Old Republic); 213,600 4 Proton Torpedo Launchers (Fire-Linked)
(Used); 102,500 (Used, Empire +) Fire Arc: Fore
Hyperdrive Multiplier: x11 Skill: Starship Gunnery
Hyperdrive Backup: x17 Gunners: Pilot or Co-Pilot
Nav Computer: Yes Fire Control: 2D
Maneuverability: 3D Space Range: 10 Space Units
Space: 4 Atmosphere Range: 10 Km
Atmosphere: 850 Km/H Damage: 12D; Nominal Damage: 9 (108)
Hull: 3D: 2 Locs; HP: 15 / AP: 8 Ammo: 16 Shots (16 per launcher)
Fore, Port, Starboard, & Aft 2 Concussion Sphere Launchers
Shields: 4D: SP: 48 / Loc; 2 Generators Fire Arcs: Fore (All)
Barrier Technology: 4D; BP: 48 (1 generator) Skill: Starship Gunnery
Sensors: Gunners: Pilot or Co-Pilot
Passive 26/1D Fire Control: 2D
Scan 50/3D Space Range: 15
Weapons: Atmosphere Range: 15 Km
Pulse Wave Battery Damage: 7D; Nominal Damage: 6 (42)
Fire Arc: Fore Ammo: 8 per Launcher
Skill: Starship Gunnery The Crescent is armed with four Pulse Wave
Gunners: Pilot or Co-Pilot

162
cannons, two concussion sphere launchers
each with a magazine of eight missiles, and (your trip takes 11 times longer...) with 10
eight shield generators. days of fuel (5 day weeks in Star Wars)? A
Jedi can shave off some time, but not that
Six Alderaan Motors power generators and
much time.
engines are mounted in two distinctive boxes
of three and were set at 90 degrees to each I cut the ranges of the launchers in half,
other on a star-frame around which the rest of sounded appropriate given it’s 4,000 years
the courier was constructed. This right-angled before modern times. The guns were a bit
design gives the courier increased agility crazy, 9D Laser Cannons? No. Switched
without adding the weight of increased them to Pulse wave and reduced their codes to
maneuvering jets. the maximum the weapon type can support
according to my rules (4D). Now, you have
The large wing on the cockpit's right side is
two people on the bridge and too many
the Crescent's most notable feature. At a 45-
weapons to fire with competence. That’s why
degree angle to the cockpit, the heavily-
armored wings have retractable fins for better I Fire-Linked the 4 Proton Torpedo Launchers
and gave them a lot of ammo.
control in atmospheric flights. The airlock and
sensor array pylon are also visible on the wing. Cargo space on these has been drastically
The ship also features an access corridor in the reduced. The Delaya courier is 70 meters (I
neck that held a boarding ramp and escape cut this down to 35) and it only has 10 Metric
hatch, which leads to the living area. The drop tons of cargo space... This guy has 25, no way.
bay at the base of the craft can be used as a It also says it has 6 passengers, yeah, not
cargo bay. seeing it. Reduced the Cargo space to 2.5
Features: Metric tons (and that’s being generous) and
• Conventional Shitter dropped the passengers to 2.
• Sonic Shower I added the backup shields to cover the 8
Most references to the craft cite it as being 150 supposed shield generators this ship is
meters in size, which is idiotic. It’s also supposed to have. The stuff that people wrote
referred to as the Coruscant Class Heavy when they designed this stuff didn’t make a lot
Courier that was manufactured by Corellians of damn sense to me. I have punched out
as usual, the Wookipedia reference however hundreds ships now, between four books and
says it was built by Krasten Shipyards. I used there are always things I am correcting. Once
the latter, because I utterly loathe how every WEG went away from whatever matrix they
damn ship in the galaxy was Corellian used to generate ship stats initially and started
Engineering Corp (the same damn company all releasing some wild ass statistics... They went
the time) and injecting some flavor into the nuts. It’s funny, because a lot of the
setting by having other ship builders out there calculations I built in the Core book were
is necessary. Just like for some other craft I pretty damn close to how WEG might have
choose Corelli Space instead of CEC. built it’s ships and vehicles, at least initially.
Anyway, getting back to the point about the
craft’s size... It doesn’t jive. All you have to I also gave the ship a Skeleton Penalty. Some
do is look at the size of the cockpit to know sources say 2 crew, some say one crew, on
this is wrong, it has a crew of 2. The gunner... Switched it back to 2, skeleton
Wookipedia reference cites the craft at 25 penalty at +20 for the age of the ship.
meters, and that’s a lot more believable.

I also changed the consumables to standard,


same for the Delaya Courier I listed later.
How in the hell could you get anywhere
without running out of fuel at Class 11

163
CS-600 Fire Arcs: All & Dorsal
Craft: Corelli Space CS-600 Transport Skill: Starship Gunnery
Affiliation: Various Gunners: Bridge or 1 Gunner
Era: Old republic (3 Eras Old, discontinued) Fire Control: 3D*
Scale: Transport Space Range: 1-3/12/25
Length: 32 meters Atmosphere Range: 100-300m/1.2/2.5 Km
Skill: Starship piloting Damage: 5D; Nominal Damage: 6 (30)
Crew: 2 + 1 Can Coordinate; Skeleton: 1 / +5 *Guns can be locked to fire in any arc,
Passengers: 8 typically forward, and fired from the bridge
Crew Skill: Varies (any station) at -2D to fire Control.
Cargo Capacity: (160); 160 Mt available The CS-600 actually began life as a CEC
Consumables: 70 Days (7K credit refuel) design and would have been labeled the YT-
Cost: 63,420 (Used Only) 600 had another department within the CEC
Hyperdrive Multiplier: x4 not been designing a similar ship that the
Hyperdrive Backup: x20 company felt embodied the spirit of their YT-
Nav Computer: Yes Series designs better. Thus design was
Maneuverability: 0D+2 marketed to Corelli Space, as they were a
Space: 2 company that manufactured surplus parts for
Atmosphere: 600 Km/H YT-Series warranty repairs and the CEC
Hull: 4D+1: 3 Locs; HP: 22 / AP: 8 needed to dump the design to recoup the
Fore, Mid & Aft engineering expenses. Correlli Space
Shields: 1D+2: SP:20 / Loc; 3 generators purchased the design and it actually put them
Sensors: on the galactic map as a real competitor to the
Passive 10/0D CEC. While Corelli Space’s in house
Scan 20/0D+2 constructed Sub-Light and Hyperspace engines
Search 35/1D were not up to the standards of the CEC the
Focus 1/1D ship sold well and was relatively affordable.
Maximum 70/-3D Due to being a CEC design, however, the craft
Weapons: retains the ease of modification and repair all
Dorsal Quad Laser Cannon CEC craft are known for and then some. It is

164
one of the most easily accessible and beds and a storage locker in each.
modifiable star ships for performing routine • Full Engineering Access -1DR to
maintenance, repairs and modifications. The maintenance/repairs and -1DR to
fact that the base craft was designed in a less modifications. Accepts all standard CEC
regulated era it has a standard Corellian Quad YT-Series & CS-Series parts.
Gun as it’s main armament (accepted as the • It will accept a complete sensor refit from
craft’s legal armament in all eras). any YT-Series or CS-Series vessel at no
Furthermore, it incorporates shielded modification difficulty, only time.
compartments into its design that were not • Double Lounge & Entertainment Table
specified on sales documentation. Smugglers • Provisioned for a Ventral Gun-well, at no
owning one quickly discovered these loss of cargo space.
compartments and this feature became one of • All equipment and weapons already
the best “unknown” perks of the craft. To this engineered into the design (no lost cargo).
day, law enforcement personnel of any galactic • 5 Shielded Cargo Compartments: Rating:
power have not discovered the compartments 40; 100 Kg each (Count as ½ of 1 Mt).
for what they were. If they had ever been • Conventional Shitter & Sonic Shower
noticed they were thought to be maintenance • No Galley, food is ration bars and protein
hatches like the rest of the ones scattered paste only.
throughout the ship. The craft hit the galactic • Robust Fusion Core for refits & mods. The
market roughly thirty years prior to the Clone CS-600 begins with 2D of Auxiliary Power
Wars and was discontinued with the and has a maximum of 3D+1.
introduction of the CS-700. • Possible Gunner & Coordinator Bridge
Features: crew do not factor into consumable costs.
• Captains Conventional Shitter & Sink next • Consumables buffed to 2 months, no cost.
to bridge • Skeleton penalty can be modded off for
• Captains Private Bunk next to bridge one pilot (Difficulty: 25 starship repair).
• 1st Mates Room w/ Comfy Bed & Storage • Escape Pods hold 8 passengers each.
• Captains Room w/ Comfy Bed & Storage
• Passengers Quarters have two discrete

165
CS-700 Fire Control: 1D+2
Craft: Corelli Space CS-700 Light Freighter Space Range: 1-3/12/25
Affiliation: Various Atmosphere Range: 100-300m/1.2/2.5 Km
Era: Clone Wars + Damage: 3D; Nominal Damage: 5 (15)
Scale: Transport Following up on the success of their CS-600
Length: 24 meters design Correlli Space released the CS-700 near
Skill: Starship piloting the end of the Clone Wars. The craft is 8
Crew: 2 + 2 Can Coordinate, Skeleton: 1/+10 meters shorter than the older CS-600 design
Passengers: 4 and contains a lot of quality of life
Crew Skill: Varies improvements. Surprisingly, it didn’t sell as
Cargo Capacity: (120); 119.95 Mt available well as the older CS-600. The added
Consumables: 48 Days (3.8K credit refuel) complexity of a design built from the ground
Cost: 107,500 (New); 80,000 (Used) up (that was not based off of a failed CEC
Hyperdrive Multiplier: x2 design like the CS-600 was) required a
Hyperdrive Backup: x15 mandatory Co-Pilot or else ship operation
Nav Computer: Yes became tedious. This, in and of itself turned
Maneuverability: 1D+2 off a lot of potential buyers. The craft didn’t
Space: 4 truly hit it’s sales targets until the Empire
Atmosphere: 800 Km/H started ramping up and the Old Republic was
Hull: 3D+2: 2 Locs; HP: 19 / AP: 8 swept away.
Fore, Mid & Aft Features:
Shields: 1D: SP:12 / Loc; 2 generators • Full Engineering Access -1DR to repairs,
Sensors: not modifications.
Passive 10/0D • Deploy able central cargo lift.
Scan 25/1D • Lounge
Search 40/2D • Refresher
Focus 2/2D • Med Bay
Maximum 80/-2D • Mess Hall (2nd Lounge)
Weapons: • Escape Pod only seats 5... There are 8
2 Twin Laser Cannons (Fire-Linked) potential crew...
Fire Arc: Fore • No Galley, food is ration bars and protein
Skill: Starship Gunnery paste only.
Gunners: Pilot or Co-Pilot • Personal gear & Small Arms locker room.

166
• Conventional Shitter in the Refresher room • Two small arms lockers on the bridge
• Big Comfy Bed in the Captains Quarters • Entertainment Table
• Bunk space only capable of housing 6
individuals.
• Small storage space in crew quarters

167
CS-800 Space Range: 1-3/12/25
Craft: Corelli Space CS-800 Light Freighter Atmosphere Range: 100-300m/1.2/2.5 Km
Affiliation: Various Damage: 3D; Nominal Damage: 4 (12)
Era: Rise of the Empire + Double Light Laser Turret
Scale: Transport Fire Arcs: All + Dorsal
Length: 22 meters Skill: Starship Gunnery
Skill: Starship piloting Gunners: Pilot
Crew: 1, 1 can coordinate Fire Control: 1D
Passengers: 4 Space Range: 1-3/12/25
Crew Skill: Varies Atmosphere Range: 100-300m/1.2/2.5 Km
Cargo Capacity: (110); 79.9 Mt available Damage: 3D; Nominal Damage: 4 (12)
Consumables: 44 Days (2.6K credit refuel) The Corelli Space CS-800 continues the trend
Cost: 104,000 (New); 78,000 (Used) of creating smaller, more capable craft.
Hyperdrive Multiplier: x2 Closely resembling YT series freighters at a
Hyperdrive Backup: x14 fraction of the price the CS-800 is a bargain
Nav Computer: Yes for a transport with decent hauling capabilities.
Maneuverability: 2D It’s fast for a Light Transport with a really
Space: 6 decent sensor package. Amenities on the ship
Atmosphere: 800 Km/H have been kept to a minimum, however the
Hull: 4D: 2 Locs; HP: 20 / AP: 8; Fore & Aft potential for modification is there. The craft
Shields: 1D: SP:12; 1 generator will accept almost any standard YT series
Sensors: quality of life interior modification with ease.
Passive 15/0D Features:
Scan 30/1D • Refresher Booth
Search 50/2D • Two double bunks for passengers
Focus 5/2D • Captain's Stateroom
Maximum 100/-2D • Co-Pilots Room
Weapons: • Galley
Twin Laser Cannon • Provisioned for two Shield Generators
Fire Arc: Fore • Co-Pilot doesn’t impact consumables
Skill: Starship Gunnery • Any system from other CS vessels
Gunners: Pilot installs/aids mods at -1 DR
Fire Control: 1D • -1 DR to all repairs/maintenance

168
Delaya Class Courier Ship Fire Control: 2D
Craft: Hoersch & Kessel: Delya-Class Space Range: 1-2/6/12
Affiliation: Various / Jedi Order Atmosphere Range: 100-200m/600m/1.2 Km
Era: Old Republic Damage: 4D; Nominal Damage: 3 (12)
Scale: Transport (maneuvers as Snubfighter) Proton Torpedo Launcher
Length: 35 meters Fire Arc: Fore
Skill: Starship piloting Skill: Starship Gunnery
Crew: 2, Skeleton: 1/+10 Gunners: Pilot
Passengers: 8 Fire Control: 1D
Crew Skill: Varies Space Range: 10 Space Units
Cargo Capacity: (10); 10 Mt available Atmosphere Range: 10 Km
Consumables: 70 Days; (7K credit refuel) Damage: 9D; Nominal Damage: 6 (54)
Cost: 146,000 (New, Old Republic); 110,000 Ammo: 32
(Used); 56,000 (Used, Empire +) The Delaya-class courier was designed to
Hyperdrive Multiplier: x7 match a snubfighter for speed and
Hyperdrive Backup: x15 maneuverability. Unlike Corellia Star Drive's
Nav Computer: Yes Coruscant-class Heavy Courier, most of the
Maneuverability: 4D ship is habitable. The complex automatic
Space: 7 systems integrated into the craft allow it to be
Atmosphere: 950 Km/H operated by a single person. This aerodynamic
Hull: 4D: 3 Locs; HP: 20 / AP: 8 starship had an insectoid appearance. The
Fore, Port, Starboard & Aft courier was also lightly armed with only 2
Shields: 4D; SP: 48 (1 Generator) rotating laser cannons and 1 proton torpedo
Barrier Technology: 3D; BP: 36 (1 generator) launcher. For further agility, a computer
Sensors: system controlled multiple layers of
Passive 10/0D extendable vanes and aero-foils. This ensured
Scan 15/1D that the courier had a good aerodynamic shape
Weapons: during atmospheric travel.
2 Pulse Wave Cannon Turrets Features:
Fire Arcs: Dorsal/Ventral, 1 Fore/Port/Aft, 1 • Conventional Shitter & Sonic Shower
Fore/Starboard/Aft • Basic Machine Shop
Skill: Starship Gunnery
Gunners: Pilot or Co-Pilot

169
DS-2 Scout Space Range: 3-9/18/36
Craft: Slayn & Korpil: DS-2 Scout ship Atmosphere Range: 300-900m/1.8/3.6 Km
Affiliation: Various, Rebel Alliance Damage: 3D; Nominal Damage: 4 (12)
Era: Old Republic + 2 Light Laser Cannons (Fire-Linked)
Scale: Transport (maneuvers as Snubfighter) Fire Arc: Fore
Length: 12 meters Skill: Starship Gunnery
Skill: Starship piloting Fire Control: 1D
Crew: 1 Space Range: 1-3/12/25
Passengers: 1 Atmosphere Range: 100-300m/1.2/2.5 Km
Crew Skill: Varies Damage: 3D; Nominal Damage: 4 (12)
Cargo Capacity: (5 Mt); 4.95 Mt available An early model scout ship that was considered
Consumables: 24 Days (480 credit refuel) old before the Clone Wars. Like most Slayn &
Cost: 82,000 (New); 61,600 (Used) Korpil craft it possesses a rotational cockpit
Hyperdrive Multiplier: x3 for pilot stability. The craft still sees moderate
Hyperdrive Backup: x18 sales due to it’s low cost and powerful Search
Nav Computer: Yes sensors. Also, the fact that it has the
Maneuverability: 1D+1 performance characteristics of a snubfighter
Space: 5 makes it popular with people on a budget that
Atmosphere: 600 Km/H want something more robust than a
Hull: 2D+2; HP: 14 / AP: 8 snubfighter. The fact that it even carries and
Shields: 1D+2: SP: 16 has room for passengers, at all, is rather
Sensors: amazing. It features a rather decent armament
Passive 25/1D for the era in which it was created and the guns
Scan 50/1D are easily upgraded to more modern standards.
Search 100/3D Features:
Focus 5/1D • 1 fold out Comfy Bunk
Maximum 200/-1D • Conventional Shitter & Sonic Shower
Weapons: • Entertainment Table & 2 Chairs
Double Light Ion Cannon Turret • Strong Fusion core (good for upgrades)
Fire Arcs: Fore/Port/Starboard • Galley & Holo Vid Terminal
Skill: Starship Gunnery • Luxury Pilot’s Acceleration Chair
Fire Control: 2D • Small Arms & personal gear locker

170
171
Eminence While the craft is unarmed it can likely outrun
Craft: Ubrikkian Industries: Eminence Yacht almost anything pursuing it. Luxuriously
Affiliation: Various appointed with some sensibilities in mind as
Era: Rise of the Empire + well. The main cargo hold also functions as an
Scale: Transport Advanced Machine Shop and Med Bay. All
Length: 42 meters Refresher Booth's on the ship also double as
Skill: Starship piloting Bacta Tanks. The craft can land on water and
Crew: 2 + 2 Servants, Skeleton: 1/+5 function as a nautical ship. The craft can
Passengers: 6 submerge and act as a submarine as well.
Crew Skill: Varies Features:
Cargo Capacity: (10 Mt); 10 Mt available • Advanced Machine Shop (+1D)
Consumables: 84 Days (8.4K credit refuel) • Med Bay
Cost: 532,000 (New); 478,000 (Used) • 2 Refresher / Bacta Tanks
Hyperdrive Multiplier: x1 • Full Holo Suite (entire ship)
Hyperdrive Backup: x1 • 8 Holo Vid Viewers
Nav Computer: Yes • Galley, Auto Chef & Bar
Maneuverability: 2D • Lounge & Disco Ball
Space: 12 • Pool
Atmosphere: 1,200 Km/H; 400 Km/H on • Luxurious Seating (entire ship)
Water; 200 Km/H Underwater. • Comfy Beds (entire ship)
Hull: 3D+2: 4 Locs; HP: 19 / AP: 8 • 2 Crew Double Bunks
Fore, Port, Starboard & Aft • 2 Passenger Double Bunks
Shields: 2D+2: SP: 28 (4 Generators) • 42 Observation Windows
Sensors: • Private Conventional Shitter with full
Passive 28/0D water, Luxury vanity.
Scan 55/1D • Lounge Table doubles as Advanced
Search 75/2D entertainment console for up to 3
Focus 2/2D+2 individuals.
Maximum 150/-2D • Luxury Supersedes Cargo Capacity (-200
Weapons: None Metric Tons)
The ultimate in luxury statements, Ubrikkian’s • All rooms have individual climate controls
Eminence Yacht is a testament to pure luxury. • State of the art audio system

172
Notes: In order to actually get 10 Metric tons
of Cargo into the vessel the items must be
distributed throughout the ship’s corridors.
The Cargo Bay and just outside it can hold no
more than 2.5 Metric Tons of cargo. The Ship
lost 200 metric tons to maximized amenities as
well as having 4 discreet propulsion systems
(Space, Atmosphere, surface water &
submerged drive systems).
Other notable features:
• All drive systems are fully accessible
without leaving the ship.
• Escape pods were not provisioned for the 2
servants...
• All stairwells will retract and act as turbo-
lifts.

173
Firespray 16 Patrol Craft 2 Double Laser Cannons (Fire-Linked)
Craft: Mandal Motors: Firespray 16 Fire Arcs: Fore, Aft & Ventral
Affiliation: Various Skill: Starship Gunnery
Era: Old Republic (Discontinued) Fire Control: 1D+2
Scale: Transport Space Range: 1-3/12/25
Length: 12.1 meters Atmosphere Range: 100-300m/1.2/2.5 Km
Skill: Starship piloting Damage: 5D; Nominal Damage: 5 (25)
Crew: 1, Gunners: 1 Twin Laser Cannon Turret
Passengers: None Fire Arcs: Port/Starboard/Aft
Crew Skill: Varies Skill: Starship Gunnery
Cargo Capacity: (2.5Mt); 2.4 Mt available Gunners: 1
Consumables: 24 Days; (480 credit refuel) Fire Control: 1D+1
Cost: 65,000 (Used) Space Range: 1-3/12/25
Hyperdrive Multiplier: x3 Atmosphere Range: 100-300m/1.2/2.5 Km
Hyperdrive Backup: x18 Damage: 4D; Nominal Damage: 4 (16)
Nav Computer: Yes An earlier design leading up to the Firespray
Maneuverability: 1D+1 31 designed for light system patrol and
Space: 6 policing operations during the time of the Old
Atmosphere: 750 Km/H Republic, decades prior to Clone Wars. The
Hull: 3D + 3D Armor: 1 Loc; craft is an oddity in the sense that it’s cockpit
Crew Cabin & Weapons Vane HP: 15 / AP: 44 rolls backward to fold on top of it’s primary
Shields: 1D+2; SP: 16; weapons vane. The craft then sprouts landing
2 Generators (Fore & Aft) gear from the weapons vane itself. While still
Sensors: in service with a number of systems they are
Passive 15/0D ever increasingly rare sight. It lacks many
Scan 30/1D creature comforts for it’s crew.
Search 45/2D Features:
Focus 2/2D+1 • Conventional Shitter & Sonic Shower
Maximum 90/-2D • Double Bunk
Weapons: • Holo Vid Viewer

174
G9-Rigger Fire Control: 1D+1
Craft: Corelli Space: G9-Rigger Transport Space Range: 1-3/12/25
Affiliation: Various Atmosphere Range: 100-300m/1.2/2.5 Km
Era: Old Republic + Damage: 4D; Nominal Damage: 4 (16)
Scale: Transport 1 Light Laser Cannon
Length: 34.1 meters Fire Arcs: Turret: Fore/Starboard/Aft
Skill: Starship piloting Skill: Starship Gunnery
Crew: 1 + 3 Can Coordinate, Skeleton: 1/+0 Gunners: Co-Pilot(s)
Passengers: 6 Fire Control: 2D
Crew Skill: Varies Space Range: 1-3/12/25
Cargo Capacity: (171); 170.95 Mt available Atmosphere Range: 100-300m/1.2/2.5 Km
Consumables: 70 Days; (7K credit refuel) Damage: 3D; Nominal Damage: 3 (9)
Cost: 75,392 (New); 56,544 (Used) The most common mistake made in reference
Hyperdrive Multiplier: x3 to the G-series was that they were, almost
Hyperdrive Backup: x15 always, referred to as having been produced by
Nav Computer: Yes the Corellian Engineering Corporation. When
Maneuverability: 0D+1 in fact, the entire G-series was created by
Space: 3 Corelli Space Corporation. Corelli Space
Atmosphere: 700 Km/H often produced competing products with the
Hull: 3D+1: 3 Locs; HP: 16 / AP: 8 C.E.C and their designs tended to vary much
Fore, Aft & Starboard more extensively from the standard design
Shields: None characteristics of the CEC The design is still
Sensors: produced in limited numbers due to production
Passive 10/0D costs for the vessel being incredibly
Scan 20/1D inexpensive for Correlli Space and the fact that
Search 35/1D+2 they don’t have many viable designs.
Focus 2/2D
Maximum 70/-2D+1 It is already an aging model by the time of the
Weapons: Clone Wars. It is slow and unwieldy
2 Laser Cannons (Fire-Linked) compared to snubfighters. While not a
Fire Arc: Dorsal & Ventral Mounts: Fore military design, at least one such vessel, the
Skill: Starship Gunnery Twilight, saw action in the Clone Wars, when
Gunners: Pilot Anakin Skywalker used it to escape Teth and

175
176
t’s the ship that made the Kessel Run
in less than twelve parsecs. I’ve
outrun Imperial starships. Not the
local bulk cruisers mind you, I’m
talking about the big Corellian ships
now. She’s fast enough for you old
man. What’s the cargo?

-Han Solo

177
was intercepted over Tatooine by Rogue-class from scrapyards and starship combat
snubfighters. The G9 Rigger has 3 laser (assuming you survive the battle in this
cannons located on the struts projecting out of death trap)...
the ship. At least one ship of this class was
used during the Evacuation of Dac in 137
ABY.
The G-9 is one of fewer craft of it’s era The G-Series ships came out after the
introduction of the CS-600 that Corelli Space,
providing full access to it’s Engine and
Hyperdrive array from within the ship’s then a OEM parts supplier for the Corellian
Engineering Corporation, purchased the
confines via a series of small corridors. This
original design plans for the YT-600. That
allows the vessel to undergo modification and
repair while in space without exiting the launched the company and the G-Series was
their first attempt to make a viable ship of their
vessel. Larger modifications and repairs
require exiting the ship, naturally. own design.
Features: They would later go on to build the CS-700 &
• Conventional Shitter in crew area 800 Models as well as purchasing another
• Conventional Shitter next to Captain's design, the HWK series from CEC. After the
Cabin sale of the HWK design CEC would, never
• Sonic Shower in crew area again, sell a design to Corelli Space. Because
• Entertainment Table & Lounge in Captain's where CEC had failed Corelli Space always
Cabin seemed to turn a profit and outstrip their own
• Small Galley in crew area sales based off of models they once owned the
• 6 personal gear / small arms lockers in rights to!
crew area
• Large empty closet with storage shelves in
crew area (convert this to something like a
med bay).
• Heavy Cargo lift between decks
• 2 Holovid terminals on desks with
chairs in Captain's Cabin.
• Small Arms & personal gear
closet on the bridge.
• While not affording Corellian
Engineering Corporation’s
signature ease of
modification and repair the
Corelli Space G9 is
capable of accepting
upgrades at no cost of
tonnage to the craft. The
engines can be refit to
Space 5, the maneuverability
can be increased to 1D & the
craft is provisioned for three 1D
Shield generators (one per hit location),
though the Fusion reactor will require an
overhaul if more than two units are
installed. All of this can occur prior to
what you would normally consider
modification. This is a “refit” by simply
plugging in better stuff you find pieces of

178
Ghtroc 860 Gunners: Pilot or Co-Pilot
Craft: Ghtroc: 860-series Heavy Transport Fire Control: 2D*
Affiliation: Various Space Range: 1-3/12/25
Era: Rise of the Empire (discontinued) Atmosphere Range: 100-300m/1.2/2.5 Km
Scale: Transport Damage: 4D*; Nominal Damage: 4 (16)
Length: 54.3 meters *Light Burst already factored in
Skill: Starship piloting 3 Double Laser Turrets
Crew: 3 + 2 Can Coordinate, Gunners: 3, Fire Arcs: 1 Port, 1 Starboard, 1 Aft
Skeleton: 2/+10 Skill: Starship Gunnery
Passengers: 16 Gunners: 1
Crew Skill: Varies Fire Control: 2D
Cargo Capacity: (272); 271.85 Mt Available Space Range: 1-3/12/25
Consumables: 105 Days; (25.2K credit refuel) Atmosphere Range: 100-300m/1.2/2.5 Km
Cost: 124,200 (Used Only) Damage: 4D; Nominal Damage: 4 (16)
Hyperdrive Multiplier: x3 The Ghtroc 860 was rushed into production
Hyperdrive Backup: x18 after the company went bankrupt as part of
Nav Computer: Yes their filing mitigation to pay off debts. This is
Maneuverability: 1D the sole reason the company remained in a
Space: 4 lingering state of bankruptcy for so long and
Atmosphere: 600 Km/H continued to churn out their transports making
Hull: 4D+2: 4 Locs; HP: 24 / AP: 8 them a relatively common sight in the galaxy.
Fore, Port, Starboard & Aft Being rushed into full production had a couple
Shields: 1D; 4 Locs; SP: 12 issues: Unfinished sensor suite, no
Sensors: refinements to the interior with sup par
Passive 15/0D amenities, turrets with locked arcs of fire.
Scan 20/1D Features:
Search 25/1D • The Most common mod unlocks the turret
Focus 3/1D fire arcs allowing the Port & Starboard
Maximum 50/-3D guns to fire to the Fore & Aft and the Aft
Weapons: turret to fire to the Fore, Port and
Laser Pulse Cannon (Burst-Fire) Starboard.
Fire Arc: Fore • Conventional Shitter & Sonic Shower
Skill: Starship Gunnery • “Prison” Bunk System (Slabs)

179
HT-2200 Weapons:
Craft: C.E.C. HT-2200 Heavy Freighter 2 Pulse Laser Cannons (Burst-Fire)
Affiliation: Various Fire Arcs: Dorsal & Ventral Turret
Era: Rise of the Empire + Skill: Starship Gunnery
Scale: Transport Gunners: 1 Each or Bridge at -2D
Length: 54.8 meters Fire Control: 3D*
Skill: Starship piloting Space Range: 1-3/12/25
Crew: 2 + 2 Can Coordinate (up to 4), Atmosphere Range: 100-300m/1.2/2.5 Km
Skeleton: 1 / + 5 Damage: 5D*; Nominal Damage: 4 (20)
Passengers: 8 *Light Burst already factored in
Crew Skill: Varies Special: Since this vessel is easily modified,
Cargo Capacity: (960); 959.75 Mt available engineers gain a -1DR bonus to their Starship
Consumables: 110 days; (12.2K credit refuel) repair rolls when performing modifications on
Cost: 143,400 (New & Used: Discounted) an HT-2200.
Hyperdrive Multiplier: x2
Hyperdrive Backup: x12 HT-2200s have a significantly larger cargo
Nav Computer: Yes capacity than any YT series vessel. They also
Maneuverability: 0D have a stronger hull and greater baseline
Space: 3 armament than the smaller YT series ships,
Atmosphere: 750 Km/H though they are still lightly armed for their
Hull: 6D: 4 Locs; HP: 30 / AP: 8 size. The design of the hull and power
Cargo Pods: Port and Starboard distribution systems allows the installation of
Crew Module: Fore and Aft additional weapons, though this would
Shields: 1D: 4 Locs; Shield Points: 12 necessitate the upgrading of the power
4 generators (Port/Starboard/Fore/Aft) generator as well. Most HT-2200 owners add
Sensors: new drive systems, the most popular being the
Passive 10/0D 1L10 drive by Incom or drives from SoroSuub.
Scan 25/1D Their main advantage over the YT series was
Search 40/2D in the design of the cargo bay. The cargo area
Focus 2/3D of the HT-2200 was divided into four
Maximum 80/-2D independent sections, each of which has its

180
own environmental controls. Without • The craft’s cargo pods are actually
significant modifications, the cargo area in a connected via cat walks between the cargo
YT series freighter has to share the same pods and external entry can be gained from
environmental conditions as the rest of the these avenues. Primarily designed for ease
ship. The crew of an HT-2200 can set the of access and maintenance, part of the
gravity, temperature and atmosphere in each designation of “pirate bait” comes from the
cargo bay differently from each other or the fact that there are so many points of
crew area. The C.E.C. expected the HT-2200 ingress into the ship.
to be a very successful product, poor reviews • Refuel costs only include 10 total
and insufficient manufacturer support caused individuals (2 are free), the cost of a 110
it to flop. day refuel/refit were further cut in half due
Its slow speed and low maneuverability earned to it’s supreme efficiency (was 11,000).
the HT-2200 a reputation for being "pirate
bait." In its baseline configuration, the HT-
The HT-2200 represents a sustainable
2200's advantages are offset by inadequate
bulk hauler that approaches the capacity
maneuvering jets, a low lift-to-mass ratio, and
of smaller Bulk freighters (Capital Ships).
an overtaxed main power generator.
Refueling costs are inexpensive by
Fortunately, these craft were as easy to modify comparison as the craft is designed to
as with their smaller cousins. house very few individuals long term.
Features: With the Corellian Engineering
• 9 crew / passengers were converted to 45 Corporation’s legendary support for
MT of Cargo Space. personalizing their craft, these ships could
• Port & Starboard Cargo Pods are robust be re-fitted to be even more formidable.
(Triple Height): 80 MT x3 = 240 MT each The freighter could be converted to light
for a total cargo pod space of 960 MT. carrier duty and this is something that
• The Ship is Efficient, and thus can be many smaller entities have capitalized on
piloted by one individual at minimal since the ship sells at a discount.
penalty. Furthermore, the option to carry
two additional bridge crew is a bonus that You simply cannot find a better ship that
does not factor into fuel/supply costs. approaches the capabilities of a Bulk
• Both Turrets can be fired from the bridge, Cruiser and with sufficient modding, time,
by any station, at -2D to fire control. patience and money invested the HT-2200
• Cargo Bays have individual climate could go from mediocre to amazing. So
controls. Consider any perishable goods much potential in a craft with incredible
(that cannot be frozen) to have 3 times cargo space available that is considered
their shelf life prior to rotting. to be legal in every aspect (even it’s
• Each Cargo bay has a massive outdoor advanced armament).
accessible loading door and ramp.
• Deck Two has 4 double bunks, each with
their own refresher.
• The lounge has a Couch, table, 3 fancy
fancy windows facing aft, an Auto Chef,
and a Galley. There are 2 storage lockers
in this area for personal gear and small
arms.
• Deck One has two additional double
bunks, two more personal gear storage
areas and access to the outside of the ship
via an aft airlock and an external entry
door and ramp for personal entry/exit at
the ground level with an extendable ramp.

181
HWK-400 “Raven’s Claw” Space Range: 1-3/12/25
Craft: Corelli Space HWK-400 Atmosphere Range: 100-300m/1.2/2.5 Km
Affiliation: Elite, Military Couriers Damage: 8D Static; Nominal Damage: 10 (80)
Era: New Republic + Heavy Double Turbolaser Battery
Scale: Transport; Handles as Snubfighter Fire Arcs: Dorsal & Ventral Mounts: All
Length: 21 meters Scale: Speeder
Skill: Starship piloting Skill: Starship Gunnery
Crew: 1, 2 can coordinate, +2 fold away seats Fire Control: 2D+1
Passengers: 4 Space Range: 1-2.5/5/10
Crew Skill: Varies Atmosphere Range: 1-250/500/1 Km
Cargo Capacity: (10); 10 Mt available Damage: 9D; Nominal Damage: 5 (45)
Consumables: 42 Days (3K credit refuel) The Raven’s Claw is a redesign of the HWK-
Cost: 375,000 (New & Used) 300. Essentially it was determined that the
Hyperdrive Multiplier: x½ HWK-300, based off the HWK-290, was at the
Hyperdrive Backup: x1 end of it’s space frame viability. Thus Corelli
Nav Computer: Yes Space went back to the drawing board and
Maneuverability: 4D took the lessons learned from the HWK-300
Space: 12 and created the next generation of their
Atmosphere: 1,250 Km/H popular heavy courier series in the HWK-400.
Hull: 5D: 2 Locs; HP: 25 / AP: 8; Fore & Aft It is a premium craft targeting the wealthy.
Shields: 4D: SP: 48 / Loc; 2 generators Features:
Sensors: • Refresher booth
Passive 45/2D • Small Med Bay w/Bacta Tank
Scan 60/3D • Holo Communicator
Search 90/4D • Entertainment Table
Focus 15/5D • Comfy Seats throughout
Maximum 180/0D • Comfy Beds (all)
Weapons: • Galley w/Auto Chef
4 Heavy Laser Cannons (Battery-Linked) • Advanced Machine Shop +1D
Fire Arcs: Dorsal & Ventral Mounts: All • 6 Holo Vid Viewers
Skill: Starship Gunnery • 2 Small Arms & Personal Gear Lockers
Gunners: 1 • Masked Cargo Hold; Rating: 60 (10 MT)
Fire Control: 4D+1

182
183
Imperial Carrier Damage: 5D; Nominal Damage: 4 (20)
Craft: Cignus SpaceWorks: Carrier-class 2 Double Dorsal Laser Cannons
Affiliation: Empire Fire Arcs: 1 Fore/Port/Starboard & 1
Era: Rise of the Empire + Aft/Port/Starboard; can fire Dorsal (vertically)
Scale: Transport Skill: Starship Gunnery
Length: 36 meters Gunners: 1
Skill: Starship piloting Fire Control: 3D
Crew: 5, Gunners: 4, Skeleton: 6/+10 Space Range: 1-3/12/25
Passengers: 45 (Troops) Atmosphere Range: 100-300m/1.2/2.5 Km
Crew Skill: Varies Damage: 5D; Nominal Damage: 4 (20)
Cargo Capacity: (180); None available The Cignus SpaceWorks Imperial Carrier was
Consumables: 70 Days (37.8K credit refuel) designed as a work horse to deliver platoon
Cost: 252,800 (New); 189,600 (Used) sized units into combat zones safely. Armed
Hyperdrive Multiplier: x1 with impressive firepower on several arcs of
Maneuverability: 2D fire, as well as, incredibly effective shielding
Space: 8 and the ability to absorb damage on four fire
Atmosphere: 1,100 Km/H arcs (Fore, Port, Starboard & Aft) the craft can
Hull: 5D: 3 Locs; HP: 25 / AP: 8; typically survive 2-3 passes by snubfighters, if
Fore, Midship & Aft not outright blow them out of the sky. The
Shields: 3D: SP: 36 / Loc; 3 generators craft’s, sole, glaring deficiency is that it lacks a
Sensors: Hyperdrive Backup in the event of
Passive 20/0D catastrophic main Hyperspace drive failure. It
Scan 40/1D is equipped with a highly efficient, singular,
Search 80/2D Ion Engine and remarkable repulsorlift
Focus 5/3D performance for a transport of its size. The
Maximum 160/-2D craft also trades in all of it cargo capacity for
Weapons: Troop berths, arrayed in 10 quad bunks and
2 Double Laser Cannons seven double bunks for the crew of the craft as
Fire Arcs: Fore/Port/Aft & Fore/Starboard/Aft; well as higher ranked non-comms and officers.
can fire Dorsal & Ventral Features:
Skill: Starship Gunnery • 4 Refresher Booths
Gunners: 1 • Galley & Auto Chef
Fire Control: 2D • Holonet Communicator
Space Range: 1-3/12/25 • Med Bay w/Bacta Tank
Atmosphere Range: 100-300m/1.2/2.5 Km • Machine Shop

184
Imperial Drop Ship Double Dorsal Turbolaser Cannon
Craft: Cignus SpaceWorks: Drop-ship-class Fire Arcs: All; cannot fire vertically
Affiliation: Empire Skill: Starship Gunnery
Era: Rise of the Empire + Gunners: 1
Scale: Transport Fire Control: 3D
Length: 36 meters Space Range: 2-5/15/30
Skill: Starship piloting Atmosphere Range: 200-500m/1.5/3 Km
Crew: 5, Gunners: 8, Skeleton: 6/+10 Damage: 8D; Nominal Damage: 4 (32)
Passengers: 56 (Troops) 2 Capital Concussion Missile Launchers
Crew Skill: Varies Fire Arcs: Fore (Any)
Cargo Capacity: (180); none available Skill: Capital Ship Gunnery
Consumables: 5 Days (3.5K credit refuel) Gunners: 3
Cost: 707,500 (New); 531,000 (Used) Fire Control: 2D
Maneuverability: 2D Space Range: 120 Space Units
Space: 8 Atmosphere Range: 240 Km
Atmosphere: 1,100 Km/H Damage: 9D; Nominal Damage: 6 (54)
Hull: 5D: 3 Locs; HP: 25 / AP: 8; Ammo: 12 per Launcher
Fore, Midship & Aft The same craft as the Imperial Carrier,
Shields: 3D: SP: 36 / Loc; 4 generators; reconfigured for hard hitting assault and
Fore, Port, Starboard & Aft penetration to a planetary, hot, landing.
Sensors: Features:
Passive 10/0D • Same as the Imperial Carrier
Scan 10/1D • Loss of the Hyperdrive Allows the
Search 120/2D Imperial Drop-ship to Carry a single
Focus 5/3D TIE/gt in an aft, ventral hangar.
Maximum 240/-2D • Capital Missile Launchers are exposed,
Weapons: and can be targeted/destroyed after a shield
2 Medium Laser Cannons (Fire-Linked) penetrating hit occurs (destroys the craft).
Fire Arc: Fore
Skill: Starship gunnery
Gunners: 1
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 Km
Damage: 6D; Nominal Damage: 4 (24)

185
Last Man Standing the “Sexy Mynock”. His commentary about
his ship elicits more than a little laughter from
For Lam Sd’Lonyer the thought of striking out other spacers when he brings it up. The name
on his own seemed like a dream. However, is absurd, however, it seems to fit the up-beat
after his home system had been brutally way he’s been seeing life since leaving his
crushed by the Empire, it became a reality. home. This is where his good fortune would
His home had always been “somewhere up end, however, as contracts dry up overnight.
there” as he had been known to say in his Work becomes scarce and he ends up taking
youth. on more than a few less than savory jobs just
Lam had seen some of the galaxy, fighting the to stay alive.
Empire in a series of battles across several star The “Sexy” Mynock
systems. He fought them in space and on the Craft: Corelli Space CS-600 Transport
ground. It was one of those desperate fights Affiliation: Captain Lam Sd’Lonyer
that people murmur about in the corners of Era: Old Republic
bars and at Rebel Alliance Command. After Scale: Transport
losing several colonies only the home system Length: 32 meters
remained. In a battle that only the survivors Crew: 2 + 1 Can Coordinate; Skeleton: 1/+0
Passengers: 8
would remember; the boy inside him died, Crew Skill: 7D+2 Piloting & Gunnery
replaced by a man forged in conflict. They Cargo Capacity: (160); 160 Mt available
fought to the bitter end, which garnered some Consumables: 70 Days (7K credit refuel)
level of respect from the Imperial commander Cost: 159,420 credits (Current Value)
that led the final ground assault. His people Hyperdrive Multiplier: x2
were, finally, allowed surrender with some Hyperdrive Backup: x10
Nav Computer: Yes
level of dignity. After fighting the Imperials to Maneuverability: 1D
a stand still they brokered a deal for their Space: 5
people, terms for surrender. Each remaining Atmosphere: 800 Km/H
member of their populace would get a Hull: 4D+2: 3 Locs; HP: 24 / AP: 8
reparation package. Fore, Mid & Aft
Shields: 2D+1: SP: 28 / Loc; 3 generators
What they received were full pardons and a Sensors:
paltry five hundred Imperial Credits. Which, Passive 13/0D
was generous compared to what most other Scan 25/1D
worlds that resisted Imperial rule got. Search 43/2D
Focus 2/1D
Lam had seen the fighting through from the Maximum 86/-2D
earliest days of the “war” at the age of Weapons:
seventeen until the end, almost three years Dorsal & Ventral Rail-Gun Batteries
later. So, no one blamed him when he Fire Arcs: All, Dorsal & Ventral
accepted the credits and then took the CS-600 Skill: Starship Gunnery
Gunners: Bridge or 1 Gunner
Transport, which was all that remained of their Fire Control: 4D*
defense fleet, and left. His “Somewhere up Space Range: 2-4/16/32
there” had now become a reality. Atmosphere Range: 200-400m/1.6/3.2 Km
Damage: 6D*; Nominal Damage: 6 (36)
Two Years Later
Ammo: 5,000 Rounds / Gun (500 bursts each)
After a series of rather profitable hauls Lam • Guns can be locked to fire in any arc,
had done well for himself. The spare credits typically Fore / Aft, and fired from the
he made going into re-fitting what he now calls bridge (any station) at -2D to fire Control.

186
• Damage incorporates Medium Burst another ship.” Lam says with a cool, calm,
• Rate of Fire: up to 3 bursts per gun demeanor
• Commonly regarded as low technology,
Rail weapons (mass drivers) are “How did you hear us? You were sitting
considered primitive by Imperial standards across the bar…” A seriously ridiculous
(regardless of how effective they actually question
are). The weapons are considered to be
“legal” armament on the Mynock. “I have good ears. Besides, I don’t think you
were trying all that hard to be ultra-secretive.
Features:
We are the only ones in here, after all.”
• All interior seats have been upgraded to
Luxury seating Scanning the room, only the bar tender and the
• Lounge Area has a Disco Ball & Enhanced four of them were in the lounge. It was too
Entertainment Table early in the day for most of it’s patrons to be
• Galley, Bar and Auto-Chef Added there.
• Machine Shop Added “So, what if we do want a fourth partner? I
• Sonic Showers replaced by Refresher doubt you have a ship of any merit.” They
Booths begin to ignore him and return to muttering
among themselves
“Now, that’s a big assumption. I will make
one of my own. I, personally, doubt you guys
have a ship worth a damn for the job you’re
considering. Sounds like that light hauler of
yours just won’t pull enough weight to really
turn you a good profit.” Lam fires right back
They looked at him, leaning back as if his
words hit too close to the mark
“Alright, one of them said, I’ll bite. What’s
your ship?” Doubtful that he even has one
The Job Lead
One day in the spacers lounge on Bespin, “Corelli Space Six-Hundred, I have plenty of
Lam’s latest port of call, he overhears a room”
conversation about a pretty savory haul. Eyebrows raised on the trio
Finances have been tight and he’s been forced
to release the crew he had taken on… months “Ok, lets say we bring you into this job…
ago due to his inability to pay them. Bespin is How can we trust you?” The murmuring stops,
a nice place, however, the docking fees alone slight movement under the table suggests to
are causing him to sweat. It’s the end of the Lam they’re likely moving their hands to
line and this conversation might just be what sidearms.
he needs to break into. “The better question is, why would I trust
Walking over to the trio of individuals seated, you?” Making no threatening movement
huddled over a table. “We have the details of the job and you don’t
“I couldn’t help but overhear that you guys get paid without us.” One of them states
might be in need of a fourth partner with defiantly

187
“Well, while that is true, I have other offers. black market, what? Almost two years ago.
Your deal just sounds a bit suspicious because Most crews would brag about a haul like that.”
it’s a lot more lucrative than anything else I Lando says with an air of disbelief
have lined up at the moment.” Bluffing about
the other offers “How do I know you’re not “Yeah, well, most crews bragging about that
pirates?” sort of thing would be dead by now.“ With
sincerity
“You don’t. So let’s clear the air. You need to
make an appointment with the Baron “All the ships in that sector were thoroughly
Administrator. He’s a busy man, however, he scanned and searched. There’s no way you
will vouch for us. Present his cyborg assistant could have pulled that off.” Lando scoffs
with this token, you will get your audience and “Maybe, however, it helps when I have a
assurances.” The trio calms down a bit couple special compartments on my ship for
“Lando Calrissian… ok. We will be in touch” just that sort of thing. I told you, safeguarding
Lam takes the token and heads out of the bar my clientele’s goods and privacy is at the core
after paying his tab to present the token to of my business principles.” Lam maintained
Lobot, Lando’s assistant. eye contact
Four hours later, he gets a brief audience with “Even if that was you, that job is old news.
Lando after sitting in a detention cell while My associates really need a savvy pilot, with
Lobot runs his background. skill. You really look way too young to have
that degree of prowess.” Again, Lando
“I see you’ve only run legit cargoes. Either questions Lam’s viability
that’s true or you’re really good at covering
your tracks.” Lando inquires with statements “Have you heard of the Black Root Sector?”
that dig like questions speaking about his home
“I do like to stick to legit work, Baron “Sure, some galactic backwater that got it’s ass
Administrator. You can count on me for kicked by the Empire. What of it?”
reliable and safe transport of any and all Lando said dismissively
shipments” he responded cautiously. Having “I was a combat pilot, at the age of seventeen,
no desire to tell the head of a floating city he’s we didn’t have much choice back then. You
also pulled some clandestine work. either fought or you died doing nothing. I
“Well, then we have no use for your services.” remained in that fight from the initial shots
Lando begins to rise fired all the way until the end of the conflict. I
have more TIE fighter kills than anyone you
Lam raises a hand to give Lando pause on
will likely ever meet. Half of them were in an
getting out of his chair “Have you heard of the
old Zebra Mark I. I’m not talking about the
Borellian Job?” a little name dropping might new ones. The other half were in a CS-600,
be necessary now without giving too much
that moved a fifth the speed of those TIEs,
away
with the gun wells locked forward and aft.
“The Borellian Job? A smuggling job that Ship’s called the Sexy Mynock, perhaps you
pulled a Corusca stone heist off from a sector have heard of it.” Lam said, cold as ice
Moff and managed to spirit away with the Lando was in the middle of taking a pull off a
stones undetected. No one took credit for that
glass of Brandy when he half spit then choked
job, no one was caught and the stones hit the it down gasping for air. What made him

188
almost loose it was when Lam called his ship “The problems we will face are two fold.
the “Sexy Mynock” which almost caused him There is a local population that has no idea
a choking fit of laughter. Lando being the there is a ORD there. Secondly, there is an
suave guy that he is, forced himself to swallow Imperial Garrison on world and the system is
the laughter and the Brandy went down the defended and patrolled by the Empire using
wrong pipe. Truth be told, he had heard refit Action Fours. There is no holonet access
murmurs about the guy. He was about as solid in the sector and the Empire is supposedly still
as they come and a damn bit more reliable fielding old TIE designs there. So, slower, less
than the people he put together for this job. maneuverable and tougher snubfighters.”
“There’s only one person brave enough to call “Our points of insertion into the system are
their ship the Sexy Mynock, his name is Lam standard, approach is standard. We fly directly
and I’ve heard rumors of at least one blooded to the star port on the third planet in the
pilot coming from the Black Root sector that system. It’s going to be easy getting in. The
ran the occasional precision job.” Lobot had problem is getting out. The Light Hauler will
done some good digging into this guy. run at any sign of trouble, because she’s fast.
The Mynock doesn’t have that luxury and will
“You’re in luck, I am he.” Presenting his
act as bait, moving to place herself in the line
credentials
of the Imperials and will be boarded if
“Good, now go and meet my people. I will necessary.”
send word ahead of your arrival. Your cut is
15% of the haul in hard goods. The actual “Lam, you’re still required to haul the goods
off world. Our benefactor assures us that you
goods you will be liberating for me. That
should net you twenty to thirty thousand are up to the task.”
credits, easily, on the black market even with
The Ingress
their horrible barter rates. Satisfied?”
It goes off without a hitch. They arrive in
“Very” system, land at the star port and all is good.
Lam smiles and leans forward to shake That is, until Lam learns that his companions
Lando’s hand have no idea what an ORD, actually is. Two
weeks later the ORD remains to be found.
The Actual Job
Everyone assembles in a private suite near the Lam waited patiently and had already done
casino district. some reconnaissance of his own. He was
attempting to give these guys the benefit of the
“We have two ships, the light hauler and the doubt. However, he realized at the end of the
Mynock. Each of us will receive a repuslor second week that they were clowns.
skiff for hauling. The details are as follows,
our benefactor has discovered the presence of “I don’t believe this shit, you don’t have any
an ORD on the third planet of the Lanalin clue where the depot is?” Lam asks
System. The ORD is really old, not Clone incredulously
Wars old, older. We are to salvage anything “No, we’re not looking for a depot. We are
we find there and haul it out. We’re expecting looking for an ORD.” One of them said with
small arms and some incredibly old yet seriousness
valuable data crystals. Details on the specifics
are a bit sketchy though.”

189
“You idiot! An ORD is an Old Republic myself and turn over the rest to Lando.” Lam
Depot!” They were not mere clowns, they says with dead seriousness
were Clown Shoes. “You wouldn’t dare” one of them speaks up
Still not getting it “No, we are looking for an “Try me” Lam responds, things are about to
ORD!” defiantly
go south. Lam turns to the side obscuring his
“And to think, I grew up in a galactic right hip holstered Blaster, flicking off the
backwater... You must have ridden the short safety strap.
transport to school... If you even went to one...
The trio of morons move to draw their
O in ORD stands for Old, R in ORD stands for Blasters, as if in slow motion. Only
Republic and D in the, abbreviation, O.R.D.
accentuating how absolutely uncoordinated
stands for Depot.” The situation was so bad they, actually, were.
that Lam was ready for it to go south at any
moment. Lam’s Blaster is out of it’s holster before any of
the three can even unbuckle theirs’
“But, Lando told us that it would be obvious.
He openly told us it was an ORD. He said we “I have a little experience with this sort of
should do the research ahead of time as the thing. Unbuckle your gun belts and drop the
land masses may have shifted over the weapons, then step away.” Lam menacingly
Millennia.” Scratching his head sweeps his Blaster from left to right.
It was clear they had no idea where to start In unison the trio responds and all three
and had been wasting most of their time in actually take their eyes off of him for a second,
brothels and bars. to pull their Blasters “Nooooo...Argh!!!”
“Let me guess, you didn’t do the research?” Three Blaster shots, at close range, ring out.
Lam asks Distinctly, producing the sizzle of stun bolts.
Lando’s three, stupid, associates fall
“Why would we? Lando said it would be a unconscious to the ground.
piece of cake.” Still clinging to defiance
“Idiots...” Lam sighs
“Wow… You know, there’s a saying, no plan
survives contact with the enemy… In this After disarming them and binding them up,
case, no plan survives contact with you Lam searches their ship. First for the
idiots… I will find the ORD, and my cut just information from Lando which he discovers on
went up to 25%.” Lam says with disgust a Data Pad. Second, he discovers that the
registry of the hauler has been hacked... It’s a
“Lando won’t like that, he won’t agree to your
stolen ship. Talk about not attempting to draw
terms.” Once again dismissive
attention... No big surprise there, though.
“I wasn’t suggesting it would come out of
How the hell Lando vetted these idiots Lam
Lando’s cut. I’m taking 10% out of your cuts”
had no idea. They forgot to bring their
Morons repulsor skiff and they were expected to carry
“No, we don’t agree.” In unison the principal load of the cargo… one of them
“Ok, then you sit on your asses here until you began to groan and started waking the other
two, three more blaster shots ring out in the
run out of money and I will already be back on
Bespin with Lando’s goods. I will take 60% ship, resulting in three very unconscious and
drooling thieves bound together, laying on the
deck of their stolen freighter…

190
“What the hell am I going to do with these was intact. They had snubfighters in there
guys?” from the Old Republic. He would have to
After hog tying them Lam jams them under come back with something larger, some day,
the the deck plating of the hauler, further and retrieve them too. He would even petition
limiting their ability to move and pretty much Lando to come with him to finish that job.
eliminating any ability they have of escaping. Lam was an honest sort of man, you didn’t
find that very often in this line of work.
He had been using a fake ID since he landed,
the Clown Shoe Trio didn’t even realize he had Making several trips, over the next three days,
changed his hair color, was sporting a beard Lam loaded every Pulse Wave Blaster he could
and blast goggles the entire time... He paid the get his hands on; into his ship’s shielded cargo
star port for better security around the hauler holds. The rest of the gear he focused on
and informed them that no one was inside the would only be mundane, yet valuable stuff.
ship… and to watch for anything suspicious Like old computers, data crystals, trinkets that
(in case they freed themselves and attempted had good resale value, etc.
to come after him). Now he had to locate the His biggest, personal, find was a cylinder that
base. he didn’t recognize at first. It turned out to be
He compared mapping data from Lando with a Lightsaber, and he almost cut off his legs
data from the planetary archives on world. when he activated it… That went into the
Now Lam had a rough estimate for the bridge masked storage box, you never know
location of the Depot, that entire process took when you need an illegal, multi-purpose,
him less than an hour since he had already vorpal cutting tool... He had never seen one
done most of the aerial reconnaissance with a before. Then again, most people had never
rented air speeder, the research on his own and seen one. He never really knew much about
investigated local rumors, over the past two them other than the few tales of the Jedi that
weeks. managed to reach the Black Root sector. This
was a helluva find.
That evening he flew his ship out, then
dropped below sensor coverage and ran the After having loaded everything he could cram
ship on repulsors until reaching the general into the Mynock and placing the mundane gear
area. Scanners detected a metallic anomaly over most of the shielded cargo containers, for
after a couple minutes of sweeping the area. good measure. He used the skiff to head back
Setting down he spent more time locating the into town. Either those idiots escaped or they
entrance and it was morning by the time he were really hungry by now...
had managed to dig out an entry hatch to the It would appear that about three days into their
facility. captivity, one of them managed to get free. He
He returned to his ship and slept for eight freed his companions and then attempted to
hours. Returning to the site about mid day leave the ship. They looked like they were in
bringing the repulsor sled with him. He rough shape, and the star port security staff
managed to jimmy the doors open with a immediately thought they had gained access to
power cell and some luck. the ship when they weren’t looking. They
were promptly surrounded and arrested. With
The facility turned out to be everything Lando no ability to Blast their way out because Lam
said it was and more. It was a good couple had taken their weapons. Lam had “exposed”
thousand years old, some of the main passages the registry hack on the bridge by tampering
were collapsed, however, the overall structure

191
with the BoSS (that’s Bureau of Ships and found it’s way back to Lam, perhaps it was
Services) box. Making it obvious that time that he paid it forward and put those
something was amiss with the ship. weapons in the hands of those that could use
When their records were run with the Empire them the most. However, he still had to go
on world they were identified as smugglers back to that depot. Those Liberator-class
and pirates. The hacked BoSS registry damned Republic Snubfighters were calling his name.
them. The way Lam looked at it was they For that he would have to return with Lando in
could say whatever they wanted to because tow and a bulk transport. He needed to do this
there was no evidence he had even been there. before things got more complicated, like
Who cares if they dropped his real name, no someone else finding the depot. Or if those
one of that name had ever been to that planet! three idiots ever got out of an Imperial
No one would believe the word of pirates prison...
anyway.
As for his fake identicard, well, it was well
worth all that cred he spent on it a couple years
ago. It was burned as far as he was concerned.
He stuffed it in the Ion Engines of the Sexy
Mynock before leaving world. When he lit the
engines, he disintegrated that identity forever.
The Egress
Lam left the planet the next day after sealing
the depot back up and doing his best to
obscure the entrance. He recorded detailed
coordinates for any return trip. Then he lifted
off and traversed the system uneventfully.
Finally jumping back into the safety of
hyperspace toward Bespin. He had a couple
days in hyperspace to really take stock of what
he had discovered at the depot and it was a
pretty damn rich haul.
After reaching Bespin, Lam appraised Lando
of the situation. Explained the fate of the crew
Lando had hired for the job and then handed
over fifty percent of the haul to him. It was
only fair, seeing as Lando had the knowledge
and Lam turned out to be his only partner in
the endeavor.
He was able to legitimately sell much of the
cargo and even made runs with the goods to
worlds that would pay premium for the them.
What he did with the rest of the Pulse Wave
Weapons well, aside from it being a story for
another time, he had some ideas. Fortune had

192
193
Inquisitor Triple Blaster Turret
Craft: Mandal Motors: Inquisitor Patrol Ship Fire Arcs: Fore/Port/Aft
Affiliation: Various Skill: Starship Gunnery
Era: Old Republic + Gunners: 1
Scale: Transport; Maneuvers as Snubfighter Fire Control: 1D+2
Length: 12 meters Space Range: 1-5/10/18
Skill: Starship piloting Atmosphere Range: 100-500m/1/1.8 Km
Crew: 1, Gunners: 2 Damage: 4D; Nominal Damage: 5 (20)
Crew Skill: Varies Triple Blaster Turret
Cargo Capacity: (150); 70 Kg available Fire Arcs: Fore/Starboard/Aft
Consumables: 24 Days (720 credit refuel) Skill: Starship Gunnery
Cost: 92,000 (New); 69,000 (Used) Gunners: 1
Hyperdrive Multiplier: x2 Fire Control: 1D+2
Hyperdrive Backup: x15 Space Range: 1-5/10/18
Nav Computer: Basic, see features Atmosphere Range: 100-500m/1/1.8 Km
Maneuverability: 2D Damage: 4D; Nominal Damage: 5 (20)
Space: 9 The Mandal Motors Inquisitor was designed as
Atmosphere: 900 Km/H a cheap, well armed, short range patrol vessel.
Hull: 2D + 1D Armor: 1 Loc; HP: 10 / AP: 20 Marketed at a myriad of customers on a tight
Shields: 2D: SP: 24; 1 Generator budget the craft performs admirably in it’s
Sensors: role. Designed on a Transport chassis affords
Passive 30/0D this small craft a modicum of durability. It
Scan 40/1D contains limited creature comforts, however,
Search 60/2D unlike many other craft of it’s size the one’s it
Focus 2/2D possesses make for comfortable patrol tours.
Maximum 120/-2D Features:
Weapons: • Conventional Shitter & Sonic Shower
4 Laser Cannons • Comfortable Seats (Free Luxury seating)
Fire Arc: Fore • Basic Nav System: costs half as much,
Skill: Starship Gunnery allows unlimited jumps at +5 difficulty.
Gunners: Pilot • Stripped cargo capacity: - 20,000 credits
Fire Control: 2D • Cheap Repulsors: No cost, but
Space Range: 1-3/12/25 temperamental; 1 in 6 chance of loss of
Atmosphere Range: 100-300m/1.2/2.5 Km 300 Km/H (per day); requires a Starship
Damage: 4D; Nominal Damage: 6 (24) Repair roll: Difficulty: 20 to correct.

194
Kazellis Light Freighter Atmosphere Range: 100-300m/1.2/2.5 Km
Craft: Kazellis Corp: Light Freighter Damage: 4D+1; Nominal Damage: 4 (17)
Affiliation: Various, Empire The Kazellis Corporation was nationalized by
Era: Rise of the Empire & New Republic the Empire, thus these ships are rare. It comes
Scale: Transport equipped with solid shields and two laser
Length: 28 meters batteries for defense. Contrary to popular
Skill: Starship piloting belief, the Kazellis corporation still exists in
Crew: 1 + 3 Can Coordinate, Gunners: 2 token form and is used to produce the
Passengers: 6 (expanded passenger space) occasional freighter for Imperial use. On a
Crew Skill: Varies limited basis they accept custom orders from
Cargo Capacity: (140); 119.95 Mt available those with influential station in the Empire.
Consumables: 56 Days (6.7K credit refuel) The company becomes free again after the fall
Cost: 175,000 (New & Used); of Palpatine. Though years of neglect and it’s
123,000 (New & Used: New Republic) incredibly limited market presence caused the
Hyperdrive Multiplier: x1 company to struggle to regain their foothold
Hyperdrive Backup: x12 on the galactic market. Newer designs from
Nav Computer: Yes companies that continued to operate during the
Maneuverability: 2D height of the Empire’s power tend to outstrip
Space: 5 sales of the Kazellis during the time of the
Atmosphere: 1,000 Km/H New Republic. As a result, they heavily
Hull: 4D: 2 Locs; HP: 20 / AP: 8; Fore & Aft discount their freighter in order to maintain a
Shields: 2D: SP: 24 / Loc; 2 generators tenuous, but growing market presence.
Sensors: Features:
Passive 20/1D • Refresher Booth & Conventional Shitter
Scan 50/2D • Luxury Seating Ship Wide
Search 70/2D+1 • Lounge, Galley and Auto Chef
Focus 4/3D • Comfy Beds Ship-wide
Maximum 140/-1D+2 • Medical Bay & Machine Shop
Weapons: • Armory: +1D to repair or modify
2 Laser Cannon Batteries Weapons & Armor
Fire Arcs: Dorsal & Ventral Mounts: All • Ease of Maintenance/Repair &
Skill: Starship Gunnery Modification: -2DR to all rolls. The
Gunners: 1 Kazellis was built with universal
Fire Control: 2D components and will accept almost
Space Range: 1-3/12/25 anything as a drop in replacement.

195
National Treachery The Kazellis Light Freighter of started to
become a rare but highly prized cargo vessel, it
The Kazellis Corporation developed the was a sleek and elegant flying wing design that
Kazellis Light Freighter just prior to the had a number of advanced systems built into
Invasion of Naboo. The craft was an amazing the stock model, foremost being an advanced
one, as it incorporate a lot of creature comforts drive system that gave it a sharp edge in speed
into a basic Transport. Highly prized and over other freighters, like the YT-1300. The
sought after it’s introduction, the small ship's speed, coupled with other above par
Kazellis Corporation even had a branch office systems, like robust shields and two laser
in the Kwilaan Starport on Naboo to supply batteries, made the ship popular with
the port with spare parts. smugglers who wanted a ship that needed very
The Kazellis Corporation was based out of the few modifications to be immediately useful.
Kathol Sector in the Outer Rim of the Galaxy. In keeping with the company's philosophy,
Their company was a joint venture between most of the ship's systems were easily
human and Twi'lek manufacturers. The upgraded and replaced; many of the ship's
Kazellis line of Transports was quite short parts were fitted with universal joints and
lived. Only producing several hundred of the interfaces, allowing mechanics to use parts
vessels in during the Clone Wars. With the from a myriad of manufacturers. Possessing a
announcement of the Galactic Empire, things comfortable interior, the Kazellis came stock
started to go horribly wrong for the with many amenities at the expense of cargo
corporation. space, including a machine shop, medical bay,
A series of their patents on the Kazellis armory, and acceleration couches.
Freighter were challenged by third parties that Then the planet on which the company was
all seemed to have some sort of bone to pick based upon underwent a political disaster,
with them. This dragged their corporation into which impacted every business heavily. The
the courtrooms of the (now) Imperial Senate. local taxes that were levied on all the
Ultimately, the patent disputes discovered businesses were crushingly brutal and the
nothing. The process, however, was lengthy proceeds went toward correcting a natural
and cost the small corporation dearly. During disaster on world of epic magnitude. There
this time the Kazellis Corporation was not was no precedent for this political move my
allowed to sell their craft, the principal force the local Moff, however, the local Governor
behind keeping the corporation alive. Their (Moff’s) power was now absolute after the
ample product line of after market Rise of the Empire. The Kazellis Corporation
modifications and OEM support parts for the filed for Bankruptcy shortly afterward. What
craft barely managed to keep them afloat. happened next was another unprecedented
The Kazellis Corporation immediately move by the local Moff. The company was
resumed sales of their craft after this litigation Nationalized without being allowed to proceed
nightmare. They ran into sanctions almost through their bankruptcy. The corporation
immediately from the Empire due to the high was bought out by a third party at a fraction of
performance of their craft. This forced them to it’s value and since the buyout did not zero the
so a slight re-design that incorporated weaker debt the Empire swept in and Nationalized the
engines and hyperdrives to placate the Kazellis Corporation.
Imperials. Again, this cost the corporation The Kazellis Corporation’s failure was so
time and the company began to slip into the abrupt, unforeseen and brutal that the
red. They released the scaled down Kazellis to executives of the company had little time to
limited fanfare because buyers were clamoring discover what had happened or was
for the initial release of the vessel. Their happening. In the years since, however, there
scaled down version placed other craft well has been much speculation. Though nothing
ahead of it in terms of raw performance. Craft solid has emerged from any inquiry into the
like the YT & CS series of Transports. matter.

196
The Corellian Engineering Corporation had traffic in the system with a formal blockade
witnessed a product launch that outstripped due to the ex-Imperial Captain being branded a
their ultra stable base of followers when the “Warlord” for liberating the sector from other
Kazellis Light Freighter first hit the market. Imperials. Funny thing, not a shot was fired in
Longtime supporters of the the CEC flocked to that liberation. The New Republic fought
Kazellis to get their hands on a freighter. You constant wars with ex-Imperial commands and
could essentially say that fear guided their they rarely did so without bloodshed. So,
actions and they set in motion a plan to would that make the New Republic a
discredit the corporation with their patent government of Warlords? It really does look
litigation. Of course this was all performed that way from a certain point of view.
with a number of shell corporations well
removed, from directly linking the CEC to the Potential Benefits of revealing information
litigation. The litigation failed, and not only to the Kazellis Corporation:
had Kazellis spent years and millions on the
campaign, the CEC had spent Billions • Sanctions against the CEC & reparations
lobbying against the Kazellis Corp. This paid to the Kazellis Corporation.
would eventually reach the attention of the • Possibility of loosening the blockade for
nascent Empire who took an interest in the Kazellis sales during the New Republic
corporation as a result of this, blown out of Blockade.
proportion trial. Furthermore, notification of
the Twi’Lek involvement in principal • Greater possibility that the New Republic
ownership didn’t sit well with the Pro-Human would entertain peace talks on a more even
Empire. CEC entered into an agreement with level without the events of the short story
the Empire and they both crushed the Kazellis “I’m Not Like Everyone Else”(pp. 264-
Corporation under their might. Little would 275) necessarily happening at all. This
the CEC realize, that later, their Imperial allies would require a masterful ordeal of
had betrayed them over the design of their YT- representation and pleading with the
2000 series... What comes around, goes overburdened New Republic Senate.
around. Possibly involving substantial bribes or
threats (if performed in a non legit
There’s a bit of a sliver lining here though. No fashion).
one that worked for the main offices was
terminated. They were all moved, forcibly, to • Kazellis will grant a fully stocked, original
Coruscant and employed under guard. The series, Space Transport as a reward.
Empire saw the value of these vessels for • Kazellis is broke, so don’t expect cash.
many purposes and kept the corporation alive
on an as needed basis. The employees were • Possibility of gaining traction and ties in
not allowed to leave, they collected a marginal the New republic Senate.
income and were tasked with maintain units in • The gratitude of the Democratic leadership
imperial service. In addition to this the craft of the Charity Sector. Which would yield a
were sold, brand new, to certain key Imperial neutral entity that will always offer the
politicians and military personnel. After the players safe haven free from extradition &
death of the Emperor the hold that the Empire a personal landing bay on one of their
had on the corporation failed and the surviving worlds that is maintained for free for life.
employees slipped their leash. Relocating to a
world in the Charity Cluster. A small sector • A chance to take part in the events of “I’m
that had been recently liberated by a female Not Like Everyone Else.” And possibly
Captain that had ties to one of the founders of change the outcome of the final battle.
the corporation. Seeking a neutral area to (This is a personal favorite, because that
build anew the corporation found it’s new would be a dirty, and fun battle to be a
home... Only to be screwed again, this time by part of, especially if the players have a
the New Republic who eventually cut off all capable or multiple capable warships).

197
Liberty Light Freighter Weapons:
Craft: Rendili StarDrive: Liberty Transport 2 Turbolaser Cannons (Fire-Linked)
Affiliation: Various Fire Arc: Fore
Era: Rise of the Empire + Skill: Starship Gunnery
Scale: Transport Fire Control: 3D
Length: 18 meters Space Range: 2-5/15/30
Skill: Starship piloting Atmosphere Range: 200-500m/1.5/3 Km
Crew: 1 + 1 can coordinate Damage: 5D; Nominal Damage: 4 (20)
Passengers: 6 (expanded passengers) Double Turbolaser Battery (Ventral)
Crew Skill: Varies Fire Arcs: Fore/Port/Starboard/Aft/Ventral
Cargo Capacity: (90); 89.9 Mt available Skill: Starship Gunnery
Consumables: 36 Days (2.9K credit refuel) Fire Control: 4D
Cost: 132,000 (New & Used) Space Range: 2-5/15/30
Hyperdrive Multiplier: x1 Atmosphere Range: 200-500m/1.5/3 Km
Hyperdrive Backup: x8 Damage: 4D; Nominal Damage: 5 (20)
Nav Computer: Yes
Maneuverability: 2D; 3D in Gravity Well Known for their Victory Star Destroyers and
Space: 6 (8 in Gravity Well to 120 Units) Dreadnoughts, this represents their first foray
Atmosphere: 800 Km/H into a more personalized market segment in
Hull: 4D+2 + 2D Armor: 3 Locs; HP: 24 centuries. Meant to sell well to individual
AP: 32; Fore, Port & Starboard captains and compete on the higher end
Shields: 2D: SP: 24 / Loc; 3 generators against luxury craft, the Liberty Light
Sensors: Freighter is impressive in it’s own right. It is
Passive 35/1D well armed, armored and shielded. The
Scan 45/2D engineers at Rendili managed to extend hull
Search 65/3D survive-ability by compartmentalizing the craft
Focus 5/4D into 3 sections, which is unheard of in a craft
Maximum 130/-1D of this size. As is the craft’s ability to maintain

198
full cargo capacity. Finally, the craft has
enhanced Space performance in the presence Rendili StarDrive wanted to compete for the
of Gravity wells, gaining an additional 2 Space independent captain market place and with
Units in speed when under the effects of one higher end small yachts alike. Thus, they
(natural or artificial). It’s maneuverability is reduced the entry price of the craft to it’s 75%
also bolstered under these conditions and in of its Used Price. Rendili Star drive is
Atmosphere. estimated to be making less than 6% profit on
each Liberty. It is believed that they are
Features: creating market interest for future civilian
• All Systems are efficient, -2DR to all product launches. The Liberty represents an
repairs; -1DR to all Modifications. exceptional value in the marketplace for a
• Captain's Cabin w/ Conventional Shitter, small personal ship with incredible potential
Holovid Terminal & Refresher (2 beds) and robust passenger space. No craft of this
• Crew Quarters w/ Refresher & 3 Double size offers six passengers as an option.
Bunks Rendili’s Liberty is incredibly rare due to it’s
• Galley, Auto Chef & Bar incredible performance.
• Engineering access to all drive systems
It is effectively back ordered until infinity...
• Enhanced Gravity Well Performance
Players would have to steal one in order to get
• Armor plate is part of the Engineering
one.
design and does not impact the craft in any
way (Additional Armor, will, however).

199
Nova Drive 3-Z stations separate from the pilot and co-pilot)
Craft: Nova Drive: 3-Z Transport Fire Control: 1D
Affiliation: Various Space Range: 1-3/12/25
Era: Rise of the Empire + Atmosphere Range: 100-300m/1.2/2.5 Km
Scale: Transport Damage: 3D; Nominal Damage: 3 (9)
Length: 28 meters The 3-Z light freighter was a freighter made by
Skill: Starship piloting Nova-Drive. It is an upgraded version of the
Crew: 2, Gunners: 2, Skeleton: 3/+5 YT-1200 light freighter design. The hull was
Passengers: 8 (Expanded passengers) stretched and reinforced. It features a pair of
Crew Skill: Varies escape pods that punch out ventral from the
Cargo Capacity: (150); 150 Mt available lower hull, spaced equally in the craft. Based
Consumables: 56 Days (6,720 credit refuel) on a CEC design the craft is easy to
Cost: 92,000 (New); 69,000 (Used) maintain/repair and modify (-1DR).
Hyperdrive Multiplier: x2 Features:
Hyperdrive Backup: x15 • 3 Conventional Shitters, 3 Sonic Showers
Nav Computer: Yes • Galley, Lounge & Auto Chef
Maneuverability: 1D • Starting Cargo Space is Maximum &
Space: 4 Expanded due to stretched hull design.
Atmosphere: 800 Km/H • Holo Vid Viewer in the Galley
Hull: 4D+2: 2 Locs; HP: 24/AP: 8, Fore & Aft • 5 Double Bunks w/2 storage closets in
Shields: 1D: SP: 12 / Loc; 2 generators each room (3 rooms). Crew Quarters is
Sensors: just one double bunk with storage closets.
Passive 20/0D • 3 Cargo Elevators in addition to main
Scan 30/1D loading ramp.
Search 40/1D+2 • Small Arms Locker on the Bridge
Focus 2/2D • Two other standard 4 occupant escape pods
Maximum 80/-2D+1 that jettison Ventral.
Weapons: • Bridge Section jettisons and acts as an
2 Laser Turrets escape pod for 4 people.
Fire Arcs: 1 Fore, Port, Aft; 1 Fore, Starboard, • Captain’s Cabin w/ Sonic Shower &
Aft; Dorsal and Ventral Conventional Shitter
Skill: Starship Gunnery • First Mate’s Cabin w/ Conventional Shitter
Gunners: 1 (Fired from the Bridge at two

200
Nova Drive 5-T Fire Control: 2D+1
Craft: Nova Drive: 5-T Medium Transport Space Range: 1-3/12/25
Affiliation: Various Atmosphere Range: 100-300m/1.2/2.5 Km
Era: Rise of the Empire + Damage: 4D; Nominal Damage: 4 (16)
Scale: Transport The Nova Drive 5-T is the company’s first
Length: 40 meters attempt at creating a self designed transport.
Skill: Starship piloting It’s design followed shortly after the 3-Z’s
Crew: 2 + 1 can coordinate, Gunners: 3; amazing success, allowing the fledgling
Skeleton: 4/+5 (Pilot & 3 Gunners) company to assemble the finances necessary
Passengers: 16 for such an undertaking. While the design’s
Crew Skill: Varies armament doesn’t seem very impressive it
Cargo Capacity: (200); 199.9 Mt available does give the craft full coverage on all arcs of
Consumables: 80 Days (17.6K credit refuel) fire. The design is rather efficient in how a
Cost: 186,400 (New); 139,800 (Used) singular pilot can handle the myriad of tasks
Hyperdrive Multiplier: x2 on the bridge. Designed as a cost effective
Hyperdrive Backup: x18 Medium Freighter that would appeal to the
Nav Computer: Yes masses of smaller transport companies and
Maneuverability: 1D even larger ones alike. The craft can carry an
Space: 4 impressive amount of passengers and the one
Atmosphere: 600 Km/H that can coordinate on the bridge is actually an
Hull: 5D: 4 Locs; HP: 20 / AP: 8 additional of passenger berth on the ship.
Fore, Port, Starboard & Aft Features:
Shields: 2D: SP: 24 / Loc; 4 generators • Public Refresher & Conventional Shitter
Sensors: • Captains Cabin with Big Comfy Bed,
Passive 25/0D personal refresher booth, Holovid Viewer
Scan 40/1D & Conventional Shitter
Search 50/2D • First Officer’s Cabin with Comfy Bed,
Focus 5/3D Holovid Viewer & Conventional Shitter
Maximum 100/-2D • Lounge & Basic Entertainment Table
Weapons: • Galley & Auto Chef
3 Double Laser Turrets • 3 Fancy Observation Windows (Fore,
Fire Arcs: 1 Fore, 1 Port/Aft, 1 Starboard/Aft lower deck, located by the Lounge)
Skill: Starship Gunnery • Basic Machine Shop
Gunners: 1 • 10 Double Bunks w/ Holovid Viewers

201
Personal Shuttle Damage: 4D; Nominal Damage: 4 (16)
Craft: Cygnus Space Works: Personal Shuttle Laser Turret
Affiliation: Various Fire Arc: Aft
Era: Old Republic + Skill: Starship Gunnery
Scale: Transport Gunners: 1
Length: 10.6 meters Fire Control: 2D
Skill: Starship piloting Space Range: 1-3/12/25
Crew: 1, Gunners: 1 Atmosphere Range: 100-300m/1.2/2.5 Km
Passengers: 4 Damage: 4D; Nominal Damage: 3 (12)
Crew Skill: Varies
Cargo Capacity: (25); 24.9 Mt available The Cygnus Space Works Personal Shuttle
Consumables: 21 Days (1.2K credit refuel) was, at one time, the king of the hill when it
Cost: 88,320 (New); 66,240 (Used) came to personal transportation. It’s a
Hyperdrive Multiplier: x2 relatively inexpensive craft with decent cargo
Hyperdrive Backup: x12 bay. While quite spartan in amenities, it really
Nav Computer: Yes wasn’t meant for long endurance trips. For it’s
Maneuverability: 2D time it was equipped with fast Hyperdrives
Space: 4 and a respectable armament. It’s still
Atmosphere: 800 Km/H manufactured and primarily sold to families.
Hull: 4D; HP: 20 / AP: 8; 1 Loc There are conversion kits available to turn
Shields: 2D: SP: 24; 1 Generator excess cargo space into passenger space.
Sensors:
Passive 20/0D Features:
Scan 30/1D • 6 Reclining Bucket Seats
Search 40/1D+1 • Holo Vid Viewing terminal
Focus 2/1D+2 • Refresher Booth
Maximum 80/-2D +2 • Galley
Weapons: • Auto Chef
2 Light Laser Cannons (Fire-Linked) • Craft Wide Luxury Seating
Fire Arc: Fore • Wings fold vertically for landing and
Skill: Starship Gunnery stowage.
Fire Control: 1D+2 • 20 MT Converted to passengers cost
Space Range: 1-3/12/25 double to make effective (2 added).
Atmosphere Range: 100-300m/1.2/2.5 Km

202
Pocket Warship Space Range: 1-4/15/31
Craft: Pirate Yards Ltd: Pocket Warship Atmosphere Range: 100-400m/1.5/3.1 Km
Affiliation: Criminals, Independent systems Damage: 6D+2; Nominal Damage: 4 (26)
Era: Rise of the Empire + 2 “Bad Ass” Turbolasers (Battery-Linked)
Scale: Transport Fire Arc: Fore
Length: 24 meters Skill: Capital Ship Gunnery
Skill: Starship Piloting Gunners: 1
Crew: 2 + 2 can coordinate, Gunners: 2 Fire Control: 4D+1
Passengers: 12 (Troops) Space Range: 4-31/62/94
Crew Skill: Varies Wildly Atmosphere Range: 800m-62/124/188 Km
Cargo Capacity: (120); None available Damage: 11D+2 Static;
Consumables: 8 Days (1.4K credit refuel) Nominal Damage: 8 (90); RoF: 1
Cost: 960,800 (New); 720,600 (Used) Quad Incom Laser Turret (X-Wing Guns)
Hyperdrive Multiplier: x½ Fire Arcs: Ventral Turret: All
Hyperdrive Backup: x6 Skill: Starship Gunnery
Nav Computer: Yes Gunners: 1
Maneuverability: 2D+2 Fire Control: 4D+2
Space: 9 Space Range: 1-4/15/31
Atmosphere: 1,200 Km/H Atmosphere Range: 100-400m/1.5/3.1 Km
Hull: 4D + 2D Armor; 2 Locs, HP: 20 / AP: 32 Damage: 7D+2; Nominal Damage: 6 (44)
Shields: 2D+2 Frigate: SP: 288, 2 Generators The Pocket Warship is a custom design that
Sensors: appears to be an, actual, design blueprint due
Passive 44/1D+2 to the ships appearing in quantity throughout
Scan 88/3D+2 the Galaxy. Designed with one purpose in
Search 175/4D+2 mind, crippling Bulk Cruisers. It features
Focus 6/4D+2 maximum modifications on everything: +2DR
Maximum 350/0D+2 to repair.
Weapons: Features:
2 Modified TIE Cannons (Fire-Linked) • Added 7 Passengers -35 Metric Tons
Fire Arc: Fore • Shield Strain: Breached shields have a
Skill: Starship Gunnery 15% chance (cumulative) of causing the
Gunners: Pilot or Co-Pilot generator to detonate, destroying the ship.
Fire Control: 3D+2 • Conventional Shitter & Sonic Shower

203
204
Raider Assault Ship Damage: 9D; Nominal Damage: 6 (54)
Craft: Rothana Heavy Engineering: Raider 2 Double Laser Turrets
Class Assault Ship Fire Arcs: Dorsal & Ventral Mounts: All
Affiliation: Various Skill: Starship Gunnery
Era: Rise of the Empire + Gunners: 1
Scale: Transport Fire Control: 2D+1
Length: 22.5 meters Space Range: 1-3/12/25
Skill: Starship piloting Atmosphere Range: 100-300m/1.2/2.5 Km
Crew: 2, Gunners: 4 Damage: 5D; Nominal Damage: 4 (20)
Passengers: 26 (Troops) 2 Static Laser Cannons
Crew Skill: Varies Fire Arcs: 1 Fore/Port & 1 Fore/Starboard;
Cargo Capacity: (3); 2.9 Mt available Ventral & Dorsal
Consumables: 45 Days (14.4K credit refuel) Skill: Starship Gunnery
Cost: 260,800 (New); 195,600 (Used) Gunners: 1
Hyperdrive Multiplier: x1 Fire Control: 2D
Nav Computer: Yes Space Range: 1-3/12/25
Maneuverability: 0D Atmosphere Range: 100-300m/1.2/2.5 Km
Space: 4 Damage: 4D Static; Nominal Damage: 6 (24)
Atmosphere: 500 Km/H Plasma Boarding Device
Hull: 8D + 4D Armor: 2 Locs; Fire Arc: Aft
HP: 40 / AP: 56; Fore & Aft Damage: 10D, Nominal Damage: 6 (60)
Shields: 3D: SP:36 / Loc; 2 generators Game Effect: Forms a hard seal on target
Sensors: vessel after melting through it’s hull.
Passive 23/0D Rothana’s Raider Assault Ship was designed
Scan 25/1D for heavy assault missions requiring the
Search 40/1D troopers to survive, almost anything, en-route
Focus 2/1D to their target. It is heavily armed, armored
Maximum 80/-3D and as a result it’s designers hadn’t anticipated
Weapons: the load it would place on the engines and
4 Heavy Laser Cannons (Fire-Linked) reactor core. This led to the craft being a
Fire Arcs: Dorsal & Ventral Mounts: All flying brick. It’s very popular with Pirates...
Skill: Starship Gunnery Features:
Gunners: Pilot • 2 Refreshers
Fire Control: 2D • 16 Double Bunks (8 per deck)
Space Range: 1-3/12/25 • Med Bay
Atmosphere Range: 100-300m/1.2/2.5 Km

205
Sigma Shuttle Damage: 4D; Nominal Damage: 4 (16)
Craft: Koensayr: SSL-2M Sigma Shuttle Dorsal Double Laser Turret
Affiliation: Empire Fire Arcs: Aft/Port/Starboard & Dorsal
Era: Rise of the Empire (Early) + Skill: Starship Gunnery
Scale: Transport Gunners: Co-Pilot
Length: 21.6 meters Fire Control: 3D
Skill: Starship piloting Space Range: 1-3/12/25
Crew: 2, Gunners: 2; Skeleton: 3 / +10 Atmosphere Range: 100-300m/1.2/2.5 Km
Passengers: 12 Damage: 4D; Nominal Damage: 4 (16)
Crew Skill: Varies The Sigma-class shuttle is a Koensayr shuttle
Cargo Capacity: (115); 5 Mt available craft that saw use in the Imperial Navy early in
Consumables: 43 Days (6.9K credit refuel) the Galactic Civil War. The Sigma-class
Cost: 110,200 (New); 83,400 (Used) shuttle is replaced by faster and better armed
Hyperdrive Multiplier: x2 shuttles like the Lambda-class. One of these
Hyperdrive Backup: x15 shuttles, the Mist Laden, is in hands of a
Maneuverability: 1D headhunter who acquired the starship after
Space: 4 capturing its owner, an independent trader.
Atmosphere: 1,000 Km/H
Hull: 4D: 2 Locs; HP: 20 / AP: 8; Fore & Aft Art was reassembled by AdamKop from vague
Shields: 2D: SP:24 / Loc; 2 generators images.
Sensors:
Passive 15/0D Features:
Scan 20/1D • Six Double Bunks
Search 30/1D • 2 separate rooms for Gunners & Pilots
Focus 5/1D with a Double Bunk each
Maximum 120/-2D+1 • Galley
Weapons: • Refresher Booth
Ventral Double Laser Turret • Robust Fusion Reactor (Great for
Fire Arcs: Fore/Port/Starboard & Ventral Modifications)
Skill: Starship Gunnery • Trades cargo space for passenger space
Gunners: 1
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2/2.5 Km

206
Shadow Transport 2 Double Medium Laser Turrets
Craft: Sienar Fleet Systems: Shadow Courier Fire Arcs: 1 All & Ventral, 1 All & Dorsal
Affiliation: Empire Skill: Starship Gunnery
Era: Rise of the Empire + Gunners: 1
Scale: Transport Fire Control: 0D
Length: 26 meters Space Range: 1-3/12/25
Skill: Starship piloting Atmosphere Range: 100-300m/1.2/2.5 Km
Crew: 1, Gunners: 2 Damage: 6D; Nominal Damage: 4 (24)
Passengers: 4 The Shadow Transport was designed and
Crew Skill: Varies based loosely off the Scimitar (Sith Infiltrator).
Cargo Capacity: (130); 129.5 Mt available It is a priority shuttle or personal craft for high
Consumables: 52 Days (6.9K credit refuel) ranking members of the Imperial Military and
Cost: 400,000 (New & Used) Government. It incorporates stealth
Hyperdrive Multiplier: x1 technology different from the Scimitar. The
Hyperdrive Backup: x7 Shadow has a light hull composed of
Maneuverability: 2D+2 completely sensor resistant materials. Sensors
Space: 9 cannot detect the craft, period. A byproduct of
Atmosphere: 1,100 Km/H this advancement is the fact that the Shadow’s
Hull: 2D: 2 Locs; HP: 10 / AP: 8; Fore & Aft own sensors only operate in Passive mode,
Shields: 4D: SP:48 / Loc; 2 generators nothing else on the craft works and thus they
Sensors: were massively enhanced. Furthermore, fire
Passive 90/3D control packages gain no advantage vs. the
Scan 0/0D Shadow (0D), however, gains from high
Search 0/0D volume of fire like Pulse Lasers and Auto
Focus 0/0D Blasters still apply. This also effects the
Maximum 180/-1D (Passive only) Shadow’s own weapons as well.
Weapons: Features:
2 Static Heavy Laser Cannons (Fire-Linked) • Refresher Booth
Fire Arc: Fore • Luxury Seating Craft Wide
Skill: Starship Gunnery • Galley & Auto Chef with Bar
Fire Control: 0D • 7 Holo Vid Viewers
Space Range: 1-3/12/25 • Med Bay with Bacta Tank
Atmosphere Range: 100-300m/1.2/2.5 Km • Full Holonet Communicator
Damage: 8D; Nominal Damage: 7 (56)

207
Sleuth II Fire Control: 2D+2
Craft: Incom Corporation: A-25 Sleuth Mk II Space Range: 1-3/12/25
Affiliation: Various, Rebel Alliance Atmosphere Range: 100-300m/1.2/2.5 Km
Era: Rise of the Empire + (Late) Damage: 5D; Nominal Damage: 4 (20)
Scale: Transport; Handles as Snubfighter 2 Double Laser Turrets
Length: 18 meters Fire Arc: Dorsal & Ventral Mounts: All
Skill: Starship piloting Skill: Starship Gunnery
Crew: 1 + 1 Astromech Droid (Internal Droid Gunners: 1
Socket), Gunners: 2 Fire Control: 3D
Passengers: 1 Space Range: 1-3/12/25
Crew Skill: Varies or Rebel Alliance: 4D+2 Atmosphere Range: 100-300m/1.2/2.5 Km
Cargo Capacity: (8 Mt); 7.9 Mt available Damage: 4D; Nominal Damage: 4 (16)
Consumables: 36 Days (1.4K credit refuel) Sensor Baffling
Cost: 252,000 (New); 189,000 (Used) The hull is honeycombed internally with
Hyperdrive Multiplier: x1 sensor resistant material that reduces the
Hyperdrive Backup: x5 signature of the craft.
Nav Computer: Yes (Full, Droid assist -1DR) Game Effect: While operating on Passive
Maneuverability: 2D+2 Sensors the craft is invisible to opposed
Space: 9 sensors and can only be detected by a visual
Atmosphere: 1,100 Km/h scan. With Active Sensors it is -4D to detect.
Hull: 4D+2; HP: 24 / AP: 8; Fore & Aft The Sleuth II is the spiritual successor of the
Shields: 3D: SP: 36; 2 Generators A-24 Sleuth. The chassis was extended from
Sensors: 14 to 18 meters. This allowed for a much
Passive 40/1D more robust interior space as well as the
Scan 70/2D` installation of a pair of gun wells both Dorsal
Search 90/3D and Ventral. The craft possesses a small
Focus 10/4D refresher, galley, 2 double bunks, and a holo
Maximum 180/-1D communicator that functions as entertainment
Weapons: & mess table, there are 4 comfy chairs around
2 Laser Cannons (Fire-Linked) it. The sensor baffling throughout the hull is a
Fire Arc: Fore breakthrough in stealth technology. It reduces
Skill: Starship Gunnery the signature of all shipboard systems.
Gunners: Pilot

208
Solo Scout Fire Control: 0D+1
Craft: Koensayr: STL-3B Solo Scout Space Range: 1-3/12/25
Affiliation: Various Atmosphere Range: 100-300m/1.2/2.5 Km
Era: Old Republic + Damage: 3D; Nominal Damage: 4 (12)
Scale: Transport The Solo Scout is an older light Koensayr
Length: 16 meters transport with a scouting profile designed with
Skill: Starship piloting a single pilot in mind. The Y-Wing inherits
Crew: 1 many design lessons from this craft. While the
Passengers: None craft is capable of attaching a ventral cargo
Crew Skill: Varies pod to carry it’s craft’s entire payload of cargo
Cargo Capacity: (300Kg); 0.29 Mt available it’s typically not sold in that configuration.
80 Metric Tons with Ventral Cargo Pod The cargo pod incurs a relatively significant
Consumables: 32 Days (320 credit refuel) performance penalty, however, it’s shield
Cost: 79,800 (New); 59,850 (Used) generator has been modulated to cover the pod
Hyperdrive Multiplier: x2 when carried. It’s a nice option to have for
Hyperdrive Backup: x12 extended missions as the pilot can use it to
Nav Computer: Yes bolster consumables or even add additional
Maneuverability: 1D (0D with pod) crew and carry ground vehicles should the
Space: 6 (3 with pod) mission profile call for it.
Atmosphere: 600 Km/H (300 with pod)
Hull: 4D; HP: 20 / AP: 8; 1 Loc While the sensitivity of it’s sensor suite leaves
Shields: 1D+2: SP: 20; 1 Generator something to be desired it has some of the best
Sensors: sensor ranges available to a craft of it’s size.
Passive 28/0D
Scan 56/1D Features:
Search 112/2D • Sonic Shower
Focus 4/2D • Conventional Shitter
Maximum 224/-2D • Entertainment Table
Weapons: • Holo Vid Viewer
2 Light Laser Cannons (Fire-Linked) • Detachable Cargo Pod (Hull: 2D
Fire Arc: Fore Transport); Cost: 6,000 Credits
Skill: Starship Gunnery

209
Star Flare their society was still Warlike they created the
Craft: Alderaanian Royal Engineers: Star Alderaanian War Frigates. Those warships
Flare class Luxury Yacht / Courier Ship were arguably the most powerful in the galaxy
Affiliation: Alderaan; Various for their size. Decades later they produced the
Era: Rise of the Empire (Ultra Rare) Star Flare multi role Yacht and it was utterly
Scale: Transport breath taking in performance and durability.
Length: 19 meters The craft is capable of outperforming nearly
Skill: Starship piloting every ship in existence. It’s Hyperdrive, alone,
Crew: 1, 2 can coordinate is twice as fast as a Class ½ unit. All done
Passengers: 2 through sheer engineering genius and no
Crew Skill: Varies modification of any kind. Furthermore, the
Cargo Capacity: (5); 5 Mt available craft possesses a Class ½ Backup Hyperdrive.
Consumables: 1 Year (19.3K credit refuel)
Cost: 884,000 (New); 4.4 Million (Used) It possesses excellent durability, incredible
Hyperdrive Multiplier: x¼ shields and two of the largest sub-light drives
Hyperdrive Backup: x½ ever seen before on a ship of it’s size. Each
Nav Computer: Yes; -1DR to plot Jumps sub-light drive weights 45 Metric tons. Thus,
Maneuverability: 4D the cargo capacity of the craft is only 5 metric
Space: 16 tons.
Atmosphere: 1,600 Km/H Features:
Hull: 6D: 2 Locs; HP: 30 / AP: 8; Fore & Aft • Comfy beds (Ship wide)
Shields: 6D: SP:72; 2 Generators • Luxury Seating (Ship wide)
Sensors: • Lounge in Captain's Quarters
Passive 60/2D • Shower, Tub & Double Refresher in
Scan 90/3D Captains quarters + Conventional Shitter
Search 180/4D • Personal Masked cargo room off captains
Focus 20/5D quarters (2.5 Metric tons); Rating: 90
Maximum 360/0D • Full Holonet Suite in Captains Quarters
Weapons: None • Holonet Communicator on Bridge
The Alderaanians might have become a society • 2 Double Bunks
of pacifists, however, their starship engineers • Refresher & Conventional Shitter in both
were some of the best in the galaxy. While crew quarters.

210
• Holo Vid Viewers in both Crew Quarters in the corridors of the ship in order to be
• Galley, Auto Chef & Bar carried.
• Crew Lounge • Interdiction Masking: The Star Flare
• Med Bay (table seals into Bacta tank) cannot be interdicted by artificial gravity
• Public restroom with 2 Refreshers and 2 wells (200,000 Credits). This technology
Conventional Shitters. is almost impossible to replicate.
• Engineering access to main drive systems. • Tractor Beam Mask: Tractor Beams have
• Garden & Small Pool. a +2DR difficulty when attempting to lock
• Capital Grade Sensor Suite onto the ship (50,000 Credits) This
• Advanced Game Table in Crew Lounge technology is insanely difficult to replicate.
• The Bridge and Garden section separates
as an escape pod. Space: 6; Atmosphere: All repairs and modifications are performed at
900Km/h; Maneuverability: 3D; Hull: 6D: +2DR due to the insane complexity of the
1 Loc; HP: 30, AP: 8. Consumables: 15 starship and it’s ultra advanced systems. Not
Days. to mention the fact that the designs for the
• Can carry up to 4 additional passengers at craft are lost and the engineering firm that
no penalty to Consumables. created it died on Alderaan.
• 2.5 Metric tons of Cargo has to be stowed

211
es, closer! Move as close as
you can, and engage those
Star Destroyers at point
blank range!

-Lando calrissian

We'll last longer than we will


against that Death Star! And we might
just take a few of them with us!
-Lando Calrissian
At that close range we won't last
long against those Star
Destroyers!
-Admiral ackbar
Traveler Civilian Transport 1 Fore, Port, Aft, Dorsal & Ventral
Craft: Telgorn Corporation: Traveler-class 1 Fore, Starboard, Aft, Dorsal & Ventral
Affiliation: Various Skill: Starship Gunnery
Era: Rise of the Empire + Gunners: 1
Scale: Transport Fire Control: 1D
Length: 29 meters Space Range: 1-3/12/25
Skill: Starship piloting Atmosphere Range: 100-300m/1.2/2.5 Km
Crew: 2 + 1 can Coordinate, Gunners: 3, Damage: 5D; Nominal Damage: 3 (15)
Skeleton: 4/+10
Passengers: 6 Telgorn Corporation’s first real entry into the
Crew Skill: Varies civilian marketplace was met with some
Cargo Capacity: (145); 144.99 Mt Available skepticism in an already crowded market.
Consumables: 58 Days (7K credit refuel) However, after the initial questioning wore off
Cost: 132,000 (New); 99,000 (Used) the ship began to sell rather well. As an
Hyperdrive Multiplier: x2 alternative to overpriced CEC ships with some
Hyperdrive Backup: x12 slick styling, the craft turned out to be a solid
Nav Computer: Yes ship. There’s nothing really remarkable about
Maneuverability: 0D+1 the craft other than the fact that it’s a bit faster
Space: 5 than a lot of entry YT designs, it actually has
Atmosphere: 500 Km/H some maneuvering capability which can be
Hull: 4D+2: 2 Locs; HP: 24 / AP: 8; modified rather easily. This was done on
Port & Starboard purpose so that the craft would drop right into
Shields: 1D+1: SP:16 / Loc; 2 generators the market and avoid Imperial licensing fees.
Sensors: Features:
Passive 15/0D • Turrets can be locked & (Fore & Aft only)
Scan 25/1D fired from the bridge at 0D Fire Control.
Search 35/1D • Refresher Booth
Focus 3/1D • Galley
Maximum 70/-3D • Lounge
Weapons: • Holovid Viewing Terminal
3 Medium Laser Turrets • Machine Shop
Fire Arcs: 1 Fore/Port/Starboard/Aft + Dorsal, • First time buyers discount (New: 15%)

214
Traveler Military Patrol Ship Fire Control: 2D
Craft: Telgorn Corporation: Traveler-M-class Space Range: 2-5/15/30
Affiliation: Various Atmosphere Range: 200-500m/1.5/3 Km
Era: Rise of the Empire + Damage: 10D; Nominal Damage: 8 (80)
Scale: Transport 2 Quad Laser Turrets
Length: 29 meters Fire Arcs: 1 All + Dorsal, 1 All + Ventral
Skill: Starship piloting Skill: Starship Gunnery
Crew: 3, Gunners: 2, Skeleton: 4/+5 Gunners: 1
Passengers: 26 (Troops) Fire Control: 2D
Crew Skill: Varies Space Range: 1-3/12/25
Cargo Capacity: (45); 44.75 Mt Available Atmosphere Range: 100-300m/1.2/2.5 Km
Consumables: 58 Days (18K credit refuel) Damage: 8D; Nominal Damage: 6 (48)
Cost: 229,800 (New); 171,600 (Used)
Hyperdrive Multiplier: x1 Telgorn Corporation took their base design and
Hyperdrive Backup: x6 released a capable military design of the craft.
Nav Computer: Yes It hits hard, has effective use of fire arcs and
Maneuverability: 1D it’s Static Turbolasers can deliver significant
Space: 7 damage to any ship class. While this variant is
Atmosphere: 700 Km/H restricted by the empire Telgorn corp enjoys
Hull: 5D: 2 Locs; HP: 25 / AP: 8; sales to many independent systems, as well as,
Port & Starboard to systems in the Outer Rim and Wild-space.
Shields: 2D: SP:24 / Loc; 4 generators The Imperials have been known to use this
Sensors: ship for their counter intelligence arm of ISB
Passive 20/0D agents posing as smugglers, though this was
Scan 30/2D more of a dead giveaway that something was
Search 50/3D up because smugglers are typically struggling
Focus 3/2D on ships barely capable of flight... This ship
Maximum 100/-1D has no modifications and runs beautifully. Too
Weapons: beautifully for a down on their luck smuggler!
2 Static Turbolasers (Battery-Linked) Features:
Fire Arc: Fore • Same as the Traveler Civilian Model
Skill: Starship Gunnery • Med Bay w/Bacta Tank
Gunners: Pilot, Co-Pilot or Coordinator • Auto Chef

215
Trill III Transport Gunners: Pilot or Co-Pilot
Craft: Byblos Drive Yards: Trill-class Fire Control: 2D
Affiliation: Various Space Range: 1-2/6/12
Era: Old Republic Atmosphere Range: 100-200m/600m/1.2 Km
Scale: Transport Damage: 5D; Nominal Damage: 4 (20)
Length: 32 meters 2 Proton Torpedo Launchers
Skill: Starship piloting Fire Arc: Fore
Crew: 3, Skeleton: Impossible Skill: Starship Gunnery
Passengers: 2 Gunners: Pilot or Co-Pilot
Crew Skill: Varies Fire Control: 2D
Cargo Capacity: (20); 20 Mt available Space Range: 10 Space Units
Consumables: 64 Days (3.2k credit refuel) Atmosphere Range: 10 Km
Cost: 132,800 (New, Old Republic); 99,600 Damage: 9D; Nominal Damage: 6 (54)
(Used); 49,500 (Used, Empire +) Ammo: 5 Shots per launcher
Hyperdrive Multiplier: x12 The base class of the vessel is listed here,
Hyperdrive Backup: x18 however, this is the ship that the Sith Lord
Nav Computer: Yes Exar Kun piloted.
Maneuverability: 1D
Space: 5 Exar Kun’s craft was a bit more robust, with
Atmosphere: 650 Km/H faster sub-light/atmosphere, Hyperdrives,
Hull: 3D: 3 Locs; HP: 15 / AP: 8 Backup Shields, better sensors and more.
Fore, Port & Starboard
Shields: 2D: SP:24 / Loc; 3 Generators Interesting Fact: The Navigational computer
Barrier Technology: 2D: BP: 24 (1 generator) acts as an electronic translator and reduces the
Sensors: difficulty to translate of various languages,
Passive 10/0D including Sith (-1DR) (not just Exar Kun’s
Scan 20/1D ship, all the Trill III transports).
Weapons:
2 Pulse Wave Cannons (Fire-Linked)
Fire Arc: Fore
Skill: Starship Gunnery

216
T-3c Shuttle Space Range: 1-3/12/25
Craft: Sienar Fleet Systems: Delta-class Atmosphere Range: 100-300m/1.2/2.5 Km
Affiliation: Empire Damage: 5D; Nominal Damage: 5 (25)
Era: Rise of the Empire (Early) Twin Laser Turret
Scale: Transport Fire Arc: Aft
Length: 14.39 meters Skill: Starship Gunnery
Skill: Starship piloting Gunners: 1
Crew: 2, Gunners: 2, Skeleton: 2 / +10 Fire Control: 2D
Passengers: 14 Space Range: 1-3/12/25
Crew Skill: Varies Atmosphere Range: 100-300m/1.2/2.5 Km
Cargo Capacity: (72); 10 Mt available Damage: 4D; Nominal Damage: 4 (16)
Consumables: 29 Days (5.2K credit refuel) The Delta-class T-3c shuttle is used by the
Cost: 164,800 (New & Used) Galactic Empire shortly before the Battle of
Hyperdrive Multiplier: x1 Yavin. Director Orson Krennic owned one
Hyperdrive Backup: x8 such shuttle. The T-3c shuttle was originally
Nav Computer: Yes designed as a side project by Sienar Fleet
Maneuverability: 1D Systems and was not intended for production.
Space: 7 Director Orson Callan Krennic saw the
Atmosphere: 1,050 Km/H concept design of the shuttle and became
Hull: 4D; HP: 20 / AP: 8; 1 Loc fascinated by its design and Sienar decided to
Shields: 3D: SP:36; 1 Generator produce the shuttle. The ship was optimized
Sensors: for stealth, with a sloped hull and composite
Passive 25/0D skin. The crew cabin is sparse, with simple
Scan 45/1D crash seats and storage straps. The fold-able
Search 85/2D lateral wings decreased the shuttle's footprint
Focus 5/3D when on the ground.
Maximum 190/-2D Features:
Weapons: • Full Holonet Communicator 36
2 Twin Laser Cannons (Fire-Linked) • Refresher Booth 6
Fire Arc: Fore • Auto Chef
Skill: Starship Gunnery • Stealth Optimized Hull: Deflects sensor
Gunners: 1 signals (-2D to detect).
Fire Control: 1D+2

217
TL-1200 2 Medium Laser Cannons
Craft: Suwantek Systems: TL-1200 Fire Arcs: Port & Starboard Turrets: 2 Fore,
Affiliation: Various; Hutts, Suwanee Pirates Dorsal, Ventral, Aft / 1 Port / 1 Starboard
Era: Old Republic + Skill: Starship Gunnery
Scale: Transport Gunners: 1 Each
Length: 52 meters Fire Control: 1D
Skill: Starship Piloting Space Range: 1-3/12/25
Crew: 4, Can Coordinate (up to 4), Gunners: 2 Atmosphere Range: 100-300m/1.2/2.5 Km
Skeleton: 3 / + 15 Damage: 5D; Nominal Damage: 3 (15)
Passengers: 8
Crew Skill: Varies The TL-1200 is an old, yet reliable, heavy
Cargo Capacity: (260); 259.9 Mt available transport. While the ship comes equipped with
Consumables: 104 days; (14.6K credit refuel) a pair of laser cannons mounted on other side
Cost: 95,360 (New); 71,520 (Used) of the bow, many owners chose to add
Hyperdrive Multiplier: x3 additional weaponry to deal with pirates and
Hyperdrive Backup: x15 other threats. Though not exceptional, the TL-
Nav Computer: Yes 1200 is a solidly built & dependable vessel. It
Maneuverability: 0D is a relatively common sight throughout Hutt
Space: 2 Space and the Outer Rim. In fact, some
Atmosphere: 300 Km/H traders and smugglers have been said to seek it
Hull: 7D: 4 Locs; HP: 35 / AP: 8 out for this very reason, for it tended to go
Port/Starboard/Fore/Aft unnoticed where flashier vessels might attract
Shields: 1D: 2 Locs; Shield Points: 12 the unwanted attentions of pirates & thieves.
2 generators (Fore/Aft) Features:
Sensors: • Sonic Shower
Passive 10/0D • Conventional Shitter
Scan 20/1D • Galley
Search 30/1D • 7 Double Bunks
Focus 2/1D • Lounge
Maximum 80/-2D • Cargo can hold up to 100 individuals,
Weapons: reducing the ship to 1 day of consumables.

218
Tracker Class Gunship Space Range: 1-2/6/12
Craft: Krasten Shipyards: Tracker-class Atmosphere Range: 100-200m/600m/1.2 Km
Affiliation: Various Damage: 6D; Nominal Damage: 6 (36)
Era: Old Republic 2 Pulse Wave Cannons (Fire-Linked)
Scale: Transport Fire Arc: Fore
Length: 28.4 meters Skill: Starship Gunnery
Skill: Starship Piloting Gunners: Pilot or Co-Pilot
Crew: 2, Gunners: 2, Skeleton: 1/+20 Fire Control: 2D
Passengers: None Space Range: 1-2/6/12
Crew Skill: Varies Atmosphere Range: 100-200m/600m/1.2 Km
Cargo Capacity: (5); 5 Mt available Damage: 5D; Nominal Damage: 4 (20)
Consumables: 57 Days (2.3K credit refuel) Double Pulse Wave Ventral Turret
Cost: 144,000 (New, Old Republic); 108,800 Fire Arcs: Fore, Starboard, Aft, Ventral
(Used); 54,000 (Used, Empire+) Skill: Starship Gunnery
Hyperdrive Multiplier: x12 Gunners: 1
Hyperdrive Backup: x20 Fire Control: 2D+1
Nav Computer: Yes Space Range: 1-2/6/12
Maneuverability: 2D Atmosphere Range: 100-200m/600m/1.2 Km
Space: 5 Damage: 4D; Nominal Damage: 4 (16)
Atmosphere: 950 Km/H
Hull: 3D: 2 Locs; HP: 15 / AP: 8 The Krasten Shipyards Tracker-V1 Gunship,
Shields: 2D: SP:24 / Loc; 4 Generators in service with the Galactic Republic Navy
Fore, Port, Starboard, & Aft circa 5,000 years before the Battle of Yavin,
Barrier Technology: 3D; BP: 36 (1 generator) during the Great Hyperspace War. First seen in
Sensors: the Tales of the Jedi: Dark Lords of the Sith
Passive 15/1D comics, issue 1.
Scan 40/3D
Weapons: It was never officially named or identified
3 Pulse Wave Cannons (Battery-Linked) in any previous work, some stats from
Fire Arc: Fore Shogun Eagle on Deviant Art.
Skill: Starship Gunnery
Gunners: 1
Fire Control: 2D+2

219
U-Wing The UT-60D, is a transport model
Craft: Incom Corporation: UT-60D manufactured by Incom Corporation and used
Affiliation: Various by the Alliance to Restore the Republic during
Era: Early Rebellion + the Galactic Civil War. Used to drop troops
Scale: Transport into battle, U-wings were pivotal in transport
Length: 24.98 meters and protection of the Rebel Alliance's ground
Skill: Starship Piloting forces during the Battle of Scarif.
Crew: 1 or 2 (Typically 2)
Passengers: 5 It’s two S-foils, are retractable and can be
Crew Skill: Varies positioned forward-facing or backward-facing
Cargo Capacity: (125); 124.9 Mt available depending on the situation. Since its primary
Consumables: 50 Days (3.5k credit refuel) weapons required the use of the ship's
Cost: 79,200 (New & Used) orientation for targeting, one or both of the
Hyperdrive Multiplier: x1 loading doors were transformed into gun-ports
Hyperdrive Backup: x20 with the mounting of improvised weapons and
Nav Computer: Yes any infantry-based heavy weapon could be
Maneuverability: 2D mounted to become part of the craft's load-out.
Space: 7 The Rebel Alliance opted to not equip
Atmosphere: 950 Km/H permanent side-firing modifications so to not
Hull: 3D; HP: 15 / AP: 8; 1 Location lose this versatility. U-wings were unusual in
Shields: 2D: SP:24; 1 Generator the fact that they were equipped with tandem
Sensors: controls. This allowed the craft to be operated
Passive 10/0D by a single pilot or by a flight team of two.
Scan 20/1D
Search 40/2D The UT-60D was one of the last ships to be
Focus 2/2D+2 produced by Incom Corporation before it was
Maximum 80/-2D nationalized by the Empire. A "lost" shipment
Weapons: of U-wings ended up in the hand of the Rebel
2 Laser Cannons (Fire-Linked) Alliance after the careful manipulation of
Fire Arc: Fore Senate records by Bail Organa.
Skill: Starship Gunnery Features:
Fire Control: 1D • Refresher Booth
Space Range: 1-3/12/25 • 2 Double Bunks
Atmosphere Range: 100-300m/1.2/2.5 Km • 2 Holo Vid Players
Damage: 4D; Nominal Damage: 4 (16) • Up to 25 additional passengers can be
carried instead of Cargo.

220
V-42 Ship Killer
Craft: Sienar Fleet Systems: V-42 2 Capital Missile Launchers
Affiliation: Empire / Pentastar Alignment Fire Arcs: Fore
Era: Rise of the Empire (Discontinued) Skill: Starship Gunnery
Scale: Transport Fire Control: 3D+2
Length: 10 meters; 14 meters wide Space Range: 120 Units
Skill: Starship piloting Atmosphere Range: 240 Km
Crew: 1, Gunners: 1 Damage: 9D; Nominal Damage: 6 (54)
Crew Skill: Typically 4-5D Ammo: 9 Concussion Missiles per launcher
Cargo Capacity: (175); 65 Kg available Double Laser Turret
Consumables: 2 days (20 credit refuel) Fire Arc: Aft
Cost: 562,400 (New); 421,800 (Used) Skill: Starship Gunnery
Maneuverability: 0D; -2D in Atmosphere Fire Control: 2D
Space: 6 Space Range: 1-3/12/25
Atmosphere: 900 Km/H Atmosphere Range: 100-300m/1.2/2.5 Km
Hull: 4D+2 + 2D Armor; 1 Loc: Damage: 5D; Nominal Damage: 4 (20)
HP: 24 / AP: 32 A limited run design utilizing elements from
Shields: 2D; SP: 24; 1 Generator the V-38 and re-scaled to a Transport chassis.
Sensors: The V-42 Ship Killer had barely gotten off the
Passive 10/0D ground before another engineering team
Scan 20/1D pointed out the craft’s most glaring weakness,
Search 120/2D the lack of point weaponry on the craft. A tail
Maximum 240/-2D gun was added to give it some semblance of
Weapons: defense. It was fielded in small numbers by
Multi Ordinance Launcher the Empire, however, the design would prove
Fire Arcs: All, Ventral to be highly unpopular. The craft has limited
Skill: Starship Gunnery battlefield endurance due the necessity to carry
Fire Control: 3D+2 a Capital Grade Search suite.
Space Range: Varies Features:
Atmosphere Range: Varies • Targeting (specifically) a capital missile
Damage: Varies pod and breaching armor causes the craft
Ammo: 30 Units to explode.

221
VCX-820 Space Range: 20 Units
Craft: CEC: VCX-820 Escort Freighter Atmosphere Range: 20 Km
Affiliation: Various Damage: 9D; Nominal Damage: 6 (54)
Era: Rise of the Empire + Ammo: 100 Torpedoes
Scale: Transport 2 Twin Heavy Laser Turrets
Length: 20.2 meters Fire Arcs: 1 Fore/Port/Aft (Dorsal & Ventral);
Skill: Starship Piloting 1 Fore/Starboard/Aft (Dorsal & Ventral)
Crew: 2, Gunners: 7 Skill: Starship Gunnery
Passengers: None Gunners: 1
Crew Skill: Varies Fire Control: 2D+1
Cargo Capacity: (2 Mt); 1.9 Mt available Space Range: 1-3/12/25
Consumables: 40 Days (3.6k credit refuel) Atmosphere Range: 100-300m/1.2/2.5 Km
Cost: 458,000 (New); 344,000 (Used) Damage: 6D; Nominal Damage: 4 (25)
Hyperdrive Multiplier: x2 5 Dual Auto Blasters (Burst-Fire)
Hyperdrive Backup: x12 Fire Arcs: 4 Fore/1 Port/1 Starboard/1 Aft
Nav Computer: Yes Skill: Starship Gunnery
Maneuverability: 2D Gunners: 1
Space: 6 Fire Control: 4D*
Atmosphere: 950 Km/H Space Range: 1-5/10/18
Hull: 5D: 2 Locs; HP: 25 / AP: 8; Fore & Aft Atmosphere Range: 100-500m/1/1.8 Km
Shields: 3D Corvette: SP: 225 (2 Generators) Damage: 4D+2*; Nominal Damage: 5 (22)
Sensors: The CEC VCX-820 was designed as a heavy
Passive 20/1D escort gunship for bulk cruisers. A role which
Scan 35/1D+1` it fulfills admirably. The problem is that not
Search 80/2D+1 many independent escort firms can obtain the
Focus 2/3D necessary permits to operate the craft. Thus,
Maximum 160/-1D+2 while in concept the craft is excellent, in
Weapons: practice the ship hasn’t sold in the quantity
Proton Torpedo Launcher that necessary to call it a success. The ship is
Fire Arc: Fore cramped only having enough bunks to hold 4
Skill: Starship Gunnery crew at a time. It’s miserable for long tours.
Gunners: Pilot or Co-Pilot Features:
Fire Control: 3D • Auto Chef & Refresher

222
223
Wanderlust Scout Skill: Starship Gunnery
Craft: Hoersch & Kessel: Wanderlust-class Gunners: Pilot
Affiliation: Various Fire Control: 2D
Era: Old Republic + (4 Generations old) Space Range: 1-5/10/18
Scale: Transport Atmosphere Range: 100-500m/1/1.8 Km
Length: 43 meters Damage: 4D; Nominal Damage: 6 (24)
Skill: Starship piloting 2 Double Blaster Cannons
Crew: 3, Skeleton: 1/+10 Fire Arcs: Port & Starboard
Passengers: 4 Skill: Starship Gunnery
Crew Skill: Varies Gunners: Co-Pilots
Cargo Capacity: (215); 215 Mt Available Fire Control: 1D+1
Consumables: 86 Days (6K credit refuel) Space Range: 1-5/10/18
Cost: 361,760 (New); 270,820 (Used) Atmosphere Range: 100-500m/1/1.8 Km
Hyperdrive Multiplier: x1 Damage: 3D; Nominal Damage: 4 (12)
Hyperdrive Backup: x8 When Hoersch and Kessel introduced the
Nav Computer: Yes Wanderlust Scout it was fairly well received.
Maneuverability: 0D Not because of it’s stellar space and
Space: 1 atmospheric performance, because it doesn’t
Atmosphere: 300 Km/h have any of either. It was largely well
Hull: 6D: 4 Locs; HP: 30 / AP: 8; received because of it’s incredibly powerful
Fore, Port, Starboard & Aft sensor suite. One which rivaled and surpassed
Shields: 3D: SP:36 / Loc; 4 generators almost every capital ship of it’s time. It’s
Sensors: engines are anemic, this is an obvious design
Passive 50/2D issue. The original craft called for the design
Scan 75/3D to be less than half it’s size. However, as
Search 150/4D design issues mounted the chassis was
Focus 15/5D extended and made much more robust. The
Maximum 300/0D engines, however, were unchanged and the
Weapons: result is incredibly low speed in space. It is
4 Light Blaster Cannons (Fire-Linked) outfitted with a Hyperdrive that was way
Fire Arc: Fore ahead of it’s time. .

224
Features: Credits per Gun.
• 2 Refresher Boothes
• 2 Conventional Shitters
• Galley / Lounge
• Science Labs & Med Bay
• Sensitive Sensor Suite: Capable of
mapping safe hyperspace routes in ½ the
usual time.
• Anomaly detection: Sensor suite is
calibrated to detect the presence of spacial
anomalies. Anything from gravitic
anomalies, energy ones and the suite has
an uncanny ability to detect where a ship
isn’t. Essentially, it’s a little known feature
of the sensor suite that it has the capability
to 1. Notify the crew about the presence of
cloaked objects. 2. Detect where null
sensor readings are at their highest
concentration. Effectively, delivering the
rough location of where the cloaked object
is. A craft so locked is considered as only
having half cover (50% of the shots
landing on it will hit and deliver full
damage). Note: This is so rare in
occurrence that those that have discovered
this fact are likely long dead. 3. Can
accurately detect Gravitic Jump Drives of
the Yuuzhan Vong days, weeks, months or
years prior to their arrival. Detects the
gravitic anchor tugging on celestial
objects and understands that something is
pulling itself toward the object.
There are a number of refit kits for the vessel
since it is still manufactured and sold. Here
are some of the ones that are most common:
• Engine Refit (not a Mod): adds 3 to Space
Units (4); Cost: 3,000 Credits
• Atmospheric Refit (not a Mod): adds 300
Km/H to Atmospheric performance (600);
Cost: 3,000 Credits
• Maneuverability Refit (not a Mod): adds
1D to Maneuverability; Cost: 3,000 Credits
• Converts Port and Starboard Guns into
Turrets the can fire Fore, Aft, Dorsal and
Ventral, in addition to their respective fire
arcs. This mod removes the sensor dishes
that are blocking Aft firing and relocates
them to the Dorsal and Ventral, central,
hull. (This is a Modification) Fire
Control: 2D, all stats remain the same save
for it’s new fire arc flexibility. Cost: 2,000

225
Wayfarer Class Bulk Transport The Wayfarer-class was designed with a
Craft: KDY: Wayfarer-class Heavy Transport detachable port-side section originally
Affiliation: Various intended for modular reconfiguration, allowing
Era: Rise of the Empire (Discontinued) it to load a passenger section, a hangar bay, or
Scale: Transport cargo module into an armature extending from
Length: 82 meters (+2D to Hull & Armor) the starboard section. Production costs forced
Skill: Starship Piloting Kuat Drive Yards to scale back their plans and
Crew: 6, Gunners: 2, Skeleton: 2/+15 create only the hangar bay module, which
Passengers: 6 served as cargo space for most owners, who
Crew Skill: Varies generally did not carry or store snubfighters.
Cargo Capacity: (5 Mt); 4.95 Mt available The versatility offered by the detachable
Cargo Pod: 800 Metric Tons (2 decks of 400) module was initially exciting, until it was
Consumables: 164 Days (23K credit refuel) revealed that the armature could not accept
Cost: 160,000 (Used) standard cargo containers. This, combined
Hyperdrive Multiplier: x1 with a high price tag, ensured the demise of
Hyperdrive Backup: x6 the Wayfarer-class’s production. Despite the
Nav Computer: Yes flaws that kept the Wayfarer from becoming a
Maneuverability: 1D; 2D without Cargo Pod huge commercial success, the ship’s versatility
Space: 4; 6 Without Cargo Pod made it a well-rounded vessel. It is popular
Atmosphere: 850 Km/H with smugglers who could dump the cargo pod
Hull: 5D+1: 3 Locs; HP: 37 / AP: 32; if they needed to avoid customs inspectors. It
Fore, Aft & Port (Pod is 2 Locs: Fore & Aft) is also used by Rebel forces as an assault
Shields: 2D: SP: 24 (3 Generators) shuttle. A modified version of this ship was
Sensors: owned by Trandoshan Bounty Hunter Trossk.
Passive 25/0D Features:
Scan 50/1D • Cargo Pod has two hit locations: Fore &
Search 75/2D Aft.
Focus 5/3D • Galley, Lounge & Auto Chef
Maximum 150/-2D • Captain's Cabin with Comfy
Bed and Luxury Chair.
Weapons: • Premium Entertainment
Double Table.
Medium Laser • Two Holo Vid
Cannon Viewing Rooms
Fire Arcs: All + attached to
Dorsal (Turret) Co-
Skill: Starship Pilot
Gunnery &
Gunners: 1
Fire Control: 1D+1
Space Range: 1-3/12/25
Atmosphere Range: 100-500m/1/1.8 Km
Damage: 6D; Nominal Damage: 4 (24)
Quad Light Laser Cannon Captain's
Fire Arcs: Fore/Port/Aft quarters.
Skill: Starship Gunnery • There aren’t enough beds to
Gunners: 1 accommodate the entire crew...
Fire Control: 2D • Three passenger rooms w/double bunks
Space Range: 1-3/12/25 • Co-Pilot’s cabin as a single double bunk
Atmosphere Range: 100-300m/1.2/2.5 Km • While not detailed in the image, there are
Damage: 4D; Nominal Damage: 6 (24) two decks in cargo pod. One with
compartmentalized storage bays and one

226
without. The craft could, theoretically (only while attached). Cargo Pod Cost:
carry up to 8 snubfighter’s if both decks of 44,000 credits to replace.
the cargo pod are clear. • Refresher & Conventional Shitter Room
• The Cargo Pod shares the same hull rating • Cargo Pod Holds: 800 Metric Tons
as the craft. It has two 2D Shield • +1DR to Maintain, Repair and Modify due
Generators that provide power and to a scarcity of parts.
coverage to the cargo pod while attached

227
YG-4210 Explorer Skill: Starship Gunnery
Craft: CEC: YG-4210 Exploration Ship Gunners: 1
Affiliation: Various Fire Control: 1D+2
Era: Old Republic (5 Generations Old) Space Range: 1-5/10/18
Scale: Transport Atmosphere Range: 100-500m/1/1.8 Km
Length: 24 meters Damage: 5D; Nominal Damage: 4 (20)
Skill: Starship Piloting Double Blaster Cannon
Crew: 2, Gunners: 1; Skeleton: 2/+10 Fire Arcs: Fore, Port & Ventral
Passengers: 12 Skill: Starship Gunnery
Crew Skill: Varies Gunners: Pilot
Cargo Capacity: (10); 10 Mt available Fire Control: 1D
Consumables: 385 Days (57.8K credit refuel) Space Range: 1-5/10/18
Cost: 37,800 (Used Only) Atmosphere Range: 100-500m/1/1.8 Km
Hyperdrive Multiplier: x3 Damage: 3D; Nominal Damage: 4 (12)
Hyperdrive Backup: x20
Nav Computer: Yes The YG-4210, built by the Corellian
Maneuverability: 1D (2D w/no armor) Engineering Corporation, was considered to be
Space: 1 (4 w/no armor) an ancient ship model, first constructed more
Atmosphere: 800 Km/H than two centuries prior to the Galactic Civil
Hull: 2D+2 + 1D Armor: 2 Locs; War, and even predated the venerable YT-
HP: 14 / AP: 20; Fore & Aft series by several decades. Designed
Shields: 1D+1; SP: 14; 2 Generators specifically for space exploration rather than
Sensors: combat, the freighter was originally unarmed.
Passive 15/0D However, after centuries of serving, most
Scan 30/1D likely none of them matched the original
Search 60/2D specifications. Weapons such as blasters, ion
Focus 5/2D cannons and concussion missiles were
Maximum 120/-2D common in these modified vehicles.
Weapons: Features:
Double Blaster Cannon • Conventional Shitter & Sonic Shower
Fire Arcs: All + Dorsal • Galley

228
YT-1300 Stock Light Freighter Space Range: 1-3/12/25
Craft: CEC: YT-1300 (Original, Stock Ship) Atmosphere Range: 100-300m/1.2/2.5 Km
Affiliation: Various Damage: 4D; Nominal Damage: 4 (16)
Era: Old Republic (Discontinued) The turret can be manually locked into a fire
Scale: Transport arc defined by the pilot, typically Dorsal Fore.
Length: 26.7 meters Features:
Skill: Starship Piloting • 1st Gunner doesn’t factor into consumables
Crew: 2, Gunners: 0-1, Skeleton: 1/+5 • Only 4 Passengers factor into
Passengers: 6 consumables, this feature would be lost in
Crew Skill: Varies later models of the YT-1300.
Cargo Capacity: (133.5); 133.5 Mt available • *Rugged Space Frame: Treat the hull as if
Consumables: 54 Days (3,240 credit refuel) it is 50% stronger (repair, maintenance and
Cost: 96,800 (In original condition) modification costs are only derived from
Hyperdrive Multiplier: x2 the base 4D Hull). Stock YT-1300 only,
Hyperdrive Backup: x12 later variants lose this feature.
Nav Computer: Yes • Conventional Shitter & Sonic Shower
Space: 4 • Galley & Lounge
Atmosphere: 800 Km/H • Stock Model has 33.5 Metric Tons of
Hull: 6D*: 2 Locs; HP: 30 / AP: 8; Fore & Aft additional cargo space.
Sensors: • The Stock YT-1300 has no Maneuvering
Passive 10/0D Jets or Shield Generators.
Scan 25/1D • All repairs are performed at -1DR and all
Search 40/2D modifications are performed at -2DR on
Focus 2/3D the Stock, original, YT-1300.
Maximum 80/-2D Conceived by a panel of CEC shipbuilding
Weapons: experts with help from Narro Sienar, the YT
Double Laser Cannon series went on to become one of the most
Fire Arcs: Dorsal: All popular space transport hulls ever produced,
Skill: Starship Gunnery revolutionizing the interstellar shipping
Gunners: 0 or 1 industry with its unparalleled application of
Fire Control: 2D (0D from cockpit) modular design. Whole sections could be

229
mass-produced and arranged into new favor of multiple passenger cabin modules.
configurations as needed without extensive Greater escape pod capacity was also a
retooling. This saved CEC enormous amounts requirement and two 6-person escape pods
of credits by allowing the starships to be were built into the sides of the YT-1300p to
brought to market at extremely competitive accommodate the larger passenger
prices. The YT-1300 model exemplified this complement. As a result truncated boarding
concept with a circular main corridor and ladders replaced the ramps used for standard
modular compartments that could be mounted access and egress.
around it, all radiating outwards from a central YT-1300f
core inside a saucer-shaped hull making for
The freight configuration left the interior of the
both a convenient and economic design. The
ship as an empty shell, leaving the crew with
appeal of the YT-1300 transport was not its minimal comforts as more room was given to
basic equipment, however, but its ability to
the cargo holds. Of significant note were the
take an extraordinary amount of modifications twin boarding ramps, port and starboard, for
and alterations. In short, the YT-1300 is
the access of tracked cargo loaders and droids.
reliable, durable, and easy to modify, hence its These ramps and the overhead clearance they
popularity among freighter captains in the
required took up much of the space that
galaxy. Almost every YT-1300 that was sold
housed the escape pods in the YT-1300p.
was later customized with a handful of extra Matching port and starboard docking rings
components, from simple underfloor storage
were instead placed in the protrusions on
space to a new hyperdrive and added either side of the external hull, again showing
firepower.
the versatility of the CEC designers in that this
Hundreds of thousands of YT-1300s were still interior change barely altered the outward
in service as of 40 ABY. appearance of the YT-1300. This led to a
common misunderstanding between casual
While all YT-1300s look similar from the
starship watchers. Many a debate ranged over
outside, the interior of the ship could be
configured in a number of ways thanks to the whether it was docking rings or life-pods that
were located behind the cylindrical protrusions
modular design. It is not uncommon to find
ships with a mixture of both passenger and on the ship's hull. Thanks to the high
customization nature of the YT-1300, either
cargo configurations belonging to more
option, or a combination of the two was
entrepreneurial captains however, and later in
possible.
the life-cycle of the YT-1300 product line the
CEC execs grew wise to this fact. Realizing External modifications
that many customers were looking for a Many individuals also modified the exterior of
balance between cargo and passengers, the YT-1300, often modifying and expanding
Corellian Engineering began to deliver ships the forward mandibles for extra crew and
with a blend of both freight and passenger cargo space. It was highly unlikely to find two
modules. This configuration, initially called ships that had exactly the same layout and
"YT-1300fp", quickly became the most systems. The ship could also be fitted with
popular arrangement, over time coming to be optional external cargo pods. Mounted to the
recognized as the "stock" version of the ship. outside dorsal hull of the ship, around the
The separate designations for freight and central saucer section, the pods could add up
passenger configurations disappeared from to an additional 100 metric tons of cargo
common usage soon after Emperor Palpatine's space. This configuration was popular with the
rise to power. Alliance to Restore the Republic's Support
YT-1300p Services. Such modified freighters were used
to resupply Rebel bases and starships located
The passenger configuration made full use of
behind enemy lines.
the saucer shaped hull to fit as much living
space as possible, sacrificing room that would Even the Millennium Falcon isn’t based off
be typically reserved for cargo or machinery in of a Stock YT-1300. That’s how rare they are.

230
YT-1760C Fire Control: 2D+1 (+1 from cockpit)*
Craft: CEC: YT-1760C Space Range: 1-3/12/25
Affiliation: Various, Civilian: Non-Empire Atmosphere Range: 100-300m/1.2/2.5 Km
Era: Rise of the Empire + Damage: 3D; Nominal Damage: 4 (12)
Scale: Transport *The weapons can change position for 1 FA
Length: 20 meters per position (Fore to Port or Starboard (1 FA)
Skill: Starship Piloting Fore to Aft (2FA).
Crew: 1, Gunners: 2 This is the Civilian model of the rather popular
Passengers: 3 YT-1760 that is sold exclusively to the Empire
Crew Skill: Varies and Licensed, Imperial, Couriers. Available to
Cargo Capacity: (80); 79.9 Mt available everyone due to it’s reduced performance.
Consumables: 40 Days (2.4K credit refuel) Features:
Cost: 144,000 (New); 108,000 (Used) • The C model carries 20 less tons and as a
Hyperdrive Multiplier: x2 result the overall mass of the craft allowed
Hyperdrive Backup: x10 for the designed engines to drive the craft
Nav Computer: Yes at a Space of 7. Artificial speed inhibitor
Maneuverability: 2D in the engines; Removal Difficulty: 30.
Space: 6 (7) • If the Imperial YT-1760 Space engines are
Atmosphere: 900 Km/H dropped onto the YT-1760C chassis they
Hull: 3D: 2 Locs; HP: 15 / AP: 8; Fore & Aft dive the vessel at a Space of 8.
Shields: 1D: SP:12 / Loc; 2 generators • Two Refresher booths, one in the Captain’s
Sensors: Cabin and a public one.
Passive 15/0D • The engines & Hyperdrives can be reached
Scan 30/0D+2` from access crawl spaces to allow for in-
Search 60/1D+2 flight repairs and modifications.
Focus 1/2D • Galley, Lounge & 3 Holo Vid Terminals
Maximum 120/-2D +1 • Medical Bay & Machine Shop
Weapons: • 2 Escape Pods: seat 3 people each.
2 Double Laser Cannons • Repairs & modifications at -1DR.
Fire Arcs: Dorsal & Ventral Mounts: All
Skill: Starship Gunnery Correction: Imperial Version in the Core
Gunners: 1 Book: +50,000 (New); +37,500 (Used).

231
YT-2000 Gunners: 1
Craft: CEC: YT-2000 Fire Control: 2D+2 (+2 from cockpit)
Affiliation: Various Space Range: 1-3/12/25
Era: Rise of the Empire (Discontinued) Atmosphere Range: 100-300m/1.2/2.5 Km
Scale: Transport Damage: 4D; Nominal Damage: 5 (20)
Length: 29 meters The turrets automatically lock into a fire arc
Skill: Starship Piloting defined by the pilot, typically Dorsal Fore and
Crew: 1 or 2 can coordinate, Gunners: 2, Ventral Aft (when there are no gunners).
Skeleton: 1/+5 The YT-2000 transport was designed to be a
Passengers: 7 direct improvement over the YT-1300, but it
Crew Skill: Varies only saw a limited production run. Its basic
Cargo Capacity: (145); 79.9 Mt available design was similar to the YT-1930 with its
Consumables: 105 Days (11.6K credit refuel) centrally-placed cockpit and symmetrical
Cost: 156,800 (New); 117,600 (Used) design, while the rest of the ship returned to
Hyperdrive Multiplier: x2 the saucer-like design of the YT-1300.
Hyperdrive Backup: x12
Nav Computer: Yes The YT-2000 combined the YT-1300's
Maneuverability: 1D+2 successful saucer-like design with the YT-
Space: 6 1930's symmetrical theme, including the
Atmosphere: 950 Km/H centralized cockpit placement. The standard
Hull: 6D: 2 Locs; HP: 30 / AP: 8; Fore & Aft cockpit design of the YT-2000 deviated from
Shields: 2D: SP:24 / Loc; 2 generators the pilot and co-pilot sitting side by side, as in
Sensors: previous models. Instead, the pilot sat in front
Passive 15/0D while the co-pilot was situated behind and
Scan 35/1D raised above the pilot, with no room for any
Search 60/2D other people in the cockpit.
Focus 3/3D Due to the turbulent times in which the ship
Maximum 120/-2D was designed and produced, the YT-2000
Weapons: boasted heavier standard shields and weapons
2 Triple Laser Cannons (two triple laser turrets) than most civilian
Fire Arcs: Dorsal & Ventral Mounts: All freighters, certainly than any of its
Skill: Starship Gunnery predecessors. The heavy armament and

232
shields, coupled with its speed and
maneuverability, caused many Imperial The YT-2000 had a limited production run,
officials to view the YT-2000 being marketed though not due to low sales. The line was
as a "civilian" ship with suspicion. discontinued early so CEC could push their
new YT-2400 line, which had not been
Rumors abounded that the YT-2000 was
compromised by industrial espionage. Now
originally intended to be the "next generation"
model of transports for Corellian Engineering CEC firmly believed that the corporate
espionage intelligence they had acquired was
Corporation; however, extensive industrial
espionage leaked the early design accurate. It, in fact, was not accurate in any
way. No one had stolen the design plans for
specifications to competing shipyards. This
the YT-2000. It was an engineered ploy to
forced CEC to put the YT-2000 into
production before all of its potential cause the Corellian Engineering Corporation
to stop production of the YT-2000.
drawbacks had been worked out. This resulted
in this ship being touchier than previous The CEC would never discover this ruse to get
models. However, its extensive cargo them to cease production of the YT-2000. If
capacity, good defenses, and amazing someone were to discover the nature of the
maneuverability for a ship its size, coupled ruse and expose that truth to the Corellian
with plenty of space and power to make Engineering Corporation, one would imagine
custom modifications, earned a place as one of that they would be quite grateful. Possibly
the more popular YT models among its even allowing the CEC to restart production
owners. on the YT-2000 as well as gaining a good deal
of closure on the entire matter.
Features:
Suspected Firms / Organizations that had the
• Refresher Booth most to gain from the YT-2000’s aborted
• Conventional Shitter
production cycle:
• Auto Chef
• Lounge • Corelli Space
• Entertainment Table • Rendili Star Drive
• Private Captain’s & First Mate’s Rooms on • Nova Drive
the lower deck on either side of the main • Telgorn Corporation
entry ramp. • The Empire
• Cockpit can jettison as fully featured
escape pod with 10 days of consumables, GM choice on the actual culprit. The easiest
Space: 2 & a backup hyperdrive equivalent plot hook is the Empire. Allowing the players
to the ship’s backup (x12). to stumble across the data in a raid or even
• Due to it’s rushed design the craft does not discover that the Empire was in cahoots with
retain the signature CEC maintenance, someone like Rendili Star Drive.
repair and modification bonus. However,
if dealer specific parts are purchased from The Payoff: The isn’t likely to make your
CEC the craft will retain it’s -1DR to players rich. However, they might just get a
repairs, maintenance and modifications free YT-2000 out of the deal and the product
Note: the parts must be purchased in line will re-enter production. Almost instantly
game, at vendor (GM) pricing in order to affording the ship all the benefits that every
receive this bonus. other Corellian Ship YT-Series ship receives,
the -1DR to Repairs, Maintenance and
Modifications. If they don’t want the ship or
don’t need it, pay them the full new price of
the vessel in credits as a finders fee (round up
to 200,000 Credits if you’re feeling generous).

233
YV-260 Picket Gunners: 1
Craft: CEC: YV-260 Picket Ship Fire Control: 2D+1
Affiliation: Various; Empire Space Range: 2-5/15/30
Era: Rise of the Empire + Atmosphere Range: 200-500m/1.5/3 Km
Scale: Transport Damage: 8D; Nominal Damage: 5 (40)
Length: 30 meters Dorsal Heavy Double Laser Battery
Skill: Starship Piloting Fire Arcs: All & Dorsal
Crew: 3, Gunners: 3, Skeleton: 4/+10 Skill: Starship Gunnery
Passengers: 6 Gunners: 1
Crew Skill: Varies Fire Control: 3D
Cargo Capacity: (150); 149.95 Mt available Space Range: 1-3/12/25
Consumables: 2 Months (8.4K credit refuel) Atmosphere Range: 100-300m/1.2/2.5 Km
Cost: 272,000 (New & Used) Damage: 7D; Nominal Damage: 5 (35)
Hyperdrive Multiplier: x1 Ventral Heavy Double Laser Battery
Hyperdrive Backup: x8 Fire Arcs: All & Ventral
Nav Computer: Yes Skill: Starship Gunnery
Maneuverability: 2D Gunners: 1
Space: 8 Fire Control: 3D
Atmosphere: 1,000 Km/H Space Range: 1-3/12/25
Hull: 4D+1 + 2D Armor: 3 Locs; Atmosphere Range: 100-300m/1.2/2.5 Km
HP: 22 / AP: 32; Fore, Mid & Aft Damage: 7D; Nominal Damage: 5 (35)
Shields: 3D+2: SP: 40 / Loc; 3 generators
Sensors: Designed as a smaller picket / screening vessel
Passive 26/1D the YV-260 is highly regulated by the empire
Scan 52/2D and even utilized in some sectors. It has
Search 108/3D excellent performance and doubles as an
Focus 14/4D armored hauler for sensitive cargoes.
Maximum 216/-1D Features:
Weapons: • Refresher Booth
Double Turbolaser Battery • Galley & Auto Chef
Fire Arcs: Fore, Dorsal & Ventral • 6 Double Bunks
Skill: Starship Gunnery • Holonet Communicator

234
Z-10 Seeker advanced scout ship / courier. It performs
Craft: Starfield Industries: Z-10 Seeker more like a snubfighter than a transport. It is
Affiliation: Various popular with all scout services.
Era: Rise of the Empire (Early) + Originally designed with no shields, it replaces
Scale: Transport; Maneuvers as Snubfighter the Vanguard Pathfinder that had 3D of
Length: 20.3 meters Shields. Now provisioned for 2 of them at 3D.
Skill: Starship Piloting Cost: 9,000 Credits/ea
Crew: 1 + 1 can coordinate
Passengers: 2 Features:
Crew Skill: Varies • Craft complexity: difficulty numbers to
Cargo Capacity: (50); 50-74 Mt available modify & maintain, the Z-10 add +1 DR.
Consumables: 210 Days (4.2K credit refuel) • Refresher Booth & Conventional Shitter
Cost: 212,000 (New); 159,000 (Used) • Galley/Auto Chef & Lounge
Hyperdrive Multiplier: x1 • Guest Quarters: Double Bunk w/Holo
Hyperdrive Backup: x12 Vid Viewers & 2 storage lockers.
Nav Computer: Yes • Captain’s Cabin: includes a Comfy Bed,
Maneuverability: 4D+1 High End Computer & Storage Locker.
Space: 10 • Expanded Consumables to match the
Atmosphere: 1,000 Km/H Vanguard Pathfinder (in the base cost).
Hull: 3D: 2 Locs; HP: 15 / AP: 8; Fore & Aft • First Mate’s Cabin: High End Computer,
Shields: None; Provisioned for 2 generators Bunk Bed & Storage Locker.
Sensors: • Port & Starboard Cargo Blisters: allow
Passive 35/1D the craft to carry an additional 12 Mt each;
Scan 55/2D 3D Hull/ea; Replacement Cost: 9,000/ea.
Search 75/3D Notes: While attached the Z-10 has Port
Focus 5/4D & Starboard hit locations. Loss of these
Maximum 150/-1D locations only destroys the cargo pod(s) &
Weapons: anything they contain.
2 Pulse Lasers (Fire-Linked) • Efficient: Consumable costs only factor in
Fire Arc: Fore 2 occupants in the cost to refit the Z-10.
Skill: Starship Gunnery • Primary Cargo: The Z-10 has a lower
Fire Control: 3D+1* half deck for Cargo (Internal Cargo ½).
Space Range: 1-3/12/25 • Cockpit Escape Pod: has 2 additional
Atmosphere Range: 100-300m/1.2/2.5 Km fold-down rumble seats for 2 additional
Damage: 6D*; Nominal Damage: 5 (30)* passengers; Space: 3, Atmosphere: 300
*Light Burst Already Factored in Km/H; Hull: 3D; Maneuverability: 1D;
Consumables: 10 days; 2 Pulse Lasers
The Starfield Industries Z-10 Seeker is an

235
236
Action IV ship was sold without any weaponry or
Craft: CEC: Action-IV: Bulk Transport defensive shields built in, plenty of after-
Affiliation: Various market systems could be added to the Action
Era: Old Republic + IV. During the time of the Galactic Republic,
Scale: Corvette the Action IV transport Azure Queen was
Length: 100 Meters captured by Black Sun pirates, while en route
Skill: Starship Piloting: Capital Ships to the planet Rutan. The Imperial Navy
Crew: 12;,Skeleton: 8/+0 refitted a number of them as Imperial Patrol
Crew Skill: Typically 3D Ships.
Cargo Capacity: (3,650); 3,650 Metric Tons Features:
Consumables: 150 Days (18K Refit Cost) • Converts Passenger space to Cargo (150)
Cost: 451,200 (New); 338,400 (Used) • Converts Snubfighter Compliment to
Hyperdrive Multiplier: x3 Cargo (500)
Hyperdrive Backup: x15 • The craft has three decks that each carry
Nav Computer: None, uses Astromech Droid it’s base cargo capacity in metric tons
Maneuverability: 0D (1,000 per deck = 3,000).
Space: 2 • The design is Efficient
Hull: 2D: 4 Locs; HP: 100 & AP: 75 / Loc • Excessively over-designed computer
Sensors: systems emulate the effects of Slave
Passive 15/0D Rigging while not the feature set, only
Scan 20/1D lowering overall crew compliment.
Search 30/1D+2 • The craft retains CEC’s ease of
Maximum 60/-2D+1 maintenance/repair & modification (-1DR).
Weapons: • Many aftermarket modifications are
The Action IV transport is a Corellian designed for the ship that just “drop in” to
Engineering Corporation medium bulk allow the craft to be armed and shielded.
freighter of the Action series. It has a • Full Galley, Lounge, Auto chef and Bar
trapezoidal shape and was roughly 100 meters • 2 Refreshers & Conventional Shitters
in length. Internally, its holds could be adapted • Individual Crew Quarters
to various pressures and climates with • Enhanced Game Table & Holo Vid viewer
individual configurations. Even though each • Fitness Center

237
Acclaim Combat Frigate Skill: Capital Ship Gunnery
Craft: Rothana Heavy Engineering: Fire Control: 3D
Acclaim Class Frigate Space Range: 4-20/47/98
Affiliation: Empire / Alliance (Stolen) Atmosphere Range: 800m-40/94/196 Km*
Era: Late Rebellion Damage: 400
Type: Escort / Interceptor Fire Rate: 1/3
Scale: Corvette; Maneuvers as Transport Ammo: 320 Per Gun = 80 Shots per Gun
Length: 198 meters (+2D Hull, +1D Armor) 6 Ultra Heavy Quad Auto Blaster Batteries
Skill: Starship Piloting: Capital Ships Fire Arc: 4 Fore/Port/Starboard, 2 Aft
Crew: 120, Gunners: 104, Skeleton: 164/+5 Crew: 3 (1 Gunner, 2 Technicians)
Crew Skill: Typically 6D Skill: Starship Gunnery
Passengers: 60 (troops) Fire Control: 6D*
Cargo Capacity: (1,980); 10 Mt Available Space Range: 3-5/16/27
Consumables: 1 Year (1.1 Million Refit) Atmosphere Range: 300-500m/1.6/2.7 Km
Cost: 27.8 Million (New & Used) Damage: 120 (Snubfigther; 30D Gun equiv)*
Hyperdrive Multiplier: x1 Fire Rate:1
Hyperdrive Backup: x5 Ammo: 6,400 Per Gun = 80 Shots per gun
Nav Computer: Yes *Full Burst Already Factored in
Maneuverability: 3D 10 Concussion Missile Launchers
Space: 9 Fire Arcs: 8 front, 2 Aft (Any)
Atmosphere: 950 Km/H; (can land) Crew: 3 (Gunner, Technician, Commander)
Hull: 5D + 2D+1 Armor; 4 Locs Skill: Capital Ship Gunnery
HP: 350/Loc; AP: 375/Loc Fire Control: 3D
Shields: 5D; SP: 375/Loc Space Range: 240 Space Units
Sensors: Atmosphere Range: 480 Km
Passive 40/1D Damage: 12D; Nominal Damage: 6 (72)
Scan 80/2D Ammo: 15 Advanced Missiles/Launcher
Search 240/3D 8 Tractor Beam Projectors
Focus 4/3D+2 Fire Arcs: 4 Fore/Port, 2 Starboard, 3 Aft
Maximum 480/-1D Crew: 1
Weapons: Skill: Capital Ship Gunnery
4 Ultra Heavy Turbo Quad-Lasers Fire Control: 3D
Fire Arcs: 2 Fore/Port/Aft, 2 Space Range: 1-5/15/30
Fore/Starboard/Aft Atmosphere Range: 200m-10/30/60 Km
Crew: 12 (2 Gunners, 9 Techs, 1 Commander) Damage: 5D

238
Snubfighter Complement: 8 TIE\LN(S), 2 engineering marvel. A “High Tech” design of
Assault Gunboats this corvette was available in Prototype 1
Stages around Episode IV. Prototype II was
Ground Compliment: 1 Floating Fortress, 2
available around Episode V, and the
Combat Speeder Bikes, 2 LAAT II’s
Production model available just after Episode
The Acclaim Star Frigate was to be Rothana’s VI. Low Tech versions of the ship have been
latest and greatest foray into the Imperial available during the entire Rebellion era &
Marketplace. The design is remarkable in that Rise of the Empire. While very few of the
she is, actually, a scaled down Acclamator advanced version have been circulating, the
Armed Cargo Ship. Utilizing the same low tech versions have been selling quite well
components, engines and hull plating the ship to Imperial Markets, Independent realms,
is incredibly tough for her size. The engines, Corporations and on the Black Market. A
themselves have been scaled back number of these have made their way into the
substantially to allow for additional hands of Pirates and the Rebellion.
compartment space on the ship. Originally,
envisioned as a replacement and Competitor Occasionally, I have referred to this craft being
the reason why the “Another Chance”
for the Nebulon-B the craft would reach the
hands of the Empire a bit too late in the war Alderaanian War Frigate is armed with ultra
advanced weaponry stolen from a prototype
against the Rebellion. Technically, introduced
program Rothana was operating. I had this
after the battle of Endor due to technical
ship in some of the original iterations of the
difficulties and design issues related to her
core book back in 2016, though I pulled it
incredibly advanced armament, very few
rolled off the assembly lines. In fact, this ship because it breaks most of the rules. The way
you get around mounting Ultra heavy weapons
represents one of the last remaining of this
classification in existence, namely due to the on smaller craft is by including ammunition,
otherwise they don’t have the power to fire the
shelling of Rothana’s prototype yards and
weapons. You can actually do this on any
ground support facilities (by the Another
Chance). ship, as you limit their ammunition. Though
you should build in flaws for insane amounts
In some way she resembles a Bayonet Cruiser, of these guns on smaller ships.
however this distinction is only for those not
paying attention. She sports an armament that The craft was the original test bed for Ultra
would most likely be found on a Battle Heavy weapons during play-testing. The guns
Station. You can imagine the difficulties they didn’t matter, I was still able to blow the ship
faced in mounting the massive guns on a ship up with conventional weapons. Much to the
this size, accounting for power output, life play-testing party’s dismay.
support, shielding, etc. The ship still manages
to have comfortable quarters and ample
storage room. This is mainly due to the
thickness of the ship. The ship is an

239
Acclamator I Space Range: 3-25/50/75
Craft: RHE: Acclamator I-class Cruiser Atmosphere Range: 600m-50/100/150 Km
Affiliation: Empire / Alliance (Stolen) Damage: 6D; Nominal Damage: 7 (42)
Era: Clone Wars (Discontinued) 24 Point Defense Laser Cannons
Type: Troop Carrier Fire Arcs: 6 Per Arc
Scale: Cruiser Crew: 1
Length: 752 meters Skill: Starship Gunnery
Skill: Starship Piloting: Capital Ships Fire Control: 3D
Crew: 3,147, Gunners: 72, Skeleton: Space Range: 1-3/12/25
2031/+15 Atmosphere Range: 100-300m/1.2/2.5 Km
Crew Skill: Typically 4D Damage: 4D Static; Nominal Damage: 6 (24)
Passengers: 15,867 (troops) 4 Concussion Missile Launchers
Cargo Capacity: (21,220*); 170 Mt Avail Fire Arcs: 4 Fore (Any)
Consumables: 193 days (1.1 Million Refit) Crew: 3
Cost: 11.2 Million (New); 8.4 Million (Used) Skill: Capital Ship Gunnery
Hyperdrive Multiplier: x½ Fire Control: 3D
Hyperdrive Backup: x10 Space Range: 120 Space Units
Nav Computer: Yes Atmosphere Range: 240 Km
Maneuverability: 1D Damage: 9D; Nominal Damage: 6 (54)
Space: 6 Ammo: 20 Missiles/Launcher
Atmosphere: 1,200 Km/H; (can land) Snubfighter Complement: None
Hull: 3D+2; HP: 463/Loc; AP: 300/Loc (4)
Shields: 2D; SP: 300/Loc Ground Compliment: 66 LAAT/i Gunships,
Sensors: 18 LAAT/c, 48 AT-TE, 36 Self Propelled
Passive 40/1D Heavy Artillery, 40 Military Speeder Bikes
Scan 60/2D The Acclamator-class assault ship, is an
Search 120/2D+2 assault-class capital ship created for the
Focus 4/3D Galactic Republic by Rothana Heavy
Maximum 240/-1D+1 Engineering. The Acclamator-class assault
Weapons: transport is 752 meters long, 460 meters in
12 Quad Turbolaser Batteries width, and 200 meters in height. The
Fire Arcs: 6 Fore/Port/Aft, 6 underside of the Acclamator is dominated by a
Fore/Starboard/Aft large assault hangar capable of offloading an
Crew: 3 entire legion of clone troopers and their
Skill: Capital Ship Gunnery vehicles in short order. Most of the passenger
Fire Control: 2D and barrack decks are located on the upper

240
levels of an Acclamator-class ship. The bridge II-class assault ship being the most numerous
is located in the middle of an arrow-shaped alternate model. The sub-classes saw many
command tower module that protrudes from battles in both the Clone Wars and the Galactic
the dorsal superstructure. The main bridge and Civil War. In addition to being a warship and
command center has no windows but relies a military transport serving forces in
upon advanced holoscreens shaped like the backwater areas, some Imperial Acclamators
triangular viewports similar to the ones on were used as slave ships, transporting large
other Kuat vessels. The bridge crew usually quantities of enslaved people to various
consisted of fully-armored clone pilots Imperial penal colonies during the Galactic
manning the control panels, with most Civil War. The Empire also modified a
operators being seated in twin crew pits below number of Acclamators, sacrificing troop
the command officer's area. Sensor and capacity to increase cargo space for use as
communications suites are located at the front Imperial cargo ships. The Empire only used a
of the ship's command tower. Acclamator- small portion of the Acclimator I’s the rest sat
class ships have berths for sixteen thousand in Mothball yards (thousands of them, pulled
troopers, the equivalent of an entire legion or out to be used as needed). The Acclamator II
brigade and its support personnel. They also would see extensive service as a combat
carried eighty aircraft and eighty-four armored carrier (though hundreds sat in mothballs as
vehicles, such as the AT-TE and SPHA well). Many of both types of vessels would be
walkers, used to provide clone troopers with sold off to places like the Corporate Sector.
heavy battlefield support. In addition to Some fell into the hands of criminal groups
ground landings, Acclamator-class ships are
such as the Zann Consortium. The Empire
capable of water landings, as displayed at the continued to use them as of Operation Shadow
Battle of Mon Calamari.
Hand and by 13 ABY, an Acclamator was
The later Acclamator II-class could also serve located in the headquarters base of the
as star frigates to support their landing groups. Restored Empire splinter faction. They were
The Acclamator-class design was already in even used well into the Yuuzhan Vong War.
development by Rothana and Kuat years
before the start of the Clone Wars, and the The ship cannot carry anything near it’s listed
design was tested as early as 32 BBY. As the compliment of troops or gear on base rules
Jedi Master Yoda arrived on Kamino to gather alone. I calculated it’s cargo space by treating
an invasion force, dozens of Acclamators had each listed dimension of the ship as if it were a
already been built and readied for the soldiers full ship. Then I cashed in all the snubfighters
they were designed to carry. In their first each “ship” would have carried as well. Base
engagement at the First Battle of Geonosis, the Cargo is 14,120 +(Snubfighters) 3800 + 2300
class proved pivotal in the Republic victory, + 1000 = 21,220.
delivering legions of clone troopers to the Consumables of 3 Years = 1,155 days for a full
battlefield while a large Republic fleet engaged complement. Cashed in 2.5 years of
the Separatist fleet in orbit. After delivering consumables to add troops 13,633 Additional
their troops, the Acclamators pulled back to Troops (close enough to 16K troops). I
provide orbital support, with only a portion of couldn’t get anywhere near it holding 320
the ships ending up damaged in the battle. Speeder Bikes, so I added 4 LAAT/c cargo
Just after the battle had concluded, the speeders. Everything else is on the ship.
Republic ordered thousands over the course of The Class .6 Hyperdrive I rounded to the
the war. Acclamators were not crewed by closest rating.
clones, Republic officers & ship crew handled
starship maintenance and operation. During 700 Crew is not possible, unless the ship was
the height of the war, some Acclamators had droid rigged and efficient. Altered the crew to
the paint markings of the Open Circle Fleet be actual Republic forces.
like the Venators. Several different variations
were used during the war, with the Acclamator

241
Aing-Tii Sanhedrim Ship Fire Arcs: Any Arc can apply all 30 weapons
Craft: Aing-Tii: Sanhedrim Crew: 2
Affiliation: Aing-Tii Skill: Capital Ship Gunnery
Era: Old Republic + ? Fire Control: 6D
Scale: Battleship (maneuvers as Corvette) Space Range: 6-30/60/90
Length: 300 meters Atmosphere Range: 1.2-60/120/180 Km
Skill: Starship Piloting: Capital Ships Damage: 5D Static; Nominal Damage: 7 (35)
Crew: 150, Gunners: 66, Skeleton: 81/+5 Standard Damage + (70) Ionization Damage
Passengers: ??? Unlike traditional ion cannons that deliver
Crew Skill: 6D? their damage toward depleting hull and armor
Cargo Capacity: (3,000); 0.29 Mt available points before rolling to incapacitate, these
Consumables: Unknown weapons deliver Double Ionization Damage.
Cost: Not Available for Sale; Astronomical They can be used to pinpoint target locations
Hyperdrive Multiplier: Hyperspace Folding* as well to shut down entire systems on an
Hyperdrive Backup: ??? enemy ship (like shield generators). Once an
Nav Computer: Yes area or section is shut down additional shots
Maneuverability: 4D will completely burn out that section or
Space: 10 component.
Atmosphere: ???
Hull: 6D + 6D Armor: 4 Locs; ; 6 Null Burst Projectors
HP: 900 & AP: 2,700/Loc Fire Arcs: Any
Shields: 6D: SP: 1,800 / Loc Crew: 1
Backup Shields: 12D Skill: Capital Ship Gunnery
Sensors: Fire Control: 6D
Passive 100/2D Space Range: 1-15/30/60
Scan 200/3D Atmosphere Range: 200m-30/60/120 Km
Search 300/4D RoF: 1/12; Damage: 300m Radius Spheres;
Focus 50/5D Instantly incapacitates crew for 1D3 Hours.
Maximum 600/0D Six projectors will cover an entire Imperial
Weapons: Star Destroyer (1800 meters).
30 Energy Web Generators (Batteries)

242
The Sanhedrim Ship was the mode of
transportation used by the warrior class of the Aing-Tii ships have a Static level of sensor
Aing-Tii monks. The Aing-Tii developed a “sleez”. Add 15 to the difficulty of any ship
form of semi-organic technology early in their attempting to detect them on pure sensor rolls.
history, using it to build advanced ships.
These vessels, named Sanhedrim ships, over The Aing-Tii are reported to have a sort of
300 meters long, are used by Aing-Tii warriors symbiotic connection with the ships they
to embark on pilgrimages in the Kathol Rift, to served on. The Aing-Tii developed a method
attack slavers, and to respond to distress calls of moving from one destination to another,
sent by the people of the Kathol Outback. which is barely comprehensible to anyone but
Each Sanhedrim is unique, with numerous the monks. They use the Force in conjunction
symbols painted on the hull and dozens of with their unique technology to
conical exhaust ports and thrust pods jutting instantaneously move their ship through space.
out at random places. Each Sanhedrim is It is this technology, combined with their
roughly ovoid in shape and covered in thick natural ability as navigators, that allows them
hull plates, not unlike the layered hides of an to travel through the dangerous Kathol Rift
Aing-Tii themselves. Sanhedrims had unhindered.
weaponry that, in comparison to that used by
the Galactic Republic and Galactic Empire, are Aing-Tii ships can fold Hyperspace, jumping
extremely advanced and deadly. Over 60 instantly from one point to another. This is a
gunners on each ship used energy web more advanced form of how Pattern Knights
generators and null-burst projectors to destroy can fold space. It has something to do with the
enemy ships with ease, although the Aing-Tii Bio-mechanical nature of their ships. Aing-Tii
often ram other vessels instead. ships radiate harmony with the Force.

Aing-Tii ships have the ability to ram another


vessel without taking collision damage. Authors Notes: Yes, I have seen the official
Ramming a section of a ship that has been stats on these ships. They are garbage. I have
crippled by their Web Generators will destroy always been a fan of the anomalies in
that section of any vessel up to 2,400 Meters in Expanded universe lore, like this race of Force
length. Vessels over this size will loose half using beings or the “Teljkon Vagabond”; a
their armor and hull points in that section. The Quella ship sited in New Republic Times. The
Aing-Tii can sense the presence of shields and presence of these races and their technologies
have the capability of flying through shield represent, to me, a wonderful unknown in any
interleaving, like an incredibly skilled pilot or game setting. Beyond that, why the hell didn’t
Jedi. Thus a stricken section can be covered they engage the Yuuzhan Vong? Any of these
in shields and still be destroyed by their races? People forgot that these cool races had
ramming the vessel. been woven into the setting. The ship
presented here could cook the Yuuzhan Vong
The monks use non-deadly weapons to ships alive (even the ones with crappy book
dissuade those who had taken an interest in stats could), with it’s energy Web Generators
them; the mysterious weapons altered the (I believe they would ignore Vong Void tech)
victim's perception of time, allowing the Aing- and turn the ships into floating hamburgers...
Tii to escape to their home territory. Aing-Tii Vegetarian cuisine, naturally, just have to pick
ships usually travel in groups of three or four, out the meat chunks. It can also incapacitate
although it is not uncommon for a ship to Vong troopers and ships harmlessly...
wander by itself. The Sanhedrims are also
able to evade being picked up by other ships' I actually toned these down, from what I had
sensors. them at before, cutting their weapons values
and KO abilities by ½.

243
Alderannian War Frigate II Weapons:
Craft: Republic Engineering: Alderaanian War 2 Ultra Heavy Ion Cannons
Frigate Mk II (Refit) Fire Arcs: Fore/Port/Aft & Fore/Starboard/Aft
Affiliation: New Republic Crew: 5
Era: New Republic (Early) Skill: Capital Ship Gunnery
Scale: Frigate; Maneuvers as Corvette Fire Control: 4D
Length: 250 meters Space Range: 3-30/60/90* Sensor Range
Skill: Starship Piloting: Capital Ships Atmosphere Range: 600m-60/120/180 Km
Crew: 169, Gunners: 64, Skeleton: 233/+5 Damage: 100; RoF: ½
Passengers: 150 Troops 6 Heavy Ion Cannons (Battery-Linked)
Crew Skill: Typically 7D Fire Arc: Fore
Cargo Capacity: (2,500); 20 Mt Available Crew: 6
Consumables: 1 Year (1.69 Million refit) Skill: Capital Ship Gunnery
Original Cost: 9,873,600 (New/Corrected) Fire Control: 5D+2
Cost: 18 Million (New); 6.67 Million (Refit); Space Range: 3-30/60/90
13.57 Million (Used) Atmosphere Range: 600m-60/120/180 Km
Hyperdrive Multiplier: x1 Damage: 10D; Nominal: 9 (90)
Hyperdrive Backup: x4 24 Quad Turbolaser Batteries
Nav Computer: Yes Fire Arcs: 6 Fore/Port/Starboard/Aft
Maneuverability: 3D+1 Crew: 1
Space: 10 Skill: Capital Ship Gunnery
Atmosphere: 1,000 Km/H (Can Land) Fire Control: 4D
Hull: 6D + 4D Armor;HP: 450 & AP: 534/Loc Space Range: 3-25/50/75
Shields: 3D: SP: 300 / Loc (4) Atmosphere Range: 600m-50/100/150 Km
Backup Shields: 6D Damage: 8D; Nominal: 7 (56)
Sensors: 12 Quad Auto Blaster Turrets (Burst-Fire)
Passive 60/1D Fire Arcs: 3 Fore/Port/Starboard/Aft
Scan 90/2D Crew: 1
Search 180/3D Skill: Starship Gunnery
Focus 5/3D+2 Fire Control: 4D*
Maximum 360/-1D Space Range: 1-5/10/18

244
Atmosphere Range: 100-500m/1/1.8 Km was a surplus of the weapons. The Heavy Ion
Damage: 6D*; Nominal Damage: 7 (42)* Cannon Batteries were further backed up by
*Light Burst already factored in the addition of two Ultra Heavy Ion cannon
12 Tractor Beam Projectors Turrets that could combine their ship crippling
Fire Arcs: 3 Fore, 3 Port/Starboard, 3 Aft abilities with the primary six cannon array.
Crew: 1 They also offered a bit more flexibility as the
Skill: Capital Ship Gunnery ship could now fire to Port, Starboard and Aft
Fire Control: 3D with them. The weapons rate of fire was
Space Range: 1-5/15/30 substantially enhanced, now being able to fire
Atmosphere Range: 200m-10/30/60 Km every two rounds instead of every three.
Damage: 4D; Nominal: 3 (12)
Point defenses were increased by replacing the
Snubfigthter Complement: 12 Zebra II’s, 12 12 light quad guns with quad auto-blaster
T-Wing II’s, 1 VCX-820 (Mod to Space: 10) mounts. While they lost some range, the
overall burst fire capability of the auto-blasters
Ground Complement: 6 T-47’s, 6 TX-130’s,
2 Military Speeder Bikes, 1 Floating Fortress more than made up for that deficiency. By
more than doubling the Tractor beam
During the Battle of Endor the Rebel Alliance emplacements the craft gained the ability to
had taken a pretty severe beating. Many of quickly recover craft in combat and even
their line vessels had been completely disengage to hyperspace with Snubfighters in a
destroyed by the Death Star. The battle tractor beam. Not only that, the enhanced
damage sustained from the engagement with Tractor Defense would add to battlefield
the Star Destroyers, alone, was so extensive survive-ability of the War Frigate.
that they would be laid up for years in dry-
dock. It was estimated that the Rebel Alliance A mild sensor refit was performed, space
engines and repulsors received a significant
that would become the New Republic had
something to the tune of 18 Alderaanian War update and the main Hyperdrive was brought
up to Class 1. The largest changes were the
Frigates in the field after a rather successful
engineering refit of the overall armor coverage
production run that spanned the Galactic Civil
of the vessel, which would now cover all
War. None of the vessels had been lost to
exposed superstructure in the aft section of the
combat attrition, which says something for
their durability. The New Republic needed a ship as well as increasing overall coverage on
all arcs of the ship, effectively doubling the
symbol of their power and reach in their
attempts to liberate sectors and hunt Imperial added on armor plating. Mon Calamari
shipwrights also sat down with Republic
Warlords down, not to mention they needed
Engineers and devised a way to engineer
something formidable enough to survive.
Thus, Republic Engineers devised a refit to the backup shields into the design at no
performance hit to the craft or loss of cargo
War Frigates. Every time someone invoked
the name Alderaan, people would turn and space.
look. The destruction of Alderaan was a Hyrotii Vehicle Works partnership with the
rallying cry for the Rebel Alliance and what Rebel Alliance carried over to the New
better craft for the New Republic to field to Republic and they provided all the Zebra Mark
spearhead their operations moving forward as II’s at no cost for these craft so long as the new
they took ground from the Empire. Republic would purchase and field their T-
Wing II design along side it. This was a deal
The refits overall seemed rather subtle on
the New Republic could not refuse.
paper, that is, until you look at the overall
combat capability enhancement of the craft. Weapons issues with the Zebra II’s had been
The older Mon Calamari light Turbolaser’s nailed down and eliminated at this point. The
were pulled out in favor of a full complement, craft still retained their ability to fire double
and then some, of the Alderaanian designed strength blasts, one per two combat rounds
Class 8 batteries. These weapons had now without melting/detonating the barrels.
been in production some 6+ years and there

245
Allegiance Class ISD Crew: 36
Craft: KDY: Allegiance-class Star Destroyer Skill: Capital Ship Gunnery
Affiliation: Empire Fire Control: 4D+2; 5D+2 w/Gunnery Helmet
Era: Galactic Civil War (3 ABY) + Space Range: 5-50/75/100* Sensor Range
Scale: Dreadnought Atmosphere Range: 1-100/150/200 Km*
Length: 2,200 meters *Sensor Range
Skill: Starship Piloting: Capital Ships Damage: 600; RoF: 1/3
Crew: 21,780, Gunners: 1,020, 120 Heavy Turbolaser Batteries
Skeleton: 14,220/+15 Fire Arcs: 50 Fore/Port/Starboard, 20 Aft
Passengers: 4,440 (Troops) Crew: 3
Crew Skill: Typically 5D Skill: Capital Ship Gunnery
Cargo Capacity: (32,900); 4,000 Mt Avail Fire Control: 1D; 2D w/Gunnery Helmet
Consumables: 8.5 Years (891.5 Million refit) Space Range: 3-25/50/75
Cost: 426 Million (New); 319.5 Mil (Used) Atmosphere Range: 600m-50/100/150 Km
Hyperdrive Multiplier: x1 Damage: 10D; Nominal Damage: 7 (70)
Hyperdrive Backup: x2 120 Turbolaser Batteries
Nav Computer: Yes Fire Arcs: 50 Fore/Port/Starboard, 20 Aft
Maneuverability: 2D Crew: 2
Space: 8 Skill: Capital Ship Gunnery
Hull: 9D + 6D Armor; HP: 2,700 & AP: 5,400 Fire Control: 4D; 5D w/Gunnery Helmet
6 Locs: Fore/1-2 Port/1-2 Starboard & Aft Space Range: 3-25/50/75
Shields: 6D: SP: 3,600 / Loc (6) Atmosphere Range: 600m-50/100/150 Km
Backup Shields: 12D Damage: 5D; Nominal Damage: 7 (35)
Sensors: 120 Quad Heavy Ion Cannon Batteries
Passive 75/2D Fire Arcs: 50 Fore/Port/Starboard, 20 Aft
Scan 150/3D Crew: 2
Search 300/4D+2 Skill: Capital Ship Gunnery
Focus 8/5D Fire Control: 4D; 5D/w Gunnery Helmet
Maximum 600/0D Space Range: 6-20/40/60
Weapons: Atmosphere Range: 1.2-40/80/120 Km
Axial Ultra Heavy Turbolaser Battery Damage: 5D; Nominal Damage: 7 (35)
Fire Arcs: Fore/Port/Starboard 120 Double Turbolaser Batteries
Fire Arcs: 50 Fore/Port/Starboard, 20 Aft

246
Crew: 1 modular towers produced for many Kuat Drive
Skill: Starship Gunnery Yards designs. It was put in full view of
Fire Control: 3D; 4D w/Gunnery Helmet enemy vessels, which made it an easy target
Space Range: 2-6/18/32 for mass-bombardment by an enemy. The
Atmosphere Range: 200-600m/1.8/3.2 Km Allegiance's tower includes a visible section
Damage: 4D Static; Nominal Damage: 8 (32) that stands out from the rest of the tower,
24 Tractor Beam Emplacements similar to the bridge sections on the Imperial
Fire Arcs: 4 / Arc II-class Star Destroyer and the Executor-class
Crew: 1 Star Dreadnought. The tower is capped by
Skill: Capital Ship Gunnery geodesic domes, like on other contemporary
Fire Control: 3D (4D w/Gunnery Helmet) Imperial warships.
Space Range: 1-5/15/30
Atmosphere Range: 200m-1/30/60 Km The Allegiance-class is in service with the
Damage: 6D; Nominal Damage: 3 (18) Imperial Navy by 3 ABY. During a
rendezvous with the elite unit Death Squadron,
Snubfighter Compliment: None in a formal prior to the Battle of Hoth, several Allegiance
hangar. Technically, 1 Landing Barge, 4 battle-cruisers formed part of a fleet that was
TIE/In, 6 TIE Shuttles, 1 Skypray Blast Boat observed by Captain Firmus Piett and Death
(Captain's escape pod). Squadron's commander, Admiral Kendal
Ground Compliment: None Ozzel. In service, the Allegiance was known
as a "Heavy Star Destroyer" and was noted as
• Trades in most support ships for 9,500 being typical of the kind of ship that fit the
Tons "Star Cruiser" designation of warship. Due to
its size, power and combat focus, the class is
• Trades in 7,000 Troops for another 1,400 afforded the designation of "Battle-Cruiser" by
Tons the Republic Navy War College at Anaxes,
using their warship classification system. "Star
Cruiser", on the other hand, was recognized
The Allegiance-class battle-cruiser is similar in only by some military historians as a
appearance to both the Victory, Procursator designation for smaller models of battle-
and Imperial-class Star Destroyers, but is cruisers. The distinction was used by some to
larger than all of them, reaching a length of separate ships like the Allegiance from larger
2,200 meters. Unlike the Victory and the battle-cruiser models like the Praetor Mark II.
Imperial, the Allegiance-class lacks ventral
hangar bays. Like fellow hangar-less models At some point during the time of the Galactic
such as the Procursator and Tector-class, the Empire, at least three ships of this class were
model could seemingly only rely on its own serviced at the massive Naval Station
exterior ordnance, as the Allegiance appeared Validusia in the Validusia system. The system
to be unable to carry any snubfighters or was located in the Expansion Region and its
ground vehicles internally. The terraced dorsal Imperial facilities could maintain several
superstructure that surrounded the Allegiance's heavy Imperial warships at once, including
bridge tower was far smoother than those on both Star Destroyers, Battle-cruisers like the
the Imperial-class, allowing for better armor Allegiance and large dreadnoughts and fleet
coverage and less exposure of the inter-plate replenishment ships. During a fleet exercise
surfaces. The Allegiance-class battle-cruiser some time after the Arms Race campaign, a
had a visible armored reactor bulge on the battle-cruiser of this class is refueled by an
ventral side of the superstructure, similar to the Altor-class replenishment ship, alongside an
Imperial and the Victory-class. Due to scale, it Assertor-class Star Dreadnought.
was more massive than on these contemporary
Star Destroyers. Allegiance-class battle-cruisers are pressed
into numerous duties during the time of
The command tower is T-shaped, like the Emperor Palpatine's return, including escort

247
duty for even larger command ships and
providing protection and support for Essentially, the Allegiance is an up armored
Palpatine's defense forces at Byss, as part of and gunned Tector Battle Cruiser. It’s quite a
the Byss Security Zone. They are used bit more powerful in point of fact. The six
throughout the Beshqek system to patrol and barrel, Ultra Heavy Axial Turbolaser Battery
monitor traffic to and from the secluded was added as an afterthought to the vessel to
throne-world and worked in conjunction with give it something of an more advanced
Gauntlet Scanner Stations, destroying any weapons suite in appearance. The weapon
ships the stations identified as hostile. During system effectively runs part of the length of the
this phase of its career, serving in the navy of prow (Fore of the Bow) and emerges between
the Dark Empire, the Allegiance-class was the Dorsal and Ventral armor plating of the
sometimes referred to as "Imperial-class" and vessel. This is a massive “turret” with limited
a "Super Star Destroyer" by New Republic mobility that can fire Fore, Port and Starboard.
forces, the former due to its physical
resemblance to the Imperial-class Star The Allegiance has six hit locations, Fore,
Destroyers. Fore Port & Starboard, Aft Port & Starboard
and Aft. Each location is protected by it’s own
At the Battle of Calamari in 10 ABY, the Shield Generator. Furthermore, there is a
battle-cruiser Allegiance served as a command reservoir of Backup Shields to provide
and communications ship for the invasion fleet continuous power to these massive generators.
at Dac and transmitted images back to the It’s geodesic domes on the bridge are much
command center at Byss. A New Republic harder to hit as they are 2/3 embedded in the
task force picked up the transmissions while in bridge structure.
hyperspace transit to the system and homed in
on their origin. As the fleet jumped out of The Allegiance is one of the most formidable
hyperspace, General Lando Calrissian ordered ships in the Imperial arsenal for decades.
all ships to fire from his flagship, the While the craft lacks a, formal, internal hangar
Emancipator. The fleet bombarded the it does possess a number of craft meant for
Imperial battle-cruiser and its Procursator- ferrying crew to and from the ship. The
class escorts and destroyed both the Allegiance Captain's ready room on the bridge adjoins
and the Star Destroyers. Following the strike, with an area that houses a Skypray Blast boat
Calrissian's fleet passed by the wreckage of the to be used as an escape pod for core command
Allegiance and began landing their air-speeder personnel. It possesses a single landing barge
reinforcements. that can be lowered from an internal holding
bay in the superstructure of the Ventral side of
Following the Republic victory at Dac, two the ship. This can be used to ferry troops to
Allegiance battle-cruisers escorted Palpatine's the surface of a world, thus the Allegiance is
flagship, the dreadnought Eclipse, as it not without some capability of landing troops
traveled to the Cyax system to confront the or engaging static installations with troops.
New Republic leaders. Ships of the class later This location in the hull is flanked by a quartet
participated in the Battle of the Emperor's of TIE\Ln snubfighters held in racks very
Citadel, the failed attempt by a Republic strike similar to a Carrack Cruiser, within the
team to infiltrate Byss and topple Palpatine. superstructure of the vessel. The Allegiance
posses no less than six TIE Shuttles, also
The cruisers fall into extinction after the housed in the Ventral side of the starship.
Yuuzhan Vong Conflict as no more are ever These are used for inter-ship transit as well as
produced. a number of other operations.

248
249
Arrestor Cruiser Skill: Capital Ship Gunnery
Craft: KDY: Arrestor-class Fire Control: 4D; 5D w/Gunnery Helmet
Affiliation: Empire Space Range: 5-50/75/100*
Era: Rise of the Empire (Early, Discontinued) Atmosphere Range: 1-100/150/200 Km*
Scale: Battleship *Sensor Range
Length: 1,600 meters Damage: 1,200; RoF: 1/2
Skill: Starship Piloting: Capital Ships 12 Turbolaser Point Defense Batteries
Crew: 11,520, Gunners: 316, Fire Arcs: 6 Port & Starboard
Skeleton: 7,516/+20 Crew: 1
Passengers: 2,880 (Troops) Skill: Starship Gunnery
Crew Skill: Typically 5D Fire Control: 2D; 3D w/Gunnery Helmet
Cargo Capacity: (8,000); 193 Mt Avail Space Range: 2-5/15/30
Consumables: 6 Years (340 Million Refit) Atmosphere Range: 200-500m/1.5/3 Km
Cost: 101.6 Million (New); 76.2 Mil (Used) Damage: 3D Static; Nominal Damage: 7 (21)
Hyperdrive Multiplier: x1 8 Double Turbolaser Batteries
Hyperdrive Backup: x4 Fire Arcs: 4 Port & Starboard, 8 Aft
Nav Computer: Yes Crew: 2
Maneuverability: 1D Skill: Capital Ship Gunnery
Space: 4 Fire Control: 2D; 3D w/Gunnery Helmet
Hull: 3D+2: 4 Locs; HP: 550 & AP: 900 Space Range: 3-25/50/75
Shields: 3D: SP: 900 / Loc (4) Atmosphere Range: 600m-50/100/150 Km
Sensors: Damage: 5D; Nominal Damage: 5 (25)
Passive 100/2D 36 Tractor Beam Emplacements
Scan 200/3D Fire Arcs: 4 Fore, 12 Port/Starboard, 8 Aft
Search 400/4D Crew: 2
Focus 10/5D Skill: Capital Ship Gunnery
Maximum 800/0D Fire Control: 3D; 4D w/Gunnery Helmet
Weapons: Space Range: 1-5/15/30
3 Ultra Heavy Turbolaser Dishes Atmosphere Range: 200m-1/30/60 Km
Fire Arcs: 3 Fore, 1 Port & Starboard Damage: 6D; Nominal Damage: 3 (18)
Crew: 72 Expanded Snubfighter Compliment: 48 TIE

250
Class Snubfighters, 4 Shuttles / Transports (2 Features:
squadrons & 2 shuttles / Transports / hangar) • Massively enhanced power generation:
The craft double Auxiliary Power and is
Ground Compliment: 2 Landing Barges, 4
always considered to be at a maximum
AT-AT, 4 AT-ST, 12 Combat Air Speeders, 1
level of it at the beginning of any combat
small pre fab base
situation (8D Auxiliary Power). There is a
The Arrestor Cruiser is an early design of the 50% loss of Cargo Capacity as a result.
Imperial I Star Destroyer that mounts three • Due of the craft’s design it’s hangars lost
utterly massive cannons as it’s primary 50% of their craft capability (40 instead of
armament. Ultimately, the design would be 80).
scrapped in favor of the Imperial I and it’s • Due to the same loss of craft mass the
successor the Imperial II. The craft was passenger space (Troops) have been cut in
designed to give it’s Ultra Heavy weaponry half.
maximum fire arcs and much of the hull was • The same loss in mass allows the standard
disregarded in order to accommodate the Hyperdrives typically featured on Imperial
weapons. The craft itself was dedicated to I class vessels to push the Arrestor at Class
providing the power necessary to feed these 1 Hyperdrive speeds. Also effectively
incredibly large weapons arrays. It is doubling the performance of it’s backup
honeycombed power relays and generators just Hyperdrives (the units only cost as much
to feed the three massive cannons. as a x2 and x8 unit for the craft).
All of this over engineering for power • The Ultra Heavy weapons have no issues
distribution took a heavy toll on the vessel. with power draw and have a higher rate of
First of all, it cut the snubfighter compliment fire due to the over-engineered power
in half (that’s why the ship had to steal space systems on the Arrestor.
from it’s cargo capacity to “expand” it’s fighter • The craft is High Maintenance just like the
capacity). It also cuts the maximum troop Imperial I & II Designs.
complement in half as well. Losing that much • The Ultra Heavy Turbolaser Dishes are
mass and hull meant that the craft simply somewhat fragile, consider them to be 1D
could not withstand as much punishment as an Battleship Scale Hull + 1D of Armor (the
Imperial I and is roughly half the hull strength 3D base armor code does not apply for
of that vessel. The craft is driven by a single these weapons) for the purposes of
massive engine, something many commanders destruction after shields are stripped.
complained bout should one of their engines HP: 150, AP: 300
sustain damage in combat (knowing full well it • The sensor array is incredibly accurate and
would cripple this craft but not others of the provides the same early warning that
Star destroyer Lineup). Hyperspace Telemetry Sensors do at no
additional cost or loss of cargo space.
A posting to an Arrestor is possibly one of the (However, does not allow targeting of
worst fates that many in the Imperial Academy objects at ranges beyond 800 Space Units).
students fear. However, even aside from the • Insufficient thrust for it’s mass. The craft
fact it is just over half the speed of it’s has poor performance in the presence of
Imperial I & II descendants the craft still any sort of gravity well and looses it’s 1D
retains some incredible capabilities. It has one Maneuverability (0D).
of the Sensor suites that can be found on • Super Laser Linkage: All three Ultra
almost any Imperial vessel. Furthermore, Heavy Turbolasers can Link, similar to
anything it’s main guns cannot target withing how a Super Laser does, on the craft’s
their proscribed standard ranges it can still Forward Fire Arc for the following
target relatively well (0D Fire Control) out to bonuses: +1D Fire Control, +300 Damage
maximum sensor range (800 units away). (3,900 Points).
What the Arrestor does well, it does so • Scout craft can be used as spotters to target
amazingly so. What it does badly is just about beyond the Arrestor’s 800 Space Unit
everything else. Limit (Up to 1200 Units) at +2 DR to hit.

251
evelop technology without wisdom or
prudence and your servant shall become
your executioner.

- Walex Blissex,
Remarking on how the victory star destroyer
he created for the Galactic Republic,
To police the Galaxy,
became a weapon for the Empire.
Bakuran Star Destroyer Fire Control: 4D
Craft: Bakuran Engineering: Star Destroyer Space Range: 3-25/50/75
Affiliation: Bakuran Sector Atmosphere Range: 600m-50/100/150 Km
Era: New Republic + Damage: 6D; Nominal Damage: 7 (42)
Scale: Battleship; Up-Scaled Cruiser 60 Quad Ion Cannon Batteries
Length: 850 meters Fire Arcs: 30 Fore/Port/Aft & 30
Skill: Starship Piloting: Capital Ships Fore/Starboard/Aft
Crew: 2,668; Gunners: 272, Crew: 2
Skeleton: 1,994/+10 Skill: Capital Ship Gunnery
Passengers: 2,525 (Troops) Fire Control: 4D
Crew Skill: Typically 5D Space Range: 3-25/50/75
Cargo Capacity: (8,500); 100 Mt Avail Atmosphere Range: 600m-50/100/150 Km
Consumables: 3 Years (63.1 Million refit) Damage: 5D; Nominal Damage: 7 (35)
Cost: 115 Million (New); 86.3 Mil (Used) 20 Tractor Beam Emplacements
Hyperdrive Multiplier: x1 Fire Arcs: 4 Fore/Aft, 6 Port/Starboard
Hyperdrive Backup: x4 Crew: 1
Nav Computer: Yes Skill: Capital Ship Gunnery
Maneuverability: 2D Fire Control: 4D
Space: 9 Space Range: 1-5/15/30
Hull: 7D: 4 Locs; HP: 1,050 & AP: 900 / Loc Atmosphere Range: 200m-1/30/60 Km
Shields: 3D: SP: 900 / Loc (4) Damage: 6D; Nominal Damage: 3 (18)
Sensors: 20 Quad Point Defense Guns
Passive 50/1D Fire Arcs: 3 Per Arc & 4 Dorsal/Ventral
Scan 100/3D Crew: 1
Search 200/4D Skill: Starship Gunnery
Focus 6/4D+2 Fire Control: 4D
Maximum 400/0D Space Range: 1-3/12/25
Weapons: Atmosphere Range: 100-300m/1.2/2.5 Km
60 Quad Turbolaser Batteries Damage: 4D; Nominal Damage: 6 (24)
Fire Arcs: 30 Fore/Port/Aft & 30 Hyperwave Inertial Momentum Sustain-er
Fore/Starboard/Aft Game Effects: Allows the craft to Micro
Crew: 2 Jump in an Interdiction Field, Gravity well or
Skill: Capital Ship Gunnery

254
spacial anomaly. The craft can only sustain due to the fact that their interdiction fields
the Jump for a few seconds, however, this would prove necessary against the likewise-
typically will allow the craft to drop right on equipped Sacorrian fleet, and the fact that the
top of (or behind) almost any enemy force New Republic Defense Fleet was largely
with pinpoint precision. incapacitated due to the events of the previous
Distance Traveled: Nearly instantaneous year. Only Defender and Sentinel would
hyperspace jump up to 500 Space Units return to Bakura following the subsequent
distant. Battle of CenterPoint Station.
Other Game Notes: A Micro Jump Executed
in this fashion will, instantly, disrupt the I never really cared for the original images of
guidance of any Hyperspace Torpedo the ship (pictured below). I think this one will
targeting the craft. Targeting Acquisition can do nicely and still make the ship look Imperial
be re-acquired, however, it requires the bridge rather than like a snubfighter or like something
crew of the craft that originally fired the right out of Robotech or Star Blazers.
ordinance to re-acquire the target vessel. This The ship was based around the Imperial II
process will typically take between 1D6 power core... So, why doesn’t it carry 10D
hours/per Micro Jump executed by the target guns? I didn’t add those. I cut the Hyperdrive
craft. A Micro Jump with this device multipliers in half, added point defense guns
permanently breaks guidance on any other (they are fighting these ultra small snubfighters
ordinance targeting the vessel. Any vessel in with crazy maneuverability after all), doubled
the same system will have to search for and the fighter compliment to Imperial Star
successfully re-locate the target. Destroyer levels and stuffed in about all the
Expanded Snubfighter Compliment: ground support units I could. Landing barges
72 TIE Guardians, 6 Support Ships/Shuttles for troops supported by Combat Air Speeders
is kind of my go to default. Furthermore, I
Ground Compliment: 4 Landing Barges, added on ten additional Tractor beam
12 Combat Air Speeders
projectors. Had to do something with the free
The Bakura-class destroyer formed the cargo and I wanted to give the ship more
backbone of the Bakuran Defense Fleet that robust defensive capabilities seeing as that
was established following the repulsion of the makes sense for the Bakurans who are always
Ssi-ruuk at the Invasion of Bakura. The outnumbered. I also made the ship efficient, in
Bakura-class consisted of interdiction cruisers opposition of how the Imperial Class Star
and were designed around the power reactor Destroyers are inefficient. Finally, at half the
used by Imperial II-class Star Destroyers. mass of an Imperial I or II, I made it 50%
They were also capable of escaping faster in Sub-light Speeds.
interdiction fields.
By the time of 18 ABY, only three had been
known to be built: Watchkeeper, Defender, and
Sentinel. But there could have been more in
the defense fleet, as it was later stated by
Admiral Hortel Ossilege that he could not
leave the Bakuran System without defense
during the Corellian Crisis, hinting there could
have been a larger force of these destroyers.
These three destroyers were the only known
destroyers equipped with experimental
hyperwave inertial momentum sustain-ers.
The New Republic convinced the Bakuran
Senate to deploy the three destroyers on the
Republic's behalf during the Corellian Crisis,

255
Cargo Master
Craft: Loronar: Cargo Master The multi deck system triples the craft’s cargo
Affiliation: Various space. All snubfighter space was converted to
Era: Rise of the Empire (Early)+ extra cargo space for an additional 4,000
Scale: Cruiser Metric Tons of space. 2,300 passengers have
Length: 800 meters (+1D to Hull & Armor) been converted into cargo space for 11,500
Skill: Starship Piloting: Capital Ships Metric tons more carrying capacity.
Crew: 2,511, Gunners: 8, Skeleton: 2,168/+10
Passengers: 76 (Passengers) Heavy Carrier Refit
Crew Skill: Typically 4D Craft: Loronar: Heavy Carrier Refit
Cargo Capacity: (39,500); 39,464 Mt Avail Affiliation: Various
Consumables: 3 Years (30 Million refit) Era: Rise of the Empire (Early)+
Cost: 4.2 Million (New); 3.13 Mil (Used) Scale: Cruiser
Hyperdrive Multiplier: x2 Length: 800 meters (+1D to Hull & Armor)
Hyperdrive Backup: x18 Skill: Starship Piloting: Capital Ships
Nav Computer: Yes Crew: 2,511; Gunners: 146,
Maneuverability: 1D Skeleton: 1,766/+10
Space: 6 Passengers: 2,475 (Troops)
Hull: 6D: 4 Locs; HP: 875 & AP: 450 / Loc Crew Skill: Typically 5D
Shields: 1D: SP: 150 / Loc (4) Cargo Capacity: (24,000); 0 Mt Avail
(Shields act as a sensor mask, -1D to opposed Consumables: 3 Years (59.3 Million refit)
sensor rolls to detect, per generator: -4D) Cost: 15.7 Million (New); 11.8 Mil (Used)
Sensors: Refit Cost: 11.5 Million
Passive 25/0D Hyperdrive Multiplier: x1
Scan 40/0D+1 Hyperdrive Backup: x12
Search 80/0D+2 Nav Computer: Yes
Focus 2/1D Maneuverability: 2D
Maximum 160/-3D+1 Space: 7
Weapons: Hull: 6D + 1D Armor;
8 Tractor Beam Emplacements HP: 875 & AP: 600 / Loc (4)
Fire Arcs: 2 Fore/Aft, 2 Port/Starboard Shields: 2D: SP: 300 / Loc (4)
Crew: 1 (Shields act as a sensor mask, -2D to opposed
Skill: Capital Ship Gunnery sensor rolls to detect, per generator: -8D)
Fire Control: 3D Sensors:
Space Range: 1-5/15/30 Passive 40/0D+1
Atmosphere Range: 200m-1/30/60 Km Scan 80/0D+2
Damage: 3D; Nominal Damage: 3 (18) Search 120/1D
Focus 3/1D+1
The Loronar Cargo Master is one of the few Maximum 320/-3D
massive Bulk Transports that are widely used Weapons:
in the Galaxy. It possesses military grade 16 Tractor Beam Emplacements
performance characteristics and is a reliable Fire Arcs: 2 Fore/Aft, 2 Port/Starboard
and common sight in the space lanes of the Crew: 1
galaxy. The design utilizes a multi deck Skill: Capital Ship Gunnery
system to maximize internal cargo hauling Fire Control: 3D
capability (three total decks with cargo Space Range: 1-5/15/30
elevators between them). The craft’s greatest Atmosphere Range: 200m-1/30/60 Km
defensive feature is it’s shield suite which acts Damage: 3D; Nominal Damage: 3 (18)
in a similar fashion to their Skyblind line of 64 Quad Point Defense Turrets
Scout Ships. Masking both the visual presence Fire Arcs: 8 Fore, 24 Port/Starboard, 8 Aft
and sensor signature of the craft. Crew: 1
Skill: Starship Gunnery

256
Fire Control: 3D independent entities that purchase the craft,
Space Range: 1-3/12/25 (including the Imperial Warlords when they
Atmosphere Range: 100-300m/1.2/2.5 Km don’t have access to Ton Falk Escort Cruisers).
Damage: 6D; Nominal Damage: 6 (36) The refit process is rather extensive, however
18 Light Double Turbolaser Batteries it completely converts the Bulk Cruiser into a
Fire Arcs: 14 Fore/Port/Starboard, 4 Aft relatively formidable opponent. If not so
Crew: 2 much in the form of raw firepower, definitely
Skill: Capital Ship Gunnery in the form of a carrier that is outfitted more
Fire Control: 2D akin to what the old Venator Star Destroyers
Space Range: 3-25/50/75 were in terms of strike craft carried; an all at a
Atmosphere Range: 600m-50/100/150 Km fraction of the price of a Venator Star
Damage: 4D; Nominal Damage: 5 (20) Destroyer. The Loronar Heavy Carrier is a
10 Concussion Missile Launchers capable vessel that can deploy a formidable
Fire Arc: 6 Fore, 4 Aft ground force, including a full base as well.
Crew: 3
There are other variants of the craft that forgo
Skill: Capital Ship Gunnery the ability to carry a complete strike wing of
Fire Control: 2D
snubfighters and focus more on ship to ship
Space Range: 120 Units
combat. Stripping the ability to field 72
Atmosphere Range: 240 Km Snubfighters returns 7,200 Metric Tons to the
Damage: 9D; Nominal Damage: 6 (54)
craft allowing for the addition of more shields,
Ammo: 120 Missiles/Tube armor and weaponry (which is the most
Expanded Snubfighter Compliment: commonly seen variant). Regardless, the refit
144 Snubfighters, 12 Support Gunships, carrier has incredible point defense. The
12 Transports, 4 Shuttles realization of this fact tends or go unnoticed,
Ground Compliment: 8 Landing Barges, 24 as most strike wings that have assaulted the
Combat Air Speeders, 1 Pre Fab Base, 24 Heavy Carrier have been obliterated by it’s
Combat Ground Units point weaponry alone.
The Heavy Carrier Refit is sold almost
495 Metric Tons converted to 99 additional
exclusively to the Rebel Alliance through the
Troops.
Black Market. There are a number of other

257
Champion Fleet Carrier Crew: 1
Craft: Hoersch-Kessel: Champion-class Skill: Capital Ship Gunnery
Affiliation: Various / Pentastar Alignment Fire Control: 4D+2 (2D+2 at x2 range)
Era: Rise of the Empire + Space Range: 3-25/50/75 (x2)
Scale: Cruiser (+2D Hull & Armor due to size) Atmosphere Range: 600m-50/100/150 Km
Length: 948.75 meters (x2) Damage: 4D; Nominal Damage: 7 (28)
Skill: Starship Piloting: Capital Ships 143 Dual Point Defense Guns
Crew: 994, Gunners: 260, Skeleton: 1 (641 for Fire Arcs: 22/Fore, 44 Port/Starboard, 33 Aft
standard operation: Slave Rigged)/+0 Crew: 1
Passengers: 2,822 Skill: Starship Gunnery
Crew Skill: Typically 5D Fire Control: 3D
Cargo Capacity: (9,488); 51 Mt Available Space Range: 1-3/12/25
Consumables: 3 Years (43 Million refit) Atmosphere Range: 100-300m/1.2/2.5 Km
Cost: 73.7 Million (New); 55.3 Million (Used) Damage: 4D Static; Nominal Damage: 7 (28)
Hyperdrive Multiplier: x1 56 Tractor Beam Emplacements
Hyperdrive Backup: x8 Fire Arcs: 12 Fore/Aft, 16 Port/Starboard
Nav Computer: Yes Crew: 1
Maneuverability: 3D Skill: Capital Ship Gunnery
Space: 8 Fire Control: 3D
Hull: 4D: 4 Locs; HP: 750 & AP: 600 / Loc Space Range: 1-5/15/30
Shields: 3D+2: SP: 550 / Loc Atmosphere Range: 200m-1/30/60 Km
Sensors: Damage: 3D; Nominal Damage: 3 (9)
Passive 50/1D Updated Hyperwave Jammer
Scan 75/2D Fire Arcs: All
Search 150/4D Crew: 5
Focus 5/4D+2 Skill: Communications
Maximum 300/0D Space Range: 175 Unit Radius
Weapons: Damage: The powerful communications
56 Light Quad Turbolaser Batteries arrays can also be used to jam enemy craft in
Fire Arcs: 56 Fore, 28 Port/Starboard, 16 Aft nearby space, causing a penalty on sensors and

258
communications rolls (+3DR for
Snubfighters/Transports, +2DR for capital Never really cared for the fact that H&K
ships). The same penalty is applied to the fire seemed to, essentially, disappear after the
control of any weapon fired at the Champion Clone Wars conflict. They are a company like
(stripping Fire Control Dice at the appropriate any other and I needed to put out something
Rating: +2DR= 2D, +3DR=3D). The jammer other than the retconned T-Wing and the
is selective enough not to affect friendly ships, Binary Wing craft I wrote in.
and it effects everything within it’s radius
(Weighs 15 Units). The Champion-class is essentially based off a
re-designed Munificent-class cruiser core.
Also Establishes it’s own Holonet, effectively Clearly the Champion looks nothing like the
linking with other ships or Holonet Relay Munificent. This is due to the fact that the
Stations to allow near simultaneous Galactic Republic became the Empire and
communications across vast distances. This is Hoersch & Kessel were attempting to design a
incredibly useful in instances where there is no ship that would appeal to the Imperial regime.
access to the holonet or the crew cannot hack Technical Facts:
into the Imperial holonet for creating a virtual • The Champion is, exactly, 15% larger than
command layout for Holonet Suites to the Munificent.
coordinate large scale naval and ground • The Champion uses the same engines as
operations. Naturally, the ship possesses a full the Munificent in two paired arrays.
holonet suite (just like Imperial and Victory • The Champion has two reactor cores just
Star Destroyers do). like the Munificent. As such the craft has
Expanded Snubfighter Compliment: 72 Double the Auxiliary Power (Begins with
Snubfighters, 8 Transports/Gunships 4D and caps at 8D); this needs to be
retconned for the Munificent as well.
Ground Compliment: 4 Landing Barges, 12 • The Champion possesses an upgraded
Combat Air Speeders, 12 Ground Units version of the communications suite that
After backing the Trade Federation in the the Munificent does.
Clone Wars, Hoersch & Kessel Drive, Inc. • The ship has an enhanced hangar that runs
wasn’t actually penalized for supporting the stem to stern along the axis of the ship.
losing side of that war. This is due to a • It’s slave rigged, all the weapons can be
number of reasons. Namely, if the republic fired from the bridge from one station per
requested design specifications on their ships, arc, per weapon type, at the gunnery of
Hoersch & Kessel provided it. If the Republic that individual at a single target (multiple
required a new design they bid on for the actions for multiple targets); see p. 17-18
rights to design the ship. for more details*
• The inclusion of Tractor Beams are rarely
Hoersch & Kessel is a renowned shipwright seen on Hoersch & Kessel ships, their in
throughout all of galactic history and they house built Tractor Beams are fairly weak
effectively maintained their neutrality as a and they’ve made up for this deficiency by
corporate entity throughout the entire Clone sporting more than have been seen on any
Wars conflict. Profiting as any other firm class of vessel twice their size.
might from the galactic conflict. Thus, the • While the turbolasers are weak, they are
company would go on to produce the some of the most accurate weapons in
Champion at the conclusion of the Clone Wars existence. The main guns can fire
using lessons learned from facing Star accurately to twice their listed range at a
Destroyers like the Victorys’ and Venators’. 2D penalty to fire control.
However, they would be thwarted on • The ship is efficient, essentially, slave
introducing Turbolaser Batteries of heavy rigged. Hoersch & Kessel’s application of
firepower by the Empire since the ship was it does not inflate the cost of the vessel.
sold, primarily, to other entities than the • It possesses incredible point defense.
Empire itself. • The Captains Chair can run the entire ship.

259
CIS Assault Frigate Fire Control: 4D
Craft: CIS Yards: Assault Frigate-class Space Range: 3-30/60/90* Sensor Range
Affiliation: Confederacy of Independent Atmosphere Range: 600m-60/120/180 Km
Systems Damage: 200; RoF: 1/3
Era: Clone Wars (Yards Destroyed) 4 Heavy Turbolaser Batteries (1 Gun/ea)
Scale: Frigate Fire Arcs: 4 Fore, 2 Port/Starboard
Length: 200 meters Crew: 3
Skill: Starship Piloting: Capital Ships Skill: Capital Ship Gunnery
Crew: 45, Gunners: 54, Skeleton: 30/+5 Fire Control: 3D
Passengers: 120 Troops Space Range: 3-25/50/75
Crew Skill: Typically 3D Atmosphere Range: 600m-50/100/150 Km
Cargo Capacity: (2,000); 147 Mt Available Damage: 9D Static; Nominal: 7 (63)
Consumables: 300 Days (657K refit) 12 Point Defense Guns
Cost: 4.13 Million (Used Only) Fire Arcs: 3 Fore/Port/Starboard/Aft
Hyperdrive Multiplier: x1 Crew: 1
Hyperdrive Backup: x12 Skill: Starship Gunnery
Nav Computer: Yes Fire Control: 3D
Maneuverability: 2D Space Range: 1-3/12/25
Space: 9 Atmosphere Range: 100-300m/1.2/2.5 Km
Hull: 3D + 1D Armor;HP: 225 & AP: 234/Loc Damage: 3D Static; Nominal Damage: 6 (18)
Shields: 3D+2: SP: 368 / Loc (4) Expanded Snubfighter Complement:
Sensors: 24 Droid Fighters, 2 Shuttles
Passive 40/1D
Scan 80/1D+2 Rarely seen until the later stages of the Clone
Search 160/2D Wars, the Assault Frigate was intended for an
Focus 4/3D unknown purpose. Of note, the craft does
Maximum 320/-2D have atmosphere throughout and was likely
Weapons: designed to ferry high value targets between
Ultra Heavy Ion Cannon fleets with speed and a semblance of
Fire Arcs: Turret, All Arcs & Ventral armament. It was possibly even designed to
Crew: 30 be used as an interceptor for other slow Capital
Skill: Capital Ship Gunnery Ships. Several craft would escape destruction.

260
CIS Gunship Fire Control: 2D
Craft: CIS Yards: Assault Frigate-class Space Range: 3-30/60/90* Sensor Range
Affiliation: Confederacy of Independent Atmosphere Range: 600m-60/120/180 Km
Systems Damage: 100; RoF: 1/3
Era: Clone Wars (Yards Destroyed) 4 Concussion Missile Launchers
Scale: Corvette Fire Arcs: 2 Fore, 2 Aft (Any)
Length: 100 meters Crew: 3
Skill: Starship Piloting: Capital Ships Skill: Capital Ship Gunnery
Crew: 12, Gunners: 54, Skeleton: 8/+5 Fire Control: 2D
Passengers: 30 Troops Space Range: 120 Space Units
Crew Skill: Typically 3D Atmosphere Range: 240 Km
Cargo Capacity: (1,000); 112 Mt Available Damage: 9D; Nominal: 6 (54)
Consumables: 150 Days (144K refit) Ammo: 15 Missiles/Launcher
Cost: 2.34 Million (Used Only) 12 Point Defense Guns
Hyperdrive Multiplier: x1 Fire Arcs: 2 Fore/Aft, 4 Port/Starboard
Hyperdrive Backup: x6 Crew: 1
Nav Computer: Yes Skill: Starship Gunnery
Maneuverability: 2D+2 Fire Control: 3D
Space: 10 Space Range: 1-3/12/25
Hull: 3D: 4 Locs; HP: 150 & AP: 75/Loc Atmosphere Range: 100-300m/1.2/2.5 Km
Shields: 3D+2: SP: 275 / Loc Damage: 3D Static; Nominal Damage: 6 (18)
Sensors: Expanded Snubfighter Compliment:
Passive 30/1D 12 Droid Fighters, 1 Shuttle
Scan 60/1D+1
Search 120/1D+2 The CIS Gunship was available long before
Focus 3/2D the Assault Frigate rolled off the assembly line.
Maximum 240/-2D+1 However, it would hold making it’s
Weapons: appearance until being assigned in pairs to
Ultra Heavy Ion Cannon each CIS Assault Frigate. As with the CIS
Fire Arc: Fore (in the prow) Assault Craft, many of these small vessels
Crew: 15 would escape destruction by the Galactic
Skill: Capital Ship Gunnery Republic. The craft also has atmosphere.

261
Commercial Passenger Liner Atmosphere Range: 800m-24/90/180 Km
Craft: Silvuit Corporation: CP-01 Damage: 9D; Nominal Damage: 7 (63)
Affiliation: Various Transit Corporations Ammo: 15 Torpedoes per launcher
Era: Rise of the Empire + 8 Point Defense Batteries
Scale: Corvette Fire Arcs: 6 Dorsal & 2 Ventral
Length: 180 Meters (+1D to Hull & Armor) 8 Fore, 3 Port, 3 Starboard, 4 Aft
Skill: Starship Piloting: Capital Ships 12 fore,
Crew: 81, Gunners: 10, Skeleton: 64/+15 Crew: 1
Passengers: 120 Skill: Starship Gunnery
Crew Skill: Typically 3D Fire Control: 1D
Cargo Capacity: (1,800); 1,463 Metric Tons Space Range: 1-3/12/25
Consumables: 270 Days (570K Refit Cost) Atmosphere Range: 100-300m/1.2/2.5 Km
Cost: 1.98 Million (New); 1.48 Million (Used) Damage: 3D; Nominal Damage: 4 (12)
Hyperdrive Multiplier: x2 Silvuit Corporation is a minor starship
Hyperdrive Backup: x15 manufacturer during the Rise of the Empire
Nav Computer: Yes Era. The company often works as
Maneuverability: 1D subcontractors with Sienar Fleet Systems on
Space: 4 projects. Following the Battle of Endor,
Atmosphere: 800 Km/H Silvuit continued to work with the Empire and
Hull: 3D: 4 Locs; HP: 200 & AP: 150 / Loc became one of the major suppliers for the
Shields: 1D: 75 / Loc Imperial Remnant. The commercial passenger
Sensors: liner is the only known vessel of it’s class to
Passive 25/0D carry such a substantial armament. It is highly
Scan 50/1D sough after due to it’s ability to deter pirates.
Search 75/2D Features:
Focus 3/2D+1 • +1D to Hull & Armor due to size
Maximum 150/-2D • 24 Conventional Shitters & Sonic Showers
Weapons: • 4 Galleys
2 Proton Torpedo Batteries • 1st Class has access to a Refresher Booth
Fire Arc: 2 Fore • 1st Class has Luxury Seats & a Bar
Crew: 1 • Ventral Hangar: Holds up to 9 craft
Skill: Capital Ship Gunnery • Power Core is designed for Combat Refits
Fire Control: 2D • Craft can easily be refit to Space: 6,
Space Range: 4-12/45/90 Shields 3D at no loss of Cargo Space.

262
Commercial Luxury Liner Crew: 1
Craft: Silvuit Corporation: CL-01 Skill: Starship Gunnery
Affiliation: Various Transit Corporations Fire Control: 2D
Era: Rise of the Empire + Space Range: 1-3/12/25
Scale: Corvette; Maneuvers as Transport Atmosphere Range: 100-300m/1.2/2.5 Km
Length: 63 Meters Damage: 3D; Nominal Damage: 4 (12)
Skill: Starship Piloting The Silvuit Corporation’s Commercial Luxury
Crew: 6, Gunners: 4, Skeleton: 7/+5 Liner is a premier vessel affording almost
Passengers: 26 every accommodation to the wealthy. The
Crew Skill: Typically 5D craft tends to sell rather well to entrepreneurs
Cargo Capacity: (630); 592 Metric Tons in the transit business. The craft is also highly
Consumables: 95 Days (36K Refit Cost) sought after by smugglers and legitimate cargo
Cost: 3 Million (New); 2.25 Million (Used) companies due to it’s performance
Hyperdrive Multiplier: x1 characteristics. The craft is easy to fly and
Hyperdrive Backup: x12 doesn’t require a Capital Ship trained crew to
Nav Computer: Yes pilot or maintain it.
Maneuverability: 2D Features:
Space: 8 • Easy to pilot, all controls are simplified to
Atmosphere: 1,200 Km/H the level of Space Transports.
Hull: 2D: 2 Locs; HP: 100 & AP: 75 / Loc; • Easy to maintain, the craft is for intents
Fore & Aft and purposes a Capital Ship. However, it
Shields: 2D: SP: 150 / Loc functions off of robust heavy transport
Sensors: parts and can be maintained by those
Passive 30/1D without Capital Ship repair skills at no
Scan 60/2D penalty. Those with the Capital Ship
Search 90/3D Repair AP skill can effect repairs at -1DR.
Focus 6/4D • Luxury Seating & Comfy Beds throughout
Maximum 180/-1D • 6 Refreshers, Shitters & Real Showers
Weapons: • 3 Galleys, bars, & Auto-chefs
4 Point Defense Batteries • 3 Lounges & Advanced Entertainment
Fire Arcs: 2 Dorsal & 2 Ventral Tables & 26 Holo Vid Viewers
4 Fore, 2 Port, 2 Starboard, 4 Aft • 26 Fancy Observation Windows

263
Corellian Battlecriuser Space Range: 3-25/50/75
Craft: CEC: Corellian Battlecriuser Atmosphere Range: 600m-50/100/150 Km
Affiliation: Empire Damage: 7D; Nominal Damage: 7 (49)
Era: Old Republic 40 Corellian Quad Guns
Scale: Cruiser Fire Arcs: 10/Arc
Length: 800 meters (+1D to Hull & Armor) Crew: 1
Skill: Starship Piloting: Capital Ships Skill: Starship Gunnery
Crew: 3,348, Gunners: 236, Fire Control: 3D
Skeleton: 2,302/+15 Space Range: 1-3/12/25
Passengers: 2,376 Atmosphere Range: 100-300m/1.2/2.5 Km
Crew Skill: Typically 5D+2 Damage: 6D; Nominal Damage: 6 (36)
Cargo Capacity: (8,000); 368 Mt Available 8 Tractor Beam Emplacements
Consumables: 3 Years (67.8 Million Refit) Fire Arcs: 2/Arc
Cost: 30.3 Million (New); 22.7 Million (Used) Crew: 2
Hyperdrive Multiplier: x3 Skill: Capital Ship Gunnery
Hyperdrive Backup: x18 Fire Control: 2D
Nav Computer: Yes Space Range: 1-5/15/30
Maneuverability: 2D Atmosphere Range: 200m-1/30/60 Km
Space: 6 Damage: 4D; Nominal Damage: 3 (12)
Hull: 6D + 1D Armor; HP: 875 & AP: 600 Snubfighter Compliment: 36 Snubfighters, 4
Shields: 2D+2: SP: 400 / Loc (4) Transports/Gunships
Sensors:
Passive 40/0D Ground Compliment: 24 Hover Tanks, 24
Scan 70/1D Military Air Speeders, 18 Military Speeder
Search 140/2D Bikes, 6 Landing Barges
Focus 6/3D Old Corellian Warships not seen since before
Maximum 280/-2D the Clone Wars. Dozens of these vessels sit in
Weapons: mothball yards in Corellian Space. It’s
60 Quad Turbolaser Batteries rumored that some were even stored fully
Fire Arcs: 50 Fore, 25 Port/Starboard, 10 Aft loaded for emergencies in the Corellian Sector.
Crew: 3 The craft are outlawed by the Empire and have
Skill: Capital Ship Gunnery been largely forgotten about, even by the CEC.
Fire Control: 3D

264
CR95 Corvette 8 Pulse Laser Turrets (Burst-Fire)
Craft: CEC: CR-95 Corvette Fire Arcs: 8 Fore & Aft / 4 Port & Starboard
Affiliation: Empire / Rebellion Crew: 2
Era: Rise of the Empire + (Mid) Skill: Starship Gunnery
Scale: Corvette Fire Control: 6D*
Length: 175 meters (+1D to Hull & Armor) Space Range: 1-3/12/25
Skill: Starship Piloting: Capital Ships Atmosphere Range: 100-300m/1.2/2.5 Km
Crew: 79, Gunners: 42, Skeleton: 95/+5 Damage: 9D* Static; Nominal Damage: 9 (81)
Passengers: 53 (Troops) RoF: 1 / Emplacement
Crew Skill: Varies *Heavy Burst already factored in
Cargo Capacity: (1,750); 1,680 Mt available 6 Advanced Concussion Missile Launchers
Consumables: 263 Days (458K Refit) Fire Arcs: Fore (Any)
Cost: 4.7 Million (New); 3.6 Million (Used) Crew: 3
Hyperdrive Multiplier: x1 Skill: Capital Ship Gunnery
Hyperdrive Backup: x9 Fire Control: 4D
Nav Computer: Yes Space Range: 240 Space Units
Maneuverability: 2D+2 Atmosphere Range: 480 km
Space: 8 Damage: 12D; Nominal Damage: 6 (72)
Atmosphere: 975 Km/H Ammo: 15/Launcher
Hull: 5D + 2D Armor;HP: 300 & AP: 300/Loc Snubfighter Compliment: 6 Snubfighters,
Shields: 4D: SP: 300 / Loc (4) 2 Shuttles
Sensors: (Experimental Suite)
Passive 60/1D The CR95 was designed as an upgrade to the
Scan 120/2D CR90 Corvette. However, the craft became a
Search 240/3D test bed for a number of experimental weapons
Focus 4/4D systems that CEC was testing to possibly use
Maximum 480/-1D in later models of their ships. It ended up
Weapons: becoming more of a hybrid of the Corellian
2 Super Heavy Quad Turbolaser Batteries Gunship and the Corellian Corvette. Sporting
Fire Arcs: Fore/Port/Starboard/Aft an enhanced space frame and combat armor as
Crew: 4 well as better combat shielding. It reached
Skill: Capital Ship Gunnery mass production sometime in the middle of the
Fire Control: 4D Galactic Civil War. While never seen in
Space Range: 3-25/50/75 numbers, the craft would fall into the hands of
Atmosphere Range: 600m-50/100/150 Km both the Empire and the Rebellion. It is
Damage: 11D Static; rumored that some of the versions of the craft
Nominal Damage: 10 (110) had vastly differing experimental systems, one
was rumored
to have
“Super
Shields” and
others would
see
downgrades
to all the
weapons
detailed here,
closely
resembling
the CR90 and
Corellian
Gunships.

265
Czerka Arms Bulk Transport any breach in any section has a tendency to
Craft: Czerka Arms: Bulk Transport decompress the entire hold. Any unsecured
Affiliation: Various cargo is instantly vented into space. The only
Era: Old Republic + saving grace here is that the bridge is sealed.
Scale: Corvette The decompression issues with it’s cargo bays,
Length: 90 meters alone, have seemingly prevented the craft from
Skill: Starship Piloting: Capital Ships gaining widespread acceptance. Czerka Arms
Crew: 30, Skeleton: 20/+10 themselves do not even field the vessel for
Passengers: 27 anything! The craft is much more common in
Crew Skill: Varies the outer rim and it does turn a profit for the
Cargo Capacity: (2,250); 2,250 Mt Available Czerka corporation. With extensive safety
Consumables: 135 Days (77K Refit) refitting the craft can compartmentalize the
Cost: 180,000 Credits (New); 136K (Used) four sections of the ship, it simply takes a lot
Hyperdrive Multiplier: x4 of doing and eats up a solid chunk of the cargo
Hyperdrive Backup: x20 space. Naturally, there are those the craft is
Nav Computer: Yes popular with, like pirates. The craft is no more
Maneuverability: 0D difficult to modify and maintain than any other
Space: 1 ship on the market. Thus, pirates have a
Atmosphere: 300 Km/H tendency to slap on a myriad of weapons and
Hull: 1D: 4 Locs; HP: 50 & AP: 75 call it a warship. Some of the pirate refits have
Sensors: been downright amazing and turned it into a
Passive 15/0D true combat vessel.
Scan 20/0D One of the greatest gripes of consumers has
Search 40/1D been that on models where the internals
Focus 1/1D haven’t been refit to compartmentalize
Maximum 80/-3D appropriately. The issues become evident
The Czerka Arms Bulk Transport is quite rather quickly. First of all scents tend to mix
possibly the cheapest Capital Ship that anyone into a cacophony of destructive wickedness.
could ever acquire on the galactic market. The Essentially, imagine every foul scent that you
craft is old and unremarkable save for one have been traumatized with in your life all
facet of the craft. It’s cargo hold features two mixing together into one giant swirling, vile
and a half decks of well placed hold space. mess. The air scrubbers on the Czerka Arms
The craft is not as popular as one might Bulk Transport will purify the air you breathe,
believe. While the craft is divided into four, not cleanse the stench. This proves
discreet sections like most capital warships, particularly arduous for long journeys on stock

266
models as the craft only possesses a helluva lot less, is easily modified /
conventional shitters and sonic showers. replaced and doesn’t factor into the cost of
If you think that masking the scents with the ship. Base the cost of modifications off
deodorant, cleaning agents and perfumes the existing codes at snubfighter scale.
would help, you would be wrong. Those • All crew have discreet quarters (that still
overpowering scents may mask the brewing suffer from the stench) that will seal in the
filth of this cauldron of nasal impairment for a event of a violent decompression. This is a
time, however, they too get picked up by the great way to cleanse the vessel of stench
air scrubbers and whipped up into the frenzy and irradiate the crew simultaneously.
of stench as additives that simply make even • 2 huge loading ramps, Fore & Aft ventral.
the next trip to a clean shitter on world; one • 4 Robust cargo elevators, one per section.
that will likely have you gagging and grabbing • Adding compartmentalization to the ship
the bowl spilling whatever is or isn't inside strips 450 metric tons from cargo space. It
your stomach into it’s depths. adds +2 to the hull value of the vessel and
costs 30,000 credits to have a shop do (10
Air reprocessing ailments aside, the craft is days to refit). It only costs 15,000 if you
quite the value for any prospective captain that do it yourself. Work time to install
believes in a fixer upper type of ship. The properly is 35 days assuming 4 workers.
vessel has some real capability in the long Reduce as necessary by adding skilled
term, however, it definitely requires some workers or droids.
patience and time invested to achieve these • Amenities listed above do not factor into
levels of capability. Amazingly, if you have the cost of the vessel.
allergies this is the ship for you. You can’t • The ship is mildly Efficient by default,
smell a damn thing anyway. At least you won’t however, enterprising Captains can modify
be miserable (like everyone else)! the +10 difficulty off by adding limited
Features: automation and more computers:
• 4 Conventional Shitters, one per section.
• 4 Sonic Showers, as above. -5 Points: 7,000 Credits; Difficulty: 15; Crew:
• Lounge -5; Consumables: -6,750; Skeleton: 15/+5
• Galley Adds 4 beat up ASP & 1 Tredwell Droids
• Entertainment Table -10 Points: 14,000 Credits; Difficulty: 20;
• Real Gymnasium Crew: -5; Consumables: -6,750; Skeleton:
• One large holo viewer in the Lounge 10/+0; Adds five Pit Droids
• Basic Machine Shop
• Medical Bay • Class 3 Hyperdrive dealer swap (7,500)
• Sensor suite is snubfighter grade and costs • Class 2 Hyperdrive dealer swap (15,000)

267
Czerka Arms Cruiser Space Range: 1-3/12/25
Craft: Czerka Arms: Combat Transport Atmosphere Range: 100-300m/1.2/2.5 Km
Affiliation: Czerka Arms Corporation Damage: 4D; Nominal Damage: 6 (24)
Era: Old Republic + 24 Light Concussion Missile Launchers
Scale: Destroyer Fire Arcs: 6 Fore/Port/Starboard & Aft
Length: 400 meters Crew: 2
Skill: Starship Piloting: Capital Ships Skill: Capital Ship Gunnery
Crew: 419, Gunners: 51, Skeleton: 321/+5 Fire Control: 2D
Passengers: Up to 396 Salesmen and Guards Space Range: 80 Space Units (old)
Crew Skill: Varies Atmosphere Range: 160 km
Cargo Capacity: (4,000); 5,961 Mt Available Damage: 6D; Nominal Damage: 6 (36)
Consumables: 578 Days (5 Million Refit) Ammo: 15/Launcher
Cost: 9 Million (New); 6.7 Million (Used)
Hyperdrive Multiplier: x3 Designed in house for the sole purpose of
Hyperdrive Backup: x16 safely transporting their armaments to be sold
Nav Computer: Yes on the galactic market. The craft is still
Maneuverability: 1D utilized to this day. There is a rather bustling
Space: 6 demand for these craft on the Black Market
Atmosphere: 750 Km/H and many end up in the hands of Pirates.
Hull: 3D: 4 Locs; HP: 300 & AP: 168/Loc More than a few have been employed by the
Shields: 1D+1: SP: 134 / Loc Rebel Alliance as they are known to work with
Sensors: anything.
Passive 28/0D
Scan 40/1D Czerka Arms Corporation tends to field no
Search 80/2D more than four of these vessels, though theirs
Focus 2/2D have been updated somewhat with Class 2
Maximum 160/-2D Hyperdrives, 3 additional Ventral Quad Guns
Weapons: and updated Concussion Missiles (120 Unit
3 Dorsal Quad Laser Turrets Range, 7D Damage).
Fire Arcs: 1 Fore/Port/Starboard, 1
Port/Starboard, 1 Aft/Port/Starboard & Dorsal Features:
Crew: 1 • Trades in Snubfighters for 2,000 Metric
Skill: Starship Gunnery Tons of cargo space.
Fire Control: 3D • Luxury Appointments on-board

268
269
Dominator Star Destroyer Skill: Capital Ship Gunnery
Craft: Rothana Heavy Engineering: Crew: 12
Dominator-class Star Destroyer Fire Control: 3D
Affiliation: Empire / Rebellion Space Range: 3-25/50/75
Era: Old Republic - 10 ABY (yards destroyed) Atmosphere Range: 600m-50/100/150 Km
Scale: Battleship Damage: 400; RoF: 1/3
Length: 1300 meters 44 Quad Turbolaser Batteries
Skill: Starship Piloting: Capital Ships Fire Arcs: 22 Fore/Port, 22 Fore/Starboard
Crew: 6,240, Gunners: 232, Crew: 2
Skeleton: 4,132/+15 Skill: Capital Ship Gunnery
Passengers: 4,680 (Troops) Fire Control: 3D
Crew Skill: At least 5D Space Range: 3-25/50/75
Cargo Capacity: (13,000); 41 Mt Avail Atmosphere Range: 600m-50/100/150 Km
Consumables: 5 Years (214.7 Mil Refit) Damage: 7D; Nominal Damage: 7 (49)
Cost: 82.6 Million (New); 62 Million (Used) 10 Tractor Beam Emplacements
Hyperdrive Multiplier: x2 Fire Arcs: 2 Fore, 2 Port, 2 Starboard, 4 Aft
Hyperdrive Backup: x16 Crew: 2
Nav Computer: Yes Skill: Capital Ship Gunnery
Maneuverability: 2D Fire Control: 2D
Space: 9 Space Range: 1-5/15/30
Atmosphere: 600 Km/H Atmosphere Range: 200m-1/30/60 Km
Hull: 6D + 3D Armor: 4 Locs; Damage: 5D; Nominal Damage: 3 (15)
HP: 900 / AP: 1,800 30 Quad Proton Torpedo Batteries
Shields: 3D: SP: 900 / Loc Fire Arcs: 10 Fore, Port & Starboard
Sensors: Crew: 2
Passive 60/1D Skill: Capital Ship Gunnery
Scan 120/2D Fire Control: 3D
Search 240/3D Space Range: 4-12/45/90
Focus 12/3D+2 Atmosphere Range: 800m-24/90/180 Km
Maximum 480/-1D Damage: 12D; Nominal Damage: 10 (120)
Weapons: Ammo: 480 Units/Launcher (120 shots ea)
2 Ultra Heavy Quad Turbolasers 40 Double Laser Turrets
Fire Arcs: 1 Dorsal Turret, 1 Ventral Turret Fire Arcs: 50 Fore/Port/Starboard, 20 Aft

270
Crew: 1 born of the mindset that engineers had during
Skill: Starship Gunnery the Clone Wars, as most of those ships sported
Fire Control: 2D point defense weaponry due to overwhelming
Space Range: 1-3/12/25 odds of Droid Fighters and warships. It also
Atmosphere Range: 100-300m/1.2/2.5 Km sought to replicate some of the armament the
Damage: 4D; Nominal Damage: 4 (16) Providence Cruisers had, however, Rothana
Expanded Snubfighter Compliment: 72 didn’t have access to advanced torpedoes at
the time and they came up with a rather
Snubfighters, 2 Transports, 3 Gunships
interesting solution, they created Proton
Ground Compliment: 2 Prefab Bases, 6 Torpedo Batteries to match and exceed the
Landing Barges, 12 Heavy Walkers/Tanks, 12 firepower of the individual launchers the
Military Air Speeders Providence has. While they don’t possess the
same range, they are incredibly dangerous
The Dominator is a craft that came out of the once in range. It performs a formidable role
waning days of the Old Republic. Introduced acting as an interceptor in fleet engagements.
at the end of the Clone Wars, it was meant as a It sports twelve high performance engines set
design competitor to KDY’s Imperial Class in two banks of six; Aft Port & Aft Starboard
Star Destroyers which Rothana had heard were of the craft. Looking at it from any direction
in the pipeline. They attempted to get a other than aft indicates there is no hangar bay
warship out before KDY did. Initial sales of and extensive armor plating. The armor
the craft to the new Galactic Empire were very plating is correct, however, in a rather
good, however, when the Imperial I’s rolled off unconventional design the hangar bay is
the lines bribery and political maneuvering actually situated Aft, between the two banks of
won the bulk of the contracts away form engines and Hyperdrives. The fusion reactor
Rothana and their sales of the craft actually sits in the core of the vessel and as a
plummeted. It is one of a very few designs result is almost impossible to damage until all
that have actually trickled down through back external hull plating is depleted. This is
channels and clandestine dealings to Alliance Rothana’s first experience with Ultra Heavy
to Restore the Republic and later to members Gun Batteries. The very same gun batteries
of the Rebel Alliance as well. The craft would that would later be featured on their limited
see a resurgence of interest with the formation run of Acclaim Star Frigates.
of the New Republic. The Dominator was

271
Dreadnought II Skill: Capital Ship Gunnery
Craft: Rendili Star Drive: Dreadnought II Fire Control: 4D
Affiliation: Rendili Star Drive / Various Space Range: 6-20/40/60
Era: Rise of the Empire (Discontinued) Atmosphere Range: 1.2-40/80/120 Km
Scale: Dreadnought Damage: 5D; Nominal Damage: 7 (35)
Length: 2,178 meters 32 Tractor Beam Emplacements
Skill: Starship Piloting: Capital Ships Fire Arcs: 8 Fore, 8 Port, 8 Starboard, 8 Aft
Crew: 10,782, Gunners: 840, Crew: 2
Skeleton: 7,372/+10 Skill: Capital Ship Gunnery
Passengers: 11,326 (Troops) Fire Control: 4D
Crew Skill: Typically 5D Space Range: 1-5/15/30
Cargo Capacity: (21,780); 79 Mt Avail Atmosphere Range: 200m-1/30/60 Km
Consumables: 8.5 Years (698.3 Mil Refit) Damage: 6D; Nominal Damage: 3 (18)
Cost: 553.1 Million (New); 414.8 Mil (Used) 248 Concussion Missile Launchers
Hyperdrive Multiplier: x1 Fire Arcs: 24 Fore/Aft, 100 Port/Starboard
Hyperdrive Backup: x10 Crew: 2
Nav Computer: Yes Skill: Capital Ship Gunnery
Maneuverability: 1D Fire Control: 3D
Space: 8 Space Range: 120 Space Units
Atmosphere: 1,050 Km/H Atmosphere Range: 240 Km
Hull: 7D + 3D Armor: 6 Locs; Damage: 9D; Nominal Damage: 6 (54)
HP: 2,100 / AP: 3,600 Ammo: 480 Missiles per Launcher
Shields: 4D: SP: 2,400 / Loc 40 Double Turbolaser Batteries
Sensors: Fire Arcs: 5 Fore/Aft, 15 Port/Starboard
Passive 45/1D Crew: 1
Scan 90/2D Skill: Starship Gunnery
Search 180/3D+2 Fire Control: 3D
Focus 5/4D Space Range: 2-5/15/30
Maximum 360/-1 Atmosphere Range: 200-500m/1.5/3 Km
Weapons: Damage: 8D; Nominal Damage: 5 (40)
100 Quad Turbolaser Batteries Snubfighter Compliment: 96 Snubfighters, 3
Fire Arcs: 10 Fore/Aft, 40 Port/Starboard Transports, 12 Gunships/Blast Boats/etc
Skill: Capital Ship Gunnery
Crew: 2 Ground Compliment: 2 Prefab Bases, 6
Fire Control: 3D Landing Barges, 8 Heavy Walkers/Tanks, 12
Space Range: 3-25/50/75 Military Air Speeders
Atmosphere Range: 600m-50/100/150 Km After the Clone Wars and the seizure of CIS
Damage: 8D; Nominal Damage: 7 (56) assets by the Empire, Rendili Star Drive was
40 Quad Ion Cannon Batteries alerted that the Pammant System had been
Fire Arcs: 5 Fore/Aft, 15 Port/Starboard liberated by the Empire. Rendili Engineers
Crew: 2 were dispatched there to study the design plans

272
of the Providence Class Battleship, which been command vessel for ultra high ranking staff in
been initially licensed to the Quarren the event that the Rebel Alliance was
Engineers there as a design concept for a new completely defeated by the Empire.
Dreadnought. There they discovered plans for
The Dreadnought II is an incredibly capable
a craft roughly twice the size of the Providence
warship that Rendili applied their engineering
itself. Legally, all the designs and their
genius to. It signified more of a cautionary
engineering data defaulted back to Rendili Star tale for the corporation due to the Empire
Drive.
identifying with the familiar wedge shapes of
Rendili engineers set about immediately the Imperial Star Destroyers. The Craft does
working up the plans to place that 2,178 meter lack something in ground deployments.
craft into production. After several prototype Carrying less ground worthy combatants into
field trials that were excellent they went into the field than other Imperial Ships smaller than
full production. It was initially envisioned as it.
roughly four times the firepower of the old
The capability of the ship to be used as a
Dreadnought design from the Old Republic. heavy carrier is truly it’s primary role in any
However, they enhanced the ship with a
engagement. Sporting a compliment of ninety
weapons system they were quite familiar with. six Snubfighters, three Space Transports and
While the Quarren design called for 248
up to twelve support gunships.
Proton Torpedo Launchers, the Rendili
Engineers replaced these weapons with their I grabbed an Image from NASA’s website and
locally manufactured Concussion Missile dropped the standard providence cruiser’s
Launchers. image right on top of it after stripping out it’s
Unfortunately for Rendili, the Empire had no white background and resizing it to fit the
intentions of purchasing the craft. This was NASA image. I stripped off the towers and
contrary to what several Moffs had told them, fins to make it fit a bit better with a
who had expressed too much interest in the Dreadnought and chopped off the forward
project initially. The Empire was firmly bridge. I also sliced the prow off the front. I
behind Kuat Drive Yards and their new Star don’t think it turned out too bad, though I’m
Destroyer designs. Rfendili was left with no definitely not amazing at manipulating scale.
less than forty of the ships when the dust had It’s hit or miss with my stuff, that’s why I’m
settled. They pushed thirty of them into not an artist, no consistency here.
service for home system defense and managed Overall, when I stumbled across the mention
to sell off ten of the vessels to the Corporate of the Providence, itself, being a follow up to
Sector with a bit of political maneuvering and Rendili Star Drive’s Dreadnought I was
some well placed bribery of Imperial Officials. curious and I set about creating a narrative to
The Dreadnought II is an excellent successor introduce the Dreadnought II into the setting.
to their old design. Easily carrying four times It’s an interesting command ship for almost
it’s firepower. When you factor in it’s any flotilla. The core armament was designed
Atmospheric capabilities and utterly dazzling around quadrupling the standard
array of Concussion Missile launchers the craft Dreadnought’s guns (I had to round them out
truly presents itself as a formidable command for Fore & Aft arcs in a few areas) and I added
ship capable of dishing out incredible amounts the concussion missiles after finding it’s
of damage as well as absorbing it. armament to be lacking.
Two of the craft would eventually fall into the
hands of the Alliance to Restore the Republic.
These vessels would act as Galactic hubs for
mobile command operations. However, by the
time they became the Rebel Alliance only one
of the two vessels would remain in their
service. Now relegated to being an emergency

273
Eclipse Class Super Star Destroyer Fire Control: 5D
Craft: KDY: Eclipse-class SSD Space Range: 5-50/75/150
Affiliation: Empire Atmosphere Range: 10-100/150/300 Km
Era: New Republic + Damage: 4,800 per D; Gradated output can
Scale: Mega Capital fire once every minute at minimum energy (1D
Length: 17,500 meters damage). It can also build a charge of 1D per
Skill: Starship Piloting: Capital Ships minute up to 8D. Current reactor can only
Crew: 212,625, Gunners: 7,045, generate 11D total per day.
Skeleton: 125,170/+10 1,100 Heavy Quad Turbolaser Batteries
Passengers: 252,000 (Troops) Fire Arcs: 300 Fore; 150 per Arc section,
Crew Skill: Typically 5D 400 Port/Starboard; 50 per Arc section,
Cargo Capacity: (175,000); 1,800 Mt Avail 100 Aft; 50 per Arc section
Consumables: 68 Years (123.5 Billion refit) Crew: 4
Cost: 10.46 Billion Credits (New & Used) Skill: Capital Ship Gunnery
Hyperdrive Multiplier: x2 Fire Control: 2D
Hyperdrive Backup: x6 Space Range: 3-25/50/75
Nav Computer: Yes Atmosphere Range: 600m-50/100/150 Km
Maneuverability: 1D Damage: 8D; Nominal Damage: 7 (56)
Space: 4 600 Quad Point Defense Batteries
Hull: 15D+2; HP: 18,800 & AP: 12,000; 12 Fire Arcs: 100 Fore; 50 per Arc section, 200
Locs: Fore 1-2/1-4 Port/1-4 Starboard/1-2 Aft Port/Starboard; 25 per Arc section, 100 Aft; 50
Shields: 11D+1: SP: 27,200 / Loc (12) 136 per Arc section
Sensors: Crew: 2
Passive 250/2D Skill: Starship Gunnery
Scan 350/3D Fire Control: 3D
Search 500/4D Space Range: 2-5/15/30
Focus 75/5D Atmosphere Range: 200-500m/1.5/3 Km
Maximum 1,000/0D Damage: 5D; Nominal Damage: 7 (35)
Weapons: 150 Triple Ion Cannon Batteries
Axial SuperLaser Fire Arcs: 50 Fore/Port/Starboard;
Fire Arcs: Fore 15 Per Arc section
Crew: 75 Crew: 4
Skill: Capital Ship Gunnery Skill: Capital Ship Gunnery

274
Fire Control: 2D+2 latest in a long line of super weapons. Years in
Space Range: 6-20/40/60 the making, the first of these, the Eclipse, was
Atmosphere Range: 1.2-40/80/120 Km first planned following the Battle of Hoth.
Damage: 3D; Nominal Damage: 6 (18) After the Battle of Endor, many suggested the
130 Tractor Beam Emplacements ship be scrapped in favor of more Star
Fire Arcs: 30 Fore; 15 per Arc section, 60 Destroyers, yet construction always continued.
Port/Starboard; 30 per Arc section, When finally launched, six years after Endor,
10 Aft; 5 per Arc Section
the prototype, with its ebony alloyed hull,
Crew: 5 incorporated all the significant weapons
Skill: Capital Ship Gunnery
improvements of the past few decades,
Fire Control: 4D
including gravity well projectors, new
Space Range: 1-5/15/30 enhanced hyperdrive and sub-light engines for
Atmosphere Range: 200m-1/30/60 Km
maximum reaction speed. Fifty TIE
Damage: 6D; Nominal Damage: 3 (18) Interceptor and ten TIE bomber squadrons
12 Gravity Well Projectors
nestled inside cavernous hangars large enough
Fire Arcs: 2 Fore; 1 per Arc section, for an entire Victory-class Star Destroyer.
4 Port/Starboard; 1 per Arc Section,
Measuring over 17,000 meters long, the
2 Aft; 1 per Arc section
Eclipse is one of the largest fighting ships ever
Crew: 10 constructed.
Skill: Capital Ship Gunnery
Fire Control: 4D All troops on board are specially selected,
Space Range: Projects a 150 Space Unit cone including a newly formed legion of Royal
from each turret, in any direction. The width Guards and a COMP Force Assault Battalion.
of the cone starts out small and expands: Short There are support troops to man the five
5 Units, Medium 75 Units, Long 150 Units. prefabricated garrison bases and 100 multi-
Damage: Blocks Hyperspace Travel environment All Terrain Armored Transports.
The Emperor has also added a cadre of
Snubfighter Compliment: 5 Full Flights of Sovereign Protectors as his personal
TIE Craft (144 Snubfighters each), 72 Assault
bodyguards. The most important advancement
Gunboats, 36 Skipray Blastboats, 36 Gamma in the Eclipse is its main weapon, a spine-
Assault Shuttles, 11 Shuttles
mounted SuperLaser modeled on the main
Ground Compliment: 40 Landing Barges, 72 weapon of the Death Star itself. The Death
Combat Air Speeders, 72 AT-AT, 72 AT-ST, 48 Star's prime weapon was composed of eight
Military Speeder Bikes, 4 Pre Fab Bases, 4 individual lasers that could focus together,
Light Pre Fab Bases, 72 Medium Hover Tanks, generating enough power to destroy an entire
48 Heavy Hover Tanks planet. By comparison, the Eclipse carries
only a single laser, but recent focusing and
As long as there have been space fleets, there
have been ships designed as command ships, generator advances make this ray much more
powerful than the units used on the Death Star.
specially armed and armored to serve as
symbols of a civilization's power and prestige. The beam packs enough destructive power to
shatter the most powerful planetary shields and
Commanded by warlords or generals, they
sear whole continents in a flash.
have often turned the tide of battles. The
Eclipse, first in a line of new Super Star Features:
• The Ship is Efficient
Destroyers, was the Emperor's flagship at the
Battle of Pinnacle Base; unfortunately for the There is at least one more of these vessels, at
Empire, the Eclipse was destroyed in that large in the galaxy, with enhanced Ion Cannon
fateful confrontation. batteries at the expense of Heavy Quad
The history of the Eclipse-class Super Star Turbolaser Batteries. The Emperor had
commissioned two of the vessels
Destroyers is worth noting. This ship was
simultaneously. The warship was constructed
commissioned by Palpatine, to be designed to
fit his exact specifications. It was to be the at an unknown facility.

275
I’m not like
became the Alliance of Free Planets, a
everybody else provisional ruling government until they
When the Emperor dissolved the Imperial formed into the New Republic. What would
Senate, this had a number of far reaching follow while the Alliance of Free Planets
effects on Imperial power. First and foremost, reigned, could only be described as chaos and
this facilitated the consolidation of Imperial war on a galactic scale. As with the Empire
power throughout the galaxy. It solved the who had performed their own series of
issues the government faced being bogged atrocities, so too would this new Alliance.
down by an overbearing bureaucracy. This Though, the Alliance of Free Planets would
allowed the Empire to surge forward unabated. write off every crime against Imperial civilians
However, what it did wrong was destroy any as a necessary use of force to rid the galaxy of
internal ability to police corruption. That the Empire. So, it is interesting to note that
corruption would explode in rampant growth they led their own series of witch hunts for
throughout the Empire. The destruction of Imperials that had even a passing amount of
Alderaan was a call out to the galaxy that the responsibility in an orbital bombardment or
Empire was invincible. That event locked the strike against a government center. All the
entire galaxy in the fear of the Empire’s nearly while, performing their own set of atrocities in
unlimited power. order to bring these rogue ex-Imperial
The destruction of the Death Star showed the commanders to justice. That’s not even the
galaxy that the Empire could be beaten. entire story. Once the Alliance of Free Planets
Systems started to rally behind the belief that transitioned into the officially recognized New
the Empire could be taken down and the Republic, there were still the Spec Ops groups
Republic could be restored. The bulk of the that the Rebel Alliance had fostered. They
disenfranchised Imperial Senate began were, essentially, radicalized volunteers that
providing, behind the scenes, support to the launched true terrorist strikes at the Empire for
Rebel Alliance. Conflict moved from a the entire length of the Rebel Alliance’s
policing action to one of open warfare. The existence. The New Republic would
Empire struck back at the battle of Hoth and eventually disavow the Spec Ops teams after
nearly destroyed the Rebel Alliance. This, several of them openly committed atrocities on
however, had quite the opposite effect in a mass scale. Bombing civilian targets that
practice. As it showed that the Empire took worked with the Empire, shelling worlds from
the Rebel Alliance as a serious threat. Seeing orbit and even murdering people in running
as Vader’s Death Squadron and his Super Star gunfights through the streets in broad daylight.
Destroyer were dispatched to crush the small With the disavowing of the Spec Ops units the
base there. This would be re-spun by Rebel New Republic washed their hands of any
Alliance propaganda experts into a clear sign wrong doing. They continue forever forward
that the Empire feared the Rebel Alliance and as if they are paragons of justice, peace and
even more systems rallied behind their cause. enlightenment. All the while hunting down
Namely, most of the outer rim sectors around and assassinating any ex-Imperial commanders
Mon Calamari consolidated and pushed they can find that did not immediately side
Imperial forces out. For the first time in over a with their New Republic. Sound familiar?
decade there was a true power base that was They are the Empire with a different name and
non Imperial, ruled by a government system their own Imperial Senate.
based on that of the Republic.
It’s also interesting to note that while the New
The Battle of Endor and the destruction of the Republic has disavowed the Spec Ops units,
Second Death Star was the true rallying cry for they have made no moves to bring them to
the galaxy. With the death of Palpatine, justice. These fanatical warriors, that once
dozens of systems immediately flocked to the worked in coordination with the Rebel
banner of the Rebel Alliance. That alliance Alliance, now freely roam the galaxy hunting

276
ex-Imperial commands. To this day, no New and mediating conflicts on a galactic scale.
Republic law, mandate, or military force has There will always be the detractors speaking
been made or dispatched to apprehend these about how the Jedi would constantly war with
individuals. The New Republic appears all too one another. That is a lie, it is always someone
happy to allow them to continue their personal mad with power the tips the balance.
war. So long as they target old Imperial Consumed by their own greed and
strongholds and rain terror onto any populace, overreaching. Without the Jedi, as a separate
that once or still does, work with ex-Imperial policing entity, we are doomed to repeat the
forces. I would argue that these Spec Ops cycle of warfare on a massive scale for all of
units are still revered by this enlightened New eternity. To clarify, the Jedi should never
Republic. Reports suggest that they may even again answer to any ruling body or individual.
receive aid in the form of older military They need only to answer to themselves and
hardware and even capital ships. One such police themselves while acting in a supportive
report is that a former Spec Ops unit simply and mediating role for our people. I have
walked onto the bridge of a refit Victory endeavored to bring an order of Jedi to our
Destroyer and flew it out of space dock sector for almost five years now. You must
without a shot fired or a challenge issued. respect this order of neutral mediators. For if
Make no mistake, these former Spec Ops units you do not, all that I have already stated will
are sanctioned murderers for the New come to pass.
Republic. Every Empire, Warlord and government entity
The issues in the galaxy are systemic. They that has believed in some sort of ultimate
power has failed. They have all failed in short
continue to perpetuate themselves regardless
of what entity in the galaxy takes power. The order. Without a functioning bureaucracy
those governments failed quickly. Galactic
Old Republic outlasted everyone, ruling for
Democracy has its issues, like bogging down
more than twenty-five thousand years. There
are a number of reasons for that though. military operations to the point of going on too
long. Or never even happening at all, when
Namely, because hyperspace transit was slow
back then. The galaxy seemed a lot smaller, necessary. Democratic stupidity can force
governments to act too late. However, the
not because it was, but due to the fact they
good functions of having an effective
didn’t possess instantaneous communication
democracy are vast. Everyone gets a say. The
over vast distances. The time and resources
individual citizens as represented in some
necessary to wage an interstellar campaign
was so monumental that it meant wars had to form. Corruption, eventually, is driven out due
to that policing body.
be waged locally in order to be effective.
Confined to smaller pockets of the galaxy, The lesson to be learned here is that we need
those conflicts managed themselves into their an effective, democratic, ruling body.
own cessation of hostilities. Furthermore, no government, no matter how
In the modern galaxy, starships can traverse big or small or powerful or weak, will last
forever. This is a certainty in one specific
the entire known region in a number of weeks.
instance. When a leader who is power mad
Not months or years, as it had been so in the
past. That’s why governments no longer takes up the mantle of any entity, your
government is doomed to die. This cannot be
survive, aside from the millennia of
conforming to singular ideals and the allowed to happen here. No more Emperors,
or authoritarian rulers of any kind. You must
resentment that it brought out of once fiercely
independent peoples. Another factor is the learn to evolve with time and change as
necessary, keeping the core of your values
lack of a, politically separate, Jedi Council.
intact.
When there were tens of thousands of Jedi
Knights in the galaxy there was a lot more Perhaps, the means to our neutrality as a
stability. Jedi had a knack for calming minds sector, may lay in what we have learned of

277
and the Emperor’s death, this was the first stop
over time. Shortly after the battle of Endor the for her. It was time to right some wrongs by
Rebel Alliance responded to a distress call in forcing the Imperials there to kneel, die or
the Bakuran Sector. In this, singular instance, leave. That action, while noble, had cemented
the Rebel Alliance worked side by side with
Imperials and found peace moving forward. her as an Imperial Warlord, to the Rebel
When you stand before the New Republic Alliance and later the New Republic.
senators to argue your case, I suggest you More than likely, the New Republic couldn’t
remind them that not all encounters with
former Imperials need be settled by bloodshed. allow an ex-Imperial to hold territory directly
off the Hydian Way and in proximity to the
Admiral Nessa Plat found herself reviewing Rimma Trade Route. They probably also
the document she intended to deliver to the feared what she might do to passing shipments
Charity’s democratic council. A body of or their allies in Sullustan Space. She would
legislators she had been instrumental in often hear individuals refer to her, sovereign
government, as being that of an Imperial
Warlord’s. As if the government she had
established, as a democracy, never even
existed and all that mattered was the fact that
she had been an Imperial commander at the
Battle of Endor. This is only a half truth. She
only became the Captain of the Imperial II Star
Destroyer Malice after it suffered severe
damage and her superior was vented in to
space. Nessa rallied nearby ships that had
already suffered incredible battle damage and
led them to safety. She pulled six warships out
of the fight. Instead of being grateful for the
fact that she had never engaged the New
Republic in open combat, they would have
preferred that she and everyone on the ships
she withdrew with, had all remained and died
at Endor. That would have been the gift they
wanted.
The New Republic had done everything in it’s
power to place sanctions on the Charity Sector,
restricting trade and any sort of growth. They
also blockaded the sector. That’s only good
thing they did, because it kept other Imperial
Warlords off her back. Though the New
creating. When the Empire fell she seized Republic would conveniently lay the blame of
Charity from the Imperial forces that held it. any other Warlord’s incursion through their
Having been familiar with this rather lines at her feet. It was also their sector’s
oppressed area of space from her former greatest curse, since it was the only safe way
Captain. He had shelled a mining colony here to exit the sector. In an ideal galaxy the
because he was having a bad day. After his Charity Sector would have thrived. Instead,

278
she had to spend time looking for other ways efficient ships in the galaxy. Efficiency
out of the sector. Of which, she discovered becomes important really fast when you’re
none and had to rely on blockade runs. running on fumes and have to support the
building of a new government, essentially,
She needed to warn her people about the
mistakes the Empire had made, the ones the starting at ground zero.
New Republic was making and why things did It wasn’t until recently that she was able to
or didn’t work in practice. It had been almost pull that Imperial II out of mothballs. Over the
five years now. She had instituted reforms that past five years she hadn’t lost any ships and
allowed beings of every race, color and creed had been fortunate enough to have refugees
to work in the military and every part of their flock to her territory after hearing rumors of
society. By and large, that gambit had worked. the social freedoms her people were afforded.
It continued to pay dividends in the form of They didn’t have any issues slipping the New
relatively happy citizens. Her sector consisted Republic blockade, god knows she hadn’t too
of three habitable systems and four mining much trouble doing it herself with scouts and
interests that were resource oriented. The smugglers. There had been a steady trickle of
mining communities had a couple domed Imperial defectors to her cause over the years
cities, one of which she rebuilt for the people. as well. Some of them even being people that
It was the one that her former commander had had fled her initially. This bolstered her
destroyed. trained staff significantly and allowed her to
pickup a Bayonette Cruiser and a pair of
After stabilizing the region and getting the
Imperial Governor there to surrender, she had Carracks. After this incident, the New
Republic interdicted Charity’s access to the
her Empire. Seeing as it was primarily three
Holo Net.
habitable systems plus mining concerns,
governing and policing them wasn’t an Again the New Republic saw this as a buildup
overbearing nightmare. In fact, it was simple. toward war and the idiocy didn’t cease there.
She pressed the reforms in place immediately They began a, real, military buildup along the
and let the crews on her flotilla choose if they only point of ingress to Charity Sector. It was
wanted to stay and build a home there or go only a matter of time, the New Republic was
their separate ways. About seventy percent of coming for war, to defeat the Imperial
the crews and captains left. What remained of Threat… that didn’t exist anymore and there
them were the Imperial II, a pair of Victory II’s wasn’t much she could do about it. She would
and what had been in the sector to begin with; be damned if she just allowed the sector to be
two IPV’s per system, including the mining gobbled up by the New Republic. No, the
areas. work she put into motion was too much to
give up on. She had petitioned for neutrality
She had mothballed the Imperial II due to it’s
heavy crew requirements when she allowed to the New Republic no less than five times
now, being rejected at every turn.
those from the old mindset to leave if they
chose to. She just didn’t let them take all of Thus, there was one last battle she needed to
their ships with them. Anyone from this sector fight, publicly. She had to provoke the New
remained, naturally. The crew transfer from Republic into engaging her fleet, broadcasting
the Malice, had more than enough crew it on the greater holonet. That kind of negative
remaining after the exodus to fill both Victory publicity was something that the New
II’s. They were a good fit for her fledgling Republic senate could not afford to have. This
territory, as they were some of the most last battle would likely garner her people the

279
neutrality they desired. The only problem was you had to perform regular refits with new
she didn’t see a way out of that fight. She and systems. About the only point of solace she
her people would be slaughtered based off the saw in all of it was her installation of ejection
fleet assets that the New Republic was seats on all the TIEs. Some of them might
amassing at her doorstep. survive… The real issue was the numerical
superiority the New Republic would have in
It wasn’t so much a problem with her capital
superior snubfighters. In the fight she
ships, which had been an issue to maintain, yet
doable. It was the Sienar Fleet Systems TIE envisioned that she and her troops would look
like the Rebel Alliance of old vs the Empire.
fighters. Never really meant to be fielded
indefinitely, they were all suffering serious After delivering her briefing to the council she
wear and tear after seven years of constant was questioned about how she was going to
operation. She didn’t have access to new tech, get them to the table. Her response was “It’s a
no shields for her pilots, no replacement parts surprise.” She couldn’t tell them because she
from Sienar… She tried though. Apparently, knew that New Republic Intelligence had
anytime she had her smugglers make a run to placed at least a couple spies in her
Eriadu for parts they came up empty handed. government.
Say what you will about Rivosh Tarkin, the
There was another matter the council wanted
daughter of the legendary Grand Moff. Most to discuss. A bill they received from the Navy
believe she’s a saint. The issue was that, at
for several million credits. She couldn’t tell
least to Nessa, she was a real bitch. Nessa had
them for the same reasons. “It’s part of the
met her at an Imperial party and Rivosh didn’t same surprise. It’s justified, I assure all of
take too kindly to the fact that Nessa got most
you.” Having never given them reason to
of the attention. No one gave a shit about her
doubt her actions, the case was closed. Nessa
anymore, and Nessa told her as much. No one
walked from the council meeting.
cared who her dead father was. He was an
asshole by the accounts of everyone who had Now getting back to that last expense for
ever met him. It broke down to the fact that several million credits. Nessa had brought in
Nessa had fought her way up to become the Hoersch and Kessel, prior to the New Republic
executive officer on an Imperial II Star military buildup, for some consultation on a
Destroyer, as a woman. What had Rivosh little side project. She hired a group of their
done? Thrown lavish parties and cry when engineers to refit the Malice with Slave
she broke a finger nail? That was about it. Rigging. She needed to be able to crew it with
Other than the fact she was helping the Rebel a much smaller skeleton staff, one small
Alliance the entire time. You know, throwing enough she could divert the personnel for it in
them lavish parties and doing nothing of merit a clandestine fashion. They refit the Imperial
anyway. Rivosh always sent her a note back II over the past six months. It was expensive
with Nessa’s smugglers. Thwarting her at but worth it.
almost every turn. Nessa had a term for the Nessa reached the Malice. Over the past
woman: Tactically Brilliant Party Pooper. several months she had stripped it of all but
Anyway, the TIE design was a remarkable, one month of consumables and it’s entire
small snubfighter with miniaturized tech on ground complement. In the place of the
board. Therein lay the biggest issue, the ground units she had built more TIE racks and
miniaturized tech was breaking down. TIE crammed every snubfighter she could into it’s
fighters couldn’t be maintained indefinitely, hold. She had been quietly swapping out the

280
Malice’s pristine squadron for beat up TIEs, ever operate below seventy-five hundred crew.
from the three systems in the sector, that were In those circumstances the ships labored to do
near failure levels. She outfitted each with anything correctly... All the weapons batteries
missile racks and carried only enough had been rigged to fire with the precision of
ordinance for them to carry four missiles each. masterful gunners, all from the bridge. She
could perform tactical coordination and
She had assembled her crew, by personal
pinpoint targeting, on the fly, with her highly
communications from her most trusted
officers. Building up the necessary crew over experienced gunnery team directly on the
bridge.
those months that were loyal to her. If
possible only those that did not have ties Once they cleared their moorings and the
already to the system (unmarried, no gravity well they jumped to the Charity
dependents, etc). This couldn’t be observed System on the furthest side of the blockade.
for everyone, including herself. She would “I need you to scan for likely positions of an
leave a child behind, hopefully to grow up in a Interdictor. I know they have one. We saw
free sector. that Corellian CC-7700 come into system. I
The Battle expect there to be a gravity well dropping
When they finally left the dock the craft pulled somewhere as that craft has likely been
out effortlessly with only forty-eight hundred maneuvered to a position a light second out of
souls aboard. A feat that would have been our range for safety.”
impossible had she not had the Malice “Yes, Admiral, scanning now” the sensor
outfitted with Slave Rigging. She had never operator responded.
known any Imperial-class Star Destroyer to

281
After a about an hour they had their answer, Punching up her command console, she moved
they had traversed past the last planet in the the holo suite projection to the gangplank
system and were nearing the edge of the last between the two crew pits on the bridge
planet’s gravity well. “Put them through, I want all of you to see
“Admiral, I’ve detected that the gravity well this.”
does not end at the edge of the system. It “This is Admiral Barakor of the New Republic
extends outward another 130 units.” The flagship Bright Star, you are not authorized to
sensor operator called out be in this portion of space. Power down and
prepare to be boarded.” The Mon Calamari
“Nice work, that means they have overlapped
out system’s mass shadow by twenty units. said in a thick, gurgling, mashing of words
that somehow sounded like he was birthed
Hard to Starboard! All ahead Flank, maximum
from a Scotsman and a whale... Or rather
speed to” referring to her holographic display
Sean Connery had rode that whale like the
“these coordinates”. “Navigation, I need you
Boss he is!
to pre plot a jump into hyperspace to the
coordinates I’m sending you as well. You will “I’m sorry Admiral, but you have your facts
jump immediately when we reach those wrong. We have yet to leave our home sector.
coordinates. Do not wait for my Here, I will send you our map of our sovereign
confirmation.” Nessa said with a level tone borders. We are a neutral entity that has no
fight with the New Republic. As you can see,
“Understood Admiral” the Navigation expert
was already furiously calculating the projected we are well within our rights to fly through
this area of space.” She was bluffing because
Jump solution
the Malice was traversing twenty four space
Nessa re-oriented the ship to run to the edge of units every five seconds at this point...
the artificial gravity well. Her plan was to
burn hard to the coordinates just outside the The Mon Cal Admiral froze, then turned to
confer silently and in very animated fashion
gravity projector's range and immediately
with his sub-commanders, likely saying “Is
jump into hyperspace. She only needed a
couple light seconds to be within the nearest she fracking correct!?!” At least that’s what it
looked like. The Mon Cal Admiral clearly had
holonet buoy that wasn’t being interdicted. If
no grasp that her entire bridge crew was
they interdicted a Holonet Buoy, neither her
ships, nor the New Republic could get near watching his bridge crew. It was just sloppy
communications on the part of their operator.
instantaneous updates from it. Shutting one
But it was worth every second. She heard
down shut it down for everyone. She was
someone in one of the crew pits chuckle. A
heading them in the direction of the buoy that
thin, deadly smile, briefly touched her lips.
was about half way between Malastare and
Charity. It was an old Imperial Holonet Way That bought them a couple seconds
Station. They couldn’t shut that one down, if
However, there was no doubt in her mind that
they did it would cripple communication the Interdictor was already in the process of
throughout that region of the Outer and Mid
calculating it’s re-positioning jump to block
Rim since it was a hub.
their exodus.
Then the communications officer chimed in
“You are incorrect Malice, you are in New
“Admiral, I have a point to point holo
Republic space.” The Mon Cal said before
transmission from the Bright Star, their MC80
turning back around
Star Cruiser.”

282
“Well, thank you for pointing that out, I will
simply turn around and head out of your each of the incidents that it would have made a
territory.” She said, maintaining the banter to difference. Yes, she would be dead. The logic
buy more time. of the New Republic was that it was the right
call to make and that we all have a choice. It’s
“No, you will immediately power down or be never that easy... There were countless other
fired upon.” The Mon Cal said with a serious commanders that had to make that call on both
tone in that thick, watery, Scottish accent sides of the fence. Who the hell were these
White Knights kidding? Yes, the Rebel
“Honestly, I don’t see any ships you have that Alliance was much better than the Empire, she
can fire at this range Admiral, so thank you for saw that now. However, no one in this conflict
that warning.” This will be interesting was without blood on their hands.

“What?” The Mon Cal asked The actions of her long dead Captain never sat
well with her and even sickened her to the core
“Truth be told, Admiral, you are speaking with of her being. However, the New Republic
Admiral Nessa Plat of the Sovereign, Neutral needed monsters in order to impose their reign
Entity, Charity. We are on a mission of peace of over systems… and she was spun to be
from the same cloth as the rest of the Imperials
to present our petition for formalized neutrality that killed civilians for fun and sport. She had
to the New Republic Senate, good luck trying approached the New Republic a number of
to stop us.” I’m sure that shook something times to tell her story and they ignored it.
loose in his skull Perhaps, this path might temper the political
monstrosity that the New Republic had
“Holy Shit!” Is what the Mon Calamari become, for future proceedings... And for,
Admiral was probably thinking, after she Charity, her daughter.
identified herself, based on the shock
registered on his face on the ship to ship They were violently pulled out of hyperspace
transmission. after about seven to eight seconds. She was
thrown forward in her command chair, the
“Fire!” they heard him scream before the restraints preventing her from tumbling madly
transmission was abruptly cut off into a crew pit.
The New Republic had some snubfighters in “Coordinates!?!”
range and they complied, right as the Malice
jumped into hyperspace. The Navigator called out, “Hundred, maybe a
hundred fifty units off course”
Something she noticed about their
Snubfighters allowed her to breathe a moment “Dammit, maximum speed, all engines Flank,
of relief. They were fielding Defenders. Sure, go!” They were already doing what she
they were like slower A-Wings, maneuverable wanted before she finished. They all knew the
as hell, well armed, no hyperdrives... They mission.
would likely move to recover them before The Interdictor had caught them just on the
jumping to pursue. edge of where they needed to be. They had to
When Nessa was only the executive officer of traverse a little more than one hundred units to
the Malice, the ship had been recorded as be within range of the holonet Buoy according
having shelled four worlds. All of it on the to sensors. Damn the New Republic, no
orders of her superior officer. They were all wonder why they still had comms up, they were
civilian population centers. It is the New setting up new holonet relays. In the future
Republic’s belief that if she had gotten herself they would likely replace this old Imperial
executed while causing a ship wide mutiny at
station with one of their own or divert traffic.

283
Amazingly, the New Republic had yet to hack “Affirmative” the Helm officer called out
the encryption on a number of Imperial At this point the Assault Frigate opened fire, as
systems, holonet relays among them. You had a knee jerk reaction while attempting to turn as
to hand it to the Imperials for over engineering
hard as it could out of the path of the Imperial
the hell out of security on their starships and II bearing down on it. Good, she thought, let
holonet way stations.
the galaxy see this. The Turbolaser batteries
Seconds felt like minutes splashing against their doubled forward
shields.
The MC 80 dropped out of hyperspace within
medium weapons range, damn that “Reduce speed and bring us about, fighters
Interdictor. At least the corellian models could prepare to launch.” She was on target, she
only pull one ship at a time, unlike the Sienar knew, precisely, what she was doing.
ships the Empire typically employed, which The Assault frigate was still in the middle of
could pull up to four at a time.
it’s defensive turn when the commander of that
“Raise Shields! Roll the ship so we’re not a ship realized that the Star Destroyer had
fat structural target! Maximum evasive, slowed rapidly and shifted it’s bearing,
maintain heading and speed, and Give me slowing to fully engage. So, it opened up with
double shields on the Port side” she called out, it’s other fire arcs.
almost immediately
“This will make for some good theater.
Several Affirmatives rang out Continue to broadcast, the current live footage
“We do not fire back… yet...” She clarified of our fight, now the lets add the rest.” The
second message rolled out which was the
“Power down and surrender, Admiral Plat, or petition for sovereign neutrality and a third
you will be fired upon!” The thick accent was recorded in real time:
starting to get old
“Admiral Barakor, I have repeatedly told you
“No can do Admiral.” Sorry water boy we had no fight with the New Republic and yet
Another New Republic Ship dropped out of you made threats to board our craft, then
hyperspace in their path, this one in their pursued us and finally you have opened fire
forward arc, it was an Assault Frigate. upon our ship three times.” The Malice rocks
from impacts from the MC80 in addition to the
“Double forward shields, pull auxiliary power Assault Frigate, a Nebulon B drops out of
and transfer it equally to Port and Aft Shields.” hyperspace and fires. “We are not looking for
“Affirmative Admiral” the shield operator a fight, I repeat we are not your enemies.”
called out The holo stream registers three ships now
firing on the Imperial II.
Sensor operator “We.. have holonet access.”
“Keep feeding all generated auxiliary power to
“Broadcast our entire flight from our sector,
shield arcs as necessary to keep them fully
everything. I want the galaxy to see we have
loaded. Shunt their regeneration cycles back
been non aggressive the entire time” they
to auxiliary power, after it fills, transfer all
won’t see this one coming
remaining power to maneuverability and
“Make to ram the Assault frigate, after all,
weapons” It was about to get interesting
Imperial II’s don’t turn really well when
they’re at maximum speed.” she noted with a “Aye, Admiral” came the responses
wicked grin

284
“This is insane! We are on a mission of “Continue to fire on it, fry that bastard and
peace!” everyone in it!”
A fourth ship drops out of hyperspace, a “All Snubfighters clear!” About damn time
Quasar Fire class carrier. At which point all The call came a bit later than she had hoped.
New Republic Commands’ present launch
their fighters. “Have the fighters fan out in two waves, from
the Port and Starboard. Engage their fighters
“Roll the ship vertical, bow down! Present our
and hold on secondary Capital Targets” Now,
belly to no one, drop hangar bay shields,
it was a real fight
LAUNCH ALL FIGHTERS!” Nessa has
had enough, her orders screamed out, as fast By the time they were done launching, the
as her crew performed them. New Republic had deployed another assault
frigate and an MC-70. The shields on the first
The Malice spun up on it’s point violently and
Assault Frigate they faced had been depleted.
rolled to shield it’s snubfighter launch by
turning and presenting the largest part of it’s “Cut that piece of garbage apart,” Nessa
hull as a focusing target for all four presented directed on her holo display of the battle “All
ships. Turbolasers. Drop us down and back into
proper combat position.”
“Target the launch bays of the Quasar fire, All
heavy Turbolasers, Fire!” The Turbolaser The First Assault Frigate was cored, Stem to
Batteries fired, in unnatural unison, due to the Stern by the sheer volume of the Imperial II’s
Slave Rigging. fire and the precision of it’s weaponry.
In an exchange that allowed all ships present “Shields are down to 33% across the board”
to volley heavily into the Malice’s dorsal hull, The shield operator cried out
Their first volley, slipped right past the Quasar “Drain that auxiliary power reservoir and get
Fire’s shields, as they had to lower them on the them back up to 66%,” This was that moment
hangar to launch all forty-eight of their where she knew she wouldn’t be able to hold
snubfighters. The Shots hammering the hangar the ship together for long, it was only a matter
bay, ripped through the back wall of the bulk of time. However, damn these self righteous
cruiser and went straight into engineering. New Republic bastards! She wasn’t going
After a second, the entire engine array, hangar down easy.
and Mid portion of the ship disintegrated in a
massive fireball. The Fore and part of the Another ship dropped out of Hyperspace, this
Starboard and Port sections went spinning time it was a Corellian Corvette. “Target the
wildly off into space. Corvette, all mid Turbolasers, aim high and for
the sensor array” a lethal wall of fifty, precise,
“All Ion cannons fire at that Neb-B, fire at volleys vomited forth, breaching shields and
these locations, now!” A withering volley of the explosion that followed on the Corvette
Ion Cannon Batteries slipped right past shields suggested that it was an older model that
on the Nebulon B and struck critical sections hadn’t had that weak point patched. The
that instantly shut down the engineering Corvette detonated moments later.
portion of the ship, lights on that Aft portion of
the vessel flickered out, which then dropped “Split fore heavy T’s at the MC 80, 70 & the
power for the rest of the ship including Assault frigate” The nebulon B was crackling
emergency reserves. under the effects of electrical fire, portions of

285
the deck had already begun to explode Aft Arc, the only part of the ship that still had
outward as systems overloaded. shields up. Had to take the miracles where
You don’t see that very often, because people you could.
typically stop firing after a craft is disabled. “Give me auxiliary power to forward shields
However, in this case, she had not given that and focus everything we have left on that
order… and it had been almost a a minute of Assault Frigate.” The Assault Frigate
sustained fire… disintegrated, as they passed it, en-route to the
Victory Star Destroyer.
“Pull the Ion cannons off the Neb B after she
pops” true to her prediction, the craft literally “Have all the TIEs launch missile racks on that
came apart as if it “popped” as the electrical MC-70, it’s a relic, I want to see it die before
systems on the ship first detonated and then the we do.” The Malice, fired on the MC-70 for as
containment on it’s fusion core failed and long as it could before losing fire arc coverage.
engineering section disintegrated the back half Managing to severely weaken it’s shields in the
of the craft. process. Waves of TIE fighters emptied
everything they had into the craft. Entire
“Train the Ions on that Assault Frigate, we
sections of it blew apart as the Malice had
will do the same to them...” Nessa noticed
another cruiser dropping out of hyperspace at disabled at least 2 arcs of its shields with Ion
cannon fire. The MC-70 joined the starship
range. It was a Victory One, Star Destroyer.
graveyard that was growing. Exploding into
“Brace for Impact, all ahead flank! Bring us in pieces violently after a series of secondary
and close with the Victory! Tractor Defense! detonations caused the ammo bins in its
Flack, Ignore the other ships!” Four arcs of hangar bays to cook off.
missiles, eighty in total, launched from the
The aft shields on the Malice failed as another
Victory, all them twisting up and around to
center on the Malice. They did what they ship dropped out of hyperspace, an
Alderaanian War Frigate whose precise shots
could to screen the missiles with flack and
of Ultra Heavy Ion cannons targeted their Aft
tractor defense, however, the bulk of them
peppered the Malice. First her shields buckled shield generator and disabled it, the Aft section
of the Malice began to light up.
and then the missiles started blowing chunks
out of the armored hull of the Imperial II. “We still broadcasting?”
They weathered it, but they might not survive a The communications officer was dead, Nessa
second volley. They were taking fire on their opened a comms channel herself.

286
“Admiral Barakor, all of this could have been Time to go, “Officers, get off my bridge” No
avoided. However, after you continued to fire one got up to leave.
we had no choice but to return fire. I will be
ordering a full evacuation of my ship, I The former Imperial officers remaining on the
sincerely hope that under the conventions of bridge either stayed because of loyalty to their
war you honor their return to their home captain or because they were there for the
sector. Seeing as we are not at war with one same reason Nessa was. Damned by their
another, I would like to point out that you are rank and role in the Empire and what the New
the aggressor here. In violation of the laws Republic would do to to them if captured. It
which govern your New Republic. You was the right place, the right time and the
disgust me, not your New Republic, whom we right reason to remain at their posts.
have no fight with. Admiral Plat out.”
Flipping her crew a salute “It’s been my
“Divert Port and Starboard Shield generators personal honor to serve with all of you.”
to our Fore and Aft.” Nessa requested that the
shield operator project the actual shield Arcs “We’re building a future for our people, for
to protect the only areas of the ship being fired our children. One we won’t see” she said,
upon “and channel all weapons power to “Transfer all remaining power to any
engines and maneuverability. All nonessential generators still active and disperse it equally
personnel, get to your escape pods.” Dropping around the ship. The New Republic will want
Port and Starboard shields allowed her crew to honor our request for neutrality, after
to escape, since craft couldn’t fly through today.”
shields.
The Captain of the Victory Star Destroyer
“Fore & Aft shields charged Admiral” recognized the threat, firing again with all their
“Give me flack and tractor defense on weapons. The helmsman brought the Malice
incoming missiles” Buying her escaping crew, into a roll. Allowing her to take the salvo
precious time. across multiple arcs and facings of the ship.
The Victory savaged the Malice, whose Port
“Aye, Admiral” side detonated, cascading damage into the
The Malice managed to shoot down some of starboard and engineering sections.
the incoming ordinance and tractor-screen
more than a dozen missiles. However, the The bridge was on fire and the last thing Nessa
forward sections of the ship took the brunt of did was smile and say “Gotcha” as the
the fire with stray missiles peppering the Port Imperial II slammed into the Victory Star
and Starboard sides of the hull. The Malice Destroyer and both ships disappeared in the
was trailing fire and burning in dozens of supernova of an explosion as the ammo on the
locations. Nessa watched as the last of the Victory cooked off.
escape pods jettisoned. Then she shut down
Charity Sector got it’s independence and
power and decompressed the Port and
was recognized as a Neutral Galactic Entity
Starboard sides of the Malice to put out those
shortly afterward.
fires instantly. Then the forward Bow of her
ship exploded under withering fire from the
Turbolaser Batteries of the other Star
Destroyer.

287
Charity Sector Destroyer essentially turned any future
attempts at revolt into nothing more than a
The Charity Sector started taking shape quite murmur. That is, after the warship
roughly two centuries prior to the Rise of the shelled their brand new mining town that had
Empire. Three habitable worlds were been constructed in a lifeless system they
discovered by a small scouting corporation discovered between Charity, Rosnian &
that had suffered from a mis-jump while Sumner. This event killed thousands of
attempting to map an alternate route from the innocents. Amazingly, some Rosni survived to
Hydian Way to the Rimma Trade Route just tell the tale. A testament to their toughness.
below Haruun Kal. They figured that mapping
an alternate detour would gain them fame and Captain Nessa Plat, the second officer on-
wealth. It would have, however, they suffered board the Malice would never forget the
a hyperdrive anomaly that jumped them into horrors that her Captain had visited on the
what would become the Charity Sector. While people here. By the time of the battle of Endor
she had been elevated to first officer. Her
Captain was killed in that battle and she
organized a group of Imperials cut of from the
main fighting to retreat from the battle just
after the Death Star was destroyed. Her First
stop was Charity Sector. There she liberated
the people of the three systems. She removed
the Moff and they held a trial for him and he
was executed for condoning war crimes
against the populace. The other Captains she
led there had a choice, stay or leave peacefully.
there they discovered the system’s three Several left, taking their commands with them.
habitable, and inhabited worlds. The planets However, she was able to persuade a number
were populated with near humans that had of them to remain. Part because their ships
arrived there via sleeper ships from the Core were in bad shape, the other because they were
Worlds, thousands of years prior. exhausted with the fighting.
As it turned out, the colonies established there Under her watch, Nessa restored the sector to
had lost contact with one another. The some level of prominence, initially rebuilding
starships that carried them there had long ago their mining colony. She instituted sweeping
fallen into disrepair. Their Class Twenty reforms for the people. All people, regardless
hyperdrives had broken down after the of race color or creed were made equal. News
colonists successfully seeded the three richest of this would reach the ears of the survivors of
habitable planets in the system. The scouting the Kazellis Corporation who had been
team was able to re-unite the three lost Nationalized by the Empire. They packed up
settlements which had some common all their assets and petitioned the Charity
descendants scattered across all of them. They Sector for a place to call home. Nessa gladly
united and formed a peaceful region that began granted them asylum and set them up with
to develop at an enhanced pace now that they their own facilities on the Rosnian System.
had been re-united with the Galactic whole. The systems are largely self sufficient and they
The sector would generally remain outside of also have the rich mining star system, centrally
the major conflicts, however, they were located, and shared by the three colonies. It
involved in fair capacity in Clone Wars, contains Tibanna Gas reserves as well as
backing the Galactic Republic. When the Hyperbarieds and other heavy metals valuable
Republic evolved into the Galactic Empire the in starship building. The New Republic was
Sector resisted and their cities pacified. With a branding Warlords at this time and Nessa was
minor sector moff moving in on a permanent dubbed as one of them. The provisional
basis. The Malice an Imperial II Star blockaded of their sector began but only

288
started as a single Nebulon-B starship Charity Sector is a moderately sized bread
incapable of policing the main exit from the basket world that provides much more food
system. This would come to change later as than it requires for itself. This is it’s principal
the system easily evaded the patrol patterns of export. The world imports a lot of farming
the Nebulon-B’s commander. technology. There are three planets in the
system. Charity I, II & III. I and III are
The Charity Sector was formally recognized as
inhospitable worlds. I nearest to the sun
a neutral governing entity in 9 ABY. This all
possesses valuable raw materials and
came after the Malice’s broadcasts reached the
elements, however, the Sector currently lacks
New Republic senate, as well as, any worlds
the resources to source the Shield Ships
within range of the transmissions. It was an
necessary to harvest those elements.
eye opening event that spurred some level of
reform in the more “overzealous” military The Charity System is the gateway to the
commands of the New Republic and resulted sector, thus it is rather well defended. The
in a Court Marshall for Admiral Barakor. The acquisition of a Pair of Golan I platforms
first time in the New republic’s short history occurred just after they were granted Neutral
that a New Republic military officer was held Status by the New Republic and were both
to account for their actions in the field. placed at the relatively narrow ingress corridor
to their system near the Hydian Way. The
funds for the stations came from a reparations
settlement for all the years the New Republic
had unlawfully blockaded the Charity Sector.
The route just off of the Hydian Way is the
only known ingress and egress point to their
system and is a natural choke point for the
system’s defense.
System Defenses: Two Victory II Star
Destroyers & 2 IPV-I’s for system patrol
duties.
Charity II Planetary Defenses: The Trade
Station is armed with light point defenses to
shoot down stellar objects like asteroids. The
planet itself has an Imperial Class Garrison on
world and a total of 72 TIE Class fighter’s, in
Charity II good condition, that will scramble for
Location: Mid/Outer Rim, Charity Sector additional support.
Type: I Ground Troops:
System: Heavily Defended (Charity)
Climate: Temperate The planet has a moderate main garrison with
Gravity: Standard many smaller satellite installations of ground
Species: Chari (Human); any accepted forces all equipped with Imperial Grade
Population: 75 Million technology and backed up by Walkers and
Government: Neutral Democracy Combat Air Speeders.
Starport(s): One Imperial Class Force Sensitives:
Station(s): 2 Golan I, 1 Trade Port
There is one provisioned council office that
Tech Level: Standard
has a handful of Jedi attached to it. These
Import / Exports: Technology, Foodstuffs
individuals are low powered (mostly sub-class
Wage Rate: Professional (4D);
Jedi) initiates led by a Grey Jedi of moderate
19,250 Credits/Annually
skill level. This institution was established by
Charity, the current capital system of the Nessa Plat and is recognized Sector Wide.

289
that caused the mass extinction of all the
surface dwelling life forms on Sumner Prime.
The system is a center for Xeno
Archaeological studies, attracting tourists and
scientists alike. The asteroids have a mixture
of usable materials and are harvested on an as
needed basis to bolster the system’s economy
as well as for sector materials to use internally
for their own defense forces.
The system typically doesn’t import anything
other than tourists and scientists who bring in
Sumner Prime money for the system. Principal exports are
Location: Mid/Outer Rim, Charity Sector Sumner Naval Skiffs, Seafood, Water and
Type: I some starship grade ores salvaged from the
System: Defended (Charity) asteroid belt in system.
Climate: Temperate Sumner prime produces the most expertly
Gravity: Standard trained miners in the entire Sector. They have
Species: Chari (Human); any accepted been mining the ores of the Asteroid belt for
Population: 50 Million centuries now and were the logical choice to
Government: Neutral Democracy draw from for employees in the centrally
Starport(s): One Standard Class located “Bounty” System, which is what the
Station(s): 1 Mining / Refinement platform, Charity Sector has dubbed the mining
12 orbital point defense guns for asteroid initiative that all three of the systems in the
defense. sector are harvesting. The Mining platform
Tech Level: Standard here is of local design (Sumner) and there are
Import / Exports: Tourism, Water, Seafood, several in the Bounty System.
Naval Vessels (Water based), starship grade
ores
Wage Rate: Skilled (5D);
28,875 Credits/Annually
The Sumner System is a small star system that
contains only a single principal planet, Sumner
Prime. The beautiful, ringed, planet consists
mostly of water and once was thought to have
teemed with life, including sentient beings as
there are many structures on the land masses
that indicate a civilization of relatively
“advanced” primitive understanding. Their
large stone structures dot the landmass and System Defenses: Bayonette Cruiser & 2
have been converted into halls, and modern IPV-H’s for system patrol duties.
living structures due to their durability and the
consideration the now extinct sentient beings Sumner Prime Planetary Defenses: The
had placed within them like running water, Mining Station is armed with light point
sewage removal systems and natural forms of defenses to shoot down stellar objects like
climate control. asteroids. The planet itself has an Imperial
Class Garrison on world and a total of 36 TIE
The system itself is home to an Asteroid belt Class fighter’s, in good condition, that will
that sees the occasional rogue asteroid between scramble for additional support. The planet
Sumner Prime and it’s sun. This is thought to itself is ringed by twelve point defense guns
have once been a planet that was destroyed by with enhanced range to shoot down space
some unknown cataclysm. Likely the event debris.

290
Ground Troops: The planet has a light main 38,500 Credits/Annually
garrison with a handful of small satellite The Rosnian System is home to most of the
offices of ground forces all equipped with Charity Sector’s principal industry. Three
Imperial Grade technology and backed up by planets exist in system. Rosnian I which is the
ground Speeders, Naval Craft and Combat Air only habitable one among them and it’s two
Speeders. moons, Rosnian II & III. The smaller of the
Force Sensitives: There is one provisioned moons, Rosnian II is a lifeless rock that has
council office that has a few Jedi attached to it. absolutely nothing of value on it. Rosnian III,
These individuals are low powered (mostly however, is a micro gas sphere that is
sub-class Jedi) initiates led by a Grey Jedi of comprised of dense Tibanna Gas reserves.
novice skill level. Rosnian I is a comfortable world that houses a
lot of industrial centers. The planet is huge
and the rotation of Rosnian II & III have a
very beneficial effect on the world, they strip
pollution naturally. Thus Rosnian I is a planet
of clean living. It is also the principal site of
recruits for most ground units as the people
that dwell here and have been born here are
rugged folk due to their bodies adapting to
greater than standard gravity.
The system is home to the Kazellis
Corporation who not only manufactures their
stock light freighter, they are also applying
their skills with using universal components on
their own craft to engineer and produce
universal components for the Charity Sector to
maintain their aging Imperial hardware (on
their own without need of paying for parts and
repair groups externally).
System Defenses: 2 Carrack Cruisers & 2
IPV-H’s for system patrol duties.
Sumner Prime Planetary Defenses: The
Mining Station is armed with light point
Rosnian I defenses to shoot down stellar objects like
Location: Mid/Outer Rim, Charity Sector asteroids. The planet itself has an Imperial
Type: I Class Garrison on world and a total of 72 TIE
System: Defended (Charity) Class fighter’s, in good condition, that will
Climate: Temperate scramble for additional support.
Gravity: Above Standard
Species: Rosni (Near Human); any accepted Ground Troops: The planet has a moderate
Population: 35 Million main garrison with a handful of small satellite
Government: Neutral Democracy offices of ground forces all equipped with
Starport(s): One Imperial Class Imperial Grade technology and backed up by
Station(s): Orbital Yards Facility, Tibanna ground Speeders, Naval Craft and Combat Air
Gas Mining Facility Speeders.
Tech Level: High Force Sensitives: There is one provisioned
Exports: Technology, Starships, Tibanna Gas, council office that has a Jedi attached to it, A
Universal Replacements Grey Jedi of novice skill level. They are
Wage Rate: Expert (6D); backed up by a few Limited Force Users.

291
been erected that allow the settlement to grow
their own fruits and vegetables and they also
have a limited supply of fresh livestock that is
ferried in for some highly desired meats.
Principal Imports consist of foodstuffs,
technology, mining equipment and water.
Principal Exports include, but are not limited
to, Tibanna Gas, Hyperbarides (for Turbolasers
and reactor cores), Starship Grade Ores and
the latest discovery of natural veins of Havod
Alloy (thought to be impossible to occur
naturally). The Havod Alloy is being closely
investigated and is a Sector Secret. It is
believed that this anomolous vein of the ore is
enough to more than outfit every craft in the
Bounty sector. They will likely harvest it and use it as
Location: Mid/Outer Rim, Charity Sector a means to get people to travel to the Charity
Type: IV Cluster for refits with Havod Alloy.
System: Defended (Charity)
Climate: Inhospitable
Gravity: Below Standard
Species: Charity Sector Natives
Population: 50 Thousand
Government: Neutral Democracy
Starport(s): One Standard Class
Station(s): Tibanna Gas Mining Facility,
Hyperbaride Refinement center, Starship Ore
processing facility System Defenses: 2 IVP-I’s & 2 IPV-H’s for
Tech Level: High system patrol duties.
Imports / Exports: Tibanna Gas,
Hyperbarides, Starship Grade Ores, Sumner Prime Planetary Defenses: The
Foodstuffs, Water, Technology stations all have light point defenses. The
Wage Rate: Expert (6D); planet itself has an Imperial Class Garrison on
38,500 Credits/Annually world and a total of 72 TIE Class fighter’s, in
good condition, that will scramble for
Bounty was once shelled by the Malice under additional support.
it’s old Captain as an object lesson to
completely pacify any thought of rebellion Ground Troops: The planet has a light main
against the Imperials in the Sector. The station garrison of ground forces all equipped with
was completely rebuilt by Nessa Plat and put Imperial Grade technology and backed up by
back into operation mining and producing ground Speeders, Imperial Walkers and
valuable ores for use internally and to be Combat Air Speeders.
smuggled through the New Republic blockade Force Sensitives: There is no provisioned
for profit. council office, Jedi are flown in to resolve
The planet is home to more than fifty thousand disputes. However, the Charity Jedi Council
inhabitants from across the Charity Sector and (only, like 3 individuals now) is looking at
also employs outsiders that migrate to the area rotating in regular Sub-Class Jedi on a
looking for work. While the situation on the standard basis to maintain order and the
ground is less than ideal, steps have been taken presence of a sensitive on world.
to provide comfort and relaxation to the
workers at the facility. Geodesic domes have

292
Rosni environments of up to 2.5 G’s (which would
They are near humans from Rosnian I, a high essentially cause incredible pain to other
gravity world, in the Charity System. lifeforms to function as normal).

Race: Rosni (Near Human) Cultural events include an annual Boulder


Encounter Frequency: Uncommon (Common Race, where classes of the race are determined
in the Charity Sector) by the weight of the boulder: Light, Moderate
Height: 1.55-1.85 meters tall and Heavy Weight (over 100 kilos). They tend
to be a very hearty folk that are very accepting
Features: of outsiders and change. Many have been
The Rosni are rugged, after millennia of high known to leave their sector to adventure in the
gravity the species’ musculature and bone greater galaxy.
density have compensated to strengthen them
substantially. They are highly sought after as recruits for the
Charity Ground Forces. Amazingly, many
Free starting Endurance skill (5) have made careers in the Naval arm of the
Charity military as fighter pilots and Naval
Advantages: Officers as well.
Enhanced Attribute: Strength 3 (15) (+1D to
Starting Strength Attribute & Attribute Languages: Basic
Maximum)*

Toughness 3: The Rosni are incredibly tough,


rugged and durable near humans (15)

Move: 10/12

(35 Total Points)

Attribute Maximums:
DEX 4D, KNO 4D, MEC 4D, PER 4D, STR
5D*, TEC 4D

Reproduction: Human

Cultural Detail:

While the Rosni may have evolved differently


than the people of the Sumner & Charity
Systems they are kin to those peoples. It is a
fairly common practice for the Rosni to leave
their home world behind and travel to either
Sumner or Charity to visit relatives. While
there many will meet their mates and
interbreeding between Rosni and other humans
yields Rosni characteristics 99% of the time.
The genetic makeup of the Rosni is almost
always the primarily inherited gene. They
have adapted so well to the high gravity that
they do not suffer penalties away from it.
Rosni can function normally in high gravity

293
Far Star Class Carrier Crew: 2
Craft: CEC: CR90B Far Star-class Carrier Skill: Capital Ship Gunnery
Affiliation: Various Fire Control: 3D
Era: New Republic + Space Range: 3-25/50/75
Scale: Corvette Atmosphere Range: 600m-50/100/150 Km
Length: 150 meters Damage: 8D; Nominal Damage: 5 (40)
Skill: Starship Piloting: Capital Ships 8 Tractor Beams
Crew: 158, Gunners: 22, Skeleton: 127/+5 Fire Arcs: 2 Fore, 3 Port, 3 Starboard, 2 Aft
Passengers: 105 (Troops) Crew: 1
Crew Skill: Typically at least 5D Skill: Capital Ship Gunnery
Cargo Capacity: (2,700); 70 Mt avail Fire Control: 2D
80 Metric Tons with Ventral Cargo Pod Space Range: 1-10/15/30
Consumables: 385 Days (1.1 Million refit) Atmosphere Range: 600m-50/100/150 Km
Cost: 3.7 Million (New); 2.8 Million (Used) Damage: 4D; Nominal Damage: 3 (12)
Hyperdrive Multiplier: x2 8 Double Turbolaser Batteries
Hyperdrive Backup: x12 Fire Arcs: 4 Fore/Port/Starboard,
Nav Computer: Yes 4 Aft/Port/Starboard
Maneuverability: 2D Crew: 1
Space: 8 Skill: Starship Gunnery
Atmosphere: 950 Km/H Fire Control: 3D
Hull: 6D: 4 Locs; HP: 300 / AP: 75 Space Range: 2-5/15/30
Shields: 3D: SP: 225 / Loc Atmosphere Range: 200-500m/1.5/3 Km
Backup Shields: 3D Damage: 8D; Nominal Damage: 5 (40)
Sensors:
Passive 75/1D Snubfighter Compliment: 8 Snubfighters, 2
Scan 150/2D Gunships, 2 Assault Shuttles; 6 external
Search 225/4D docking points (up to 6 additional Snubfighters
Focus 5/4D carried externally)
Maximum 450/0D
Weapons: Ground Compliment: 12 Combat Air
3 Double Turbolaser Batteries Speeders, 4 Medium Hover Tanks, 3 Fixed
Fire Arcs: 2 Fore/Port/Starboard, Artillery Pieces
1 Aft/Port/Starboard

296
Features: Over the years, the level of combat attrition
• How I calculated the hangar: I followed that the Far Star Class suffered was
the Core Rules: “Some of the horrendous. With more battlefield losses than
modifications expand upon the mid section any other ship in the entire New Republic
of the hull structure and formalize either 1 navy. This is not so much a problem with the
or 2 Snubfighter launch bays (Port or ship. It’s because the New Republic sent
Starboard or both depending upon the crews of these vessels on suicide missions.
resources available at the time of More than not these crews would succeed at
construction), turning the ship into a micro their missions, with 100% casualty rates.
carrier. Each launch bay adds an
additional 1,000 Metric Tons of Cargo The few intrepid Captains that managed to
space to the vessel and each additional survive were intelligent to the point that they
raises the Hull code of the ship by 1D. took the assignments and then set out
Each hangar allows the ship to carry 4 immediately recruiting Spec Ops teams and
additional Snubfighters (Each Hangar costs additional crew from anywhere they could pull
120,000 credits and subtracts 400 Metric them. Even when they didn’t have the
tons from cargo).” I should have simply authority to bring the crew on from New
said that each hangar adds 600 Tons of Republic Command. These crews were
cargo space when I wrote that... disavowed, however they still operate hunting
• It’s search sensors act as sensor sleaze, Imperials and they possess small fleets of ships
while they are activated, any opposed that never stop taking the fight to the Empire.
combat craft within the Far Star’s Search To date, the New Republic has not hunted any
range suffers a 4D penalty to detect them. of these crews down. However, they are
• Enhanced Consumables from 225 Days to essentially the same kinds of terrorists that the
1 Years (385). Difference added to the Rebel Alliance utilized on so many occasions
ships cost. to get the job done.
• The 6 external docking hard points weigh
100 Tons each (the additional cost for At least one captain of the survivors raids New
internal space taken up by a Snubfighter). Republic assets periodically for additional war
• It is always configured with 6 external material. In their latest raid, they spirited of
Defender Snubfighters, the 8 internal with a refit Alderaanian War Frigate. Again, to
snubfighters are typically a mixture of craft date, no wanted posters have ever been put up
that are readily available (Like Zebra II’s and there is no internal initiative to apprehend
or Z-95 AT’s). The two gunships are this criminal. While the New Republic does
normally VCX-820’s modded to Space 8 to not condone terrorism like the Rebel Alliance
match the Far Star carrier. was all too happy to turn a blind eye to...
• I calculated the crew as if the craft was a There are individuals in the military that still
Corvette 200 meters longer (100 for each see value in these kinds of ultra dedicated
hanger). individuals.

The Far Star Class Carrier is a cheap refit that Perhaps, the New Republic is not so different
that New Republic often performs on their from the Rebel Alliance. They vehemently
large surplus of Corellian corvettes. In the disavow the actions of these groups and yet
beginning the New Republic was hurting they never lift a finger to stop them.
terribly for capital ships with which to police Remember that the next time you see a
the galaxy and strike against various smaller recruitment drive happening on your world.
Imperial Warlords. For what it is, it’s Will the New Republic turn you into a terrorist
incredibly effective. However, ship to ship too?
combat is incredibly limited. It possesses
effective point defense guns and has very
respectable tractor defense for a ship it’s size.

297
Gladiator Star Destroyer Skill: Capital Ship Gunnery
Craft: Rendili Stardrive: Gladiator-class Fire Control: 3D
Affiliation: Empire / Rebel Alliance Space Range: 3-25/50/75
Era: Rise of the Empire (Early) + Atmosphere Range: 600m-50/100/150 Km
Scale: Cruiser Damage: 5D; Nominal Damage: 5 (25)
Length: 550 meters 10 Concussion Missile Launchers
Skill: Starship Piloting: Capital Ships Fire Arcs: 5 Port & Starboard
Crew: 1,726 Gunners: 60, Skeleton: 1,114/+10 Crew: 1
(Efficient Design) Skill: Capital Ship Gunnery
Passengers: 1,634 (Troops) Fire Control: 2D
Crew Skill: Typically 4D+2 Space Range: 120 Units
Cargo Capacity: (6,000); 172 Mt available Atmosphere Range: 240 Km
Consumables: 770 Days (26.3 Million refit) Damage: 9D; Nominal Damage: 6 (54)
Cost: 16.7 Million (New); 12.5 Mil (Used) Ammo: 300 per Launcher
Hyperdrive Multiplier: x1 10 Double Point Defense Guns
Hyperdrive Backup: x8 Fire Arcs: 2 Fore, 3 Port, 3 Starboard, 2 Aft
Nav Computer: Yes Crew: 1
Maneuverability: 2D Skill: Starship Gunnery
Space: 6 Fire Control: 2D
Atmosphere: 600 Km/H Space Range: 1-3/12/25
Hull: 4D + 2D Armor: 4 Locs; Atmosphere Range: 100-300m/1.2/2.5 Km
HP: 500 / AP: 600 Damage: 4D; Nominal Damage: 4 (16)
Shields: 3D: SP: 450 / Loc 8 Tractor Beam Projector Turrets
Sensors: Fire Arcs: 2 per Arc
Passive 50/1D Crew: 2
Scan 100/3D Skill: Capital Ship Gunnery
Search 200/4D Fire Control: 3D
Focus 12/4D+2 Space Range: 1-5/15/30
Maximum 400/0D Atmosphere Range: 200m-10/30/60 Km
Weapons: Damage: 7D; Nominal Damage: 3 (21)
12 Dual Light Turbolaser Batteries Expanded Snubfighter Complement:
Fire Arcs: 4 Fore, 6 Port & Starboard, 2 Aft 36 Snubfighters, 2 Gunships & 2 Transports
Crew: 2

298
Ground Complement: 12 Combat Air- overly redundant. However when the
Speeders, 3 Landing Barges, 2 AT-AT, 5 AT- Rebellion began to field heavier naval
ST, Small Pre Fab Garrison elements, smaller Imperial ships like the
Gladiator-class were outmatched.
The Gladiator-class is a small Star Destroyer
that shares its keel design with the Broadside- Walex Blissex took the design with him when
class cruiser. It possesses an array of capital- he defected to the Rebel Alliance, along with
grade concussion missile launchers and several of the Gladiators and the Rebel
turbolaser emplacements. Missile loading Alliance produces a few annually under a
bays are located deep inside the ships, with complicated license from the designer, while
automated loading arms controlled from a being actually supported and aided in
console next to the conveyor belt that feeds construction by Rendili StarDrive engineers.
munitions to the launchers. The Gladiator This is clearly because Rendili StarDrive has
class is characterized by its hangar area, with no intention of losing contact with Walex
an opening in the bow of the vessel, that splits Blissex, as he’s the genius behind many of
the forward superstructure in two, similar to their designs.
the Broadside-class. The hangar has enough A ship of this class, the Demolisher, served as
room for several snubfighters to enter or exit at the flagship of Imperial Admiral Terrinald
the same time. A complement of 36 fighters is Screed during his mission to the Roon system.
usually carried to intimidate small frontier Prior to the Battle of Tammuz-an circa 15
worlds. Also 5 AT-ST along a number of BBY, the pirate leader Gir Kybo Ren-Cha and
shuttles and landing craft are available. his band stole the Demolisher from an
The Gladiator-class was originally envisioned Imperial repair dock. They utilized it to attack
during the Clone Wars as a Republic escort the planet of Tammuz-an in order to steal its
vessel for heavier ships, namely the Victory- riches, but were defeated and the ship was
class Star Destroyer, and the initial design was disabled. Many other Gladiator-class Star
made by Walex Blissex for Rendili StarDrive. Destroyers were captured by pirates. Its value
The final design was not finished until after the in the black market was 34 million credits.[1]
end of the Clone Wars. With the transition of
The Empire employs two versions of the
the Republic to the Empire and Venator-class Gladiator: Gladiator I- and Gladiator II-class
being abandoned as the principal front line Star Destroyer. The Gladiator II has better
warships by the Galactic Empire in favor of anti-snubfighter capabilities. Note: Arm the
the larger Imperial I-class Star Destroyer (to Gladiator II with Quad Guns (2D+2 Fire
which an escort was deemed unnecessary) the Control, 6D Damage; 36 Nominal).
design fell out of favor. However, KDY
offered a substantial sum of money for the I found it absurd that, according to lore, KDY
design. After a brief investigation into the had bought the design and then started
matter Rendili StarDrive discovered that KDY building them. They already have enough Star
had an Imperial contract to produce the vessel Destroyers. There is no reason why Rendili
in the wings. Thus, Rendili approached the StarDrive would be that stupid. In the
imperial Moffs looking to procure the vessel Expanded Universe the Victory Class Star
for their Outer Rim sectors and cut KDY out Destroyer is built and fielded by the Empire for
of the equation. it’s entire existence. Furthermore, Walex
Blissex would have brought the design with
Rendili StarDrive re-purposed the class as a him to the Rebel Alliance. Between two
long-range patrol vessel, carrying enough sources the craft is either 500 or 600 meters
troops, fighters and firepower to subjugate long, I split the difference. Finally, canon
local pirate groups and planetary defense states that the ships were repaired at Lianna,
forces in the fringe regions of the galaxy. In which is Sienar Fleet Systems... Any yards
essence a vessel which could independently facility can repair any ship, but someone didn’t
project power on less critical worlds where the
have their thinking cap on when they wrote
expensive Imperial classes were viewed as that.

299
Imperial Escort Carrier Space Range: 3-25/50/75
Craft: Tagge Co: Escort Carrier-class Atmosphere Range: 600m-50/100/150 Km
Affiliation: Empire Damage: 4D; Nominal Damage: 5 (20)
Era: Rise of the Empire + 16 Triple Turbolaser Batteries
Scale: Destroyer Fire Arcs: 8 Port/Starboard
Length: 400 meters Crew: 3
Skill: Starship Piloting: Capital Ships Skill: Capital Ship Gunnery
Crew: 418, Gunners: 188, Skeleton: 270/+10 Fire Control: 2D
Passengers: 396 (Troops) Space Range: 3-25/50/75
Crew Skill: Typically 5D Atmosphere Range: 600m-50/100/150 Km
Cargo Capacity: (4,000); None available Damage: 5D; Nominal Damage: 6 (30)
Consumables: 597 Days (6 Million refit) 36 Double Turbolaser Batteries
Cost: 29.95 Million (New); 22.46 Mil (Used) Fire Arcs: 18 Dorsal & 18 Ventral:
Hyperdrive Multiplier: x1 4 Fore, 18 Port/Starboard, 4 Aft
Hyperdrive Backup: x9 Crew: 1
Nav Computer: Yes Skill: Starship Gunnery
Maneuverability: 3D Fire Control: 3D
Space: 6 Space Range: 3-7/19/38
Atmosphere: 600 Km/H (Can Land) Atmosphere Range: 200-500m/1.5/3 Km
Hull: 3D: 4 Locs; HP: 375 / AP: 300 Damage: 3D; Nominal Damage: 5 (15)
Shields: 3D: SP: 450 / Loc 20 Tractor Beam Projector Turrets
Sensors: Fire Arcs: 4 Fore & Aft, 6 Port/Starboard
Passive 70/1D Crew: 2
Scan 100/2D Skill: Capital Ship Gunnery
Search 200/3D Fire Control: 3D
Focus 5/3D+2 Space Range: 1-5/15/30
Maximum 400/-1D Atmosphere Range: 200m-10/30/60 Km
Weapons: Damage: 3D; Nominal Damage: 3 (15)
16 Double Turbolaser Batteries Expanded Snubfighter Complement: 24
Fire Arcs: 4 Fore, 8 Port/Starboard, 4 Aft TIE Class Snubfighters, 24 TIE Hunters
Crew: 2
Skill: Capital Ship Gunnery Ground Complement: 2 Landing Barges
Fire Control: 3D

300
The Escort Carrier’s weaponry is adequate,
"Imperial escort carriers!" Crix however, it is definitely not in line with what
most other ships of it’s size and class would be
"Imperial what?" Wedge
armed with. Many Frigates can out gun the
"They're not part of the regular Imperial Navy. Escort Carrier. However, the craft was
They're exclusive to the Imperial storm specifically ordered for the Storm Commandos
commandos." and the threat of the vessel is evident when
- Crix Madine and Wedge Antilles they are deployed alongside their other more
upon seeing an escort carrier contemporary TIE pilots. There are stories of
Storm Command pilots making controlled
The Storm Commandos' Imperial escort carrier landings on Rebel capital ships after having
is different from the standard escort carrier of navigated the shield interleaving and then went
the Imperial Navy. It is a nimble, narrow- on to sabotage the vessel one system at a time.
hulled ship, with a flared arrowhead bow, and
two sub-light engines mounted Aft. Like A common tactic of the Storm Command
normal carriers, it is capable of deploying units is to pair with the standard pilots and
snubfighters into battle, including the strip capital ships of at least one shield Arc.
advanced TIE Hunter, but it is also capable of The standard TIEs then pull off to defend their
engaging in combat on its own account. Ships Escort Carriers and the Storm Commandos’
of this type are used to attack medium-sized land and board the vessel, killing everyone on
craft and transports of the Rebel Alliance, the ship. This has actually occurred on at least
boarding and seizing the Rebel starships and three occasions.
their crew. As the Storm Commandos are Features:
regarded as elite infantry, these ships were • Modular: The Craft’s role can be easily
capable of deploying troops for planetary altered. Costs associated with converting
assault. The warship carries a full complement internal space to accommodate heavier
of escape pods in case of an emergency, with weapons system do not exist. Ship is
their designs being reminiscent of the class-6 ready to go. Reduce the cost of any
escape pod. additional weapons, armor and shields by
25%.
The Imperial Escort Carrier is developed by • Efficient: The craft is mildly efficient.
Tagge Co. Most of the design lessons
incorporated into this vessel would later be Below is the image of the craft from the game:
incorporated into the Modular Modular Task Rogue Squadron III: Rebel Strike
Force Cruiser series that Tagge Co. Would Functionally, the craft just doesn’t do it for me.
produce. In fact, the ground work for their It’s armament is so light that a standard
later vessels would be laid with Escort Carrier Corellian Corvette could cut it to pieces. It
itself. The ship is quite modular, any number really doesn’t appear to be much larger than
of internal configurations are capable of being 300 meters in length. So, I sourced an image
accommodated. In it’s current configuration AdamKop did for another setting and the ship
the craft is principally configured to act as a is narrow and flat, rather than narrow and
small fleet carrier with. Furthermore, the craft vertical sweeping. I, also, substantially
was not initially designed with atmospheric increased it’s armament.
flight in mind. Due to the engineering feats of
the design team, it was relatively simple to
drop in the repulsorlifts necessary for decent
atmospheric performance. The craft retains
full maneuverability in atmosphere, though
there wasn’t enough room in the narrow design
to install more powerful repulsor units and the
craft only manages to cruise at six hundred
kilometers per hour.

301
Imperial Patrol Vessel 4 Double Laser Cannons
Craft: Sienar Fleet Systems: IPV-1 Fire Arcs: 2 Fore/Port/Starboard/Aft, Dorsal
Affiliation: Empire / Various Gunners: 1
Era: Rise of the Empire + Skill: Starship Gunnery
Scale: Corvette Fire Control: 2D
Length: 120 Meters Space Range: 1-3/12/25
Skill: Starship Piloting: Capital Ships Atmosphere Range: 100-300m/1.2/2.5 Km
Crew: 54, Gunners: 20, Skeleton: 36/+15 Damage: 5D; Nominal Damage: 4 (20)
Passengers: 36 (Troops) 4 Concussion Missile Launchers
Crew Skill: Typically 4D Fire Arcs: 4 Fore (Any)
Cargo Capacity: (1,200); 758 Mt Avail Gunners: 2
Consumables: 180 Days (198K Refit Cost) Skill: Capital Ship Gunnery
Cost: 2.2 Million (New); 1.62 Million (Used) Fire Control: 2D
Maneuverability: 2D+1 Space Range: 120 Space Units
Space: 7 Atmosphere Range: 240 Km
Atmosphere: 1,000 Km/H Damage: 9D; Nominal Damage: 6 (54)
Hull: 3D+1: 4 Locs; HP: 167 & AP: 75 / Loc Ammo: 15 Missiles per Launcher
Shields: 3D: SP: 225 / Loc Ground Complement:
Sensors: 6 Ground Units (In Landing Barge)
Passive 40/1D
Scan 80/1D+2 The IPV is a popular multi-purpose military
Search 130/2D vehicle for system defence. It was designed to
Focus 4/3D patrol back water systems and have the
Maximum 260/-2D capability of dealing with anything from
Weapons: pirates to dissidents with ease. These craft are
4 Double Turbolaser Batteries semi modular and with a few design changes
Fire Arcs: 2 Fore/Port/Starboard/Aft, Dorsal prior to production multi role vessels are
Gunners: 2 possible.
Skill: Capital Ship Gunnery Features:
Fire Control: 2D • Modular design, reduces cost by 10%
Space Range: 3-25/50/75 • The IPV can land
Atmosphere Range: 600m-50/100/150 Km • Attached Ventral Landing Barge
Damage: 4D+2; Nominal Damage: 5 (22)

302
Imperial Patrol Vessel / Hangar Variant Space Range: 3-25/50/75
Craft: Sienar Fleet Systems: IPV-H Atmosphere Range: 600m-50/100/150 Km
Affiliation: Empire / Various Damage: 3D+2; Nominal Damage: 4 (14)
Era: Rise of the Empire + 2 Medium Ion Cannons
Scale: Corvette Fire Arcs: 2 Fore/Aft, 1/Port/Starboard, Dorsal
Length: 130 Meters Gunners: 1
Skill: Starship Piloting: Capital Ships Skill: Starship Gunnery
Crew: 59, Gunners: 14, Skeleton: 39/+15 Fire Control: 3D
Passengers: 39 (Troops) Space Range: 3-9/18/36
Crew Skill: Typically 4D Atmosphere Range: 100-300m/1.8/3.6 Km
Cargo Capacity: (450); 28 Mt Avail Damage: 4D Static; Nominal Damage: 6 (24)
Consumables: 195 Days (219K Refit Cost) 4 Concussion Missile Launchers
Cost: 2.25 Million (New); 1.65 Million (Used) Fire Arcs: 4 Fore (Any)
Hyperdrive Multiplier: x1 Gunners: 2
Hyperdrive Backup: x12 Skill: Capital Ship Gunnery
Nav Computer: Yes Fire Control: 2D
Maneuverability: 1D Space Range: 120 Space Units
Space: 5 Atmosphere Range: 240 Km
Atmosphere: 850 Km/H Damage: 9D; Nominal Damage: 6 (54)
Hull: 3D+1: 4 Locs; HP: 167 & AP: 75 / Loc Ammo: 15 Missiles per Launcher
Shields: 3D: SP: 225 / Loc Expanded Snubfighter Compliment:
Sensors: 12 Snubfighters, 2 Shuttles, 4 Air Speeders
Passive 40/1D
Scan 80/1D+2 The hangar variant of the craft reduces overall
Search 120/2D performance, point defense, weapons payload,
Focus 4/2D+2 yet adds multi-system patrol functionality.
Maximum 260/-2D Features:
Weapons: • Modular design, reduces cost by 10%
4 Turbolaser Batteries • The IPV can land, if hangar is detached
Fire Arcs: 2 Fore/Port/Starboard/Aft, Dorsal • Hangar is modular and can be dropped,
Gunners: 1 adding 2 Space Units, 150 Km/H & 1D+1
Skill: Capital Ship Gunnery of Maneuverability. Ventral Hangar has a
Fire Control: 1D+2 2D Hull (HP: 100, AP: 75); 2 Locs.

303
Imperial Star Galleon Gunners: 2
Craft: KDY: Star Galleon Skill: Capital Ship Gunnery
Affiliation: Empire / Various Fire Control: 3D
Era: Rise of the Empire + Space Range: 3-25/50/75
Scale: Frigate Atmosphere Range: 600m-50/100/150 Km
Length: 300 Meters Damage: 4D; Nominal Damage: 5 (20)
Skill: Starship Piloting: Capital Ships 10 Double Turbolaser Cannons
Crew: 203, Gunners: 34, Skeleton: 135/+10 Fire Arcs: 2 Fore, 3 Port & Starboard, 2 Aft
Passengers: 300 (Troops) Gunners: 1
Crew Skill: Typically 5D Skill: Starship Gunnery
Cargo Capacity: (9,900); 9,825 Mt Avail Fire Control: 3D
Consumables: 385 Days (2 Mil Refit Cost) Space Range: 2-5/15/30
Cost: 4.1 Million (New); 3.1 Million (Used) Atmosphere Range: 200-500m/1.5/3 Km
Hyperdrive Multiplier: x2 Damage: 4D; Nominal Damage: 5 (20)
Hyperdrive Backup: x15 Concussion Missile Launcher
Nav Computer: Yes Fire Arcs: Fore (Any)
Maneuverability: 1D Gunners: 4
Space: 3 Skill: Capital Ship Gunnery
Hull: 5D+2: 4 Locs; HP: 425 & AP: 134 / Loc Fire Control: 5D
Shields: 2D: SP: 200 / Loc Space Range: 120 Space Units
Sensors: Atmosphere Range: 240 Km
Passive 30/1D Damage: 9D; Nominal Damage: 6 (54)
Scan 60/1D+1 Ammo: 60 Missiles
Search 120/2D Snubfighter Complement: Converted to
Focus 3/2D+1 1,500 Metric Tons of Cargo Space
Maximum 240/-2D
Weapons: Ground Complement:
10 Double Turbolaser Batteries None
Fire Arcs: 5 Port & 5 Starboard As more and more cargo freighters suffer

304
capture and destruction at the hands of pirates popular belief that Kuat Drive Yards cannot
and rebels, the Empire decided to experiment produce any craft without it being just as
with a new class of capital ship. This new inefficient as their Imperial Star Destroyer line
vessel contains enough storage capacity to of battle cruisers.
make it function as a transport ship, but also Features:
has the added benefit of sophisticated • Jettison-able Cargo Pod: The Cargo pod
weaponry and shielding. In essence, this possesses a Space of 1, Hyperdrive of x5
vessel can serve as both transport and escort and enough consumables for 105 Days
simultaneously. The Star Galleon-class frigate (Refit Cost: 24,150). The Pod’s Hull
takes the place of two ships, thus saving the Strength is 3D Frigate Scale (2 Locations;
Empire credits. Previous Imperial transports HP: 225; AP: 134). It’s size is 50 x 100 m.
were unarmed or lightly armed cargo ships that Capable of carrying 1,500 Metric tons
could not compete against snubfighters or (derived from the converted Snubfighter
powerful capital ships. They needed the complement). Crew: 5, Troops: 18.
protection of escort frigates or some other type Replacement Pod Cost: 310,000 Credits
of combat craft. • Expanded Troop Capacity: The troop
complement has been enhanced by 120 at
However, the new Star Galleons can carry
the cost of 600 Metric Tons.
equivalent amounts of goods while protecting
themselves from the ravagers of the space • Modular Internal Defensive Structures:
The Star Galleon has dozens of structures
lanes. A combination of concussion missiles
and turbolasers creates a decent fire perimeter. that can extend from walls, units that roll
into place, portable shield generators, fixed
In addition, the vessels are designed to repel
invaders intent on capturing their store of defensive emplacements, etc. for repelling
boarding parties. These defenses confer a
goods. Up to 300 troopers are stationed
competency bonus to the defenders of the
aboard a Star Galleon. The interior of these
ships bristle with anti-intruder defenses. The ship equaling 2D to all relevant combat
skills. Consider all crew to have an
troopers, for example, can make use of
fortress-like emplacements that line the inner additional wound level that does not confer
a penalty (wounded once is ignored, after
hallways and corridors from which to defend
which the units defending the ship then
their ship. Individual sections can be sealed
and held by the defenders, creating pockets move to wounded once, twice, etc).
• Static Sentry Guns: The Star Galleon has
within a Star Galleon.
six static sentry gun emplacements inside
One of the more interesting features of a Star the ship. These weapons have clear lines
Galleon is the cargo hold. Placed in the very of fire protecting key areas of the ship.
center of the craft, the hold is actually a Placement: 1 Bridge Corridor, 2 Cargo
separate vessel that can detach and be Pod Access, 3 & 4 Port and Starboard
jettisoned into hyperspace for collection at a docking bays, 5 Main Cargo Upper Area, 6
later time. A built-in homing device allows Main Cargo Lower Area. The weapons
Imperial agents to track the hold as it have the following statistics: Gunnery
randomly jumps across the hyperlanes. Skill: 5D, Damage: 5D, Body Strength: 4D
The craft is a multi deck vessel, allowing it to + 2D Armor (All codes are Character
carry several times it’s standard profile in Scale).
cargo for the Empire. This tiered multi deck • Decompression Sealant: Any
layout is accessible via Turbolifts, cargo decompression at any point in the Star
elevators, mechanical cranes and even internal Galleon is sealed almost immediately by
tractor beams. an ultra dense, hardening gel, that forms a
2D Snubfighter Scale seal. (Boarding
The Star Galleon carries three times it’s parties must move fast or risk being killed
standard Cargo Allowance (9,000 Mt). and sealed with the breaches; Difficulty:
Dodge: 20).
Finally, the craft is efficient. Contrary to

305
Invincible Dreadnought II Crew: 24
Craft: Vaufthau Shipyards: Invincible II Skill: Capital Ship Gunnery
Affiliation: Various Fire Control: 4D
Era: Old Republic (Discontinued) Space Range: 4-28/56/80*
Scale: Super Capital Atmosphere Range: 800m-56/112/160 Km*
Length: 6,033 meters *Sensor Range
Skill: Starship Piloting: Capital Ships Damage: 400; RoF: 1/3
Crew: 79,184, Gunners: 1,896, 240 Quad Laser Batteries
Skeleton: 47,144/+15 Fire Arcs: 40 per Arc section
Passengers: 67,872 (Troops) Skill: Capital Ship Gunnery
Crew Skill: Varies Crew: 3
Cargo Capacity: (60,330); 234 Mt Avail Fire Control: 3D
Consumables: 24 Years (13.8 Billion Refit) Space Range: 3-21/42/60
Cost: 900 Million (Used Only) Atmosphere Range: 600m-42/84/120 Km
Hyperdrive Multiplier: x3 Damage: 6D; Nominal Damage: 7 (42)
Hyperdrive Backup: x15 240 Double Ion Cannon Batteries
Nav Computer: Yes Fire Arcs: 40 per Arc section
Maneuverability: 1D Crew: 2
Space: 4 Skill: Capital Ship Gunnery
Hull: 6D + 18D Armor: 6 Locs; Fore, 1-2 Port Fire Control: 2D+2
/ 1-2 Starboard, Aft; HP: 3,600 / AP: 21,600 Space Range: 6-20/40/60
Shields: 6D: SP: 7,200 / Loc (6) Atmosphere Range: 1.2-40/80/120 Km
Sensors: Damage: 2D+2; Nominal Damage: 5 (12)
Passive 90/1D 96 Tractor Beam Emplacements
Scan 150/2D Fire Arcs: 12 Fore, 16 per Arc section Port, 16
Search 300/3D per Arc section Starboard, 12 Aft
Focus 8/3D Crew: 2
Maximum 600/-1D Skill: Capital Ship Gunnery
Weapons: Fire Control: 2D
3 Axial Ultra Heavy Laser Batteries Space Range: 1-5/15/30
Fire Arc: Fore Atmosphere Range: 200m-1/30/60 Km

306
Damage: 5D; Nominal Damage: 3 (15) There are thousands of the vessels in
16 Ultra Heavy Concussion Launchers mothballs during the rise of the Empire Era.
Fire Arcs: 8 Port Section 2, 8 Starboard Many of the vessels still remain in active
Section 2 service with both the Empire and the
Crew: 12 Corporate Sector. Even the Rebel Alliance is
Skill: Capital Ship Gunnery thought to have at least one of the original
Fire Control: 3D Invincible class vessels in service.
Space Range: 120 Units* Sensor Range
However, the Invincible II was not what the
Atmosphere Range: 240 Km* Sensor Range galaxy was expecting or looking for at the
Damage: 400/Missile; RoF: 1/3 per tube
time. Vaufthau released the vessel in a time of
Ammo: 360 Missiles/Tube
relative peace. After decades of design work,
These missiles are not 2D Snubfighter scale billions of credits invested in that design
like their Capital Missile Counterparts, they process, the yards facilities to produce the craft
are 2D Destroyer Scale. They are target-able as and an expensive marketing campaign they
Corvette Scale. They possess the same released the craft into production. The
characteristics as standard Concussion missiles Galactic Republic purchased a few of the
do. vessels. A couple other entities purchased one
Resilience: You must possess weaponry or two of the ships. This was not the reception
capable of piercing 168 points of Capital that Vaufthau was expecting. They barely
Armor in order to detonate them. They are recouped their investment after it’s release.
immune to Tractor Defense (but can be Tractor The craft made it’s introduction a few short
Locked and held, 1 per Capital Tractor Beam years before Rendili Stardrive introduced the
of at least 8D Rating, you can combine two Dreadnought Cruiser. With the advent of
tractor beams). These ignore Void Generators Rendili’s much more affordable release, sales
of the Yuuzhan Vong (they can be void locked of the Invincible II plummeted. While the
at an 8D Rating). craft sported cutting edge technologies like Ion
Cannons, updated Ultra Heavy Missile
240 Quad Blaster Cannons launchers and a triple array of Axial Ultra
Fire Arcs: 40 per Arc section Heavy Laser Cannons, the Rendili Cruiser
Crew: 1 gained widespread acceptance for it’s adoption
Skill: Starship Gunnery of another cutting edge form of technology
Fire Control: 2D+2 called the Turbolaser. The Galactic Republic
Space Range: 1-5/10/18 would go on to order thousands of the Rendili
Atmosphere Range: 100-500m/1/1/8 Km Cruisers, including two hundred specially
Damage: 5D; Nominal Damage: 6 (30) outfitted with Slave Rigging for their fleets.
Expanded Snubfighter Compliment: 288 Vaufthau was bleeding by the time the
Snubfighters (2 full wings of 144 Galactic Republic’s two hundred
snubfighters), 10 Gunships, 4 Transports; Dreadnoughts jumped into parts unknown,
Provisioned for 60 additional units of space (it never to be seen or heard from again. The
can hold a Dreadnought Cruiser in it’s bay, or Galactic republic renewed its interest in the
60 more snubfighters or any combination you massive vessels and outfitted each of their
can think of) sector commands with one. Vaufthau barely to
Ground Compliment: 3 Prefab Bases, 30 survives on failing royalties and support
Landing Barges, 72 AT-PT, 36 Floating technicians for the Invincible I’s & II’s. It’s
Fortresses, 36 Combat Air Speeders, 36 estimated that there are less than four of the
Military Speeder Bikes; provisioned for up to Invincible II’s left in the galaxy in working
30 additional units order. Another ship was reported to be lost in
The Vaufthau Invincible II is the company’s transit to a customer in the Elrood sector when
follow up to their 2,011 meter Invincible it’s droid navigator suddenly experienced a
warship. The former of the two craft sold malfunction. The craft is somewhere out there
incredibly well on the galactic marketplace. just waiting to be found...

307
Ithorian Herdship Weapons:
Craft: Ithorian Sky Yards: Herdship-class 20 Laser Cannons (City)
Affiliation: Ithorians Fire Arcs: 5 Fore/Port/Starboard/Aft/Dorsal
Era: Old Republic + Gunners: 1
Scale: Battleship Skill: Starship Gunnery
Length: 1,000 Meters Fire Control: 3D
Skill: Starship Piloting: Capital Ships Space Range: 1-3/12/25
Crew: 4,800, Gunners: 124, Atmosphere Range: 100-300m/1.2/2.5 Km
Skeleton: 3,124/+5 Damage: 4D Static; Nominal Damage: 6 (24)
Passengers: 3,600 80 Laser Cannons (Radius of Starship)
Crew Skill: Typically 6D Fire Arcs: 20 Fore/Port/Starboard/Aft/Ventral
Cargo Capacity: (10,000); 10,000 Mt Avail Gunners: 1
Consumables: 4 Years (131.3 Million refit) Skill: Starship Gunnery
Cost: Estimated 500 Million; (Not for Sale) Fire Control: 3D
Hyperdrive Multiplier: x3 Space Range: 1-3/12/25
Hyperdrive Backup: x18 Atmosphere Range: 100-300m/1.2/2.5 Km
Nav Computer: Yes Damage: 4D Static; Nominal Damage: 6 (24)
Maneuverability: 0D 12 Tractor Beams
Space: 1; 6 in a Gravity Well to 120 Units Fire Arcs: 3 Fore, 3 Port, 3 Starboard, 3 Aft
Atmosphere: 600 Km/H Gunners: 2
Hull: 3D: 4 Locs; HP: 450 & AP: 900 / Loc Skill: Capital Ship Gunnery
Shields: 3D: SP: 900 / Loc (4) Fire Control: 3D
Sensors: Space Range: 1-5/15/30
Passive 75/3D Atmosphere Range: 200m-1 km/30/60 Km
Scan 90/3D Damage: 5D; Nominal Damage: 3 (15)
Search 140/3D
Focus 25/3D Ithorian Herdships were spacecraft designed
Maximum 280/-1D by the Ithorians at the Ithorian SkyYards to

308
transport all manner of items across the galaxy, Ithorian Herdships are capable of Terra-
providing the Ithorians a home away from forming the planets they visit to some degree
home by simulating the jungles of their native or another. Ithorians are well known for their
Ithor. The jungles were on the lower levels, advanced planetary maintenance of their
while the cities and living areas were on upper home-world of Ithor. The list of these
levels. Each herdship measured 1,000 meters capabilities is quite extensive and is as
in diameter, and was designed to contain a follows:
complete and living ecosystem. A pilot and co- • Remove foreign toxins from a planetary
pilot maintained the herdship's systems, Biome.
supported by a crew of up to 3,000 Ithorian • Remove excess radiation from a planet.
workers dedicated to the herdship's upkeep. A This includes removing a Nuclear Winter
herdship could accommodate up to 10,000 from a planet, though this process takes an
individual Ithorians, as well as up to 20,000 extensive amount of time, typically several
metric tons of cargo. years.
• Predict weather patterns and control / curb
The space-faring herdships were based on the natural disasters related to weather.
earlier herd-cities. Because these ships • Alter atmospheric composition. This is
traveled throughout the galaxy, most were rarely used and will only be employed to
armed with twenty laser cannons and four restore a world to a previous state should
tractor beam projectors distributed around the it’s atmosphere have become corrupted due
herdship's hull for defensive purposes. They to massive geothermal activity (Volcanic)
were nearly identical in appearance to the or other phenomenon that broke down the
herd-cities, such as the Tafanda Bay, but were biosphere of a world.
enclosed to allow space travel. Herdships • Several Ithorian Herdships are present in
were built in at least three known classes, the the Tionese Cluster in New Republic
peaceful, cruise ship-like Manollium-class times. The Ithorians are working closely
Herdship, the Shamarok-class Herdship, and with the Tionese Unity to restore their
the Sky Yards-class Herdship, built exclusively planets to their former fertility.
by the Ithorians themselves. The space-faring
herdships were based on the herd-cities of Each Herdship is a floating city unto itself,
Ithor, floating cities built once the Ithorians many travel the galaxy and act as mobile trade
had achieved repulsorlift technology, to ensure ports. Not to mention, each vessel has twelve
that Ithor would never be despoiled. In the docking bays which are all capable of
center of one herdship was the Dome of the maintaining and even re-fitting smaller craft.
Mother Jungle. Individual herdships were sent All are capable of accepting star-ships up to
from Ithor on a specific course and schedule, Corvette Scale.
although it was up to the Ithorian pilot and his
herd to determine their exact destinations. While sources state that the ships only have 4
Each herdship returned to Ithor at a pre- Tractor Beams and 20 Laser cannons... 20
arranged time known as a Herd Meet. After the guns would only be sufficient to protect the
destruction of Ithor by the Yuuzhan Vong, the central city area on the ship. Tractor beams
herdships were the only reminders of Ithor's add defense and the craft does have 12 hangars
jungles to remain, making them more sacred to so it required more. I added the 80 point
the Ithorian people. defense guns to the larger radius of the vessel
to act as an effective deterrent to pirates. The
As the herdships traveled around the galaxy, Ithorians may be pacifists, however, they are
many planets would look forward to their far from stupid. These craft are precious,
arrival. Native species would eagerly trade later, after the Yuuzhan Vong destroy Ithor it is
with the Ithorians for whatever exotic wares likely that the Herdships are refit with Capital
they had brought with them. Some herdships Grade defenses as well.
included the Errant Trader, Ithor Wanderer,
and Mother Ithor.

309
Jawa Migratory Battleship Skill: Starship Gunnery
Craft: Jawa Salvage Yards: JSY-999,999 Fire Control: 3D
Affiliation: Jawas Space Range: 3-25/50/75
Era: Old Republic + Atmosphere Range: 600m-50/100/150 Km
Scale: Corvette Damage: 9D+2; Nominal Damage: 5 (47)
Length: 199 Meters Modified Ultra Heavy Ion Cannon
(+2D to Hull & Armor due to it’s size) Fire Arc: Fore
Skill: Starship Piloting: Capital Ships Gunners: 75
Crew: 90, Gunners: 87, Skeleton: 60/+15 Skill: Starship Gunnery
Passengers: 60 Fire Control: 4D
Crew Skill: Typically 4D+ Space Range: 8-27/53/80* Sensor Range
Cargo Capacity: (1,999); 1,598 Atmosphere Range: 16-54/106/160 Km
Consumables: 299 Days (709K Refit Cost) Damage: 350
Cost: Not Available for Sale (Est: 4.3 Million) 2 Modified Double Blaster Cannons
Hyperdrive Multiplier: x4 Fire Arcs: All & Dorsal / All & Ventral
Hyperdrive Backup: x16 Gunners: 3
Nav Computer: None, uses Astromech Droid Skill: Starship Gunnery
Maneuverability: 1D Fire Control: 4D
Space: 4 Space Range: 1-5/10/18
Atmosphere: 425 Km/H Atmosphere Range: 100-500m/1/1.8 Km
Hull: 3D: 4 Locs; HP: 250 & AP: 225 / Loc Damage: 7D+2; Nominal Damage: 4 (30)
Shields: 2D; SP: 150 / Loc; 4 Generators The Jawa Migratory Battleship [cough] is a
Sensors: monstrosity that was engineered out of the
Passive 37/0D hulks of Sand Crawlers... Somehow...
Scan 55/1D
Search 115/2D Snubfighter Compliment: 10 Uglies
Focus 3/3D Ground Compliment: 4 Jawa Sand Crawlers
Maximum 230/-2D
Weapons: Features:
Modified Double Turbolaser Battery • 20 Conventional Shitters
Fire Arcs: Fore, Port, Aft • Machine Shop
Gunners: 6 • Droid Fabrication Plant (Trade Federation)

310
Jawa Migratory Escort Skill: Starship Gunnery
Craft: Jawa Salvage Yards: JSY-99,999 Fire Control: 4D
Affiliation: Jawas Space Range: 8-27/53/80* Sensor Range
Era: Old Republic + Atmosphere Range:
Scale: Corvette Damage: 175
Length: 199 Meters 2 Modified Double Blaster Cannons
(+2D to Hull & Armor due to it’s size) Fire Arcs: All & Dorsal / All & Ventral
Skill: Starship Piloting: Capital Ships Gunners: 3
Crew: 90, Gunners: 82, Skeleton: 60/+10 Skill: Starship Gunnery
Passengers: 60 Fire Control: 4D
Crew Skill: Typically 4D+ Space Range: 1-5/10/18
Cargo Capacity: (1,999); 1,398 Atmosphere Range: 100-500m/1/1.8 Km
Consumables: 299 Days (694K Refit cost) Damage: 7D+2; Nominal Damage: 4 (30)
Cost: Not Available for Sale (Est: 3.8 Million) The Jawa Migratory Escort is another
Hyperdrive Multiplier: x4 monstrosity that was engineered out of the
Hyperdrive Backup: x16 hulks of Sand Crawlers... Somehow... It was
Nav Computer: None, uses Astromech Droid apparently designed to escort the battleship...
Maneuverability: 1D+1 It contains luxury items that the Jawas of the
Space: 5 Migratory fleet fight over often.
Atmosphere: 475 Km/H
Hull: 3D: 4 Locs; HP: 250 & AP: 225 / Loc Snubfighter Compliment: 12 Uglies
Shields: 1D+2; SP: 125 / Loc; 4 Generators Ground Compliment: 4 Jawa Sand Crawlers
Sensors: Features:
Passive 37/0D • 20 Gold Plated Conventional Shitters
Scan 55/1D • Advanced Entertainment Screen
Search 115/2D • Machine Shop (+1D)
Focus 3/3D • 1 Sonic Shower
Maximum 230/-2D • Disco Ball
Weapons: • Luxury Speeder seats
2 Modified Ultra Heavy Ion Cannons • Motion Water Bed
Fire Arc: Fore • Auto Chef
Gunners: 38

311
Light Corvette Damage: 4D; Nominal Damage: 5 (20)
Craft: Rendili StarDrive: Light Corvette Features:
Affiliation: Empire / Various • No Hangar due to boarding configuration.
Era: Rise of the Empire + (Early) • Looses 2/3 of it’s cargo space as a result.
Scale: Corvette • This is actually a cost saving design,
Length: 180 meters (+1D to Armor) cutting 1/3 off the price of the vessel.
Skill: Starship Piloting: Capital Ships • Passenger Space impacted, 1/3 smaller
Crew: 36, Gunners: 6, Skeleton: 18/+10 • Crew Requirements reduced due to size
Passengers: 36 (Troops) • Efficient
Crew Skill: Typically 5D+1 Rendili's light corvette is a fast, nimble,
Cargo Capacity: (1,800); 594 Mt available durable little craft with good weapons and
Consumables: 270 Days (211 K Refit) shielding. It was designed to counter the
Cost: 938,000 (New); 703,500 (Used) reckless tendencies of smugglers and does a
Hyperdrive Multiplier: x2 good job of it. The Imperial Customs Office
Hyperdrive Backup: x8 employed a force of patrol vessels that
Nav Computer: Yes operated independently from the Imperial
Maneuverability: 2D Navy in order to spare the Imperial
Space: 8 government the expense of assigning ships of
Atmosphere: 1,050 Km/H; (Can land) the line to monitor shipping, interdict piracy,
Hull: 5D+1; HP: 267 & AP: 150/Loc (4) and perform search-and-rescue operations.
Shields: 3D: SP: 225 / Loc (4)
Sensors: Rendili StarDrive's light corvette was the
Passive 30/1D backbone of this force. Systems with an
Scan 60/2D Imperial Customs branch generally had at least
Search 90/4D one of these vessels, and more important
Focus 4/4D+1 systems had several. While it was not capable
Maximum 180/0D of taking on large warships, these ships were
Weapons: more than adequate for taking on most
6 Double Turbolaser Batteries freighters or snubfighters. For boarding
Fire Arcs: 6 Fore/Aft, 3 Port/Starboard; Dorsal operations, the corvette carries a stormtrooper
Crew: 1 platoon. They are often supported by the
Skill: Starship Gunnery smaller Imperial Customs frigate, also a
Fire Control: 2D Rendili product. Rendili StarDrive sold the
Space Range: 2-5/15/30 Light Corvette to the Imperial Customs Office
Atmosphere Range: 200-500m/1.5/3 Km by an exclusive contract, but smaller

312
governmental organizations, such as the 6 Double Turbolaser Batteries
Rodian Home Fleet, also acquired the light Fire Arcs: 6 Fore/Aft, 3 Port/Starboard;Ventral
corvette for system patrol and defense. Crew: 2
Pirates often make an effort to capture light Skill: Capital Ship Gunnery
corvettes, and smaller shipbuilding operations Fire Control: 2D
such as those at shadow-ports manufacture Space Range: 3-25/50/75
copies of the design. Atmosphere Range: 300m-50/100/150 Km
Damage: 4D; Nominal Damage: 5 (20)
Shadow Port - Light Corvette 4 Tractor Beam Emplacements
Craft: Pirate Yards Ltd: Light Corvette Fire Arcs: 1 Per Arc
Affiliation: Pirates / Various Skill: Capital Ship Gunnery
Era: Rise of the Empire + (Early) Gunners: 1
Scale: Corvette Fire Control: 2D
Length: 180 meters (+1D to Hull & Armor) Space Range: 1-5/15/30
Skill: Starship Piloting: Capital Ships Atmosphere Range: 200m-1Km/30/60 Km
Crew: 60, Gunners: 22, Skeleton: 40/+10 Damage: 2D; Nominal Damage: 3 (6)
Passengers: 54 (Troops) 6 Double Turbolaser Batteries
Crew Skill: Varies Fire Arcs: 6 Fore/Aft, 3 Port/Starboard; Dorsal
Cargo Capacity: (1,800); 1,328 Mt available Crew: 1
Consumables: 270 Days (367 K Refit) Skill: Starship Gunnery
Cost: 2.46 Million (New); 1.84 Million (Used) Fire Control: 2D
Hyperdrive Multiplier: x2 Space Range: 2-5/15/30
Hyperdrive Backup: x8 Atmosphere Range: 200-500m/1.5/3 Km
Nav Computer: Yes Damage: 4D; Nominal Damage: 5 (20)
Maneuverability: 2D
Space: 8 Expanded Snubfighter Compliment: 12
Atmosphere: 1,000 Km/H; (Can land) Snubfighters, 1 Transport
Hull: 6D; HP: 350 & AP: 150/Loc (4) Arguably, the shadow-port knockoff of the
Shields: 3D: SP: 225 / Loc (4) craft is better in almost every regard. The craft
Sensors: eliminates the large open space for capturing
Passive 30/1D transports and replaces it with a fully
Scan 60/2D functional hangar bay. On it’s ventral side the
Search 90/4D craft sports six double turbolaser anti-ship
Focus 4/2D weapons. It rounds this out with four light
Maximum 180/0D tractor beams. Identical models to the
Weapons: Imperial craft are also sold.

313
MC-50 Assault Destroyer Skill: Capital Ship Gunnery
Craft: Mon Calamari: MC-50 Gunners: 2
Affiliation: Rebel Alliance Fire Control: 4D
Era: Rise of the Empire + Space Range: 3-25/50/75
Scale: Destroyer Atmosphere Range: 600m-50/100/150 Km
Length: 480 meters Damage: 6D; Nominal Damage: 7 (42)
Skill: Starship Piloting: Capital Ships 16 Quad Ion Cannon Batteries
Crew: 670, Gunners: 128, Skeleton: 432/+15 Fire Arcs: 4 Fore, 4 Port, 4 Starboard, 4 Aft
Passengers: 476 (Troops) Skill: Capital Ship Gunnery
Crew Skill: Average 5D Gunners: 2
Cargo Capacity: (4,500); 7.8 Mt available Fire Control: 3D
Consumables: 720 Days (9.2 Million to Refit) Space Range: 6-20/40/60
Cost: 16.8 Million (New); 12.6 Million (Used) Atmosphere Range: 12-40/80/120 Km
Hyperdrive Multiplier: x1 Damage: 6D; Nominal Damage: 7 (42)
Hyperdrive Backup: x16 40 Double Laser Turrets
Nav Computer: Yes Fire Arcs: 5 Fore, 15 Port, 15 Starboard, 5 Aft
Maneuverability: 2D Skill: Starship Gunnery
Space: 8 Gunners: 1
Atmosphere: 800 Km/H Fire Control: 2D
Hull: 4D: 4 Locs; HP: 400 / AP: 213 Space Range: 1-3/12/25
Shields: 3D: SP: 375 / Loc Atmosphere Range: 100-300m/1.2/2.5 Km
Backup Shields: 6D Damage: 4D; Nominal Damage: 4 (24)
Sensors: 12 Tractor Beam Projectors
Passive 30/0D Fire Arcs: 3 Fore, 3 Port, 3 Starboard, 3 Aft
Scan 50/1D Skill: Capital Ship Gunnery
Search 90/2D Gunners: 2
Focus 3/3D Fire Control: 3D
Maximum 180/-2D Space Range: 1-5/15/30
Weapons: Atmosphere Range: 200m-1Km/30/60 Km
16 Quad Turbolaser Batteries Damage: 4D; Nominal Damage: 3 (12)
Fire Arcs: 4 Fore, 5 Port, 5 Starboard, 2 Aft

314
Expanded Snubfighter Compliment: 24 Z- The Snubfighter complement was slightly
95-AT, 2 Transports, 2 Shuttles expanded to allow for a pair of standard Space
Transports or Gunships, as well as, a pair of
Ground Compliment: 3 Landing Barges, 12
utility shuttles that would range from troop
Combat Air Speeders, Light Pre Fab Base, 8
transport to shuttling personnel between
Combat Ground Vehicles, 5 Fixed Artillery
starships and even used as escape vessels in
Pieces
dire circumstances. The twenty four Z95’s are
The MC-50 is a curious vessel that was the most common configuration for the MC-
designed by Quarren Engineers that had 50, however, it’s not uncommon to have a
previous design experience during the Clone mixture of other craft in their hangars as well.
Wars. The Assault Destroyer is designed to Typical configurations may mix and match any
insert a temporary beach head on a world with number of standard Rebel Alliance military
lightning speed and provide effective cover to craft.
the installation as it is being deployed. The
The ground complement of the MC-50 is
Quarren Engineers studied typical Imperial
tactics and isolated the main points of decently robust. It’s three landing barges are
protected by an entire squadron of military air
contention. During the the Clone Wars, the
Confederacy of Independent Systems fielded speeders that can deploy with the landing
barges in a gravity well, well outside the edge
massive amounts of snubfighters. So, too,
of the atmosphere of a planet. There is a
does the Empire. With a focus on one heavy
single pre fab light base that can be hot
ship carrying roughly seventy two TIE craft
dropped to a location form orbit as well.
and support units. Thus the Quarren designers
placed forty pointo defense guns on the craft to Rounding out the ground assets are five fixed
artillery pieces that can be setup on the ground
cut apart the typical waves of snubfighters that
the Empire would be likely to field. The for base defense and artillery support to troops
in the field. Finally, the MC-50 is configured
weapons aren’t incredibly potent but the
to carry up to eight heavy combat vehicles.
quantity of them makes up for that
shortcoming. These are typically a mixture of hover tanks
and floating fortresses.
The main armament of the craft defies the
The MC-50 is fast for ships of it’s era and
standard for Mon Calamari “pop guns” on
their cruisers. The weapons that the Quarren class. Easily capable of pacing snubfighters
like the X-Wing and thus offering effective
engineers designed are incredibly effective and
of a magnitude of firepower that Mon point defense screening to them.
Calamari series vessels had not seen since the Additional Features:
MC-60, hand built warships, which many • Additional Auxiliary Battery Cells: The
Quarren engineers had also taken part in MC-50 has three, providing an additional
designing. While the MC-50 fails to bristle +3D to the maximum Auxiliary power the
with the weapons, she does have more than craft can generate and store for use.
enough firepower to punch a hole in Imperial • Hyper Drive Boosters: The MC-50 has a
lines and deliver it’s intended cargo to a pair of Hyperdrive Boosters tied into it’s
planetary surface unmolested. main hyperdrive and backup hyperdrive
systems. It can perform a single Class ½
The MC-50 is equipped with the typical Mon
Hyperspace Jump and it’s Backup
Calamari Backup Shield Systems which are
Hyperdrive can perform at Class 8 for one
present on most, if not all of their vessels.
jump in the event of main hyperdrive
Finally, the craft’s armament is rounded out by
the inclusion of twelve Tractor Beam failure. Savvy captains have sometimes
pulled the booster off the backup unit and
Projectors. Tractor Beams are incredibly
underrated in their defensive capabilities and used it on the primary after the initial
booster was expended. This will strain the
they wouldn’t really be heavily utilized in
main hyperdrive, however. Which will
standard tactics until somewhere around the
midpoint of the Galactic Civil War. operate at Class 2 for a week afterward.

315
MC-70 Space Range: 3-25/50/75
Craft: Mon Calamari: MC-70 Atmosphere Range: 600m-50/100/150 Km
Affiliation: Rebel Alliance Damage: 4D+2; Nominal Damage: 7 (30)
Era: Old Republic (Pre-Empire) + 26 Double Ion Cannon Batteries
Scale: Cruiser Fire Arcs: 6 Fore, 9 Port, 9 Starboard, 2 Aft
Length: 750 meters Skill: Capital Ship Gunnery
Skill: Starship Piloting: Capital Ships Gunners: 2
Crew: 3,139, Gunners: 132, Fire Control: 2D
Skeleton: 2,157/+10 Space Range: 6-20/40/60
Passengers: 2,228 (troops) Atmosphere Range: 12-40/80/120 Km
Crew Skill: Average 5D Damage: 4D; Nominal Damage: 4 (16)
Cargo Capacity: (7,500); 236 Mt available 16 Quad Laser Turrets
Consumables: 3 Years (63.5 million to refit) Fire Arcs: 4 Fore, 4 Port, 4 Starboard, 4 Aft
Cost: 24.1 Million (New); 18 Million (Used) Skill: Starship Gunnery
Hyperdrive Multiplier: x1 Gunners: 1
Hyperdrive Backup: x6 Fire Control: 3D
Nav Computer: Yes Space Range: 1-3/12/25
Maneuverability: 2D Atmosphere Range: 100-300m/1.2/2.5 Km
Space: 5 Damage: 5D; Nominal Damage: 6 (30)
Hull: 5D: 4 Locs; HP: 1,050 / AP: 900 6 Tractor Beam Projectors
Shields: 3D: SP: 1,200 / Loc Fire Arcs: 1 Fore, 2 Port, 2 Starboard, 1 Aft
Backup Shields: 5D Skill: Capital Ship Gunnery
Sensors: Gunners: 2
Passive 40/1D Fire Control: 3D
Scan 60/2D Space Range: 1-5/15/30
Search 120/3D Atmosphere Range: 200m-1Km/30/60 Km
Focus 5/3D+2 Damage: 5D; Nominal Damage: 3 (15)
Maximum 240/-1D
Weapons: Snubfighter Compliment: 24 Z-95-AT, 12 Y-
26 Quad Turbolaser Batteries Wings, 2 Space Transports/Shuttles
Fire Arcs: 6 Fore, 9 Port, 9 Starboard, 2 Aft
Skill: Capital Ship Gunnery Ground Compliment: 3 Landing barges, 12
Gunners: 2 Hover Tanks, 12 Combat Air Speeders, 12
Fire Control: 3D+1 Combat Speeder Bikes, Light Pre Fab Base

316
The MC-70 is an Old Republic Mon Calamari It’s interesting to note that some smaller craft,
Bulk Transport that has been converted into a like the Alderaanian War Frigate can give this
combat capable warship. There’s really not ship a run for it’s money. Little seen Imperial
much to see here. The Mon Calamari did what vessels like the Rothana Acclaim Star Frigate
they could with the ship to arm it with can eviscerate this ship with it’s advanced
whatever weaponry they could assemble in compliment of Ultra Heavy Turbolasers.
short order. Like many other Mon Calamari Thus, caution is advised in the deployment of
starships it’s armament is woefully inadequate. the MC-70. Star ships are precarious to the
These vessels were essentially placed into Alliance and losing even these star-ships is the
select combat situations as targets to eat fire kind of loss that the Alliance cannot afford.
from larger Imperial vessels more than to
compete with them. Really the only noteworthy points about the
craft of significance are that it has a very
As with many of the Rebellion’s earlier string decent snubfighter compliment carrying 36
of defeats it would easily be attributed to a ships and can deploy 2 Space Transports
lack of combat hardware. However, these (possibly even Gunships) in support of the
ships were typically backed up by older Clone craft in any engagement. The Ground
Wars era vessels like the Providence Heavy compliment of the MC-70 is rather exceptional
Cruisers in the early days of the Rebellion for a craft of it’s size. It is capable of
when the Rebel Alliance could actually pull off deploying a small prefab garrison and a very
a victory here and there in fleet actions. As formidable amount of ground support units to
time went on the Alliance depleted those back it up, 36 ground/air units in total.
warships and had to rely on whatever they
could get their hands on.

The MC-70 is not a successor to


the MC-60 Star Cruiser. Naming
conventions with Mon Calamari
warship would only begin to
signify better warship in the MC-
80 range. The MC-60, however,
remains a formidable warship
compared to any series that
followed it until the MC-80B
Series up.

The MC-70 operates a a very


decent mobile base of operations
for launching any number of Rebel
strikes. It remains fast, in
Hyperspace, a characteristic of
almost all Mon Calamari star-ships.
This craft is only a bit slower than
other more contemporary vessels of
the era at sub-light and it retains a
high degree of maneuverability.
With backup shields the craft is
capable of weathering a relatively
serious amount of punishment and
possessing point defenses allows it
to hang in their to support
snubfighters.

317
MC-75 Fire Arcs: 8 Fore, 9 Port, 9 Starboard, 2 Aft
Craft: Mon Calamari: MC-75 Skill: Capital Ship Gunnery
Affiliation: Rebel Alliance Gunners: 3
Era: Old Republic (Pre-Empire) + Fire Control: 3D+1
Scale: Battleship Space Range: 3-25/50/75
Length: 1,204.44 meters Atmosphere Range: 600m-50/100/150 Km
Skill: Starship Piloting: Capital Ships Damage: 5D+1; Nominal Damage: 7 (36)
Crew: 5,420, Gunners: 116, 20 Quad Laser Turrets
Skeleton: 3,729/+10 Fire Arcs: 4 Fore, 6 Port, 6 Starboard, 4 Aft
Passengers: 3,613 (troops) Skill: Starship Gunnery
Crew Skill: Average 5D+2 Gunners: 1
Cargo Capacity: (12,045); 2,210 Mt avail Fire Control: 3D
Consumables: 5 Years (176 million to refit) Space Range: 1-3/12/25
Cost: 32.7 Million (New); 24.6 Million (Used) Atmosphere Range: 100-300m/1.2/2.5 Km
Hyperdrive Multiplier: x1 Damage: 5D; Nominal Damage: 6 (30)
Hyperdrive Backup: x10 6 Tractor Beam Projectors
Nav Computer: Yes Fire Arcs: 1 Fore, 2 Port, 2 Starboard, 1 Aft
Maneuverability: 1D Skill: Capital Ship Gunnery
Space: 4 Gunners: 2
Hull: 7D: 4 Locs; HP: 1,050 / AP: 900 Fire Control: 3D
Shields: 4D: SP: 1,200 / Loc Space Range: 1-5/15/30
Backup Shields: 6D Atmosphere Range: 200m-1/30/60 km
Sensors: Damage: 5D; Nominal Damage: 3 (15)
Passive 40/1D Snubfighter Compliment: 1 CR90 Corvette
Scan 60/2D (12 Units); 24 Z-95-AT, 12 Y-Wings, 6 X-
Search 120/3D Wings, 6 Space Transports/Shuttles
Focus 5/3D+2
Maximum 240/-1D Ground Compliment: 4 Landing barges, 6
Weapons: Hover Tanks, 12 Combat Air Speeders, 12
28 Quad Turbolaser Batteries Combat Speeder Bikes, 2 Pre Fab Bases

318
The MC75 star cruiser is a Capital Ship in the oxygen and pressure regulated.
service of the Alliance Fleet. One such ship,
the Profundity served as Admiral Raddus's When the Galactic Empire occupied the ocean
flagship during the Battle of Scarif. The planet of Mon Calamari, the native Mon
MC75 is a former Mon Calamari city-ship Calamari began a mass exodus from their
converted into a war cruiser by the Alliance to home-world, taking many of their enormous
Restore the Republic. The refits carried out at city-ships with them. The MC75 cruiser
deep-space facilities afforded these cruisers Profundity, one of the many space-worthy
reinforced battleship hulls and a weapon collar structures that operated as transports and
modification to hold primary weapons and passenger liners, was originally the civic
shield generators. The armored forward hull governance tower in Nystullum, and was
rendered the ship's concealed deflector shield among the vessels converted into warships by
generators redundant, though a deflector shield the rebellion at deep-space facilities. As one
emitter array was fitted to the aft. The MC75 of the first battle-ready ships, the Profundity
boasts point-defense laser cannons, became the flagship of Admiral Raddus, the
Turbolasers, and tractor beam projectors. former mayor of Nystullum, and saw action at
the Battle of Scarif in 0 BBY.
An armored outrigger fin on the ventral hull
held the command bridge pod and receiver I removed the 4 Ion cannons and the 12 Proton
array, opposite a dorsal communications Torpedo Launchers and simply added
transmission mast and sensor cluster. These Turbolasers. Four Ion cannons are effectively
blade-like fins, coupled with the vessel's worthless. I pulled the 12 Proton Torpedo
tapered profile, were design choices intended launchers as well. I was able to outfit the craft
to trigger primal fears of predatory fish among with a CR90 Corellian Corvette in addition to
the aquatic Mon Calamari. The city-ship's Snubfighters. With the CR90 deployed, and
former civic atrium was hollowed out and all it’s fighters, it would be a tough fight but
converted into a docking bay and starship the craft has the possibility of taking out an
service area, overseen by a hangar traffic Imperial Star Destroyer.
control suite protected by overlapping shields
and magnetic containment fields to keep

319
MC-80B Fire Control: 3D
Craft: Mon Calamari: MC-80B Space Range: 3-25/50/75
Affiliation: Rebel Alliance Atmosphere Range: 600m-50/100/150 Km
Era: New Republic (early)+ Damage: 5D; Nominal Damage: 7 (35)
Scale: Battleship 34 Quad Ion Cannon Batteries
Length: 1,200 meters Fire Arcs: 15 Fore/Port, 15 Fore/Starboard,
Skill: Starship Piloting: Capital Ships 4 Aft
Crew: 5,760, Gunners: 176, Skill: Capital Ship Gunnery
Skeleton: 3,776/+10 Gunners: 2
Passengers: 4,320 (troops) Fire Control: 4D
Crew Skill: Average 6D Space Range: 1-10/25/50
Cargo Capacity: (12,000); 330 Mt avail Atmosphere Range: 200m-2/50/100 Km
Consumables: 5 Years (197.5 million to refit) Damage: 4D; Nominal Damage: 7 (28)
Cost: 51.2 Million (New); 38.4 Mil (Used) 12 Tractor Beam Projectors
Hyperdrive Multiplier: x1 Fire Arcs: 3 Fore, 3 Port, 3 Starboard, 3 Aft
Hyperdrive Backup: x5 Skill: Capital Ship Gunnery
Nav Computer: Yes Gunners: 1
Maneuverability: 2D+1 Fire Control: 3D
Space: 7 Space Range: 1-5/15/30
Hull: 8D: 4 Locs; HP: 1,200 / AP: 900 Atmosphere Range: 200m-1/30/60 Km
Shields: 5D: SP: 1,500 / Loc Damage: 5D; Nominal Damage: 3 (15)
Backup Shields: 10D
Sensors: Snubfighter Compliment: 48 Snubfighters, 4
Passive 50/1D Transports, 8 Support/Gunships
Scan 75/2D
Search 150/3D Ground Compliment: 2 Prefab Bases,
Focus 5/4D Landing barges, 12 Hover Tanks, 24 Combat
Maximum 300/-1D Air Speeders, 12 Combat Speeder Bikes, 8
Weapons: Medium Hover Tanks, 3 Landing Barges
48 Quad Turbolaser Batteries
Fire Arcs: 20 Fore/Port, 20 Fore/Starboard, The updated, combat formalized MC80
8 Aft designed for mass production in the B variant.
Skill: Capital Ship Gunnery The MC80B has upgraded weaponry and is
Gunners: 2 designed more along the fire patterns of the

320
Imperial class Star Destroyers. It’s wedge like Republic. Their ships are no less symbols of
shape allows it to bring more of its weak all of these attempts to create a galactic
armament to bear on singular targets. While democracy than others that have been often
the craft is a definite improvement over the associated with them like the Z-96, X-Wing,
earlier cruise liners that were converted to Y-Wing and even (as it’s numbers swell) the
warships the Mon Calamari still struggle to Alderaanian War Frigate.
build effective heavy capital ship weaponry.
To show some incremental boosts on the
Notable improvements for this formalized design I have increased the Quad Ion Canons
combat command ship are it’s rugged hull and to 34 from 20, added a Space Unit to it’s
enhanced shields. It as a better reservoir of speed, pipped up the Maneuverability and
backup shielding as well. This area of the lowered the multiplier on it’s backup
craft was maximized with the best shielding Hyperdrive. I further buffed it’s sensor suite a
available to the Mon Calamari, one of the only bit. In addition to massively increasing the
areas they truly excel in is shielding. This, craft’s shielding as I stated earlier.
alone, allows the ship to take an extended
beating in a firefight and will likely allow the
ships to outlast the likes of Imperial
I class star destroyers rather well
(of which every Imperial Warlord
and their cousins have dozens of...)
The largest notable flaw the craft
has is a lack of point defense guns
and it attempts to course correct
this flaw by doubling it’s tractor
beams over the previous MC80
designs.

I would love to say more about the


Mon Calamari shipwrights,
however, their ships are so woefully
under-gunned that they are only
effectively utilized as command
ships, mobile bases and as warships
in a fight that can take a
punishment. These ships are quite
effective for defensive actions. The
New Republic would continue to
field these ships throughout the
entirety of their existence and it’s a
damn miracle that they didn’t get
obliterated at any given point in
their government’s troubled
existence.

You kind of have to hand it to the


Mon Calamari though, they keep
trying and they never give up.
They always were one of the
staunchest allies in the Alliance to
restore the Republic, then the Rebel
Alliance and after that the New

321
MC-85 Gunners: 2
Craft: Mon Calamari: MC-85 Fire Control: 3D
Affiliation: Rebel Alliance Space Range: 3-25/50/75
Era: New Republic + Atmosphere Range: 600m-50/100/150 Km
Scale: Battleship Damage: 6D; Nominal Damage: 7 (42)
Length: 1,600 meters 48 Quad Ion Cannon Batteries
Skill: Starship Piloting: Capital Ships Fire Arcs: 20 Fore/Port, 20 Fore/Starboard,
Crew: 7,568, Gunners: 292, 8 Aft
Skeleton: 5,092/+10 Skill: Capital Ship Gunnery
Passengers: 5,760 (troops) Gunners: 2
Crew Skill: Average 7D Fire Control: 4D
Cargo Capacity: (16,000); 342 Mt available Space Range: 6-20/40/60
Consumables: 5 Years (261.5 million to refit) Atmosphere Range: 12-40/80/120 Km
Cost: 148.5 Million (New); 111.3 Mil (Used) Damage: 4D; Nominal Damage: 7 (28)
Hyperdrive Multiplier: x1 28 Quad Light Laser Turrets
Hyperdrive Backup: x4 Fire Arcs: 4 Fore, 8 Port, 8 Starboard, 6 Aft
Nav Computer: Yes Skill: Starship Gunnery
Maneuverability: 2D+2 Gunners: 1
Space: 8 Fire Control: 3D
Hull: 9D: 4 Locs; HP: 1,350 / AP: 900 Space Range: 1-3/12/25
Shields: 6D: SP: 1,800 / Loc Atmosphere Range: 100-300m/1.2/2.5 Km
Backup Shields: 12D Damage: 4D; Nominal Damage: 6 (24)
Sensors: 18 Tractor Beam Projectors
Passive 60/1D Fire Arcs: 4 Fore, 5 Port, 5 Starboard, 4 Aft
Scan 90/2D Skill: Capital Ship Gunnery
Search 180/3D Gunners: 1
Focus 6/4D Fire Control: 3D
Maximum 360/-1D Space Range: 1-5/15/30
Weapons: Atmosphere Range: 200m-10/30/60 Km
75 Quad Turbolaser Batteries Damage: 6D; Nominal Damage: 3 (18)
Fire Arcs: 30 Fore/Port, 30 Fore/Starboard, 60 Proton Torpedo Launchers
15 Aft Fire Arcs: 20 Fore/Port/Starboard
Skill: Capital Ship Gunnery Crew: 2

322
Skill: Capital Ship Gunnery anything that had come before them.. The true
Fire Control: 3D question that many New Republic officers had
Space Range: 4-24/60/120 with the new design was why the Mon
Atmosphere Range: 8-48/120/240 Km Calamari insisted on enhancing the
Damage: 12D; Nominal Damage: 6 (72) superstructure instead of simply adding Armor
Ammo: 120 Advanced Torpedoes/Launcher to the craft. The lack of additional armor
Snubfighter Compliment: 72 Snubfighters, 2 plating was an engineering oversight that the
Mon Cal engineers had, once again, never
Transports, 6 Support/Gunships
thought to include.
Ground Compliment: 2 Prefab Bases,
Landing barges, 12 Heavy Hover Tanks, 24 Six additional tractor beams were added to
Combat Air Speeders, 12 Combat Speeder further bolster tractor defense and the craft
Bikes, 12 Medium Hover Tanks, 12 Fixed retains the MC-80B’s ability to follow more
Artillery, 5 Landing Barges Imperial designs in overlapping fields of
firepower. While it’s Turbolasers are still
More of an incremental step toward the MC- anemic compared to other craft, they were all
90 Star Cruiser than anything else the MC-85 built in house on Mon Calamari and are finally
shows the Mon Calamari’s never ending starting to become a bit more capable in terms
commitment to progressive design and of take-down power. Not to mention the fact
incremental improvement. The design was that the MC-85 also sports twenty seven more
meant to be more than a match for Imperial Turbolasers than the MC-80.
Class Star Destroyers which the New Republic
continued to encounter en-mass. The craft The overall shielding on the craft is nothing
came out around the time of the Black Fleet short of breathtaking. The sheer volume of
Crisis and was largely ignored due to other firepower that the craft can withstand is utterly
notable craft produced by Republic remarkable and a further progression of Mon
Engineering like the Endurance Fleet Carriers Calamari Ingenuity in continuously enhancing
and Defender Class Star Destroyers. technologies they are truly good at producing.
Nonetheless, the Mon Calamari quietly
released these ships into New Republic service
and they are quite a bit more formidable than

323
Naval Space Carrier Crew: 6
Craft: Aerotech Exiles: NSC-class Carrier Skill: Capital Ship Gunnery
Affiliation: Independent/Black Market Fire Control: 5D*
Era: Rise of the Empire + Space Range: 5-50/75/100
Scale: Frigate Atmosphere Range: 1-100/150/200 Km
Length: 395 meters (+2D to Hull & Armor) • These Ultra Heavy Weapons can fire to
Skill: Starship Piloting: Capital Ships Search range with 4D Fire Control.
Crew: 266, Gunners: 148, Skeleton: 326/+10 • These Ultra Heavy Weapons can fire to
Passengers: 237 (Troops) Maximum Sensor Range at 0D Fire Control
Crew Skill: Typically 4D Damage: 300*; RoF: 1*
Cargo Capacity: (3,800); 29 Mt Available *Medium Burst already factored in.
Consumables: 2 Years (5 Million Refit) 12 Concussion Missile Batteries (72)
Cost: 13 Million (New);16 M (Black Market) 72 Individual Missile Batteries in those twelve
Hyperdrive Multiplier: x2 turrets; 6 per turret.
Hyperdrive Backup: x15 Fire Arcs: (Any) 24 Fore, 36 Port/Starboard
Nav Computer: Yes Crew: 6
Maneuverability: 2D+1 Skill: Capital Ship Gunnery
Space: 6 Fire Control: 4D
Atmosphere: 600 Km/H Space Range: 120 Space Units
Hull: 4D + 3D Armor: 4 Locs; Atmosphere Range: 240 Km
HP: 450 / AP: 634 Damage: 9D; Nominal Damage: 7 (63)
Shields: 1D+2: SP: 168 / Loc Ammo: 120 Missiles per battery (20 shots/ea)
Sensors: 16 Tractor Beam Projector Turrets
Passive 35/0D Fire Arcs: 4 Fore/Port/Starboard/Aft
Scan 70/1D Crew: 1
Search 140/2D Skill: Capital Ship Gunnery
Focus 5/2D+1 Fire Control: 2D
Maximum 280/-2D Space Range: 1-5/15/30
Weapons: Atmosphere Range: 200-500m/30/60 Km
2 Ultra Heavy Burst Fire Turbolasers Damage: 2D; Nominal Damage: 3 (6)
Fire Arcs: 1 Port & Starboard 48 Double Auto Blaster Defense Batteries

324
Fire Arcs: 8 Fore, 16 Port/Starboard, 8 Aft a capital weapon that is medium burst capable
Crew: 1 allows them to defy the rate of fire limitations
Skill: Starship Gunnery 1.5 mil that traditional Ultra Heavy Weapons suffer
Fire Control: 3D* from. Not to mention increase the base
Space Range: 1-5/10/18 damage of the weapons substantially (by 200
Atmosphere Range: 100-500m/1/1.8 Km points per gun). The weapons don’t strain the
Damage: 5D*; Nominal Damage: 6 (30) ship’s power cores due to the inclusion of a
*Light Burst Already Factored in. copied design of an Imperial Victory II Class
Expanded Snubfighter Compliment: 48 Star Destroyer’s power system (scaled
appropriately for their ship).
SA-50 Snubfighters (Exiles Only); 4 Support
Gunships, 6 Troop Shuttles One of the more astonishing displays of raw
firepower comes in the form of the NSC
Ground Compliment: 1 Landing Barge, 1
packing seventy two Missile Batteries into
Tracked Heavy Transport (Exiles Only)
twelve six tube turrets. The cost for this
Aerotech Exiles as they call themselves are design is absorbed in the 12 turrets. It is an
surviving elements of a society that the Empire incredibly efficient system that would likely cut
crushed in the initial stages of their transition costs across the board for other more
from the Galactic Republic to the Galactic “modern” military vessels. This nearly rivals
Empire. It was a bloody conflict where the the missile firepower of a Victory I Star
Imperials lost several capital ships prior to Destroyer. Furthermore, they have included
shelling the production facilities on several 16 tractor beam projector turrets, using copied
systems. design elements from Imperial ships. Though
Survivors of that brief and brutal conflict fled their grasp of that technology is on a more
into Wild Space with a decent retinue of primitive level and it shows in both Fire
support craft and military hardware, including Control and Beam Strength.
the late model SA-47 Hammer Head The design also has a remarkable amount of
snubfighters. After reaching a sufficient staying power in the field due to incorporating
distance from the realm of the Empire they almost a half year of additional consumables
located a pair of habitable worlds in a resource in the craft. This is a byproduct of studying
rich system that was devoid of sentient life. the Rendili Star Drive, fusion cores. Much of
Here the society would rebuild and begin to the shipboard tech is based off these ship’s
pushing out designs like the Naval Space tech base and their system are efficient as a
Carrier. A few of the models would make it result.
onto the Black Market, traded for essential
A pair of hangar bays are located to the fore of
goods and construction materials required for
the craft behind heavily shielded capital blast
their new home’s growth.
doors. A pair of launch bays can also be found
The Naval Space Carrier is an example of on the lower Port and Starboard Sections of
overcoming obstacles by being inventive and the NSC. The snubfighter bays have been
genius. Like all their craft the vessel sports further bolstered by an additional squadron’s
heavy armor. The vessel is on the cusp of worth of strike craft at the expense of raw
being classified as a Destroyer (thus the cargo space. Finally, there is another craft
additional 2D of Hull and Armor) and they hangar located in the middle of the Prow of the
developed a multi flight deck system that vessel. This location contains no less than ten
allows the craft to more than double it’s space support craft.
based craft hangars.
While the Aerotech Exiles have a tenuous
The ship itself is armed with very few grasp on Shield technology they have made
traditional energy weapons. However, the pair advancements over their previous designs (1D
of Ultra Heavy Burst-Fire Turbolasers are to 1D+2). This experience and shield rating
engineering genius. By adapting the design of will only continue to grow with time and more
the the main armament of their snubfighters to exposure to galactic technologies.

325
Nebulon B Refit Crew: 1
Craft: KDY Nebulon-B Refit Skill: Capital Ship Gunnery
Affiliation: Empire / Rebel Alliance / General Fire Control: 4D
Era: Rise of the Empire (Late) + Space Range: 3-25/50/75
Scale: Frigate Atmosphere Range: 600m-50/100/150 Km
Length: 300 meters Damage: 5D+2; Nominal Damage: 7 (37)
Skill: Starship Piloting: Capital Ships 16 Quad Laser Cannons
Crew: 270, Gunners: 39, Skeleton: 219/+15 Fire Arcs: 2 Fore, 6 Port, 6 Starboard, 2 Aft
Passengers: 180 (Troops) Crew: 1
Crew Skill: Typically 4-5D Skill: Starship Gunnery
Cargo Capacity: (3,000); 41 Mt Available Fire Control: 3D
Consumables: 385 Days (1.9 Million Refit) Space Range: 1-3/12/25
Original Cost: 5.8 Million (New/Corrected) Atmosphere Range: 100-300m/1.2/2.5 Km
Cost: 8,000,000 (New); 2.2 Mil (Refit) Damage: 5D+2; Nominal Damage: 6 (32)
Hyperdrive Multiplier: x1 8 Tractor Beam Projector Turrets
Hyperdrive Backup: x12 Fire Arcs: 4 Fore/Port/Starboard;
Nav Computer: Yes 4 Aft/Port/Starboard
Maneuverability: 1D+2 Crew: 1
Space: 5 Skill: Capital Ship Gunnery
Atmosphere: 800 Km/H Fire Control: 3D
Hull: 3D+2 + 2D Armor: 4 Locs; Space Range: 1-5/15/30
HP: 275 / AP: 334 Atmosphere Range: 200-500m/30/60 Km
Shields: 2D+2: SP: 268 / Loc Damage: 4D; Nominal Damage: 3 (12)
Backup Shields: 4D
Sensors: Snubfighter Compliment: 1 Squadron + 3
Passive 45/1D Other Craft + 3 Universal, External Docks (A
Scan 80/2D Corvette occupies all 3 Docks)
Search 160/4D
Focus 5/5D Ground Compliment: 12 Military Air
Maximum 320/0D Speeders, 1 Small Prefab Base, 4 Medium
Weapons: Hover Tanks, 1 Military Speeder Bike
15 Quad Turbolaser Batteries A late addition by KDY to refit the aging
Fire Arcs: 6 Fore, 3 Port, 3 Starboard, 3 Aft Nebulon B design to more capable standards.

326
Released just prior to the Battle of Endor all Corellian Corvette to this mounting region,
future Nebulon-B craft would be produced in only one can be carried and obscures the other
this fashion moving forward prior to the two docking points.
release of newer designs in the New Republic.
The refit to the older design represents an Finally, aging computer systems on the
incredible value to anyone possessing these Nebulon-B have received a refit. As such the
ships in quantity in their fleets. Skeleton penalty for crewing the craft with
less than ideal crew has been reduced
The refit updates the maneuvering jets of the somewhat. Systems on the ship function on a
craft, slightly increasing Space Units and more “modern” level. While not as efficient as
Atmospheric performance. The largest change craft designed by Rendili it’s still something
to the ship encases all of the exposed and a welcome addition to the ship overall as
superstructure of the core design in armor KDY had ceased production of many of the
plating. The armoring of the craft effectively computer systems on the design for a number
eliminates one of the greatest weaknesses the of years and replacements had become scarce.
craft was plagued by, being cut in half rather Some Nebulon-B star ships had cables running
easily in the mid section of the ship’s “neck”. across deck plating to interface a myriad of
systems that had to be dropped in using
Other updates include impressive gains in whatever computer manufacturer was widely
Turbolaser firepower. Both from a refit of the available in that sector of space. This never
core weapons, as well as, the addition of 3 plagued the Empire, as they had been getting
Quad Turbolaser Batteries. Furthermore, the bulk of whatever KDY had in storage of
snubfighter defenses were bolstered by the Nebulon-B Star ships.
upgrading the existing point defense weaponry
and adding four more weapons emplacements. With the refit to the computer systems the craft
lost it’s “High Maintenance” issues and the
With the advent of Captains utilizing their base crew complement dropped from 405 to
Tractor beams in more defensive roles the craft 270. Those experienced crew can,
further increased it’s survive-ability by adding immediately, be reassigned to other
an additional six tractor beam turrets. Now, it’s commands. The alteration drops it’s annual
important to note that the craft shouldn’t be refit cost significantly. Combine that with the
capable of adding these additional weapons. advanced automation on it’s weapons and you
It wouldn’t have the proper cargo capacity to have a modern ship. Not a bad refit for
mount them, nor the power to feed them. existing ships of which most larger groups had
However, KDY engineers were able to dozens (Rebel Alliance) to hundreds (Empire /
incorporate the weapons systems into the Imperial Warlords). Pirate commands and
design through sheer engineering genius. Spec Ops units were actually the first groups to
They were able to upgrade the Fusion reactor benefit from this upgrade. With Rebel Spec
to a smaller, more powerful unit due to recent Ops units adopting the updates well before
advances and this gain along with the refit their “official” availability in the middle of the
being more of a re-engineering of the entire Galactic Civil War. It is believed that many of
craft rather than a simple refit, allows the craft these former Rebel Spec Ops units that were
to retain the free cargo space it had before and “disavowed” during the times of the New
accept all the upgrades. Republic would use their connections with
KDY to broker on the behalf of Pirate groups.
The Sensor Suite received a mild bump in
performance. Another notable addition was The prevailing thought of former Spec Ops
the 3 surface docking collars under the “neck” commanders is “It’s better to have bad allies,
of the mid-ship region. Now capable of than none.”
docking 3 Snubfighters or Transports
externally instead of just one. As before,
however, when attaching anything the size of a

327
Player / Pirate Cruiser Crew: 18
Craft: Pirate Yards Ltd: Heavy Cruiser Skill: Capital Ship Gunnery
Affiliation: Pirates, Various Fire Control: 4D+1
Era: Rise of the Empire + Space Range: 5-50/75/100*
Scale: Cruiser (Heavy) Atmosphere Range: 1-100/150/200 Km*
Length: 950 meters (+2D to Hull & Armor) *Sensor Range
Skill: Starship Piloting: Capital Ships Damage: 375; RoF: 1/2
Crew: 994, Gunners: 476, Skeleton: 1,117/+10 52 Quad Turbolaser Batteries
Passengers: 2,822 Fire Arcs: 24 Fore, 26 Port/Starboard, 10 Aft
Crew Skill: Varies for meat crew, Droid Crew Crew: 3
would be based off Trade Fed (3D or 5D). Skill: Capital Ship Gunnery
Cargo Capacity: (9,500); 158 Mt Available Fire Control: 4D+2
Consumables: 4 Years (66 Million Refit) Space Range: 4-31/62/94
Cost: 6.9 Million (Built); Atmosphere Range: 800m-62/124/184 Km
69 Mil (Black Market, Starting Price) Damage: 9D+2; Nominal Damage: 7 (65)
Hyperdrive Multiplier: x½ 24 Dual Laser Cannon Batteries
Hyperdrive Backup: x6 Fire Arcs: 6/Arc
Nav Computer: Yes Crew: 1
Maneuverability: 3D+2 Skill: Starship Gunnery
Space: 13 Fire Control: 4D+2
Hull: 5D+2 + 5D+2 Armor; 4 Locations; Space Range: 1-4/16/31
HP: 724 & AP: 1,450 Atmosphere Range: 100-400m/1.6/3.1 Km
Shields: 3D+2 Dreadnought: SP: 2,200 / Loc Damage: 6D+2; Nominal Damage: 5 (32)
Backup Shields: 7D+1 24 Point Defense Guns
Sensors: Fire Arcs: 6/Arc
Passive 56/2D+2 Crew: 1
Scan 113/3D+2 Skill: Starship Gunnery
Search 150/5D+1 Fire Control: 3D+2
Focus 10/5D+2 Space Range: 1-4/16/31
Maximum 300/0D Atmosphere Range: 100-400m/1.6/3.1 Km
Weapons: Damage: 4D+2 Static; Nominal: 6 (26)
2 Ultra Heavy Turbolaser Batteries 102 Concussion Missile Launchers
Fire Arcs: Fore/Port/Starboard Fire Arc: 18 Ventral & Dorsal,

328
33 Port & Starboard levels with the spare stolen weapons.
Crew: 2 • 20 Static Point Defense Guns Trade Fed;
Skill: Capital Ship Gunnery then modified to maximum levels with the
Fire Control: 3D+2 spare stolen weapons.
Space Range: 150 Space Units • 20 Double Turbolaser PD Guns Trade Fed;
Atmosphere Range: 300 Km then modified to maximum levels with the
Damage: 9D; Nominal Damage: 6 (54) spare stolen weapons.
Ammo: 165 per Launcher • 102 Concussion Missile Launchers from
16 Tractor Beam Emplacements anything (Mothballed Victory I’s,
Fire Arcs: 4/Arc Acclimator I & II’s, IPV’s, CIS Gunships,
Crew: 2 whatever is readily available and
Skill: Capital Ship Gunnery mothballed)
Fire Control: 3D+2 • Sensor Suite from a Trade Federation
Space Range: 1-5/15/30 Battleship or Providence Cruiser (or
Atmosphere Range: 200m-1/30/60 Km anything with a Search Range out to 120
Damage: 5D+2; Nominal Damage: 3 (17) Units or more)
• 16 Tractor Beam Projectors from anything
Expanded Snubfighter Compliment: 72
• Shield Generators from an Invincible
Snubfighters, 4 Gunships, 4 Transports
Dreadnought Cruiser, using the spare two
Ground Compliment: 2 Landing Barges, 12 2D generators as backup shields
Combat Air Speeders (LAAT), 4 Heavy Features:
Walkers/Tanks, 2 Light Vehicles • Costs derived only from assembly, re-
This is essentially how you build a devastating calibration of main ship stats (weapons are
warship as a an industrious group of players or free because they are all stolen). It has to
Pirate scum. Doing so at minimal cost out of cost something...
mostly stolen parts. The hull has to be custom • Everything has a Maximum
built, so I reduced it’s code (to 4D then Modification on it except for the Missile
modified it back up because players are like Damage, that’s just too damn dangerous
that) because it’s incorporating some larger modifying thousands of warheads...
than usual systems (like dreadnought scale However, modifying their range or fire
shield generators). Filled this in by slapping Control isn’t so much a problem at all.
on a sizable amount of armor. Fuel is typically non volatile until it isn’t.
Likely, it’s only reaction mass, inert until
Components List: it’s burned for propulsion.
• 5 Engines from an Acclamator or
Acclamator II, theoretically yields If you want to create a particularly nasty Pirate
somewhere between 12.77 & 25 Space Captain, give them this ship. As far as players
Units of speed depending upon how you are concerned, building this monstrosity would
calculate it (scaled into a “manageable” likely take many campaigns launched solely at
range). I wouldn’t modify this... stealing mothballed warships (there are tens of
Everything else is fine including the thousands, if not hundreds of thousands, of
hyperdrives. The main drives are good mothballed warships in the Star Wars
enough the way they are. Universe). It’s complete modification could
• Droid Rigging from any Clone Wars Era take years of game-play to create. Though the
Hoersch & Kessel Warship of equivalent group of people I typically run games for have
size or smaller been rather ingenuous on how to accelerate
• Armament can be acquired from almost damn near every portion of construction no
any warship, the armament presented here matter what hurdles I continue to toss in their
is a standard for a basic, completed, path. I suppose it depends heavily upon how
warship. invested your players become. My group
• 52 Quad turbolasers from Trade Federation would do this in less than a year...
Battleship; then modified to maximum

329
Proclamator “Star Destroyer” Focus 4/3D+2
Craft: RHE: Proclamator-class Cruiser Maximum 300/-1D
Affiliation: Empire / Alliance (Stolen) Weapons:
Era: Old Republic + (2 Eras Old) 60 Quad Turbolaser Batteries
Type: Warship of the Line Fire Arcs: 30 Fore/Port/Aft, 30
Scale: Cruiser; Maneuvers as Destroyer Fore/Starboard/Aft
Length: 889.6 meters (+2D to Hull & Armor) Crew: 2
Skill: Starship Piloting: Capital Ships Skill: Capital Ship Gunnery
Crew: 2,513, Gunners: 232, Skeleton: Fire Control: 3D
1,853/+0 (No penalty for Skeleton operation) Space Range: 3-25/50/75
Crew Skill: Typically 5D Atmosphere Range: 600m-50/100/150 Km
Passengers: 2,643 (troops) Damage: 5D; Nominal Damage: 7 (35)
Cargo Capacity: (8,896); 36 Mt Avail 20 Quad Ion Cannon Batteries
Consumables: 3.5 Years (36.3 Million Refit) Fire Arcs: 10 Fore/Port/Aft, 10
Cost: 47.3 Million (New); 35.5 Million (Used) Fore/Starboard/Aft
Hyperdrive Multiplier: x1 Crew: 2
Hyperdrive Backup: x5 Skill: Capital Ship Gunnery
Nav Computer: Yes Fire Control: 3D
Maneuverability: 2D; 3D in Atmosphere Space Range: 6-20/40/60
Space: 7 Atmosphere Range: 12-40/80/120 Km
Atmosphere: 700 Km/H; (can land) Damage: 6D; Nominal Damage: 7 (35)
Hull: 4D + 4D of Armor; 4 Locations 40 Point Defense Turbolaser Batteries
HP: 750/Loc; AP: 300/Loc Fire Arcs: 10 Per Arc
Shields: 4D; SP: 300/Loc Crew: 1
Sensors: Skill: Starship Gunnery
Passive 40/1D Fire Control: 3D+1
Scan 70/2D Space Range: 2-5/15/30
Search 150/3D Atmosphere Range: 100-500m/1.5/3 Km

330
Damage: 4D Static; Nominal Damage: 7 (28) perform (heavy bombardments). However, the
20 Tractor Beam Projector Batteries Proclamator’s role is essentially what the
Fire Arcs: 5 Per Arc Victory II was based off of (it’s better at it).
Crew: 1 Furthermore, it can land on a planets surface,
Skill: Capital Ship Gunnery something that neither Victory Star Destroyer
Fire Control: 3D+1 is capable of.
Space Range: 1-5/15/30 The Proclamator was less seen in combat than
Atmosphere Range: 100m-10/30/60 Km
the Victory Star Destroyer, however, it is often
Damage: 6D; Nominal Damage: 4 (24) referred to as being the basis for the Imperial
Expanded Snubfighter Complement: 48 Z- Star Destroyer line. Rothana Heavy
95 Mark II Snubfighters, 4 Gunships, 4 Engineering manufactured a number of ships
Transports, 4 Shuttles for KDY as a partner corporation during the
Clone Wars. It is believed that the design
Ground Compliment: 12 LAAT/i Gunships,
lessons learned from the Proclamator went
6 LAAT/c, 12 AT-TE, 8 Self Propelled Heavy
Arty, 8 Military Speeder Bikes, Pre Fab Base directly into the Venator (which was jointly
designed by RHE & KDY). It wasn’t until
The Rothana Heavy Engineering Proclamator after the fall of the Galactic republic and the
Pre-dates the Victory Star Destroyer by almost Rise of the Empire that RHE would realize
a decade. By many accounts Walex Blissex’s that they had been duped. KDY would claim
Victory Star Destroyer copied, damn near 95% of all warship contracts moving forward
everything, from Rothana’s Proclamator courtesy of Walex Blissex’s daughter.
design. However, the Victory I distinguished
Hundreds of Proclamators were produced
itself in the form of a massive array of
concussion missile launchers for orbital during the Old Republic and the Clone Wars.
The Empire, Alliance to Restore the Republic
bombardment. Which the Proclamator lacks
entirely. The Proclamator’s main armament and the Rebel Alliance would all end up
fielding the craft. It remains HRE’s best seller
more closely resembles that of an Imperial I
well into New Republic times. Some vessels
Star Destroyer, save for possessing point
were sold to the Corporate Sector & the craft
defense weaponry (a hallmark of the era).
can be found in the arsenals of many
The Proclamator was designed as a true independent systems. The craft is most often
warship. The Acclamator class were born out encountered patrolling backwater sectors.
of the development of the Proclamator. The Features:
Proclamator is often confused with the Victory • High Efficiency: 37.5% reduction in crew
Star Destroyers. Many argue the necessity of size (as opposed to 25%).
both craft existing. What the Proclamator • Half Consumable Costs: 5 credits per day
couldn’t do, the Victory I stepped in to per person instead of 10.

331
Raider Corvette 1 Aft/Port/Starboard
Craft: KDY: Raider-class Corvette Crew: 2
Affiliation: Various Skill: Capital Ship Gunnery
Era: Rise of the Empire (Early) + Fire Control: 3D
Scale: Corvette Space Range: 3-25/50/75
Length: 150 meters Atmosphere Range: 600m-50/100/150 Km
Skill: Starship Piloting: Capital Ships Damage: 5D; Nominal Damage: 5 (25)
Crew: 102, Gunners: 76, Skeleton: 68/+20; 4 Double Ion Cannon Batteries
High Maintenance: Lira Wessex Designed Fire Arcs: 2 Fore/Port/Starboard,
Passengers: 45 (Troops) 2 Aft/Port/Starboard
Crew Skill: Typically 4D+2 Crew: 2
Cargo Capacity: (1,500); 700 Mt avail Skill: Capital Ship Gunnery
Consumables: 70 Days (156,000 credit refit) Fire Control: 2D
Cost: 4.5 Million (New); 3.4 Million (Used) Space Range: 6-20/40/60
Hyperdrive Multiplier: x2 Atmosphere Range: 1.2-40/80/120 Km
Hyperdrive Backup: x15 Damage: 5D; Nominal Damage: 5 (25)
Nav Computer: Yes 12 Concussion Missile Launchers
Maneuverability: 2D Fire Arcs: 3 Port & Starboard
Space: 7 Crew: 1
Atmosphere: 1,000 Km/H (Can land) Scale: Snubfighter
Hull: 4D: 4 Locs; HP: 200 / AP: 75 Skill: Capital Ship Gunnery
Shields: 2D: SP: 150 / Loc Fire Control: 3D
Sensors: Space Range: 30 Space Units
Passive 36/0D+2 Atmosphere Range: 30 Km
Scan 72/1D+1 Damage: 7D; Nominal Damage: 6 (42)
Search 144/2D Ammo: 300 Missiles per Launcher
Focus 2/3D 32 Double Laser Cannons
Maximum 450/-2D Fire Arcs: 8 Fore/Port/Starboard & Aft
Weapons: Crew: 1
12 Double Turbolaser Batteries Skill: Starship Gunnery
Fire Arcs: 2 Fore/Port/Starboard, Fire Control: 2D
Space Range: 2-5/15/30

332
Atmosphere Range: 200-500m/1.5/3 Km in its role. The Corellian Corvette is a
Damage: 5D; Nominal Damage: 4 (20) superior design in many regards, including it’s
ability to be outfitted in a modular fashion,
Expanded Snubfighter Compliment:
something which the Raider lacks all-together.
12 Snubfighters
Some time after its construction, a Raider-class
Ground Compliment: corvette was used to test a prototype TIE
2 Combat Air Transports (LAAT-class) Advanced x1 snubfighter in the Outer Rim
Lira Wessex, daughter of famed engineer Territories. Though the TIE Advanced would
Walex Blissex and designer of the Venator and prove to be too costly for mass production, the
Imperial Star Destroyers, noted a lack of a snubfighter's hyperdrive allowed it to operate
vessels to complement the Imperial TIE well with the Raider-class corvette. There is
fighters (which it fails at because it is too no real data on the Raider II, however, it is
damn slow) in the interception of single-pilot relatively safe to assume that the only changes
snubfighters a tactic the Alliance to Restore the to the craft has been to re-engineered it to
Republic later used to great effect during the modern standards so it is no longer inefficient
Galactic Civil War. Lira Wessex designed and & it carries full consumables.
presented the Raider-class corvette to fill the The craft was initially envisioned as a low cost
tactical breach, and in 6 BBY production of anti-snubfighter vessel. It was re-configured to
the corvette by Kuat Drive Yards began. act in both a snubfighter screening capability
In truth the Empire always had access to as well as an anti-capital ship role. The vessel
plenty of vessels that were already more than is rather unremarkable for having no more
capable of countering Rebel tactics and chose than two months of consumables (70 days).
to ignore the craft. Many of which were This clearly limits its ability to effectively
byproducts of the Clone Wars that saw function in any sort of extended campaign.
engagements with superior numbers of Droid
I increased the firepower on the Raider
snubfighters against the Galactic Republic.
exponentially. Lira Wessex may have been an
The Raider represents KDY’s bid to get in on
inefficient designer, however, she didn’t design
the action and undercut existing contracts and
pieces of shit. All of her designs were utterly
designs already established in the marketplace
lethal. The inclusion of snubfighter grade
(like any number of Corellian Corvette or
concussion missiles makes me scratch my
Gunship variants that were being produced for
head a bit but I left them in there and doubled
the Empire). Lira Wessex had grown
them. The Damage codes for the weapons
complacent and sloppy with her designs after
from the D6 Conversion I left largely intact. I
the Venator-class Star Destroyer. This is
evidenced by all Imperial Class Star tripled the capital ship turbolaser batteries and
doubled the barrels on them (they were
Destroyers she designed being grossly
originally singles). I quintupled the point
inefficient. She was pushing out designs to
defense guns the design originally carried, I
Imperial specifications at an alarming rate and
also quadrupled the Ion cannons.
the price for that speed of introduction was an
Furthermore, I expanded it’s snubfighter bay
overall lack of consideration for the expense of
by 4.5 fighters. Finally, I hated the “TIE” like
operation. The Raider is yet another product
image for a KDY craft (because the solar
of Lira’s maddening rush to prominence in the
panels are a hallmark of Sienar Fleet Systems)
Imperial regime. Clearly, her tactics worked
and found another image that looked a lot like
as she vaulted KDY into the forefront of
it, bristling with turrets and I think this one
starship manufacturing for the Empire.
works much better. I was able to maintain the
The Raider is considered useful in the Outer 700 Metric Tons of Cargo after arming it
Rim Territories by the Empire, the ship offers amazingly better than what the “canon”
Imperial officers a decent opportunity to narrative suggested. This, would be why the
counter the Alliance's preferred tactics during Empire would field it over a Corellian Corvette
the Galactic Civil War and saw limited success or Gunship.

333
Republic Command Ship Fire Arc: Fore
Craft: KDY: Old Republic Command Ship Crew: 36
Affiliation: Old Republic Skill: Capital Ship Gunnery
Era: Old Republic Fire Control: 3D
Scale: Dreadnought Space Range: 4-16/32/64*
Length: 2,400 meters Atmosphere Range: 800m-32/64/128 Km*
Skill: Starship Piloting: Capital Ships Damage: 900; RoF: 1/3
Crew: 31,680, Gunners: 584, *Can always fire to maximum Sensor Range
Skeleton: 19,784/+20 54 Quad Pulse Wave Batteries
Passengers: 12,480 (Troops) Fire Arcs:12 Fore, 36 Port & Starboard, 24 Aft
Crew Skill: Typically 6D Crew: 3
Cargo Capacity: (24,000); 200 Mt avail Skill: Capital Ship Gunnery
80 Metric Tons with Ventral Cargo Pod Fire Control: 3D
Consumables: 9 Years (1.6 Billion Refit) Space Range: 2-12/24/48
Cost: 195.5 Million (New in it’s Era); Atmosphere Range: 400m-24/48/96 Km
74 Million (Rise of Empire Era) Damage: 7D; Nominal Damage: 7 (49)
Hyperdrive Multiplier: x8 38 Double Pulse Wave Cannons
Hyperdrive Backup: x15 Fire Arcs: 9 Fore, 10 Port & Starboard, 9 Aft
Nav Computer: Yes Crew: 1
Maneuverability: 1D Skill: Starship Gunnery
Space: 4 Fire Control: 2D+1
Hull: 4D+2: 6 Locs; HP: 1,400 / AP: 1,800 Space Range: 1-2/6/12
Shields: 2D: SP: 1,200 / Loc Atmosphere Range: 100-200m/600m/1.2 Km
Barrier Technology: 2D; BP: 1,200 Damage: 5D; Nominal Damage: 4 (20)
(1 arc at a time or 200 points per arc) 108 Concussion Missile Launchers
Sensors: Fire Arcs: 8 Fore, 40 Port & Starboard, 20 Aft
Passive 45/1D Crew: 3
Scan 90/2D Skill: Capital Ship Gunnery
Maximum 180/-2D Fire Control: 2D
Weapons: Space Range: 60 Space Units (Antiquated)
Ultra Heavy Pulse Wave Beam Cannon Atmosphere Range: 120 Km

334
Damage: 9D; Nominal Damage: 6 (54) superstructure.
Ammo: 300 per launcher
12 Tractor Beam Projector Turrets During the Great Sith War, a ship of this kind,
Fire Arcs: 2 Fore & Aft, 4 Port & Starboard Reliance, led a fleet of Republic warships in
4 Aft/Port/Starboard the Battle of Koros Major. It sustained
Crew: 2 damage by Chaos fighters during the battle.
Skill: Capital Ship Gunnery
Fire Control: 3D The Ultra Heavy Beam Cannon in the prow of
Space Range: 1-3/12/20 the ship has an annoying tendency to drain all
Atmosphere Range: 200-600m/24/40 Km of the ship’s Auxiliary power when fired. This
Damage: 4D+2; Nominal Damage: 3 (14) was a flaw that engineers had not yet isolated
Snubfighter Compliment: 120 Units; 72 by the time the ship was being phased out of
active service.
Snubfighters, 36 Tracker Gunships, 12
Transports
By the time of the Mandalorian Wars, many
Ground Compliment: 4 Prefab Bases, 72 Republic Command Ships had been replaced
Hover Tanks (up to 240 Units); 10 Landing by newer and more efficient designs. The
Barges prevailing command ship among prominent
This type of Republic command ship was used Naval officers then, was the Inexpugnable-
by the Republic Navy in 3997 BBY. class tactical command ship and the smaller
Command ships of the Great Sith War are Centurion-class battle-cruiser.
designed with several long engine banks
arranged vertically at the stern, with several
lesser banks placed along the sides of the
vessel. They are similar in design to the
Republic battleships which served alongside
them. The ship was equipped with shields
divided into separate areas, with a forward
shield used in head-on confrontations. The
command ship also had a medical bay filled
with Kolto tanks, for quick treatment of
wounded personnel.

The craft can draw up to 2D of it’s Auxiliary


Power to add 2D of Shields to any arc (or
multiple) at any time, even exceeding the
original D code there.

Snubfighters were carried on-board these


vessels, capable of taking off at a moment's
notice when threatened by enemy fighters.

The command tower is a high-rise spire


located halfway on the center-line of the hull.
Going by the bridge of the Reliance I,
Republic command ships of this class had
multi-level bridge areas with extensive
panoramic windows, and at least one gun
turret for point-defense. The bridge also had
atmospheric containment shields for use in an
emergency, such as breaches in the

335
Republic Gunship Skill: Starship Gunnery
Craft: KDY: Republic-class Gunship Fire Control: 2D+2
Affiliation: Old Republic / Rebellion Space Range: 2-5/15/30
Era: Clone Wars Atmosphere Range: 200-500m/1.5/3 Km
Scale: Corvette Damage: 5D; Nominal Damage: 5 (25)
Length: 180 meters (+1D to Hull & Armor) 12 Quad Turbolaser Batteries
Skill: Starship Piloting: Capital Ships Fire Arcs: 12 Fore/Aft, 6 Port/Starboard
Crew: 66, Gunners: 44, Skeleton: 98/+5 Crew: 3
Passengers: 54 (Troops) Skill: Capital Ship Gunnery
Crew Skill: Typically 4D+2 Fire Control: 3D
Cargo Capacity: (1,800); 4 Metric Tons Space Range: 3-25/50/75
Consumables: 385 Days (631.4K refit) Atmosphere Range: 600m-50/100/150 Km
Cost: 3.5 Million (New); 2.65 Million (Used) Damage: 7D; Nominal Damage: 7 (49)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x9 Produced only during the Clone Wars, the
Nav Computer: Yes Republic Gunship was a late addition to the
Maneuverability: 2D Republic fleets and many never saw combat.
Space: 8 The bulk of these craft transitioned, almost
Atmosphere: 875 Km/H directly, into the Alliance to Restore the
Hull: 5D: 4 Locs; HP: 300 / AP: 150 Republic’s arsenal at the onset of the Galactic
Shields: 3D: SP: 225 / Loc Empire. It was an initiative of Bail Organna’s
Sensors: who had orchestrated the deployment of all
Passive 35/1D these new vessels to allied commanders. Most
Scan 70/2D of these ships would be destroyed in the early
Search 140/3D years of fighting the Empire though a few
Focus 5/4D would exist well into the Galactic Civil War.
Maximum 280/-1D Snubfighter Compliment: 8 Snubfighters
Weapons:
8 Double Turbolaser Batteries Ground Compliment: 12 Combat Air-
Fire Arcs: 4 Fore/Port/Starboard, Speeders, 3 Hover Tanks
4 Port/Starboard/Aft
Crew: 1

336
Republic Interceptor Skill: Starship Gunnery
Craft: CEC: Republic Interceptor-class Fire Control: 5D+2
Affiliation: Old Republic Space Range: 4-10/30/60
Era: Clone Wars Atmosphere Range: 400m-1/3/6 Km
Scale: Corvette; Maneuvers as Snubfighter Damage: 14D; Nominal Damage: 10 (140)
Length: 60 meters (Effectively considered a burst fire weapon for
Skill: Starship Piloting: Capital Ships purposes of defeating defenses, while it is in
Crew: 20, Gunners: 4, Skeleton: 17/+5 fact not. There is no RoF limitation)
Passengers: 18 (Troops) Quad Blaster Turret
Crew Skill: Typically 6D+2 Fire Arc: Aft
Cargo Capacity: (600); 198 Metric Tons Crew: 1
Consumables: 75 Days 31.5K refit) Skill: Starship Gunnery
Cost: 1,222,000 (New & Used) Fire Control: 4D
Hyperdrive Multiplier: x1 Space Range: 1-5/10/18
Hyperdrive Backup: x1 Atmosphere Range: 100-500m/1/1.8 Km
Nav Computer: Yes Damage: 8D; Nominal Damage: 6 (48)
Maneuverability: 3D Ground Complement: 4 Combat Air-
Space: 14 Speeders
Atmosphere: 1,400 Km/H
Hull: 1D: 2 Locs; Fore & Aft: HP: 50 / AP: 75 Incredibly rare, the Republic Interceptor was a
Shields: 1D: SP: 75 / Loc decadent pursuit craft with what would appear
Sensors: to have a light armament. However, the main
Passive 20/0D gun is capable of quite effectively delivering
Scan 40/1D Capital Scale Damage (14D - 6D = 8D
Search 80/2D Capital) and does not suffer a Nominal
Focus 5/3D Damage penalty (80). The craft was designed
Maximum 160/-2D to assassinate high ranking commanders that
Weapons: might flee an engagement and is outfitted was
Octa Barrel Enhanced Turbolaser Cannon the heaviest engines a craft of it’s size is
Fire Arc: Fore capable of mounting. It is rather fragile,
Crew: 3 however, you have to hit it first to threaten it.

337
338
Scimitar Defense Vessel Skill: Starship Gunnery
Craft: Krasten Shipyards: Scimitar-Class Fire Control: 3D
Affiliation: Independent Systems Space Range: 1-5/10/18
Era: Clone Wars + Atmosphere Range: 100-500m/1/1.8 Km
Scale: Corvette Damage: 4D; Nominal Damage: 6 (24)
Length: 70 meters 4 Double Turbolaser Batteries
Skill: Starship Piloting: Capital Ships Fire Arcs: 4 Fore, 3 Port/Starboard
Crew: 32, Gunners: 15, Skeleton: 36/+5 Crew: 2
Passengers: 21 (Troops) Skill: Capital Ship Gunnery
Crew Skill: Typically 4D Fire Control: 2D
Cargo Capacity: (1,050); 93.6 Metric Tons Space Range: 3-25/50/75
Consumables: 105 Days (71.4K refit) Atmosphere Range: 600m-50/100/150 Km
Cost: 1.68 Million (New); 1.25 Million (Used) Damage: 5D; Nominal Damage: 5 (25)
Hyperdrive Multiplier: x3 3 Double Ion Cannon Batteries
Hyperdrive Backup: x15 Fire Arcs: 3 Fore, 2 Port/Starboard
Nav Computer: Yes Crew: 1
Maneuverability: 1D Skill: Capital Ship Gunnery
Space: 6 Fire Control: 3D
Hull: 2D + 4D+2 Armor: 2 Locs; Space Range: 6-20/40/60
Fore & Aft: HP: 50 / AP: 425 Atmosphere Range: 1.2-40/80/120 Km
Shields: 2D: SP: 150 / Loc Damage: 4D; Nominal Damage: 5 (20)
Sensors: Krasten Shipyards, is another firm that was
Passive 25/0D resurrected by a small group of individuals
Scan 50/1D during the strife of the Clone Wars. The ships
Search 75/2D were marketed to independent systems and
Focus 3/2D continue to be sold well into New Republic
Maximum 150/-2D times. Well armed for it’s size, it is a cheap
Weapons: systems defense vessel.
4 Quad Blaster Cannons
Fire Arcs: 2 Fore/Aft, 4 Port/Starboard Snubfighters Converted to Cargo (350); Cargo
Crew: 1 converted to more armor +2D+2

339
Ssi-Ruuvi Battlecriuser Crew: 12
Craft: Ssi-Ruuvi: Hybrid Warship Skill: Capital Ship Gunnery
Affiliation: Empire / Rebel Alliance / General Fire Control: 4D
Era: New Republic + (Mid to Late) Space Range: 3-25/50/75* Sensor Range
Scale: Battleship (Up Scaled Cruiser) Atmosphere Range: 600m-50/100/150 Km*
Length: 500 meters Damage: 400; RoF: 1/3
Skill: Starship Piloting: Capital Ships 20 Ultra Heavy Concussion Launchers
Crew: 2,093, Gunners: 444, Fire Arcs: 12 Fore (All), 8 Aft (All)
Skeleton: 1,794/+15 Crew: 15
Passengers: 485 (Troops) Skill: Capital Ship Gunnery
Crew Skill: Typically 5D+1 Fire Control: 4D
Cargo Capacity: (5,000); 30 Mt Available Space Range: 120 Units* Sensor Range
Consumables: 770 Days (23.3 Million Refit) Atmosphere Range: 240 Km* Sensor Range
Cost: 577 Million credits Damage: 800/Missile; RoF: 1/3 per tube
(New & Used; no mass production) Ammo: 60 Missiles/Tube
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12 These missiles are not 2D Snubfighter scale
Nav Computer: Yes like their Capital Missile Counterparts, they
Maneuverability: 0D Armored; (2D) are 2D Destroyer Scale. They are target-able as
Space: 4 Corvette Scale. They possess the same
Hull: 3D + 5D Armor: 4 Locs; characteristics as standard Concussion missiles
HP: 450 / AP: 2,400 do.
Shields: 2D+2: SP: 800 / Loc Resilience: You must possess weaponry
Sensors: capable of piercing 168 points of Capital
Passive 50/0D Armor in order to detonate them. They are
Scan 100/1D immune to Tractor Defense (but can be Tractor
Search 250/2D Locked and held, 1 per Capital Tractor Beam
Focus 4/3D of at least 8D Rating, you can combine two
Maximum 500/-2D tractor beams). These ignore Void Generators
Weapons: of the Yuuzhan Vong (they can be void locked
8 Ultra Heavy Quad Turbolaser Batteries at an 8D Rating).
Fire Arcs: 4 Fore, 3 Port, 3 Starboard, 4 Aft

340
36 Quad Laser Cannons would build these advanced Cruisers as
Fire Arcs: 9 / Arc support ships to their already formidable fleet
Crew: 1 of (terrible) vessels. While they have a rate of
Skill: Starship Gunnery fire penalty... Not much can really compete
Fire Control: 3D with a modern iteration of Ultra Heavy
Space Range: 1-3/12/25 Missiles and lots of Ultra Heavy weapons
Atmosphere Range: 100-300m/1.2/2.5 Km batteries.
Damage: 6D; Nominal Damage: 6 (36)
12 Tractor Beam Projector Emplacements It would be discovered later, during their
Fire Arcs: 3 / Arc resurgent (2nd) invasion of the Bakuran Sector
Crew: 1 that they had miscalculated. The only ships in
Skill: Capital Ship Gunnery their fleet capable of delivering real damage
Fire Control: 3D were the few Battle-cruisers, in their
Space Range: 1-5/15/30 formation, that some enlightened individuals
Atmosphere Range: 200-500m/30/60 Km in their hierarchy had endeavored to press into
Damage: 4D; Nominal Damage: 3 (12) the invasion. Three Bakuran Star Destroyers
utterly eviscerated a full dozen of their best,
Snubfighter Compliment: 2 Shuttles
most heavily armed, capital ships. Only after
Ground Compliment: None bringing up one of their new Battle-cruisers
The Ssi-Ruuvi Battle-cruiser combines did they begin to press the assault and that
captured Imperial, Rebel and Bakuran only managed to destroy one of the Bakuran
technology into a ship that, in all respects, is ships. Other Bakuran Captains quickly
much better than the crap that they typically adapting tactics, jumping into hyperspace in a
field. These ships represent a massive gravity well, and emerging behind the Ssi-
departure for the race and, if encountered, Ruuvi vessel that was sitting at 500 Space
should be an immediate acknowledgment that Units distant, concentrated fire on the sole
they are building up for an invasion. death dealing ship... Blowing it into pieces.

• The craft massively defies limitations on


Ultra Heavy Weapons for it’s size. Any Armor breaching shot on the Fore or Aft
• The craft trades in it’s snubfighter sections of the ship has a percentage to light
compliment of 25 Units for 2,500 Metric the Ultra Heavy Missile Ammo Magazines on
Tons of space. fire. The exact percentage is determined as
• Used Cargo Space to purchase 2 additional (remaining ammo per launcher) in the above
D of Armor for 1050 Mt case it was 59% per shot that went through
armor into the hull. A secondary chance for
• The craft trades in 1,000 troops for 200
detonation also exists, though much smaller in
Metric Tons of Space.
percentage. Shots punching through armor
Effectively, the Ssi-Ruuk realized their have a 5% chance per Ultra Heavy Turbolaser
warship fleet was vastly inferior to the forces on that arc (any) of lighting off and destroying
they faced in the established galaxy. Thus, the Ultra Heavy weapons on that arc
they set about capturing what they believed (magazines are linked).
were the most powerful elements of the
An issue related with carrying way in the hell
technology. While they would not,
too many Ultra Heavy weapons on a craft
necessarily, be mistaken they would not fully
clearly not designed for them...
grasp the totality of the technological base in
the Galaxy they intended to invade. Ultra
heavy weapons are one thing, the ridiculous
warheads on their missiles are another and
Death Star Scale weaponry is something
entirely beyond their grasp. The Ssi-Ruuk

341
Star Cab Virtual Intelligence of the star ship’s
Craft: Orlean Corporation: Star Cab-Series Mainframe. Scouts who served aboard Star
Affiliation: Various Cabs for extended periods were said to
Era: Old Republic (Early, discontinued) develop disagreeable attitudes toward the
Scale: Corvette ships' Mainframe. Luskin Exovar kept a Star
Length: 70 meters Cab hanging from the ceiling of his emporium
Skill: Starship Piloting: Capital Ships along with several other vehicles.
Crew: Orlean Mainframe + 24 Droids, Star Cabs originated early enough in Galactic
Skeleton: 16/+15 history that hyperdrive units were not yet
Passengers: 11 Biological Scouts completely reliable. A Star Cab's Class 10
Crew Skill: 5D (VI 4D + 1D Attributes) hyperdrive was much slower than those
Cargo Capacity: (700); 105 Mt Available employed by most New Republic scouts;
Consumables: 1,935 Days (213k Refit cost) indeed, by that era a Class 10 would have been
Cost: 856,320 (New; Old Republic); 642,240 a more common speed for a backup hyperdrive
(Used; Old Republic); 321,120 (Used; Rise of (which the Star Cab lacked entirely).
the Empire +)
Hyperdrive Multiplier: x10 Star Cabs were usually heavily armed,
Nav Computer: None, uses VI Shell considering the wilder state of the Galaxy in
Maneuverability: 1D their heyday. Their standard armament
Space: 8 consisted of four double blaster cannons, one
Atmosphere: 1,050 Km/H per fire arc of the craft.
Hull: 4D; 4 Locs; HP: 200 / AP: 75 Features:
Barrier Technology: 0D+2; BP: 50 / Loc • 10 passengers & main crew converted to
Sensors: extra consumables (34) = +325 days for
Passive 10/1D the Biological Crew 105 + 325 = 430 days.
Scan 15/2D • 11 Crew x 5 mt = 55 MT (per additional
Search 25/3D 430 days of consumables) x 3 = -165 Mt =
Focus 3/4D 430 + 1,290 = 1,720 days
Maximum 75/-1D • 11 Crew x 2.5 mt = -27.5 Mt = 215 days
Weapons: • 215 days + 1,720 days = 1,935 days (Just
4 Double Blaster Cannons over 1,920 days = a little more than five
Fire Arcs: 1 Fore/Port/Starboard & Aft Years of consumables... Sweet Jesus...)
Skill: Starship Gunnery • 4 Conventional Shitters & Sonic Showers
Gunners: 1 • Galley & Bar
Fire Control: 0D+1 • Machine Shop
Space Range: 1-5/10/18 • Med Bay
Atmosphere Range: 100-500m/1/1.8 Km • Lounge & Large Vid Viewer (not holo)
Damage: 3D; Nominal Damage: 4 (12) • Primitive Game Table
• Individual Passenger Rooms with storage
Ground Complement: 1 Air VTOL locker, dresser & desk w/computer
Transport, 1 Tracked Ground Vehicle, 1 • Fitness Center
Wheeled Ground Vehicle • 11 Small Arms Lockers for the Scout Crew
• 24 Blast Rifles for the Droid Shells (5D)
The Orlean Star Explorer, colloquially known
as the Star Cab, was an exploration vessel
considered ancient by the time of the New
Republic Scout Service. Star Cabs were
frequently crewed by droids, presumably to
minimize consumption of air, water, and food
during long surveys. The standard navigation
on Star Cabs was performed by the on-board

342
Star Cab II 4 Triple Blaster Cannons
Craft: Orlean Corporation: Star Cab-Series Fire Arcs: 1 Fore/Port/Starboard & Aft
Affiliation: Various Skill: Starship Gunnery
Era: Old Republic (Mid) + (Still Produced) Gunners: 1
Scale: Corvette; Maneuvers as Transport Fire Control: 0D+2
Length: 70 meters Space Range: 1-5/10/18
Skill: Starship Piloting: Capital Ships Atmosphere Range: 100-500m/1/1.8 Km
Crew: Orlean Mainframe + 18 Droids, Damage: 4D; Nominal Damage: 5 (20)
Skeleton: 12/+10 Ground Compliment: 1 Air Speeder, 1
Passengers: 17 Biological Scouts Speeder Truck, 1 Tracked Heavy Explorer
Crew Skill: 5D (VI 4D + 1D Attributes)
Cargo Capacity: (700); 105 Mt Available The Orlean saw their sales of the original Star
Consumables: 1,935 Days (329k Refit cost) Cab decline rather severely by about the mid
Cost: 732,000 (New); 549,000 (Used) point of the Galactic Republic. Thus, they set
Above is pricing in the Rise of the Empire Era about re-designing the craft and making it
Hyperdrive Multiplier: x5 appear more “modern”, faster hyperdrives,
Hyperdrive Backup: x10 backup hyperdrives, as well as incremental
Nav Computer: None, uses VI shell -1DR enhancements to the overall craft. The craft
Maneuverability: 2D enhanced it’s Barrier Technology and
Space: 9 incorporates true shielding.
Atmosphere: 1,100 Km/H Features: All features as the original +
Hull: 4D; 4 Locs; HP: 200 / AP: 75 • Vid Viewer upgraded to Holo Viewer
Shields: 0D+2: SP: 50 / Loc • Added an Auto-chef
Barrier Technology: 1D: BP: 75 / Loc • Med Bay has a Kolto Tank
Sensors: • Standard Game Table
Passive 30/1D • Blast rifles updated to Pulse Wave weapons
Scan 45/2D • Machine Shop adds +1D
Search 75/3D • Ship design is Efficient; Orlean designers
Focus 9/4D managed to coax the Navigational
Maximum 150/-1D accuracy (-1 DR) out of their existing VI.
Weapons: • Later models (Clone Wars+) add Refresher
Booths & a Bacta Tank at no added cost.

343
Star Frigate Skill: Capital Ship Gunnery
Craft: Pentastar Yards: Star-class Frigate Fire Control: 2D+2
Affiliation: Pentastar Alignment Space Range: 3-25/50/75
Era: New Republic (Facility Destroyed) Atmosphere Range: 600m-50/100/150 Km
Scale: Frigate; Maneuvers as Corvette Damage: 10D Static; Nominal Damage: 8 (80)
Length: 200 meters 4 Ultra Heavy Ion Cannon Batteries
Skill: Starship Piloting: Capital Ships Fire Arcs: 4 Fore, 2 Port & Starboard
Crew: 180, Gunners: 114, Skeleton: 234/+10 Crew: 18
Passengers: 120 (Troops) Skill: Capital Ship Gunnery
Crew Skill: Typically 5D Fire Control: 4D
Cargo Capacity: (2,000); 7 Mt available Space Range: 120 Space Units
Consumables: 385 Days (1.6 Million refit) Atmosphere Range: 240 Km
Cost: 21.2 Million (New); 16 Million (Used) Damage: 300; RoF: 1/3
Hyperdrive Multiplier: x½ Ammo: 210 per Gun; (70 Shots Each)
Hyperdrive Backup: x12 2 Heavy Pulse Laser Batteries
Nav Computer: Yes Fire Arcs: 1 Dorsal & Ventral, All Arcs
Maneuverability: 2D Crew: 1
Space: 7 Skill: Starship Gunnery
Hull: 7D; 4 Locs; HP: 525 / AP: 134 Fire Control: 6D*
Shields: 3D: SP: 300 / Loc Space Range: 1-4/16/32
Backup Shields: 6D Atmosphere Range: 100-400m/1.6/3.2 Km
Sensors: Damage: 9D* Static; Nominal Damage: 9 (81)
Passive 45/1D 8 Tractor Beam Projector Turrets
Scan 90/2D Fire Arcs: 1 Fore & Aft, 3 Port/Starboard
Search 120/3D Crew: 2
Focus 4/3D Skill: Capital Ship Gunnery
Maximum 240/-1D Fire Control: 3D
Weapons: Space Range: 1-5/15/30
8 Double Heavy Turbolaser Batteries Atmosphere Range: 200m-10/30/60 Km
Fire Arcs: 4 Fore/Port/Starboard/Aft Damage: 5D; Nominal Damage: 3 (15)
Crew: 3

346
Expanded Snubfighter Complement: make it to their destinations, only to burn out
12 TIE Interceptor /P’s, 2 V-42 Ship Killers the entire primary Hyperdrive array.
Ground Complement: Early functional models had to be released
2 Combat Air Speeders, Troop Carrier with Class 2 Hyperdrives once the Ion Battery
The Star Frigate is a quick response unit issues had been overcome. The lack of
response speed effectively negated much of
designed by the Pentastar Alignment. It was
their envisioned usefulness. Once the
meant to be a first response vessel to typical
engagements with New Republic incursions. Hyperdirve design had been formulated the
kits were issued as field refits to existing Star
These incursions typically began as low level
engagements, something the Alignment had Frigates in operation.
learned from experience. The Star Frigate would provide the Pentastar
Alignment one true boon. While the craft
They needed a fast ship that could reach
almost anywhere, in their vast territory, in never lived up to it’s designed role it
functioned admirably for those fleeing the
short order. With the hope that a decisive push
Pentastar Alignment as it crumbled. No less
back would make the New republic think
twice about fully committing to an than a dozen of the Star Frigates escaped to
parts unknown.
engagement. The Star Frigate was envisioned
to be deployed in pairs. Allowing for the craft Had the Pentastar Alignment been able to hold
to deploy two full squadrons of their off the building of hostilities with the New
formidable TIE Interceptor variants, backed up Republic for only another year, this craft
by two pair of V-42 Ship Killers. Combining would have been ready and rolling out of their
the firepower of the V-42’s with that of their Yards facilities prepared for it’s command
own craft would make any small force think performance.
twice.
What appears to be a relatively light armament
While initially envisioned as being deployed in on the Star Frigate is nothing less than a
pairs the craft would only reach mass daunting revelation to most ship commanders
production after the Alignment was already of vessels in the same class. The raw
losing territory. The introduction of the craft firepower of its weapons systems are capable
would come too late for what it was designed of delivering hellish amounts of damage due to
for. This was attributed to a few issues. Their the application of rather expensive
design of the ships including the four Ultra technologies. Static, Ultra Heavy and Burst
Heavy Ion Cannon Batteries caused all sorts of Fire Pulse Lasers would have made quite a
engineering issues concerning power difference in the fighting.
distribution. Early prototypes of the Star The Dorsal and Ventral Pulse Laser Batteries
Frigate would fire these weapons and whole
seem like armament for a craft of this size.
sections of the ship would lose power. The They are light in terms of sheer number of
addition of a finite reservoir of power for each
point weapons. However, the individual em-
Ion Cannon Battery required a fundamental
placements could fire in any direction on the
redesign of the forward section of the ship. craft and were incredibly effective at killing
Furthermore, deploying a warship with a Class between 2-5 snubfighters each, every couple
½ Hyperdrive that actually functioned properly seconds in combat. These weapons don’t
without becoming a maintenance nightmare suffer from a rate of fire limitation due to
was another problem entirely. It wasn’t until power draw or the nature of the burst fire.
they uncovered an old Imperial Warehouse They would release an incredibly fast, dense
that, Palpatine had hidden away, that they were burst, of energy and were immediately capable
able to fully get the hyperdrive system fully of firing again.
functional on a level that was acceptable. The
Typical NPC crews of this craft could fire the
early prototypes of the Star Frigate would drop
two Pulse Laser Batteries with accuracy 2-5
out of hyperspace mid jump or they would times a piece per combat round.

347
Star Nest Crew: 3
Craft: R.H.E.: Star Nest Carrier Skill: Capital Ship Gunnery
Affiliation: New Republic Fire Control: 3D
Era: New Republic + Space Range: 3-25/50/75
Scale: Battleship (+2D to Hull and Armor) Atmosphere Range: 600m-50/100/150 Km
Length: 1,800 meters Damage: 7D; Nominal Damage: 7 (49)
Skill: Starship Piloting: Capital Ships 50 Double Turbolaser Batteries
Crew: 6,480; Gunners: 495; Fire Arcs: 50 Fore/Port/Starboard, 20 Aft
Skeleton: 4,545/+10 Crew: 2
Passengers: 80 (Troops) Skill: Capital Ship Gunnery
Crew Skill: Typically 4D+2 Fire Control: 2D
Cargo Capacity: (18,000); 100 Mt Avail Space Range: 3-25/50/75
Consumables: 7 Years (190.1 Million Refit) Atmosphere Range: 600m-50/100/150 Km
Cost: 130 Million (New & Used) Damage: 5D; Nominal Damage: 5 (25)
Hyperdrive Multiplier: x2 70 Double Ion Cannon Batteries
Hyperdrive Backup: x12 Fire Arcs: 50 Fore/Port/Starboard, 20 Aft
Nav Computer: Yes Crew: 2
Maneuverability: 0D Skill: Capital Ship Gunnery
Space: 4 Fire Control: 4D
Hull: 6D; HP: 1,200 & AP: 600; 4 Locs: Space Range: 6-20/40/60
Fore/Port/Starboard & Aft Atmosphere Range: 1.2-40/80/120 Km
Shields: 5D: SP: 1,500 / Loc (4) Damage: 4D; Nominal Damage: 4 (16)
Sensors: 40 Concussion Missile Launchers
Passive 80/1D Fire Arcs: 10 Fore, 10 Port/Starboard, 10 Aft
Scan 160/3D Crew: 1
Search 320/4D Skill: Starship Gunnery
Focus 8/5D Fire Control: 2D
Maximum 640/0D Space Range: 80 Space Units
Weapons: Atmosphere Range: 80 Km
60 Quad Turbolaser Batteries Damage: 13D; Nominal Damage: 6 (78)
Fire Arcs: 50 Fore/Port/Starboard, 20 Aft Ammo: 600 Advanced Seeker Missiles / ea
35 Tractor Beam Emplacements

348
Fire Arcs: 4 / Arc Heavy Engineering (RHE) to produce of a new
Crew: 1 class of powerful carrier vessel which would
Skill: Capital Ship Gunnery dwarf a Star Destroyer. The Star Nest Carrier
Fire Control: 3D was the result of this, and although very few of
Space Range: 1-5/15/30 these vessels have been constructed, their huge
Atmosphere Range: 200m-1/30/60 Km hulls carry almost a thousand snubfighters,
Damage: 4D; Nominal Damage: 3 (18) dropping these off and then staying out of
trouble at the edge of the battlefield acting
Expanded Snubfighter Compliment: 960
Snubfighters of various designs, 14 Space only as a resupply and repair depot. Star Nests
have become extremely important to the New
Transports
Republic, although there are difficulties
Ground Compliment: None supplying them with enough snubfighters,
• The bulk of the interior is hollow to meaning that the numbers of fighters aboard
accommodate for as much hangar space as are often made up from mismatched and
possible. The design has a multi tiered, outdated fighters, however even given this fact
multi level hangar with sub hangars stuffed the sheer numbers of fighters that the Star Nest
wherever they can be placed. This allows can launch (a quantity which is only beaten by
for a massive increase in craft space by a the massive Imperial Arc Hammer Command
factor of 9 times (90 x 9 = 810) allowing Vessels) makes it a pivotal force in any battle
the craft to naturally carry 810 it joins.
snubfighters. Honestly, I’m surprised I even managed to
• Trades in 6,400 Troops for another 1,280 squeeze out the space for the 960 snubfighters
Tons the design called for. This is an actual ship
• Trades in 16,400 tons for more craft space. supposedly... I could not, however, manage to
As Snubfighter design has evolved it has find the space for 80 Space Transports. If I
become possible to mount larger and larger strip off all of the guns on the ship I can get
weapons aboard these small vessels to such a another 25 ships on the craft at most. As far as
degree that during the Galactic Civil War I’m concerned, this is as good as it’s going to
Snubfighters started to become serious dangers get for this maddening carrier.
to Capital Ships. While the Empire attempted Features:
to deal with this problem by creating anti • Massive hollowed out craft:
snubfighter platforms such as the Lancer decompression's one the vessel aren’t an
Frigate, designed to defeat snubfighter attacks issue due to the multiple layered hangars
before they could breach a convoys perimeter with their own magnetic seals.
and destroy the more vulnerable capital ships • The hull is fragile as a result of the
at the fleets core, however this was only hollowing out, however. The ship is
partially successful. considered to have no (0D) stock armor.
This continued until the Battle of Endor where • Craft is massive and gains +2D hull and
the superiority of the Snubfighter was finally armor due to size.
proven when Rebel snubfighter attacks alone • The 100 Metric Tons Available is not,
managed to destroy the Super Star Destroyer actually, available. It is the payload of the
Executor, the sacrifice of a few dozen Rebel ordinance carried by the craft to refit
pilots managing to defeat the thousands aboard Snubfighters with Missiles, Torpedoes and
the massive capital ship. After this point in Bombs (40,000 Units of Ordinance).
history, it became clear that Capital ships to be • The Craft is Efficient
successful had to carry tremendous numbers of • The craft only has 80 dedicated troops,
snubfighters, and the older concept of the however, this number is bolstered by 2,000
carrier became popular once more. updated K7 combat Security Droids (+1D
to Gun-Play, Dodge & +1D to Blaster
After the New Republic captured the shipyards
Damage, mag lock boots)
of the planet Rothana; they forced Rothana

349
Hostile Takeover towers. The Proclamator design that they had
released almost a decade prior to the Clone
After the mineral-rich planet Rothana was Wars was the basis for their Acclamator
discovered in Wild Space in 800 BBY, its designs. As the Clone Wars progressed, the
location was sold to Kuat Drive Yards. KDY shipyards quickly supplemented its successful
dispatched Quiberon Kuat to the planet with assault ships with larger and more advanced
thousands of workers and a fleet of ships, designs such as the Venator Star Destroyer,
creating a network of mines, factories and which they built on license from KDY to help
shipyards that was the foundation of Rothana meet demand.
Heavy Engineering.
After the Clone Wars ended, Rothana would
RHE became Kuat's primary subsidiary for still design and produce weaponry and
pursuing secret projects. Far away from the vehicles for the Galactic Empire, but would
Core Worlds, it was isolated from corporate not be as prominent as they were before
espionage and only accessible by an (thanks to KDY). Still, even during the
incredibly-convoluted network of hyperspace Galactic Civil War, certain designs would still
routes, the locations of which were issued on a be influenced by their style. The Rothana
strictly need-to-know basis. yards were ultimately abandoned by the
Sometime around 40 BBY, Rothana was Galactic Empire just after the Battle of Endor
formally spun off as a separate entity from in 4 ABY. Aside from vehicle development,
KDY. Though the company maintained close they also bred various mounted creatures for
ties with Kuat for a few years. They would go use among Imperial Army forces in the event
on to collaborate on a number of projects that the environment was such that the
during the Clone Wars. However, this Empire's mechanized scout vehicles could not
partnership would come to an end after that operate without being put in the repair bays for
period of Galactic conflict as it was apparent weeks.
that KDY had larger aspirations and cut RHE As late as 10 ABY, vessels with similar design-
out of the bidding war with the Empire almost attributes to the Republic-era ships saw use in
entirely. RHE was relegated to an official Ex-Imperial Warlord’s fleets. However, after
alternate OEM parts supplier for KDY’s older the Battle of Endor RHE sold their hardware to
ships only. The newer KDY designs like the everyone as a neutral entity. They, no longer,
Imperial Class, were sufficiently divergent and discriminated.
inefficient compared to RHE’s manufacturing
process and RHE would lose that new business In late, 10 ABY, a massive New Republic fleet
as well. arrived in Rothana’s home system and engaged
their forces in a protracted battle that was
In 31 BBY, Rothana Heavy Engineering waged over weeks of fighting. The New
received an immense order from the clone Republic’s rationale was that Rothana was
geneticists on Kamino to create war machines supplying arms to ex-Imperial commands.
for the Galactic Republic's clone troopers and Thus, they were guilty of the almost near
army. Working in absolute secrecy for nine constant conflict the galaxy was locked in.
years, Project Ice-fang oversaw the Funny thing, the New Republic arrived with
development of thousands of new assault no less than three Proclamators and a pair of
ships, drop-ships, and walkers. Equipment Acclamator I’s for the ground assault. One of
was shipped to Kamino via the Quiberon Line, the Proclamators had been purchased just over
where the growing clone army tested and a year prior by the New Republic.
trained on their new machines. A handful of
field tests were conducted elsewhere, but they The fighting was fierce initially. However, the
were so few that sightings of AT-TEs and other New Republic forces were battle hardened,
new designs were dismissed as fantasies. crack troops. The Rothana defense forces
were weekend warriors by comparison. A
Smaller Rothana warship models are noted for number of key facilities that Rothana held
their characteristic "arrow"-shaped command were shelled from orbit. Including, but not

350
limited to space and ground yards facilities Not because it was the correct vessel to
that hand been mothballed long ago for the produce or outfit the New Republic forces
Venator Star Destroyers. The Dominator Star with. It is an good starship, however they
Destroyer Yards facility was annihilated in the came at a premium that lined Bothan’s pockets
fighting, the mothballed Acclamator I facilities for past sacrifices (like the stolen plans for the
were destroyed and a number of other smaller death Star II, which everyone later discovered
installations took severe damage. The was a trap). The monies lined Borsk Fey'lya’s
Proclamator line sustained moderate damage retirement fund and those of his supporters.
and the Acclamator II facilities were damn He is about as corrupt as they come.
near obliterated. The facilities for the Acclaim
What could be done with this kind of
Star Frigate were atomized, with nothing
information? Who would listen? How would
remaining including their ground structures. It you acquire it? All very good questions, and
is believed that the plans were spirited off
all of them very valid plot points for a long
world prior to the data core for the engineering running campaign. Would the players blacken
facility being decimated.
the eye of the New Republic for personal gain?
After seizing the system, the New Republic To shed light on the failings of the New
immediately Nationalized the corporation. Republic? To better the galaxy by attempting
Their first order of business was to shutter to weed out corruption in the Senate? Or
production on the Proclamator and Acclamator would they simply do this because they were
designs. However, RHE would still produce ex-Imperials that had seen too much and were
replacements parts for those designs due to exhausted of being hunted just because they,
profits involved with maintaining thousands of like so many others, chose the wrong side in
active warships. Second order of business was the Galactic Civil War.
to press their new corporation into the design, Potential Rewards:
implementation and prototyping of the Star
• Enhanced Senate Scrutiny that involves the
Nest class of ultra heavy carriers. RHE would
impeachment of the Chief of State of the
go on to become an exclusive parts and New republic and a number of other
starship supplier to the New Republic.
corrupt Senators.
Effectively, starving out any ex-Imperial • Linking to other manufacturers and
commands still fielding their starships. It
levying fines on those that lobbied for and
seemed like a good tactic, initially. However,
supported this endeavor.
RHE star-ships were not like their KDY
• The reinstatement of Rothana and a series
counterparts and they did not break down
of reparations presented to them in the
easily. This tactic ultimately failed. form of reconstruction efforts and
You have to ask yourself, what makes the New monetary payouts to get them back on their
Republic any different than the Empire? The feet.
ideals they stand for only hold up on paper. By • Players are elevated to government
the admission of Princess Leia Organna Solo, positions and charged with acting as a sort
in her own words, the New Republic had been of inquisition for Governmental Greed,
dead for a long time. The entity that replaced Corruption and malpractice.
it was one that courted disaster at every turn. • A Free Capital Ship
Motivated by political and corporate greed. • Better reaction times for New Republic
Slow to react to imminent threats to their responses to galactic conflicts and defense
government. Painfully slow to respond to of member states (as well as those
oppressed member states requests for aid. A petitioning for acceptance and in need).
limited military presence at best with no • Several Million Credits (130 Mil)
ability to police all of the territories of their • Destabilization of the New Republic to
regime. It’s not that they didn’t possess the launch an offensive by an Imperial
funds either, they had this in surplus. Designs Warlord, Independent power or the
like the Bothan Assault Cruiser would see the Yuuzhan Vong.
light of day through political maneuvering.

351
Strike Cruiser II Space Range: 3-25/50/75
Craft: Loronar: Strike-class Refit Atmosphere Range: 600m-50/100/150 Km
Affiliation: Empire / Various Damage: 7D; Nominal Damage: 7 (49)
Era: Rise of the Empire 24 Dual Turbolaser Batteries
Scale: Cruiser; re-engineered and Up-Scaled Fire Arcs: 6/Arc
Length: 450 meters (+1D to Hull) Crew: 2
Skill: Starship Piloting: Capital Ships Skill: Capital Ship Gunnery
Crew: 628, Gunners: 152, Skeleton: 405/+15 Fire Control: 4D
Passengers: 450 (Troops) Space Range: 3-25/50/75
Crew Skill: Typically 4D+2 Atmosphere Range: 600m-50/100/150 Km
Cargo Capacity: (5,300); 65 Mt available Damage: 5D; Nominal Damage: 5 (25)
Consumables: 770 Days (9.5 Million refit) 16 Dual Ion Canon batteries
Original Cost: 12.2 Million (New/Corrected) Fire Arcs: 4/Arc
Cost: 26.1 Million (New); 13.9 Mil (Refit) Crew: 2
Hyperdrive Multiplier: x1 Skill: Capital Ship Gunnery
Hyperdrive Backup: x9 Fire Control: 4D
Nav Computer: Yes Space Range: 6-20/40/60
Maneuverability: 2D Atmosphere Range: 1.2-40/80/120 Km
Space: 8 Damage: 4D; Nominal Damage: 5 (20)
Hull: 6D: 4 Locs; HP: 875 / AP: 300 12 Tractor Beam Projector Turrets
Shields: 2D+2: SP: 400 / Loc (4) Fire Arcs: 3/Arc
Sensors: Crew: 2
Passive 45/1D Skill: Capital Ship Gunnery
Scan 75/2D Fire Control: 2D
Search 125/3D Space Range: 1-5/15/30
Focus 5/4D Atmosphere Range: 200m-10/30/60 Km
Maximum 250/-1D Damage: 4D; Nominal Damage: 3 (12)
Weapons: Expanded Snubfighter Complement:
16 Quad Turbolaser Batteries 36 Snubfighters (Typically TIE Craft), 3
Fire Arcs: 4/Arc Assault Gunboats, 3 Skipray Blast Boats
Crew: 3
Skill: Capital Ship Gunnery Ground Complement: Small Base (Low orbit
Fire Control: 3D Deploy-able), Landing Barge, 2 AT-AT, 4 AT-

352
ST, 5 Combat Air Speeders entire sections of the craft being disabled by
some well placed shots that caused a cascade
The initial prototype was christened the
failure in the craft (this was largely corrected
Eidolon and contained several advances, it
by field refits on the original design over time).
boasted upgraded TIE launch racks that were
The origins of this were due to the craft’s
able to launch several TIE/LN snubfighters in
modular nature and it is something the re-
a very short time. After landing/docking the
engineered design still retains. The craft
TIE's in the dual TIE rack mounted in the
remains modular and can be re-purposed for ½
docking bay at the base of the command tower,
the time and expense of doing so, to fill almost
the racked TIE's were shunted through
any role (there are even variants bristling with
maintenance and refueling areas, ending up in
point defense guns, though the instances of
the launch corridors on either side of the ship.
such craft are incredibly rare).
Thus allowing a constant stream of short-
mission fighter protection. This is a mid to late life refit for the craft,
introduced shortly prior to the Battle of Endor.
“Secretly manufactured by Kuat Drive Yards
The Empire had the Lorornar Strike Cruisers
in the Seswenna sector, the Eidolon
they possessed all in dry docks being refit due
disappeared on its maiden flight.
to the robust nature of the refit itself. It is a
Unbeknownst to the galaxy at large, the ship
massive boost to the middling Destroyer Scale
was nothing more than a ruse by Sate Pestage
hull. Clearly advancing it to Cruiser durability
to hide his accumulated wealth on Tatooine.
meant that the empire could phase out
Although the cruiser never went into full
hundreds of old Dreadnought Cruisers in favor
production, the hull and launch rack of the
of the Strike II. Thus, none of them
prototype was made and retrofitted into
participated in the Battle of Endor. Most
Eidolon Base.” (..Strike Cruisers cannot land.)
would go on to be captured by Imperial
This is where I call “bullshit”. At times like Warlords with the fall of the Empire. Several
this I am appalled that the new “vision” of Star more of the craft would fall into the hands of
Wars has to toss all the old canon information the Rebel Alliance. Some of them would be
under the bus and shit all over it. First of all stolen by their own Spec Ops units gone rogue
the Strike Cruiser is a Loronar design, not a as they transitioned to the New Republic.
KDY design. Second, why in the hell would However, the bulk of the craft that the Alliance
your re-engineer the entire design and then (New Republic) obtained would be sold off or
make notable improvements on it if it was donated to member worlds that pledged their
simply a ruse by Sate Pestage (he could have allegiance to the new, fledgling, government.
used any ship to do that) to move the bulk of Features:
his ill gotten wealth to … Fu$1n& where? • Only the Hull and Shields of the design are
Tatooine? Really? You know, Tatooine might calculated when factoring the Scale Refit
be Outer Rim and all but it’s essentially the (the are calculated against the cost of the
hub of all Star Wars stories and lore. No one Cruiser Chassis).
would ever think to look there for anything... • All other systems are based as if they were
The political genius turned imbecile because being designed for and utilized on, a
the Empire even lost a Super Laser Prototype Destroyer Chassis.
on the world, dropping it in the Dune Sea... It • The Craft Maneuvers as a Destroyer
was the home of Obi Wan Kenobi, the home of • 20 Metric Tons Converted to Passenger /
Luke Skywalker, the place where Anakin grew Troop space, just because I felt like it.
up, the home of Jabba the Hutt and all that • Can deploy 12 Snubfighters per round,
other stuff... I will deviate from the crap lore unlike the original Strike Cruiser that could
for the craft at this point. only deploy 4 per round.
• The Hangar was specifically engineered to
Loronar’s design is not a new ship, it is retain at least ½ of the original assault
actually a refit of the existing design. support craft & five ground units at no loss
Essentially, removing any design flaws that to cargo (800 Mt for Free).
plagued the early model Strike Cruisers. Like

353
Teroch Mercenary Destroyer Atmosphere Range: 12-64/128/256 Km
Craft: Mandal Motors: Teroch-class • These Ultra Heavy Weapons can fire to
Affiliation: Various / Mercenaries Search range with 5D Fire Control.
Era: Old Republic (Late) + • These Ultra Heavy Weapons can fire to
Scale: Frigate Maximum Sensor Range at 1D Fire
Length: 399 meters (+2D to Hull & Armor) Control.
Skill: Starship Piloting: Capital Ships Damage: 500*; RoF:1*; 150 Round Bursts
Crew: 359, Gunners: 49, Skeleton: 239/+15 Ammo: 30,000 rounds of Densified
Passengers: 290 (Troops) Ammunition per gun (200 Bursts per gun);
Crew Skill: Varies 2.4 Metric Tons of Ammunition per gun;
Cargo Capacity: (3,990); 42 Mt available 1,680 Credits per reload! Cheap is good!
Consumables: 578 Days (4 Million refit) *Heavy Burst already factored in.
Cost: 18.3 Million (New); 13.8 Mil (Used) 5 Quad Rail Gun Batteries
Hyperdrive Multiplier: x3 Fire Arcs: 4 Fore, 3 Port/Starboard, 1 Aft
Hyperdrive Backup: x18 Crew: 2
Nav Computer: Yes Skill: Starship Gunnery
Maneuverability: 1D Fire Control: 4D*
Space: 6 Space Range: 2-4/16/32
Atmosphere: 600 Km/H (can land) Atmosphere Range: 200-400m/1.6/3.2 Km
Hull: 3D + 3D Armor: 4 Locs; Damage: 8D*; Nominal Damage: 9 (72)
HP: 375 / AP: 634 Ammo: 10,000 rounds of Densified
Shields: 4D: SP: 400 / Loc (4) Ammunition per gun (500 Bursts per gun); 40
Barrier Technology: 4D: BP: 400 / Loc (4) Kg of Ammunition per gun; 560 Credits per
Sensors: reload. *Light Burst already factored in.
Passive 90/1D 3 Tractor Beam Emplacements
Scan 110/2D Fire Arcs: 1 Fore, 1 Port & Starboard
Search 180/2D Crew: 2
Focus 10/3D Skill: Capital Ship Gunnery
Maximum 360/-2D Fire Control: 3D
Weapons: Space Range: 1-5/15/30
5 Ultra Heavy Rail Gun Batteries Atmosphere Range: 200m-10/30/60 Km
Fire Arcs: 5 Fore, 3 Port/Starboard, 1 Aft Damage: 3D; Nominal Damage: 3 (9)
Crew: 6 Heavy Tractor Beam Emplacement
Skill: Capital Ship Gunnery Fire Arcs: Aft
Fire Control: 5D* Crew: 3
Space Range: 6-32/64/128 Skill: Capital Ship Gunnery

354
Fire Control: 3D turned against the Imperials and they live to
Space Range: 1-5/15/30 tell the tale, the craft might very well reach the
Atmosphere Range: 200m-10/30/60 Km top of the highly illegal and restricted starships
Damage: 8D; Nominal Damage: 3 (24) that are completely banned.
Snubfighter Complement: The Teroch sports six massive space engines
12 Snubfighters, 4 Gunships, 4 Transports that are dated in technology much like it’s
weaponry. While dated the engines are some
Ground Complement:
of the most easily maintained on the market
12 Combat Air Speeders, 8 Ground Units
and parts to repair or refit them are readily
Mandal Motors has been known for numerous available. The sensor package is robust for the
capital ships in their long history. Many era in which is was introduced. It has
notable models mounted mass drivers and are respectable atmospheric performance and can
still quite lethal to this day, if you can find one land, allowing for ease of repair and even the
or the designs to construct one. However, the ability to set down on almost any planetary
Teroch is a late model starship featuring a body. While it’s fire arcs leave something to
throwback design to earlier models of be desired, should it line up with any craft,
Mandalorian starships. The craft was there likely won’t be much left. Perhaps the
envisioned as an independent mercenary most remarkable feature of the Teroch is that it
vessel and is popular with individuals from all possesses, possibly, the last refined instance of
walks of life. There is nothing quite like the Barrier Technology on a modern warship. Not
Teroch on the market. only that, it has the Barrier generators on all
The Teroch is armed primarily with Gauss arcs. Furthermore, Barrier Technology sips
based weaponry. It’s armament, on paper power and is always active (as it was designed
looks weak. However, when you realize that it to be) while the ship is on the go.
supports five fully automatic rail guns that can, Features:
quite literally, rip most starships of • The Snubfighter Rail Guns are easy to
comparative classifications into pieces, in maintain (-1DR) and cheap to reload.
seconds, it starts looking a lot better. The • The Ultra Heavy Rail Guns have no
main guns weigh 330 Metric Tons each! The penalty to maintenance and repair,
craft has been largely overlooked by Imperial however, they do not benefit from the
Authorities during the Rise of the Empire Era. above bonus (save for the cheap ammo
This is solely due to the fact that Imperials which is widely available almost
believe that Rail guns are antiquated weapons. anywhere).
However, should one of these vessels be • 255 MT converted to 51 Troops.

355
Ton Falk Class Escort Carrier Damage: 9D; Nominal Damage: 6 (54)
Craft: KDY: Ton-Falk-class Carrier Ammo: 150 Missiles
Affiliation: Empire 10 Double Laser Cannons
Era: Rise of the Empire + Fire Arcs: 2 Fore, 3 Port & Starboard, 2 Aft
Scale: Destroyer Crew: 1
Length: 500 meters (+1D to Armor) Skill: Starship Gunnery
Skill: Starship Piloting: Capital Ships Fire Control: 3D
Crew: 698, Gunners: 19, Skeleton: 469/+15 Space Range: 1-3/12/25
Passengers: 495 (Troops) Atmosphere Range: 100-300m/1.2/2.5 Km
Crew Skill: Typically 4D Damage: 3D; Nominal Damage: 4 (12)
Cargo Capacity: (5,000); 151 Mt available 3 Tractor Beam Projector Turrets
Consumables: 770 Days (9.3 Million refit) Fire Arcs: 1 Fore, Port & Starboard
Cost: 3.23 Million (New) 2.42 Mil (Used) Crew: 2
Hyperdrive Multiplier: x1 Skill: Capital Ship Gunnery
Hyperdrive Backup: x12 Fire Control: 3D
Nav Computer: Yes Space Range: 1-5/15/30
Maneuverability: 1D Atmosphere Range: 200m-10/30/60 Km
Space: 4 Damage: 6D; Nominal Damage: 3 (18)
Hull: 7D+1: 4 Locs; HP: 734 / AP: 338 Expanded Snubfighter Complement:
Shields: 2D: SP: 250 / Loc 72 TIE Class Snubfighters (Typical Load-out:
Sensors: 4 Squadrons of TIE/In; 1 Squadron of TIE
Passive 30/0D Interceptors, 1 Squadron of TIE Bombers), 6
Scan 50/1D Shuttles (Lambda)
Search 100/2D
Focus 4/3D Ground Complement: 2 Landing Barges
Maximum 200/-2D The Ton-Falk-class escort carrier, also known
Weapons: as Imperial escort carrier (often confused with
Concussion Missile Launcher the Tagge Co model of the same name), was a
Fire Arcs: Any, Ventral Turret transport ship designed to carry Imperial
Crew: 3 snubfighters. A standard Imperial chute
Skill: Capital Ship Gunnery system provided for rapid deployment of TIE
Fire Control: 3D Series snubfighters and an on-board hangar
Space Range: 120 Space Units allowed for minor repairs. The escort carrier
Atmosphere Range: 240 Km

356
was the smallest vessel that could carry a full Snubfighters is doubled to 50 prior to any
wing of snubfighters (6 squadrons of up to 72 expansion of the snubfighter complement.
craft). The ship also carried six shuttles. • The Ton Falk is completely pressurized, a
hull breach on any facing of the hull will
Armament includes ten Taim & Bak H8 dual
have catastrophic results. Crippling any
laser cannons and one Krupx VL-6 warhead
facing of the ship (destroying all HP & AP)
launch system. It also has three Tractor Beam
Projector Turrets for recovery of damaged will cause a cascade failure that doubles
any remaining damage and carries it to all
craft. Though a capital ship, it is poorly armed
and protected relative for its size, so it stays to other sections of the ship (only happens on
that initial round, though it can occur again
the rear of battle for its own safety while
if another Arc of the ship is breached).
allowing its TIE fighters to engage the enemy.
• The Ton Falk carries 1,200 Metric Tons of
Designed and built by Kuat Drive Yards, the military ordinance for it’s snubfighter
Ton-Falk-class escort carrier allowed the squadrons. There are only three hangar
Imperial Navy to overcome the hyperdrive spaces (Fore, Port & Starboard) and each
deficiency of its primary snubfighters in the has 400 metric tons of that ordinance
early years of the Galactic Civil War. The (160,000 Units each area). If any of those
need for them was seen following the Battle of sections are destroyed (as above) that
Ton-Falk, and the craft was named for that ordinance “lights off”: The Section is
pivotal battle. completely destroyed, no roll or Hull
Being purpose-built, escort carriers were much resistance observed (though this does not
more economical to deploy than an Imperial cascade into other sections of the ship, the
Star Destroyer. Higher priority convoys often snubfighter grade ordinance just eats up the
had an escort carrier, along with an EF76 rest of the superstructure in that section).
Nebulon-B escort frigate and CR90 corvettes.
The escort carrier bears a name very similar to
It was also common for escort carriers to that of the Imperial escort carrier featured in
perform mini-hyperdrive jumps within a Star Wars: Rogue Squadron III: Rebel Strike.
system, dropping off a squadron of Wedge Antilles's unfamiliarity with the name
snubfighters with each exit. This tactic made it used by General Crix Madine for the starship
difficult for Rebel Alliance or pirate pilots to in the latter game suggests that neither the
predict where the next attack would come Storm Commando vessel seen in Rebel Strike
from. In addition to the Empire, some ships nor the standard Imperial Navy snubfighter
were appropriated by the Rebel Alliance as transport seen in TIE Fighter and its sequels
well and added to their navy. were generally deployed (at least in operations
Features: Antilles might have been familiar with) prior
• Due to the sheer internal volume of the to the raid at Bakura.
ship, and the way it was designed as a
carrier, it’s internal complement of 25

357
Trenchant Cruiser Space Range: 3-25/50/75
Craft: Merkuni Drives: Trenchant-class Atmosphere Range: 600m-50/100/150 Km
Affiliation: Various, Empire, Rebel Alliance Damage: 4D+1; Nominal Damage: 5 (21)
Era: Clone Wars + (2 Eras Old) 8 Double Laser Batteries
Scale: Frigate Fire Arcs: 4 Fore, 4 Port/Starboard, 2 Aft
Length: 215 meters Crew: 1
Skill: Starship Piloting: Capital Ships Skill: Starship Gunnery
Crew: 194, Gunners: 28, Skeleton: 129/+10 Fire Control: 2D
Passengers: 129 (Troops) Space Range: 1-3/12/25
Crew Skill: Typically 4D Atmosphere Range: 100-300m/1.2/2.5 Km
Cargo Capacity: (2,150); 26 Mt available Damage: 4D+1; Nominal Damage: 5 (21)
Consumables: 322 Days (1.6 Million refit) 4 Tractor Beam Projector Turrets
Cost: 2.38 Million (New); 1.78 Million (Used) Fire Arcs: 2 Fore & Aft, 4 Port/Starboard
Hyperdrive Multiplier: x2 Crew: 2
Hyperdrive Backup: x15 Skill: Capital Ship Gunnery
Nav Computer: Yes Fire Control: 2D
Maneuverability: 1D Space Range: 1-5/15/30
Space: 5 Atmosphere Range: 200m-10/30/60 Km
Hull: 4D; 4 Locs; HP: 300 / AP: 134 Damage: 3D; Nominal Damage: 3 (9)
Shields: 1D: SP: 100 / Loc
Sensors: Expanded Snubfighter Complement:
Passive 30/0D 24 Snubfighters, 1 Troop Shuttle
Scan 60/1D Ground Complement:
Search 90/2D 4 Combat Air Speeders
Focus 3/3D
Maximum 180/-2D Merkuni Drives was a newly formed
Weapons: shipwright firm during the times of the Old
6 Double Turbolaser Batteries Republic, just outside the onset of the Clone
Fire Arcs: 2 Fore, 3 Port/Starboard, 2 Aft Wars. Once formed they set about designing
Crew: 2 and releasing the Trenchant Cruiser. It would
Skill: Capital Ship Gunnery be completed too late in the war to have an
Fire Control: 3D impact. However, it did market and sell well
to a number of independent systems. The

358
Galactic Republic would acquire a number of actually engineered refits for the Trenchant
them, as their ship building capacity had been Cruiser that drop right into the craft at no loss
strained attempting to keep up with the of what little of the ship’s cargo space remains.
battlefield attrition they had faced against the
Refit Options:
Trade Federation.
• Shield Upgrade: 2D shield Generator
The Trenchant is rather robust for a ship of it’s
Refits, replacing the old generators and
size and was envisioned for sale to
discounted by Merkuni drives as a result
independent systems since Merkuni Drives (this is a full replacement). Cost: 45,000
realized it would be released late in the war.
credits per generator (4 required).
It’s lower grade shielding was easily produced.
In fact, most of the weapons are relatively low • Hyperdrive Refit: Replaces the x2
grade in nature and incredibly easy for hyperdrive with a x1 unit (full
Merkuni drives to manufacture themselves. replacement). Cost: 50,000 credits
As such, the vessel is one of very few designed • Engine Refit: is a field refit kit that
from a singular, startup, firm that uses all in enhances the Space: 5 engines to Space: 6
house equipment. This allowed for Merkuni ones; this is an engineering refit, not a
Drives to mass produce the vessels at scale and modification. Cost: 60,000 Credits
release them in quantity, annually.
You will see the original image of the craft. It
A number of the vessels would end up in the looks kind of cool, however, there are no
hands of the Rebel Alliance from two points of updated images of this warship. I located
acquisition. First, from the stock of the vessels something that looks like it captures the spirit
that were diverted from the Galactic republic of the design overall. Not to mention the
proper. Second, those that were purchased by image from AdamKop has the exact amount of
independent systems and then “donated” to the visible weapons emplacements that the ship
Rebellion’s cause. However, the bulk of the has. All I changed there were the Fire Arcs.
vessels sold to the Galactic Republic would be I added 4 Tractor beams, the enhanced
transferred directly into the newly forming Snubfighter compliment and the ground
Galactic Empire. These vessels were relegated support units. Not many of these ships ever
to patrolling backwater systems that were detailed that they even had hangars. I added
deemed to be of little importance to the the above Refit Options based off information
Empire. The Empire would continue to I found on High Inquisitor Mox Slosin’s
purchase the cost effective vessels throughout personal ship. The refits are engineering drop-
it’s entire existence and many Imperial ins because it doesn’t have the space for after
Warlords would continue this trend after it’s market enhanced shields. Modifications don’t
fall. carry weight penalties, but these aren’t mods.
What makes the craft so impressive is it’s The units are priced at around 25% of their
expanded Snubfighter compliment. It carry’s a values due to trade-ins or outright field refits.
full two squadrons of craft as well as a troop However, the engine refit is marked up to full
shuttle. Furthermore, it’s typical ground book price (not mass produced pricing).
support complement is four Space to
Atmosphere Combat Air Speeders. Allowing
the Trenchant Cruiser to deploy it’s Troop
Shuttle with a combat capable escort from
space to any planet or installation.
A number of these ships have been modified
with enhanced combat capabilities, including
the personal craft of High Inquisitor Mox
Slosin. His ship has a Class One Hyperdrive,
doubled strength shield generators and a space
speed of 6. These modifications packages are

359
T-Type Yacht Maximum 360/-1D
Craft: Nubia Star Drive: T-Type Transport Weapons: None
Affiliation: Old Republic + The Type-T Yacht is a pleasure craft meant to
Era: Clone Wars transport the Queen of Naboo. It a posh
Scale: Corvette outfitted craft that has nothing in the way of
Length: 84 meters actual hull durability, though it does possess
Skill: Starship Piloting: Capital Ships military grade shielding. The craft is both
Crew: 4, Skeleton: 1/+0 (Slave Rigged) efficient and slave rigged using the most
(Up to 4 Astromech Droids are carried) advanced technologies available and a cross
Passengers: Up to 26 in emergencies; licensing agreement was entered into with
Typically just 2 (Queen & Handmaiden) Rendili Stardrive to produce the ship with that
Crew Skill: Typically 5D level of automation.
Cargo Capacity: (840); 800 Metric Tons Features:
Consumables: 770 Days (46.2K refit) • Luxury Seating throughout the ship 6
Cost: 5.2 Million (New & Used, all eras) • Conference Room & Lounge with full
Hyperdrive Multiplier: x1 Holonet Suite + Advanced Entertainment
Hyperdrive Backup: x2 • Galley & Auto Chef
Nav Computer: Yes • Big Comfy Bed
Maneuverability: 2D; 3D in Atmosphere • 2 Refresher Booths
Space: 8 • 2 Conventional Shitters
Atmosphere: 1,200 Km/H • Machine Shop (+1D) / Cargo Bay
Hull: 1D: 4 Locs; • Medical Bay
HP: 50 / AP: 75 • Richly Appointed rooms
Shields: 3D: SP: 225 / Loc • 4 Holo Vid terminals, 1 per crew bay
Sensors: • Holonet Communicator on the Bridge
Passive 60/1D • Can carry up to 26 passengers in
Scan 90/2D emergencies at no consumable costs.
Search 180/3D • 2 years of consumables
Focus 10/4D • +2 DR for any Modifications

360
• Robust Fusion Reactor offering up to 5D difficulties); no damage to the unit.
of Auxiliary Power. • Escape Pods are only sufficient for 8
• Primary Hyperdrive can be pushed to Class individuals (2 per pod).
½ in emergencies for up to five days. • -2 DR to repairs; most repairs can be
Requires a refit afterward and cannot be performed in flight. Stressed main
used until it is repaired. Hyperdrive requires a dry-dock refit.
• Backup Hyperdrive can be pushed to Class • Registered Diplomatic Immunity: craft is
1 indefinitely (+5 to Astrogation ignored by governments (but will aid).

361
Victory Destroyer Crew: 3
Craft: Rendili Stardrive: Victory Destroyer Skill: Capital Ship Gunnery
Affiliation: Rebel Alliance Fire Control: 4D
Era: Rise of the Empire Space Range: 3-25/50/75
Scale: Cruiser; Maneuvers as Destroyer Atmosphere Range: 600m-50/100/150 Km
Length: 450 meters (+1D to Hull & Armor) Damage: 8D; Nominal Damage: 7 (56)
Skill: Starship Piloting: Capital Ships 40 Concussion Missile Launchers
Crew: 470, Gunners: 136, Skeleton: 304/+15 Fire Arcs: 10 per Arc
Passengers: 446 (Troops) Crew: 2
Crew Skill: Typically 5D Skill: Capital Ship Gunnery
Cargo Capacity: (4,500); 52.6 Mt available Fire Control: 2D
Consumables: 770 Days (8.1 Million refit) Space Range: 120 Space Units
Cost: 39.7 Million (New & Used) Atmosphere Range: 240 Km
Hyperdrive Multiplier: x½ Damage: 9D; Nominal Damage: 6 (54)
Hyperdrive Backup: x7.5 Ammo: 165 per Launcher
Nav Computer: Yes 20 Double Turbolaser Batteries
Maneuverability: 3D; 4D Atmosphere Fire Arcs: 5 Fore, 5 Port, 5 Starboard, 5 Aft
Space: 8 Crew: 1
Atmosphere: 900 Km/H (Can Land) Skill: Starship Gunnery
Hull: 3D + 2D Armor: 4 Locs; Fire Control: 3D
HP: 500 / AP: 750 Space Range: 2-5/15/30
Shields: 3D: SP: 450 / Loc Atmosphere Range: 200-500m/1.5/3 Km
Sensors: Damage: 5D; Nominal Damage: 5 (25)
Passive 40/1D 6 Tractor Beam Projector Turrets
Scan 70/2D Fire Arcs: 1 Fore & Aft, 2 Port/Starboard
Search 150/3D Crew: 2
Focus 4/3D+2 Skill: Capital Ship Gunnery
Maximum 300/-1D Fire Control: 4D
Weapons: Space Range: 1-5/15/30
8 Quad Turbolaser Batteries Atmosphere Range: 200m-10/30/60 Km
Fire Arcs: 8 Fore, 4 Port/Starboard/Aft Damage: 5D; Nominal Damage: 3 (15)

362
Expanded Snubfighter Complement: 24 mothballed, relegated to backwater sectors and
Snubfighters, 4 Gunships & even sold to the Corporate Sector. The Empire
2 Transports would continue to purchase the Victory II for
the rest of it’s existence. Thus, very possibly,
Ground Complement: 12 Combat Air- one of the most capable warships for fast
Speeders, 2 Landing Barges, 8 Heavy Combat response and incredible striking power would
Units (Tanks or Walkers), 2 Light Vehicles actually fall into hands of the Alliance to
Restore the Republic and later the Rebel
Rendili Star Drive attempted to create a multi Alliance.
role assault warship from the base Victory I
design after Walex Blissex left the company to Not many of the vessels were produced after
join the Alliance to Restore the Republic. The the cold reception Rendili Star Drive was
ship actually uses the back end of the Victory I given by the Empire regarding the new craft.
as a basis, and thus it possesses the same However, several influential figures in the
Hyperdrives and Engines as the standard galaxy commissioned Rendili to construct as
Victory I. This huge reduction in mass was many as they could provide the money to
able to propel the craft at roughly twice the purchase. Roughly a dozen ships would enter
Victory I’s speed in hyperspace as well as in into the Alliance to Restore the Republic’s
sub-light. arsenal and three quarters of them would be
destroyed by imbeciles in the command
While the craft loses some overall durability, it structure of Alliance to Restore the Republic
retains the ruggedness of a cruiser and as a and later the Rebel Alliance.
result is quite durable. Walex Blisex may not
have designed this variant of the craft, The Rebel Alliance would lose two of these
however, he is noted in it’s design credits and ships in their early battles, with one being so
royalties due to the aft rear of the craft being heavily damaged that it would sit out the rest
based off of his Victory I design. Because of of the Galactic Civil War in dry dock
the heavy superstructure of the base vessel it undergoing repairs. However, they continued
retains ½ of it’s additional durability (+1D to to field one of these ships for sensitive
Hull and Armor, effectively). operations and very specific fleet engagements.
The ship commonly ran Spec Ops teams on
The craft has approximately two years of fuel, suicide missions and was said to have been
food and air for it’s crew. Effectively, half the destroyed during an operation to cripple the
endurance of a Victory Star Destroyer and refueling train headed to Endor (the Black
appropriate for half of a Victory Star Ice).
Destroyer. It’s hangar space has been Now, it’s destruction was never confirmed and
increased at the loss of several hundred metric reports of a ship matching it’s description were
tons to carry a formidable complement for the made by many Imperial Warlords. The craft in
size of craft it is. Furthermore, it carries a dry dock, called the “Malice” was actually
respectable ground complement. stolen, with the dissolution of the Spec Ops
units, during the formation of the New
In an incredibly unprecedented move the Republic. A rogue Spec Ops team walked
Empire did not move to acquire the vessel. right on board after she had been completely
This was due to a number of factors. First of refit and walked right out of dry dock with her.
all, the contracts to produce Victory I & II Star Instances like this beg the question: Were
Destroyers for the Galactic Republic were some Spec Ops units too valuable to the New
honored and carried over to the Galactic Republic to let go? Do they still function in a
Empire. It wouldn’t be until somewhere in at semi official capacity? Possibly performing the
the midpoint of the Empire’s rise into power jobs no one wants to or the official New
that the Galactic Empire would finally fulfill Republic military cannot be seen performing...
the agreement to purchase thousands of
Victory I’s. Many of which had already been

363
Victory III Shields: 4D: SP: 1,200 / Loc
Craft: Rendili Stardrive’s Victory III Backup Shields: 4D
Affiliation: Imperial Remnant / New Republic Sensors: Hyperspace Telemetry Sensors
Era: New Republic + Passive 110/2D
Scale: Battleship (Up-scaled) Scan 190/3D
Length: 930 Meters Search 380/4D
Skill: Starship Piloting: Capital Ships Focus 10/5D
Crew: 2,919, Gunners: 474 (+/- 30, Maximum 760/0D
Skeleton: 2,357 (+/- 30)/+5
Passengers: 2,762 (Troops) No Hyperspace Telemetry Sensors
Crew Skill: Typically 7D or 8D Passive 60/1D+1
Cargo Capacity: (9,300); 3 Mt available Scan 120/2D+2
Consumables: 4 Years (95.3 Mil Refit) Search 240/4D
Cost: 493.5 Million (New & Used) Focus 10/4D+2
Maximum 480/0D
Without Hyperspace Telemetry Sensors &
Hyperspace Torpedoes Weapons:
Cargo Capacity: (9,300); 41.44 Mt availl 50 Quad Heavy Turbolaser Batteries
Cost: 212 Million (New & Used) Fire Arcs: 6 Fore, 3 Port, 3 Starboard, 3 Aft
Crew: 3
Hyperdrive Multiplier: x1 Skill: Capital Ship Gunnery
Hyperdrive Backup: x5 Fire Control: 4D
Nav Computer: Yes (5D with Gunnery Helmet)
Maneuverability: 3D Space Range: 3-25/50/75
Space: 9 Atmosphere Range: 600m-50/100/150 Km
Atmosphere: 900 Km/H Damage: 11D; Nominal Damage: 7 (77)
Hull: 8D + 3D Armor: 4 Locs; 50 Quad Ion Cannon Batteries
HP: 1,200 / AP: 1,8000 Fire Arcs: 6 Fore, 3 Port, 3 Starboard, 3 Aft

364
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 4D Snubfighter Compliment: 4 Squadrons of
(5D with Gunnery Helmet) Snubfighters, 6 Assault Ships / Gunboats, 6
Space Range: 6-20/40/60 Skipray Blastboats / Similar New Republic
Atmosphere Range: 1.2-40/80/120 Km Craft, 1 Transport (No advanced equipment)
Damage: 6D; Nominal Damage: 7 (42) The Ground Compliment adds 1 Walker
80 Advanced Concussion Missile Launchers
Fire Arcs: 20/Arc Ground Compliment: 2 Heavy Walkers or
Crew: 2 Tanks, 2 AT-ST or Medium Tanks, 3 Landing
Skill: Capital Ship Gunnery Barges, 12 Combat Air Speeders
Fire Control: 4D
(5D with Gunnery Helmet) Standard Hyperspace Torpedo
Space Range: 240 Space Units 3 Million Credits
Atmosphere Range: 480 Km x1/3 Hyperdrive
Damage: 12D; Nominal Damage: 6 (72) Range: 1 Sector
Ammo: 180 Missiles per Launcher Damage: 1D Death Star Scale Munitions
32 Quad Turbolaser Batteries Guidance: 12D
Fire Arcs: 8/Arc Weight: 50 Metric Tons / each
Crew: 1 Basic Hyperspace Telemetry Sensors Cost:
Skill: Starship Gunnery 150 Million Credits (equivalent to two
Fire Control: 4D+2 Imperial I Star Destroyers)
(5D+2 with Gunnery Helmet) Weight: 250 Metric Tons
Space Range: 3-12/25/50 Range: Target a ship in the adjoining sector to
Atmosphere Range: 300m-1.2/2.5/5 Km your current position.
Damage: 7D; Nominal Damage: 7 (49) Function: Required to be able to target a
16 Tractor Beam Projector Turrets moving ship in an adjoining Sector of Space.
Fire Arcs: 4/Arc
They provide early warning for a Sector Target
Crew: 2
Lock and threat warnings and ETA to Impact
Skill: Capital Ship Gunnery
of inbound munitions.
Fire Control: 3D
Space Range: 1-5/15/30
Rendili Stardrive’s Victory III is an
Atmosphere Range: 200-500m/30/60 Km
engineering marvel, only 30 meters longer
Damage: 6D; Nominal Damage: 3 (18)
than the original Victory I & II. It combines
Hyperspace Torpedo Launcher
the best elements of the Victory I & II into a
Fire Arcs: Any
single combat vessel with advanced armament
Crew: 30
and combat durability. It possesses the
Skill: Capital Ship Gunnery
durability of larger craft like the Imperial-class
Fire Control: 6D (7D with Gunnery Helmet)
Star Destroyers. As always the craft remains
Internal Guidance: 12D (anything beyond
incredibly efficient. It is the test bed for initial
listed sensor suite range)
trials of Hyperspace Telemetry Sensors &
Space Range: 1 Sector
Torpedoes. There are only a few ships with
Atmosphere Range: Unlimited
this package due to the astronomical costs
Damage: 1D Death Star; 4,800
associated with these systems. The capability
Ammo: 24
of engaging, and destroying capital ships
Cost: the launcher’s cost is it’s Fire Control
anywhere in your sector as well as adjoining
factored into the ship.
sectors is one heck of an advantage.
Total: 72 Million Credits for Ammo
• Search must equal Missile range or you
Snubfighter Compliment: 3 Squadrons of
suffer loss of all Fire Control defaulting to
Snubfighters, 5 Assault Ships / Gunboats, 5
Maximum Sensors range penalties...
Skipray Blastboats / Similar New Republic
Craft, 1 Transport

365
366
Z-1 Transport Space Range: 1-3/12/25
Craft: Starfield Industries: Z-1 Transport Atmosphere Range: 100-300m/1.2/2.5 Km
Affiliation: Various Damage: 6D; Nominal Damage: 4 (24)
Era: Old Republic + Paired Wing Tip Heavy Ion Canons
Scale: Corvette Fire Arc: Fore
Length: 60 Meters Gunners: Co-Pilot
Skill: Starship Piloting: Capital Ships Skill: Starship Gunnery
Crew: 9, Skeleton: 2/+10, 4/+5 Fire Control: 3D
Passengers: 18 Space Range: 3-9/18/36
Crew Skill: Varies Atmosphere Range: 300-900m/1.8/3.6 Km
Cargo Capacity: (600); 1,200* Metric Tons Damage: 6D; Nominal Damage: 4 (24)
Consumables: 105 Days (28.3K credit refuel)
Cost: 602,560 (New); 451,930 (Used) The Starfield Industries Z-1 Transport was one
Hyperdrive Multiplier: x1 of their initial forays into the transport market.
Hyperdrive Backup: x12 It’s a relatively high performance craft that
Nav Computer: Yes was built for bulk transport. The craft has two
Maneuverability: 0D; 2D With no Pods large cargo pods in the Aft: Port and Starboard
Space: 6; 8 With no Pods sections of the craft.
Atmosphere: 1,100 Km/H Features:
Hull: 3D: 4 Locs; HP: 150 & AP: 75 / Loc • Pods carry an additional 300Mt each, 3D
Shields: 1D; SP: 75; 1 Generator hull matching the core craft.
Sensors: • Galley, Lounge, Bar, Entertainment Table
Passive 30/0D • 4 Conventional Shitters w/ Sonic Showers
Scan 50/1D • Dropping the cargo pods increases the core
Search 65/2D performance of the craft by 2 space units
Focus 3/3D (1 per pod). Maneuverability is increased
Maximum 130/-2D by 1D per pod dropped.
Weapons: • The craft was designed with 4 Shield
2 Medium Laser Cannons (Fire-Linked) Generators in Mind, the other 3 can be
Fire Arc: Fore added to no penalty to the craft and are
Gunners: Pilot available for 22,500 credits each (1D).
Skill: Starship Gunnery • +1DR to Modify, not repair. Does not
Fire Control: 2D apply to the Shield Generators.

367
FireStar Orbital Defense Station Fire Control: 4D
Craft: Rendili StarDrive: FireStar-class Space Range: 3-25/50/75
Affiliation: Old Republic / Empire Atmosphere Range: 600m-50/100/150 Km
Era: Old Republic + Damage: 7D; Nominal Damage: 7 (49)
Scale: Battlestation 240 Concussion Missile Launchers
Length: 750 m x 750 m x 1 Km Fire Arcs: 60 per Arc
Skill: Starship Piloting: Battlestation Crew: 2
Crew: 5,312, Gunners: 852, Skeleton: Skill: Capital Ship Gunnery
3,125/+5; Slave Rigged & Efficient Fire Control: 2D
Passengers: up to 17,500 (Troops) Space Range: 120 Space Units
Crew Skill: Typically 5D Atmosphere Range: 240 Km
Cargo Capacity: (25,000); 16,114 Mt avail Damage: 9D; Nominal Damage: 6 (54)
Consumables: 3,850 Days (911 Million refit) Ammo: 330 per Launcher
Cost: 1.06 Billion (New); 793 Million (Used) 48 Double Turbolaser Batteries
Hyperdrive Multiplier: x4 Fire Arcs: 6/Arc Dorsal Spire;
Hyperdrive Backup: x20 6/Arc Ventral Spire
Nav Computer: Yes Crew: 1
Maneuverability: 1D Skill: Starship Gunnery
Space: 4 Fire Control: 3D
Hull: 5D: 12 Locs; Space Range: 2-5/15/30
HP: 9,000 / AP: 21,600 /Loc (12) Atmosphere Range: 200-500m/1.5/3 Km
Shields: 3D: SP: 10,800 / Loc (12) Damage: 5D; Nominal Damage: 5 (25)
Sensors: 12 Tractor Beam Projector Turrets
Passive 60/2D Fire Arcs: 4/Arc
Scan 120/3D Crew: 2
Search 240/4D Skill: Capital Ship Gunnery
Focus 12/4D+2 Fire Control: 3D
Maximum 480/0D Space Range: 1-5/15/30
Weapons: Atmosphere Range: 200m-10/30/60 Km
100 Quad Turbolaser Batteries Damage: 6D; Nominal Damage: 3 (18)
Fire Arcs: 25/Arc Snubfighter Complement:
Crew: 3 72 Snubfighters, 36 Gunships & 17 Transports
Skill: Capital Ship Gunnery

370
The FireStar-class orbital defense station was Facility docking areas. Starships can be
designed and manufactured by Rendili constructed, maintained or repaired here up
StarDrive during the reign of the Galactic to 700 Meters in length (4 ships in total at
Republic and the Galactic Empire. Petabys any given time).
Station was a FireStar-class orbital defense • The FireStar is fully capable of traversing
station acquired by the Rodian black marketeer space and jumping into Hyperspace in
Uopled. order to re-orient / re-locate if necessary.
• The Dorsal & Ventral Spires have 2 Hit
"If you're looking for the best-defended black
Locations; Dorsal: 1 & 2, Ventral: 1 &2.
market in the galaxy, Petabys Station is the
• The Main Platform has 8 discreet Hit
place to be...there are never pirate attacks and
Locations: Fore: 1 & 2, Port: 1 & 2,
the place has enough defenses to hold off a
Starboard 1 & 2, Aft: 1 & 2.
small fleet. Of course, the rates are high, but
• Expanded Auxiliary Power Reservoir:
what do you expect at a former battle station?"
The FireStar can generate and store up to
- Comment overheard in The Broken Tusk twice the standard (8D).
• The Station is Slave Rigged and Efficient.
Petabys Station is a space station housing a It benefits from all the standard bonuses
black market in the Mid Rim's Halm sector. It described in Rendili Star Drive’s Slave
is a Rendili StarDrive FireStar orbital defense Rigging Rules (effectively making the
station originally used to defend mining station lethal in combat and allowing for a
operations on a small moon located at the edge much smaller crew than the one listed to
of a binary system. After a cost/benefit control weapons batteries and station
analysis, the parent company of the mine control).
chose to sell the station rather than move it, a
decision bolstered by an aggressive sales There are no listed sizes for the station other
campaign by space station developer Golan than the fact that they refer to it holding 500
Arms. passengers and being able to be crewed with
20 people, with 6 months of consumables.
The station was purchased by Rodian black That is not a battle station. I Enhanced the
marketeer Uopled at a bargain price. Uopled station to make it a formidable adversary. No
modified the station to better serve its new formal statements say it moves, however, full
role, converting cargo shuttle landing bays into battlestations do move (non Golan Platforms).
freighter bays for his buyers and sellers, I made the following changes:
maintaining half of the stations fighter bays to • The 60 Concussion Missile Launchers
house at least three squadrons of Z-95 were added to each arc (instead of just 60
Headhunters, and converting many core levels launchers total) of the Fore, Port, Starboard
of the station into sales centers. All of the and Aft facings.
station's defensive systems were retained, • I Split the 148 Laser cannons up into 100
ensuring anyone laying siege to it faced a Heavy Turbolaser Cannons and 48 Point
protracted and challenging fight. Defense Guns.
The FireStar is armed with 100 Turbolaser • I added 12 Tractor Beam Projectors, 4 per
Batteries, 48 Point Defense Guns and 240 Arc of the main platform.
concussion missile launchers. The central • I left the vessel with a massive amount of
section of the FireStar contains landing pads Cargo Space to allow it to carry enough
and hangars, while four towers pierced the supplies to refit warships and even
platforms and rise eleven levels above and five maintain Sector Fleets if necessary. In the
levels below the central section. The FireStar case of Petabys Station, much of this has
can handle up to 17,500 passengers, and can been devoted to the creation of an actual
store enough supplies for ten years. “city” within the station.
Features: • Slave Rigging added 50% to the Cost.
• Fore, Port, Starboard and Aft hull facings, • Petabys Station was sold to Uopled for
of the central platform, can act as Yards only 500 Million Credits!

371
Prototype Death Stars Sensors:
Craft: Imperial Department of Military Passive 50/0D
Research: Death Star Prototype Battlestation Scan 200/1D
Affiliation: Empire Search 500/2D
Era: Rise of the Empire (Discontinued) Focus 10/2D+1
Scale: Death Star Maximum 1,000/-2D
Length: 120 Km x 120 Km x 120 Km Weapons:
Skill: Capital Ship Piloting: Battlestation SuperLaser
Crew: 256, Gunners: 100, Skeleton: 128/+10 Fire Arc: Fore
Passengers: 500 Crew: 100
Crew Skill: Typically 4D+2 Skill: Starship Gunnery: SuperLaser
Cargo Capacity: (500); 500 MT available Fire Control: 0D
Consumables: 385 Days (3.3 Mil refit) Space Range: 1-20/40/90
Cost: Not Available for Sale Atmosphere Range: 200m-40/80/180 Km
Hyperdrive Multiplier: x5 Damage: 4,800-28,800 (1D-6D)*
Hyperdrive Backup: x20 *The Death Star prototype can generate 2D of
Nav Computer: Yes damage per hour. Unlike the final production
Maneuverability: None Death Star, the prototype can fire at variable
Space: 1 power levels, ranging from 1D to 6D damage.
Hull: 3D: 72 Locs; HP: 7,200 / Location (72)
Shields: 1D: SP: 4,800 / Location (4) The Death Star prototype was a test-bed for
the first & Second Death Stars. It was

372
constructed in the Empire's secret Maw possesses no Armor Resilience (except for
Installation. The Death Star prototype was the Structural Support Shaft).
simply a durasteel frame with a reactor core, • Main Charge: The SuperLaser begins
superlaser, engines, and a control room. First with a full charge of 6D of Death Star
conceived by Grand Moff Wilhuff Tarkin, it Scale damage.
was constructed by Bevel Lemelisk and his • The Power Core & Command
engineers at the Maw Installation. They Structures: Are not Death Star Scale.
measure 120 kilometers in diameter. Their They are lower Scale Structures.
SuperLasers are only powerful enough to 1. Power Core: 2D Death Star; HP: 4,800
destroy a planet's core, rendering it Location: Center Most Structure attached
uninhabitable, although it is powerful enough to the SuperLaser.
to totally destroy larger moons. The 2. Command Structure: 1D Death Star;
SuperLaser also takes a large amount of HP: 2,400. Location: Just above the Power
power, it takes hours to recharge the batteries Core.
and SuperLaser. 3. Crew Barracks & Security
Complement: 1D Death Star; HP: 2,400.
The targeting system on the Death Star
Location: Just below the Power Core.
prototypes were also never calibrated, greatly
• Structural Support Shaft: 3D Death Star
hurting their accuracy. The prototypes have
Scale Hull & Armor; HP: 7,200, AP:
limited interior structures detailed below in the
38,400. Location: Runs the length of the
Features Section. The interiors of the later
Death Star from Dorsal structures to
Death Stars were taken up by the hyperdrive
Ventral structures.
engines and other components. As soon as the
• There are only 4 Shield Generators on the
SuperLaser worked properly, the prototype
Prototype Death Star: Fore, Port, Starboard
was left anchored above the Maw Installation,
& Aft; SP: 4,800 each
or other sites, since it had fulfilled its mission.
• The Structural Beams of the outer “hull”
None were ever completed.
are considered to be 3D Death Star Scale
Tol Sivron used a Prototype Death Star to with no Armor; HP: 7,200.
attack the New Republic in 11 ABY. He • Auxiliary Power: Is limited to 4D just
attempted to destroy Kessel by firing the like any Capital Ship. However, that 4D of
superlaser, but missed and hit the moon. It reserved power can be used to fire the
was driven off by the Millennium Falcon and SuperLaser.
assorted pirate forces. Later that year, Kyp • Craft Hangars: located in the “discs”
Durron who piloted the Sun Crusher destroyed above the Command Structure & Below
a Death Star prototype. He would then lure it the Crew Barracks. Each Holds 24 TIE
into one of the Maw's black holes. However, Fighters & 12 Shuttles; +2 Death Star; HP:
there are indications that other prototypes 1,600.
might have existed. • Starship Gunnery: That is not a mistake,
Originally, the Death Star prototype was the Superlaser uses Starship Gunnery, not
considered to be just that, a project begun prior Capital Gunnery to hit (it’s easy to target
to work beginning on the Death Star I. Capital Ships).
However, following the appearance of Death • Backup Shields: In the event of a main
Star plans in Attack of the Clones and the first shield breach all the structures attached to
Death Star in Revenge of the Sith (confirmed the Central Shaft are immediately shielded
by George Lucas himself), The New Essential in 4D of Corvette Grade Shielding; SP:
Chronology retconned the prototype into being 300 to Fore, Port, Starboard and Aft sides
built alongside the main Death Star because of each structure except the Super Laser.
concerns were raised. • Destabilization: If 24 external support
structures are destroyed the Death Star
Features: collapses in on itself and detonates.
• No Armor: The Death Star Prototype is • SuperLaser Dish: is 2D+2 Death Star
constructed of 100% Durasteel and Scale; HP: 6,400.

373
Torpedo Sphere 10 Double Ultra Heavy Turbolaser Batteries
Craft: Loronar: Torpedo Sphere Battlestation Fire Arc: Fore
Affiliation: Empire Crew: 24 (7 Techs, 4 Gunners, 1 Commander)
Era: Rise of the Empire Skill: Capital Ship Gunnery
Scale: Battlestation Fire Control: 2D (3D w/ Gunnery Helmet)
Length: 1,900 m x 1,600 m x 1,400 m Space Range: 5-50/75/100*
Skill: Starship Piloting: Battlestation Atmosphere Range: 1-100/150/200 Km*
Crew: 20,825, Gunners: 565, Skeleton: Damage: 400
12,250/+15; Emulated Slave Rigging RoF: 1/3
Passengers: 34,300 (Troops) Notes: The guns actually gain 2D of fire
Crew Skill: Typically 5D+1 control for shots past 100 Space Units due to
Cargo Capacity: (49,000); 1,970 MT avail the Sensor Suite’s amazing resolution and the
Consumables: 7,350 Days (4.1 Bn refit); Fire Control becomes 4D (5D if a Gunnery
Effectively, 19 Years of Consumables Helmet is utilized). They lose this bonus at
Cost: 2.05 Billion (New & Used) ranges past 150 Space Units to 300 Space
Hyperdrive Multiplier: x3 Units and the Fire Control drops to 0D (1D if a
Hyperdrive Backup: x18 Gunnery Helmet is utilized).
Nav Computer: Yes 500 Proton Torpedo Launcher Array
Maneuverability: None Fire Arc: Fore
Space: 4 Crew: 100 technicians; 1 Gunner (Bridge)
Hull: 9D+2: 12 Locs; Skill: Starship Gunnery
HP: 17,400 / AP: 21,600 /Loc (12) Fire Control: 2D (3D w/ Gunnery Helmet)
Shields: 2D: SP: 7,200 / Loc (12) Space Range: 30 Space Units
Sensors: Atmosphere Range: 30 Km
Passive 50/1D Damage: 9,000 / 50 Unit Batteries
Scan 75/3D (3D Capital Equivalent/ea Launch Tube)
Search 150/4D Ammo: 1,000,000 Torpedoes; 2,000 Salvos;
Focus 5/4D+2 900 Million Credit Reload at stock Pricing
Maximum 300/0D Notes: Ammunition is Snubfighter Standard,
Weapons: the weapons are completely ineffective vs
Ground targets as the distance to the ground is

374
100 Km from the edge of most Planet’s be taken down first. Planetary shields also
Atmospheres. The Torpedoes burn up and protected planets from orbital bombardment
detonate on re-entry. Other planetary bodies from Star Destroyers. The Torpedo Sphere
like atmosphere-less moons and such, can be was produced to overcome these obstacles.
shelled into oblivion. The array of Proton Measuring 1,900 meters in diameter, 1,600
Torpedoes delivers just beyond 2D+2 Death meters wide and 1,400 meters tall, the Torpedo
Star Scale Damage. At close ranges, the Sphere is a massive, nearly spherical, mobile
Torpedo Sphere is utterly lethal to warships battlestation with an equatorial trench. The
(within 30 Space Units). outer hull of the Torpedo Sphere is covered
112 Tractor Beam Projector Batteries with thousands of dedicated energy receptors
Fire Arcs: 24 Fore, 32 Port/Starboard, 24 Aft that are programmed to scan and analyze
Crew: 2 power emissions from a target’s planetary
Skill: Capital Ship Gunnery shields, looking for a weak point to exploit.
Fire Control: 2D (3D w/Gunnery Helmet) All planetary shields suffer from power
Space Range: 1-5/15/30 fluctuations like any mechanical device, and
Atmosphere Range: 200m-10/30/60 Km the Torpedo Sphere's DERs constantly scan to
Damage: 10D; Nominal Damage: 4 (40) find a weak spot of around a ten to twenty
Expanded Snubfighter Complement: percent power drop.
192 Snubfighters, 144 Gunships, 29 Transports Each Torpedo Sphere is armed with five
Ground Complement: hundred proton torpedo tubes, arranged in an
24 Landing Barges, 72 Combat Air Speeders, inverted cone in the center of the vessel's
24 AT-AT, 36 AT-ST, 2 Pre Fab Garrisons equatorial trench. The tubes are designed to
fire simultaneously in a single salvo. Because
The Torpedo Sphere is constructed by Loronar
all the tubes have to be calibrated and
Corporation, under their subsidiary imprint
coordinated to fire by teams of technicians, the
Loronar Defense Industries. It is designed to
launchers cannot not be automatically fire-
accomplish one objective; to neutralize and
linked, and therefore cannot be synchronized
knock out a planet's planetary shields.
to fire at targets less than Capital Scale.
Planetary shields prevented the use of soldiers
However, the array can unleash all 500
in invading a planet, unless the shields could
Torpedoes in a screen for an Area of Effect
“Flack Wall”, which will
instantly destroy any and all
incoming ordinance on that
fire arc (Including
Hyperspace Torpedoes). Any
snubfighter or transport scale
craft caught in that blast
radius (which is
approximately a 1,500 meter
radius) are vaporized
instantly.
To accomplish its primary
mission, the Torpedo Sphere
arrives in orbit of a target
planet, and scans the shields
to determine its weak point
and to locate the deflector
shield generators. The Array
is crewed by 100 Technicians,
however, gunnery controls

375
are directed from the bridge by a single officer The reactor core chamber is a huge metallic
due to a proprietary, slave rigging method that Sphere with coolant conduits and heat sinks.
Loronar developed, specifically, for the A metallic platform runs around the reactor
weapons array. The salvo travels to the wall some one hundred and fifty meters above
planetary shield target of no more than sixty the actual reactor, which is a twenty-meter
square meters to open a hole in the shield. The Sphere covered in coolant coils. Ultraviolet
hole is, in actuality, a power surge that barely purple light emanates from ports along the
lasts for a few microseconds, and the reactor's sides. The entire core is warm and
turbolaser batteries fire through the hole to unpleasant to be in due to the radiation being
destroy the planetary shield generators. If the emitted from it.
turbolasers fail to fire in time to take advantage The main bridge is located at the tip of the
of the shield weakness, the Torpedo Sphere Torpedo Sphere's northern pole. The front of
must rinse and repeat. The hardest part of the the bridge is dominated by a huge view-port
Torpedo Sphere's mission is to determine the which offers the command crew an actual view
location of the target planet's shield generators. of target, and a tactical display off to the
On board sensors are unable to penetrate the starboard side depicts battle information due to
shield to locate the shield generators on the the Full Holonet Suite the craft possesses.
surface; as such, technicians aboard the Sphere Systems operations is located on the port side,
analyze the shield's power waves to determine and two crew pits are located just in front of
where the power is entering the shield from to the view-port where technicians analyze and
determine the location of the generating updated tactical and systems operation data.
source. At least twelve Loronar DS-13 Computerized console seats are available for
projector deflector shield generators are the Sphere's captain, first officer, and tactical
employed to shield the vessel. officer on a raised command platform located
The Sphere's sublight drives are located in the in the center of the bridge, and a discrete
equatorial trench at the rear of the vessel, holonet dias in a private booth to send and
directly opposite to the proton torpedo receive holocomm transmissions is located at
launchers. The hyperdrive is located just
above the sublight engines. The navigation
computer is a Sienar Fleet Systems model.
Torpedo Spheres carry a formidable array of
snubfighters and support ships like Assault
Gunboats and Skipray Blastboats. Thus
assaulting one would likely require a fleet of
vessels based on it’s craft complement alone.
It also possesses a wide array of invasion
forces. It is well defended with 112 Heavy
Tractor Beam projectors which can be used to
rip ships in half. Per 2 tractors so deployed
the craft can deliver 10D of Static Damage to
another warship (60 Points) and is capable of
combining all it’s tractor beams in a give arc
to this task. Fore and Aft (720 Points of
Damage, per round if all are used) and Port or
Starboard (960 Points of Damage, per round if
all are used). Furthermore, the Torpedo
Sphere can drag, via Tractor Beam, almost any
known starship with it in Hyperspace. It can
pull up to vessels that are 9,800 meters in
length (or a combined total of that) at no
penalty.

376
the port rear (for discrete communications). the Sphere with barracks and sanitary facilities
Across from the bridge on the starboard side is for Imperial Navy troopers and stormtroopers.
the navigation nook, which is dedicated to The armories are stocked with blasters, blast
operating and maintaining the sublight and helmets and blast vests, and offices for security
hyperspace engines. At the rear of the bridge personnel. The command station is located in
are two separate rooms, the general meeting the center of the security station, and the
room for conferences equipped with a small computer system is tied into the Sphere's
holoprojection unit, and the captain's office. holocam network. Technicians working in the
Twenty-four technicians are required to computer pits control the Sphere's blast doors
operate the bridge at full capacity, with another and security features. Generally, the security
eight technicians manning the navigation stations are manned by twenty-four soldiers
nook. Twelve stormtroopers are assigned to and twelve security technicians. Some of the
the bridge as security. The captain commands security stations are reserved for use by the
the day shift, while the first officer runs the Imperial Security Bureau.
night shift. Gun-metal gray corridors provided access
Torpedo Spheres have a dozen separate hangar throughout the Sphere with glowrods spaced
bays, located along the Sphere's equatorial fifteen meters apart. Clusters of turbolifts are
trench. Each hangar has a one hundred and set every one hundred meters, with blast doors
twenty-meter opening to space which is sealed every twenty. Maintenance Access Shafts run
with a magnetic field to prevent the throughout the volume of the Sphere. They
atmosphere from escaping. Each hangar has are typically two hundred and fifty meters
enough space for any craft up to 300 meters in long, and twenty meters in diameter. Each
length to land, and lower storage bays are access hatch from the maintenance bays is
accessible by a pair of vehicle lifts. flanked by pair of ladders up and down the
Furthermore, the Sphere can provide full shaft.
repairs, refits and even construct vessels within Torpedo Spheres contained one hundred DER
these bays. Effectively, acting as a small
mobile shipyard. Two walls are studded with
power cell re-chargers, and each bay is sealed
off from the rest of the Sphere with a pair of
heavy blast doors. Four cargo skiffs are
assigned to each bay to help to move cargo.
The bay's control room is located fifteen
meters above the hangar floor, accessible by a
turbolift. A transparisteel view-port overlooks
the hangar, and the technicians in the control
room are responsible for the activation of the
magnetic field, the opening of the blast doors,
and the vehicle lift controls.
Crew quarters are a collection of five separate targeting control rooms. Each control room
areas. In the center is a communal circular contains four computer stations dedicated to
chamber that housed a mess hall, along with targeting and launching the Sphere's primary
consumables storage and Droid-staffed weapons. Two computers are dedicated to
kitchen. Four corridors run off the central targeting and tracking the energy output of the
chamber leading to crew quarters. Each spoke target planet's planetary shields. The third
contains four separate crew quarters with computer analyzes the information collected
refreshers, clustered around a central common by the other computers and saved the
area. Five crew sprawls are referred to as a information onto the system database, which is
Crew Cluster. the fourth computer. The computers are linked
to their own dedicated power generators,
Twenty security stations are scattered around
which are located in separate rooms off the

377
control room. A holoprojector dominates the Minor weapons range was the location for
center of the room, displaying a hologram of early tests of the Torpedo Sphere prototype. In
the target planet. Each DER targeting control the Imperial Navy Order of Battle, a torpedo
room is connected to five torpedo launching line was comprised of two Torpedo Spheres.
stations, for a total of five hundred in the Two torpedo lines and a pursuit line
Sphere. The launching stations are only constituted a bombard squadron, with three
responsible for calibration and maintenance. bombard squadrons and a light squadron
Maintenance hatches in both locations link to making up a system bombard. Two system
the torpedo launch tubes that run from the bombards and two force escorts equal a
outer rim of the Sphere to the torpedo storage bombard fleet. Despite this organization,
center. A retractable ladder in the tube allows around 0 BBY only six Torpedo Spheres were
manual access from the control room down the in service, though the Empire had laid down
tube. plans for active construction of hundreds
Turbolifts from the launching stations lead to more. Due to the fact that it was a mobile,
the loading area of the torpedo storage centers. spherical battlestation, members of the
At one end of the chamber is a cluster of Alliance took to calling them "pocket Death
twenty-five launch tubes. And the other end Stars." The Imperial superweapon known as
was a set of retractable heavy blast doors the two-wave gravshock was housed in the
leading to the torpedo storage. The storage shell of a Torpedo Sphere.
chamber takes up most of the storage center, During the Galactic Civil War, an Alliance
which is made up of quadruple strength walls team hijacked the Field Secured Container
containing racks loaded with one million spare Vessel Black Ice and took it to the Mortex
proton torpedoes. The strengthened walls are sector HQ at Fangol. Unfortunately,
to prevent collateral damage from an automated systems aboard the Black Ice
accidental explosion (and believe it or not they broadcast a distress signal that called Imperial
can contain such a blast between the fact that forces to Fangol. Over the course of a week,
they are Death Star Scale and the erection of the Imperial forces blitzed the Alliance base in
internal shielding to complement the armored several waves until a Torpedo Sphere arrived
walls. Any blast can then be controlled and in orbit. The Black Ice was used to ram and
vented with emergency heavily shielded destroy the Torpedo Sphere.
tunnels that vent directly to space. During the Galactic Civil War, a Torpedo
Furthermore, the bay is equipped with a Sphere was undergoing an upgrade at the
number of smaller scale tractor beam Tallaani Shipyards. It was temporarily
projectors that can recover and even move disarmed, and only had a crew of 1,200
ammunition out of harms way during a crisis. security personnel; eight hundred navy
Twenty five B1-series worker droids staff the troopers and four hundred stormtroopers were
storage center, and are responsible for
aboard, along with 13,000 work crew
retrieving the Proton Torpedoes and placing personnel. Various factions, including the
them into an automated ammunition delivery Justice Action Network and the Pelagia
system that loads the launchers. The torpedoes Freedom Force, worked to destroy the Torpedo
are arrayed in bank magazines of 50 for ease Sphere. The incident gave the Empire the
of retrieval and loading onto the automated justification it needed to take a stronger hand
conveyor systems. in ruling the Tapani sector. Starlyte Station, a
"The Empire has put hundreds of torpedo space station in orbit of Tshindral III, was
spheres into production over the last few constructed in the same spherical pattern as the
years, so if you haven't seen one yet you will Torpedo Sphere.
soon." By the time of the Battle of Endor, a Torpedo
- Bevel Lemelisk Sphere was being used defensively to guard
the major shipyards at Corellia. A few months
The Torpedo Sphere is a precursor to the after Endor, this Torpedo Sphere was
Death Star and it was rumored that the Yaga commandeered by Grand Admiral Danetta

378
Pitta, who bribed the Corellian Diktat to • Flack Wall: the array can unleash all 500
become the protector of the Corellian sector. Torpedoes in a screen for an Area of Effect
Pitta took the Torpedo Sphere as his flagship, “Flack Wall”, which will instantly destroy
and it engaged the forces of Grand Admiral any and all incoming ordinance on that fire
Josef Grunger at the Battle of Tralus. Pitta arc (Including Hyperspace Torpedoes).
was winning the battle through masterful use Any snubfighter or transport scale craft
of the Torpedo Sphere's combat capabilities, caught in that blast radius (which is
and in a fit of spite, Grunger rammed his own approximately a 1,500 meter radius) are
flagship, the Executor-class Star Dreadnought vaporized instantly.
Aggressor, into the Torpedo Sphere, destroying • Tractor Destruction: Per 2 tractors
both vessels. Another Torpedo Sphere was deployed the Sphere can deliver 10D of
stationed at Chasin at the time of the Imperial Static Damage to another warship (60
Civil War, and was destroyed when the captain Points) and is capable of combining all it’s
of the Vengeance-class dreadnought Javelin tractor beams in a given arc to this task.
rammed his ship into it during the fighting. Fore and Aft (720 Points of Damage, per
round if all are used) and Port or Starboard
In 10 ABY, New Republic historian Arhul
(960 Points of Damage, per round if all are
Hextrophon recognized that, due to Super Star
used).
Destroyers and Torpedo Spheres, it had been
• Ultimate Tug: the Torpedo Sphere can
impossible to estimate the power of the
drag, via Tractor Beam, almost any known
average Sector Group in the past. He made
starship with it in Hyperspace. It can pull
this observation in a guest lecture at the
vessels that are up to 9,800 meters in
Brionelle Memorial Military Academy on
length (or a combined total of that) at no
Chandrila shortly after the Battle of Calamari.
penalty.
Features:

379
Two Wave Grav Shock Hull: 9D+2: 12 Locs;
Craft: Loronar: Grav Shock: Super Weapon HP: 17,400 / AP: 21,600 /Loc (12) 348
Affiliation: Empire Shields: 2D: SP: 7,200 / Loc (12) 6618
Era: Rise of the Empire Sensors:
Scale: Battlestation Passive 75/1D
Length: 1,900 m x 1,600 m x 1,400 m Scan 100/3D
Skill: Starship Piloting: Battlestation Search 200/4D
Crew: 20,825, Gunners: 304, Technicians: Focus 25/4D+2
1,690, Skeleton: 12,250/+15; Emulated Slave Maximum 400/0D
Rigging Snubfighter Complement:
Passengers: 4,300 (Troops) 144 Snubfighters, 72 Gunships, 29 Transports
Crew Skill: Typically 6D + 4D Engineers
Cargo Capacity: (49,000); 8,680 MT avail Weapons:
Consumables: Infinite Days (Self refit) Resonance Wave-Shock Cannon
Cost: Not Available for Sale Fire Arc: Ventral
Hyperdrive Multiplier: x2 Crew: 300 technicians; 30 Gunners (Bridge)
Hyperdrive Backup: x9 Skill: Starship Gunnery
Nav Computer: Yes Fire Control: 4D
Maneuverability: 1D Space Range: 75 Space Units
Space: 8 (4 Super Star Destroyer Engines) Atmosphere Range: 150 Km
Atmosphere: 400 Km/H (Can enter the upper Damage: 19,200; 4D Death Star
Atmosphere) RoF: Continuous Operation, no limit
Notes: The Resonance Wave-Shock Cannon

380
can rip a planet apart in a matter of days. sustainable indefinitely, it creates consumables
Typically, 3-6 days depending upon planetary and ammunition for it’s weapons and fighter
body size. The materials of the world can then craft. However, the process also refines
be harvested. There is a secondary, non-lethal materials for starship construction and can
function. Low Level gravitic imaging can produce replacement TIE designs, Gunships,
pinpoint precious resources on a world with and Transports. Furthermore, the device
relative ease, however, this process takes the generates Armor, Hull and Ship systems for the
Sphere 3-6 days to complete mapping of a Torpedo Sphere itself and the craft can
world’s natural resources (and will yield two effectively regenerate any and all hull damage
to four times the quantity if the world is mined if it “swallows enough material”. Effect
appropriately instead of destroyed). Regenerates 1 pip of hull or armor per hour
10 Double Ultra Heavy Turbolaser Batteries (with no manpower input except crew directing
Fire Arc: Fore the replacement materials with tractor beams).
Crew: 24 (7 Techs, 4 Gunners, 1 Commander) 56 Dual Tractor Beam Projector Batteries
Skill: Capital Ship Gunnery Fire Arcs: 24 Fore, 12 Port/Starboard, 8 Aft
Fire Control: 2D (3D w/ Gunnery Helmet) Crew: 4
Space Range: 5-50/75/100* Skill: Capital Ship Gunnery
Atmosphere Range: 1-100/150/200 Km* Fire Control: 2D (3D w/Gunnery Helmet)
Damage: 400 Space Range: 1-5/15/30
RoF: 1/3 Atmosphere Range: 200m-10/30/60 Km
Notes: The guns actually gain 2D of Fire Damage: 11D; Nominal Damage: 5 (55)
Control for shots past 100 Space Units due to Snubfighter Complement:
the Sensor Suite’s amazing resolution and the 144 Snubfighters, 144 Gunships, 29 Transports
Fire Control becomes 4D (5D if a Gunnery Features:
Helmet is utilized). They lose this bonus at • No Enhancement: The Two Wave Grav
ranges past 150 Space Units to 400 Space Shock cannot enhance itself, only repair
Units and the Fire Control drops to 0D (1D if a itself back to stock statistics. It lacks the
Gunnery Helmet is utilized). supercomputer power to deliver the
Molecular Furnace constant self improvement that World
Fire Arc: Fore; Fed by Tractor Beams Devastators have.
Crew: 120
• The model featured here is the advanced
Skill: Capital Ship Gunnery prototype. Re-engineered with Super Star
Fire Control: 0D Destroyer Engines. The Standard
Space Range: 4 Space Units Prototype of the craft has a Space of 2 and
Atmosphere Range: 4 Km can only generate 2D of Death Star Scale
Damage: Special Damage. It, literally, takes that version of
Notes: Utterly annihilates all matter fed into the craft 12-18 Days to begin breaking up a
it’s aperture. The Molecular Furnace is world; Another 12-18 Days to finish the
essentially an advanced mining tool that then job. It lacks the Molecular Furnace and
coverts that matter, at a molecular level, into Fabrication Factory.
usable resources. • The Resonance Wave-Shock Cannon
Fabrication Factory consumes 10,000 Metric Tons; The
Location: Core of the ship, around the main Molecular Furnace consumes 12,000
reactor. Metric Tons and the Fabrication Factory
Crew: 1,200 consumes 20,000 Metric Tons of Cargo.
Skill: General Maintenance & Repair: • Resonance Wave-Shock Canon
Engineering: Fabrication, Specialization destabilizes hyperspace travel along it’s
required. path and for 75 Space Units radius like an
Notes: The Fabrication Factory is capable of gravity well projector’s ability.
converting the gathered materials into almost • 30,000 Troops converted to 6,000 MT
anything that it can be programmed for.
Initially designed to make the Battlestation

381
Tycon Imperial Battle Station HP: 16,200 / AP: 21,600 /Loc (18)
Craft: Loronar: Tycon-class Battle Station Shields: 5D: SP: 18,000 / Loc (18)
Affiliation: Empire Sensors:
Era: Rise of the Empire (Discontinued) Passive 90/2D
Scale: Battlestation Scan 135/3D
Length: 6 Km x 6 Km x 6 Km Search 270/4D
Skill: Starship Piloting: Battlestation Focus 18/5D
Crew: 153,000, Gunners: 8,256, Skeleton: Maximum 540/0D
90,000/+15 Weapons:
Passengers: up to 126,000 (Troops) 2,400 Quad Turbolaser Batteries
Crew Skill: Typically 6D Fire Arcs: 600/Arc
Cargo Capacity: (180,000); 55,488 Mt avail Crew: 3
Consumables: 26,950 Days (77.4 Bn refit) Skill: Capital Ship Gunnery
Cost: 7.5 Billion (New & Used) Fire Control: 1D
Hyperdrive Multiplier: x3 Space Range: 3-25/50/75
Hyperdrive Backup: x18 Atmosphere Range: 600m-50/100/150 Km
Nav Computer: Yes Damage: 10D; Nominal Damage: 7 (70)
Maneuverability: 0D 480 Concussion Missile Launchers
Space: 3 Fire Arcs: 120 per Arc 720
Hull: 9D: 18 Locs; Crew: 2

382
Skill: Capital Ship Gunnery deadlier weapons platforms. Projects such as
Fire Control: 2D the Death Stars and ever larger warships such
Space Range: 120 Space Units as the Executor, Vengeance and Assertor
Atmosphere Range: 240 Km classes of star dreadnought relegated the
Damage: 9D; Nominal Damage: 6 (54) Tycon-class battle stations to secondary and
Ammo: 660 per Launcher even tertiary priority despite their successes.
48 Tractor Beam Projector Turrets Construction of new stations was halted
Fire Arcs: 12/Arc altogether when Palpatine ordered that
Crew: 2 construction of the first Death Star begin in
Skill: Capital Ship Gunnery earnest. Despite this, the handful of stations
Fire Control: 3D that were completed continued to serve
Space Range: 1-5/15/30 throughout the Galactic Empire and survived
Atmosphere Range: 200m-10/30/60 Km the death of the Emperor at Endor (easily as
Damage: 6D; Nominal Damage: 3 (18) they have 70 years of consumables each).
These stations ensured that parts of Imperial
Snubfighter Complement:
space remained unassailable by the Republic
612 Snubfighters,72 Gunships & 36 Transports
in the years following Endor however during
Spherical in shape with six large docking the Imperial Civil War the resulting infighting
openings that can accommodate two ships saw the destruction of the majority of the
each, docked one above the other. The docks Tycon-class battle stations. The stations that
are capable of holding craft up to the size of remained active following the defeat of the
Allegiance-class battle cruisers (2200m) with Emperor proved increasingly costly to
six smaller docking openings that can maintain and eventually they were scrapped by
accommodate ships up to the size of the the Imperial Remnant who dismantled all but
Procusator-class star destroyer (1200m), a two of the surviving battle stations. The
northern and southern hemisphere trench remaining stations would later serve as the
system circumnavigate the battle station with Imperial Remnant's forward operating base
twelve command stations divided evenly during the Yuuzhan Vong War and one is
above and below each of the major docking believed to have been secreted away by Grand
openings. The northern and southern poles Admiral Thrawn. However, the base that
have a total of twelve smaller hangar facilities remained, provided the Imperial Fleet with a
split between them for smaller warships mobile logistics base they could use in their
The Tycon-class battle station was the campaign against the intergalactic invaders
brainchild of Admiral Tycon of the Galactic rather than forcing them to rely on
Empire. He proposed creating a class of Republic/Alliance facilities or prolonged
mobile battle stations which could act as jumps back to Remnant space. Though larger
temporary fleet headquarters and logistics warships still had to endure these long jumps
bases. These stations would be capable of due to their sheer size. Following the war's
keeping a fleet supplied and maintained in end it returned to its position within the sector
sectors where more traditional fleet facilities around the Remnant's capital planet Bastion
were unavailable. Built on an enlarged version where it serves as the Imperial Fleet's principle
of Loronar Defense Industries' Torpedo field command headquarters.
Spheres, the battle station was to jump into a Features:
sector and establish itself as a base of • Designed for refueling Imperial Star
operations for the fleet operating in the sector, Destroyers, the space-docks can
providing logistics facilities and a secure port accommodate a fleet of 12 ISD & 6 VSD
of call for any Imperial ships within the sector. or a total of 36 Frigates or Cruisers.
The stations proved highly effective at • The station allows for all types of
controlling sectors of space however the maintenance to be performed. From
Emperor's interest in them was limited by his simple refueling & replenishment of
monomaniacal fascination with larger and stocks; to battle damage &
repairs/construction.

383

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