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Generic ACTION IV BULK FREIGHTER

The Action IV bulk freighter is a modest cargo hauler built by the Corellian Engineering Corporation. It is designed to operate in safe sectors of space or as part of well-escorted convoys. The Action IV can carry huge amounts of cargo, but its designed to carry vast amounts of similar materials or goods, rather than mixed cargos requiring different types of stowage facilities. This distinction sets bulk freighters apart from the lines of light freighters manufactured by the same company, such as the YT-1300. Although the Action IV is sold completely unarmed, like most Corellian designs, it can be modified extensively to carry weapons or even other ships.

Class: Space Transport Crew: 8 (Normal +2) Size: Medium (100 meters) Initiative: +2 (+0 size, +2 crew) Hyper Drive: X3 Maneuver: +2 (+0 size, +2 crew) Backup Hyperdrive: X 7 Defence: 20 (+0 size, +10 armor) Passengers: None Shield None Points: Cargo Capacity: 75,000 tons Consumables: 3 months Hull 60 Points: (DR 15) Cost: 945,000 credits (new) Max Space Speed: Cruising (3 squares/action) Atmospheric Speed: 580 km/h (10 squares/action) Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic CORELLIAN SPACE CRUISER


These distinctive red-and-white ships are generally known simply as Republic Cruisers Theoretically, the red in the color scheme indicates diplomatic neutrality, and should guarantee that the Republic cruiser travels unmolested wherever it is needed. All too often, though those who have no desire to negotiate with the Republic or its representatives blast such ships to oblivion. The Corellian Space Cruiser described below is the standard, non-diplomatic model. The diplomatic model forgoes weaponry though because of its increased communications capability (adding a +4 equipment bonus to Computer Use checks for sensor scans and communications related tasks), the cost is virtually the same. The most versatile feature of the Space Cruiser is the salon pod, located in the lower portion of the front of the ship. The pod can easily be replaced at a shipyard. In the days of the Republic, pods served as living quarters for different species, secure counsel chambers, cargo space, or even one fighter docking bays. The salon pod was also useable as a large life pod, taking the entire crew to safety. Since Corellian Engineering discontinued construction of these ships during the rise of the Empire, most Space Cruisers found during the Rebellion era or later have converted the salon pod into permanent cargo or weapons space. Designed to be durable and sturdy, a safe transport for diplomats and couriers. It was usually more heavily armoured than most ships its size, but retained a high degree of speed and mobility. Space Cruisers sold to civilians were generally used as transports for the wealthy and personal pleasure craft, rather than cargo ships. They carried two escape pods for safety, and had numerous staterooms to make space travel more comfortable.

Class: Capital Ship Crew: 8 (Normal +2) Size: Large (115 meters) Initiative: +1 (-1 size, +2 crew) Hyper Drive: X2 Maneuver: +1 (-1 size, +2 crew) Backup Hyperdrive: X6 Defence: 19 (-1 size, +10 armor) Passengers: 16 Shield 180 Points: (DR 20) Cargo Capacity: 110 tons Consumables: 1 months Hull 220 Points: (DR20) Cost: 850,000 credits Max Space Speed: Attack (6 squares/action) Atmospheric Speed: 900 km/h (15 squares/action) Weapon: Medium Turbolasers [3] Attack Bonus: +3 (-1 size, +4 fire control) Damage: 5d10x5 Fire Arc: 1 F, 1 L, 1 R Range Modifiers: PB +3, S +1, M -1, L -3 Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic RENDILI STARDRIVES DREADNOUGHT HEAVY CRUISER


The Dreadnought class heavy cruiser was one of the largest starships of the latter years of the Old Republic. The ships were slow and bulky, weakly shielded, and lightly armed when compared to later designs, such as the Star Destroyers that replaced them. They had huge crews that, when coupled with their slow hyperdrives, necessitated vast storage spaces for supplies during long missions. Despite all these limitations, Dreadnoughts were more than capable of defeating most pirate and outlaw ships. For decades, they served as the backbone of Old Republic fleets. Many Dreadnoughts were modified or retrofitted for specific missions by the Old Republic.. As Victory and Victory II Star Destroyers replaced Dreadnoughts, the design seemed fated to obscurity. Some were scrapped, while others were sold to planetary and business fleets for local patrol work. When the Empire came into power and begun constructing powerful Imperial Star Destroyers, Dreadnoughts were all but forgotten. Those remaining in service acted as TIE carriers and were used to maintain Imperial presence in pacified star systems. However, as the conflict between the Empire and the Rebel Alliance intensified, every remaining capital ship became important, no matter how old.

Class: Capital Crew: 16,210 (Skilled +4) Size: Gargantuan (600 meters) Initiative: +0 (-4 size, +4 crew) Hyper Drive: X2 Maneuver: -2 (-4 size, +4 crew, -2 Equipment) Backup Hyperdrive: X 18 Defence: 16 (-4 size, +10 armor) Passengers: 3000 (Troops) Shield 230 Points: (DR 25) Cargo Capacity: 9000 tons Consumables: 2 years Hull 560 Points: (DR 25) Cost: Not Available for Sale Max Space Speed: Cruising (3 squares/action) Atmospheric Speed: Not Capable of atmospheric flight Weapon: Turbolaser [10] in 2 batteries Attack Bonus: +6 (-4 size, +2 Crew, +8 fire control) Damage: 7d10x5 Fire Arc: 1 Front, 1 Rear Range Modifiers: PB +6, S +4, M +2, L +0 Weapon: Light Turbo Quadlasers [20] Attack Bonus: +6 (-4 size, +2 Crew, +8 fire control) Damage: 4d10x5 Fire Arc: 6 F, 7 L, 7 R Range Modifiers: PB +6, S +4, M +2, L +0 Weapon: Turbolaser Cannons [10] Attack Bonus: +6 (-4 size, +2 Crew, +8 fire control) Damage: 2d10x5 Fire Arc: 5 Right, 5 Left Range Modifiers: PB +6, S +4, M +2, L +0 Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic KUAT SYSTEMS FIRESPRAY-31 PATROL & ATTACK CRAFT.


The Firespray-31 was originally designed as a patrol and law enforcement craft. Built by Kuat Systems Engineering, the Firespray-31 incorporated numerous unusual features including its Engines Down landing rig resulting in a ship that effectively flies standing up. The ship does not need secondary landing engines, allowing it to use all of its engine space for primary thrust. The limited internal space of the Firespray-31 made it difficult for even a small crew to make long trips comfortably. This was doubtless one of the reasons the Firespray-31 was never a popular ship with enforcement agencies. After a few years, KSE stopped producing them. Aftermarket sales of the Firespray-31 were brisk. The ships were easily stripped down and modified by individuals with particular needs, and soon became popular with scoundrels of all descriptions. The ships excellent speed was a plus for these buyers, and everything else could be modified to fit their desires.

Class: Space Transport Crew: 1 (Skilled +4) Size: Small (21.5 meters) Initiative: +5 (+1 size, +4 crew) Hyper Drive: X3 Maneuver: +5 (+1 size, +4 crew) Backup Hyperdrive: X 15 Defence: 21 (+1 size, +10 armor) Passengers: 6 Shield 60 Points: (DR 10) Cargo Capacity: 70 tons Consumables: 1 month Hull 150 Points: (DR 10) Cost: 120,000 credits (new) Max Space Speed: Ramming (10 squares/action) Atmospheric Speed: 1050 km/h (18 squares/action) Weapon: Blaster Cannons [2] Attack Bonus: +7 (+1 size, +2 Crew, +4 fire control) Damage: 5d10x2 Fire Arc: Turret Range Modifiers: PB +7, S +5, M /L n/a Weapon: Tractor Beam Projector Attack Bonus: +5 (+1 size, +2 Crew, +2 fire control) Damage: Special Fire Arc: Front Range Modifiers: PB +5, S +3, M /L n/a Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic DELTA 7 AETHERSPRITE-CLASS STARFIGHTER (Kuat systems).


When Jedi Master Saesee Tiin an experienced test pilot suggested the Jedi create a Jedi starfighter corps Kuat Systems Engineering stepped forward with its design for a swift, single passenger fighter craft. Unlike the Republics Corellian-built diplomatic cruisers, Jedi starfighters are a cost effective way of ferrying Jedi from place to place. The Aethersprite class starfighter is not hyperspace capable but can dock with a separate hyperdrive module; the TransGalMeg Industries hyperdrive booster ring. (The process takes 3 rounds and requires a Pilot check against DC20). However, when the Delta-7 is docked with the booster ring, the starfighter suffers a 4 penalty to maneuvers due to the unbalanced nature of the module. The Delta-7 incorporates a specially adapted astromech droid. Without the proper droid (an R4-P series droid, which comes hardwired into the starfighter), the pilot suffers a 2 penalty to Astrogate and Computer Use checks; the droid itself suffers a 2 penalty on these checks and on Repair checks for the starfighter. While this might seem like a disadvantage. The Jedi do not mind; non-standard components help ensure that an unattended Jedi starfighter is not a tempting target for a thief. The Delta-7 and accompanying astromech droid are only available to Jedi through the dispensation of the Supreme Chancellors office. The cost for a used ship 145,000cr is the price an Aethersprite may fetch on the black market.

Class: Starfighter Crew: 1 (Normal +2) Size: Diminutive (8 meters) Initiative: +6 (+4 size, +2 crew) Hyper Drive: X1 Maneuver: +6 (+4 size, +2 crew) Backup Hyperdrive: X None Defence: 24 (+4 size, +10 armor) Passengers: None Shield 30 Points: (DR 5) Cargo Capacity: 60 kg Consumables: 1 week Hull 65 Points: (DR5) Cost: 180,000 credits (new) Max Space Speed: Ramming (10 squares/action) Atmospheric Speed: 1150 km/h (19 squares/action) Weapon: Laser Cannons [4 fire-linked] Attack Bonus: +8 (+4 size, +0 Crew, +4 fire control) Damage: 6d10x2 Fire Arc: Front Range Modifiers: PB +8, S +6, M /L n/a Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic RENDILI STAR DRIVES LIGHT CORVETTE


The Rendili Star Drives Light Corvette, was deigned for use in customs Enforcement, its sturdy design is built for speed and maneuverability and compared to many capital ships and even some smaller ships it excels in both area. Should the corvette come under attack it has six double Turbolasers mounted on it to protect it, these are usually more than enough of an incentive for any vessel approached to allow a search. Customs officials using these vessels use a number of tactics and are often found spending much time hovering around an inhabited system looking for smugglers and contraband, as such the crew onboard are often in need of a great deal of patience, so the inside of the Corvette has numerous comfortable quarters and recreation areas for the crew to use while waiting. The Rendili Star Drives Light Corvette is equipped with powerful sensors (provide a +4 equipment bonus on all Computer Use rolls to detect other vessels), the ship also has potent Sensor Masking in order to allow it to avoid detection by smugglers and so forth more easily (+4 DC penalty to their Sensor rolls to detect the ship).

Class: Capital Ship Crew: 52 (Normal +2) Size: Large (180 meters) Initiative: +1 (-1 size, +2 crew) Hyper Drive: X2 Maneuver: +1 (-1 size, +2 crew) Backup Hyperdrive: X 12 Defence: 19 (-1 size, +10 armor) Passengers: 20 Shield 250 Points: (DR 20) Cargo Capacity: 500 tons Consumables: 2 Months Hull 200 Points: (DR 20) Cost: 2,105,000 credits (new) Max Space Speed: Attack (6 squares/action) Atmospheric Speed: 900 km/h (15 squares/action) Weapon: Double Turbolasers [6] Attack Bonus: +3 (-1 size, +0 Crew, +4 fire control) Damage: 5d10x2 Fire Arc: 3 left, 3 right Range Modifiers: PB +3, S +1, M 1, L -3 Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic SITH BATTLESHIP


While the Sith after Darth Bane stressed stealth and secrecy, the ancient Sith challenged the Old Republic in a war that carried the Sith armada to Coruscant itself. The armada consisted primarily of troopships and the Sith battleship, a massive, heavily armoured strike cruiser built to withstand the best the Republic could throw at it. Though the Sith were ultimately defeated and only one battleship escaped (eventually resurfacing on Yavin 4), for a short time Sith battleships were the most fearsome power in the galaxy. Though fairly small, slow and ungainly by modern galactic standards, the Sith battleship was capable of inflicting heavy damage from its two rows of blaster cannons and its closerange concussion missile launchers. The heavy armour plating on the battleships hull also meant that the Old Republic fleet had to bring to bear guns of at least a half-dozen of their own ships against a battleship to bring it down. Even then, the Sith could expect to cripple or destroy at least one of their enemies ships. The Sith Empire turned out about one hundred battleships prior to the invasion of the Republic. All were destroyed before the end of the war, except for the Sith Flagship under the command of Sith Lord Naga Sadow. Sadow sacrificed his fleet to escape the Republics counterattack. His ship lay hidden beneath a massive temple on Yavin 4 for a thousand years. Former Jedi Exar Kun, having turned to the dark side, arrived to take possession of Sadows long forgotten refuge. Exar Kun eventually used Sadows flagship to escape Yavin 4 and wage war on the Jedi Order.

Class: Sith Battle Cruiser Crew: 25 (Skilled +4) Size: Large (215 meters long) Initiative: +3 (-1 size, +4 crew) Hyper Drive: X4 Maneuver: +1 (-1 size, +4 crew, -2 equipment) Backup Hyperdrive: X 12 Defence: 23 (-1 size, +14 armor) Passengers: 850 Shield None Points: Cargo Capacity: 5,000 metric tons Consumables: 1 year Hull 420 Points: (DR 20) Cost: Not available for sale Max Space Speed: Cruising (3 squares/action) Atmospheric Speed: 800 km/h (13 squares/action) Weapon: 6 Blaster cannons Attack Bonus: +5 (-1 size, +2 Crew, +4 fire control) Damage: 4d10x2 Fire Arc: 3 left, 3 right Range Modifiers: PB +5, S +3, M/L n/a Weapon: 3 Concussion missile launchers Attack Bonus: N/A Damage: 8d10x2 Fire Arc: Front Missile Quality: Marginal (+5) Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic SITH INFILTRATOR


Built from heavily modified designs based on the Republic Sienar Systems Star Courier, the Sith Infiltrator is a long range reconnaissance ship built specifically to carry the influence of the Sith to far-flung worlds of the Old Republic. The extremely effective and shockingly expensive stygium crystal cloaking device built into the Infiltrators fuselage enables the ship to come and go without interference. The cloak more powerful than ordinary Republic cloaking devices makes the Infiltrator impossible to detect from longer than medium range using sensors, conferring a 1 Penalty on Spot, Listen, Search, and Computer Use checks made to find it. Even if successfully located its indistinct lines mean that any successful attack still has 40% miss chance. The infiltrator boasts state of the art tracking systems (providing +4 equipment bonus on Sensor rolls). The ship also possesses and experimental sublight ion drive that despite requiring extremely large radiator panels to vent excess heat, makes the Infiltrator faster and more maneuverable than any ship of comparable class and even many starfighters. Infiltrators also feature equipment that a Sith may need in pursuit of his duty: bombs, mines, poisons, drugs, caustic chemicals, weapons, survival gear, implements of torture, a trio of Dark Eye probe druids, and a Sith speeder. The ship also includes an escape pod.

Class: Space Transport Crew: 1 (Skilled +4) Size: Small (26.5 meters) Initiative: +5 (+1 size, +4 crew) Hyper Drive: X 1.5 Maneuver: +5 (+1 size, +4 crew) Backup Hyperdrive: X 12 Defence: 21 (+1 size, +10 armor) Passengers: 6 Shield 60 Points: (DR 10) Cargo Capacity: 2.5 tons Consumables: 1 months Hull 90 Points: (DR10) Cost: Not Available for Sale Max Space Speed: Ramming (11 squares/action) Atmospheric Speed: 1180 km/h (20 squares/action) Weapon: 6 Light Laser Cannons (linked) Attack Bonus: +7 (+1 size, +2 Crew, +4 fire control) Damage: 3d10x5 Fire Arc: Front Range Modifiers: PB +7, S +5, M/L n/a Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

DARK ANGEL MANDALOREAN DEATHWING - CLASS WARSHIP.


The Mandalorean Deathwing Class Warship was a design produced by the Mandalorean warrior clans at the Hidden development facilities on Endira in the Dark Nebula. Luckily for the Galaxy at large only one of these behemoths was ever developed, the fate of the Mandaloreans came to pass before they could be mass produced, had they been the universe as we know it could be a very different place. The Deathwing is armed with 24 Turbo Quadlasers along its side which can swivel to fire forward, 40 Point lasers provide a deadly net of defensive fire to protect from starfighters, 6 underside turret mounted Heavy Ion cannons capable of disabling most vessels in a few short shots. And finally and perhaps most frighteningly 12 Assault Concussion Missile Launchers capable of firing the devastating missiles which were intended for planetary bombardment. All this weaponry combined with a super dense structure, high manoeuvrability, atmospheric flight capability, strong shields a powerful Ion engines just go to show how awesome this vessel would have been. Even nd now some four millennia after it was built the Deathwing class Warship is more heavily armed and armoured than the Republics impressive Acclamator class Assault ships, and that is before you take into account that the Deathwing also mounted a Stygium crystal cloaking device (adds +10 to DC to any vessels Sensor attempt to spot it when it moves, and even if they can detect it all attacks have a 50% chance of missing). Deathwing class vessels also have Holonet transceivers allowing for real time visual communication over any distance, amazing Sensor Masks (adding +8 to DC of other vessels sensors to detect it) and also a Hangar, which can hold upto 60 Mandalorean Raptor Fighters.

Class: Capital ship Crew: 3250 (Skilled +4) Size: Gargantuan (980 meters) Initiative: +0 (-4 size, +4 crew) Hyper Drive: X2 Maneuver: +2 (-4 size, +4 crew, +2 equipment) Backup Hyperdrive: X 8 Defence: 16 (-4 size, +10 armor) Passengers: 4000 (Troops) Shield 320 Points: (DR 25) Cargo Capacity: 3000 tons Consumables: 2 years Hull 400 Points: (DR 25) Cost: 206,417,000 credits (not available for sale) Max Space Speed: Attack (6 squares/action) Atmospheric Speed: 850 km/h (14 squares/action) Weapon: Turbo Quadlasers [24] Attack Bonus: +2 (-4 size, +2 Crew, +4 fire control) Damage: 6d10x5 Fire Arc: Part turret FL/R Range Modifiers: PB +2, S +0, M 2, L -4 Weapon: Assault Concussion Lnchr [12] Attack Bonus: N/A 30 Missiles each Damage: 9d10x5 Fire Arc: 6 left, 6 right Missile Quality: Good (+15) Weapon: Heavy Ion Cannons [6] Attack Bonus: +2 (-4 size, +2 Crew, +4 fire control) Damage: 6d10x2 Fire Arc: Undrside turret Range Modifiers: PB +2, S +0, M 2, L -4 Weapon: Point Defence Lasers [40] Attack Bonus: +6 (-4 size, +2 Crew, +8 fire control) Damage: 2d10x2 Fire Arc: Battery 4 L, 4 R Range Modifiers: PB +6, S +4, M/L n/a

Generic MANDALOREAN RAPTOR-CLASS STARFIGHTER.


The Manalorean Raptor class Starfighters were designed by the Mandaloreans some four millennia ago on the Hidden Endiran development outpost within the Dark Nebula. However like other developments such as the Deathwing class warship the Raptors never had the opportunity to be tested or mass produced. As such the only Raptors which exist to dae are the sixty which fill the hangar of the only Deathwing class Mandalorean Warship named Dark Angel that was dounf on Endira. The Raptor class Starfighter has an aerodynamic highly streamlined frame, and with powerful ion engines the vessel is extremely manoeuvrable. The hull of the vessel is made of sensor reflective material and has many advanced sensor maksing devices throughout its length (causing +8 to DC to detect them with sensors), this allows the Raptors to strike out of nowhere. In a firefight besides their ability to strike quickly and undetected they are more than capable of slugging it out in a firefight, armed with two forward facing, wing mounted heavy blaster cannons and four linked small proton torpedo launchers the starfighter can unleash a rain of furious death upon its enemies. The Cocpit sits two the pilot/gunner and the co pilot/co gunner if necessary the cocpit section can eject as a small escape pod. The Mandalorean Raptor starfighters have one final viscious surprise for their enemies, the ability to self-destruct this is used if the vessel is captured or upon ramming an enemy as a last ditch effort or simply out of spite. ( elf destruction does 11d10x2 plus 1 extra dice for every two torpedoes s remaining, thus a fully loaded Raptor could do 19d10x2 damage)!

Class: Starfighter Crew: 1 (Skilled +4) Size: Diminutive (9 meters) Initiative: +8 (+4 size, +4 crew) Hyper Drive: X1 Maneuver: +10 (+4 size, +4 crew, +2 equip) Backup Hyperdrive: X None Defence: 24 (+4 size, +10 armor) Passengers: 1 (Co Pilot) Shield 80 Points: (DR 5) Cargo Capacity: 85 kg Consumables: 1 week Hull 100 Points: (DR5) Cost: 341,000 credits (not available for sale) Max Space Speed: Ramming +2 (12 squares/action) Atmospheric Speed: 1250 km/h (21 squares/action) Weapon: Heavy Blaster Cannons [2 link] Attack Bonus: +12 (+4 sz, +2 Crew, +4 fire cnt, +2 equip) Damage: 6d10x2 Fire Arc: Front Range Modifiers: PB +12, S +10, M /L n/a Weapon: Small Proton Torp Lnchr [4 link] Attack Bonus: N/A 4 missiles each Damage: 11d10x2 Fire Arc: Front Missile Quality: Good (+15) Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic (NEOTECH INDUSTRIES) MAJESTY CLASS SPACE YACHT


Neotech Industries Majesty class Private Space Yacht is a luxury vessel through and through. Not only is it pleasing to the eye externally, but internally it is outfitted for luxury and comfort with spacious and comfortable living area complete with entertainment and recreation centre, a spa and sonic shower, luxurious passenger cabins and every mod con and normal household appliance you can imagine. The Majesty class Space Yachts are popular with the wealthy and influential, who buy the vessel as a comfortable personal transport craft. The yacht can be flown by a singular individual or even a single hardwired piloting droid for an additional 20,000 credits. The Majesty class yacht is not an ideal combat craft and although it has marginal shields and a singular forward facing laser cannon for protection owners of these ships are far more likely to flee than fight. However some of these ships have been showing up in recent years retrofitted for combat by their owners or pirates adding more powerful shields and engines, and more weaponry.

Class: Space Transport Crew: 1 (Normal +2) Size: Small (40 meters) Initiative: +3 (+1 size, +2 crew) Hyper Drive: X2 Maneuver: +3 (+1 size, +2 crew) Backup Hyperdrive: X 14 Defence: 21 (+1 size, +10 armor) Passengers: 4 Shield 80 Points: (DR 10) Cargo Capacity: 75 tons Consumables: 1 month Hull 150 Points: (DR 10) Cost: 144,000 credits (new) Max Space Speed: Cruising (4 squares/action) Atmospheric Speed: 950 km/h (16 squares/action) Weapon: Laser Cannons [1] Attack Bonus: +5 (+1 size, +0 Crew, +4 fire control) Damage: 4d10x2 Fire Arc: Front Range Modifiers: PB +5, S +3, M /L n/a Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic INCOM CORPORATIONS DAGGER-CLASS STARFIGHTER.


Incom C orporations Dagger class starfighter was created as an attempt to create a popular, fast and highly manoeuvrable fighter which was relatively cheap to purchase. The ship is faster and more manoeuvrable than most vessels of similar size. The central module of the ship is the cockpit module the pilot lays outstretched within this area. The three large wings giving it the three-pronged dagger appearance from which it gains its name surround the cockpit itself. The Dagger starfighter does not have shield, relying instead in its speed and manoeuvrability to keep it out of the way of harm. As far as armament goes the ship mounts three forward facing linked laser cannons upon the main body of the ship around the cockpit.

Class: Starfighter Crew: 1 (Normal +2) Size: Tiny (14 meters) Initiative: +4 (+2 size, +2 crew) Hyper Drive: X2 Maneuver: +7 (+2 size, +2 crew, +3 equip) Backup Hyperdrive: X None Defence: 22 (+2 size, +10 armor) Passengers: None Shield None Points: Cargo Capacity: 60 kg Consumables: 1 week Hull 65 Points: (DR 5) Cost: 140,000 credits (new) Max Space Speed: Ramming +3 (13 squares/action) Atmospheric Speed: 1300 km/h (22 squares/action) Weapon: Laser Cannons [3 fire-linked] Attack Bonus: +9 (+2 size, +3 Equip, +4 fire control) Damage: 5d10x2 Fire Arc: Front Range Modifiers: PB +9, S +7, M /L n/a Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic Xi CHAR VARIABLE GEOMETRY BATTLE DROID MARK 1.


Crewed only by a drid brain which is in turn controlled by a remote processor the droid starfighter is a completely mechanized vessel. Armed with blaster cannons and torpedo launchers, droid starfighters are fast and agile. Unlike conventional fighters, however, they are able to reconfigure themselves into walk mode, allowing them to patrol on the ground every bit as well as they do in space. Although able to launch from walk mode into flight or attack mode quite easily, droid starfighters are stored in vast overhead racks and connected to their control ships power grid when not in use. Hanging there, occasionally flexing their wings and turning their heads to test their systems they bear an unsettling resemblance to a colony of winged beasts.

Class: Starfighter Crew: N/a (Normal +2) Size: Fine (3.5 meters) Initiative: +10 (+8 size, +2 crew) Hyper Drive: X None Maneuver: +10 (+8 size, +2 crew) Backup Hyperdrive: X None Defence: 28 (+8 size, +10 armor) Passengers: None Shield None Points: Cargo Capacity: None Consumables: None Hull 120 Points: (DR 5) Cost: 19,000 cr (new), 5,000 cr (used) Max Space Speed: Ramming (10 squares/action) Atmospheric Speed: 1180 km/h (20 squares/action) Weapon: Laser Cannons [2 linked pairs] Attack Bonus: +8 (+8 size, +0 Crew) Damage: 5d10x2 Fire Arc: Front Range Modifiers: PB +8, S +6, M /L n/a Weapon: Proton Torpedo Launchers [2] Attack Bonus: N/A 4 missiles each Damage: 9d10x2 Fire Arc: Front Missile Quality: Ordinary (+10) Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

Generic INCOM/SUBPRO Z-95 HEADHUNTER


The forerunner of the X-wing, the Z-95 is an atmospheric craft frequently modified for space travel. It is slower and less maneuverable than an X-wing or a TIE fighter, but still packs a punch. State of the art ships in the days of the Old Republic, Z-95s are usually only found on backwater worlds during the rebellion era.

Class: Starfighter Crew: 1 (Skilled +4) Size: Tiny (11.8 meters) Initiative: +6 (+2 size, +4 crew) Hyper Drive: X1 Maneuver: +6 (+2 size, +4 crew) Backup Hyperdrive: X None Defence: 22 (+2 size, +10 armor) Passengers: None Shield 30 Cargo Capacity: 85 kg Points: (DR 5) Consumables: 1 day Hull 120 Cost: 80,000 cr (new), 45,000 cr (used) Points: (DR 5) Max Space Speed: Ramming (9 squares/action) Atmospheric Speed: 1150 km/h (19 squares/action) Weapon: Triple Blasters [2 fire linked] Attack Bonus: +6 (+2 size, +2 crew, +2 fire control) Damage: 3d10x2 Fire Arc: Front Range Modifiers: PB +6, S +4, M /L n/a Weapon: Concussion Missile Launcher Attack Bonus: N/A 6 missiles Damage: 7d10x2 Fire Arc: Front Missile Quality: Ordinary (+10) Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers: Weapon: Attack Bonus: Damage: Fire Arc: Range Modifiers:

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