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Vehicles, Vessels and Starships

For D6 Star Wars RPG, Revised and Expanded

Vehicles..........................................................12 Ground Vehicles - Repulsorlift.............................................................................................................12 64-Y Swift 3 Repulsor Sled .............................................................................................................12 Air-2 Racing Swoop........................................................................................................................12 Alliance Service Tank......................................................................................................................12 Ando Prime Speeder.......................................................................................................................12 AradonWorks AWP 4.2 (5.0)............................................................................................................13 Arakyd Slashrat ............................................................................................................................13 Aratech 74-Z Military Speeder Bike...................................................................................................13 Armored Assault Tank.....................................................................................................................14 Armored Speedertruck....................................................................................................................14 Aquabike.......................................................................................................................................14 Avalanche Repulsortank..................................................................................................................14 Bata Revo-class Repulsor Tank........................................................................................................15 Behemoth Mark II Repulsor Tank.....................................................................................................15 Cargo Container Loader..................................................................................................................15 Corinth JT-43LX.............................................................................................................................15 Cougar Medium Repulsortank..........................................................................................................15 Family Landspeeder........................................................................................................................16 Flash Speeder................................................................................................................................16 Gados Floatboat.............................................................................................................................16 Ganjuko-class Repulsor Tank...........................................................................................................16 Ghest Heavy Repulsortank..............................................................................................................17 Gian Speeder ................................................................................................................................17 Harvester Plant..............................................................................................................................18 Heavy Repulsortank.......................................................................................................................18 Heavy Single Trooper Aerial Platform................................................................................................18 Imperial APC Land-Cruiser...............................................................................................................18 Imperial-1 APC (L).........................................................................................................................19 Imperial-class Repulsortank .........................................................................................................19 Imperial Hover Train.......................................................................................................................20 Interstellar Arms Deliverer..............................................................................................................21 Jagdghest Heavy Repulsortank.........................................................................................................21 Jedi Speeder Bike...........................................................................................................................22 Jungle Landspeeder........................................................................................................................22 L-10 Loki II assault tank.................................................................................................................22 Liberator-class Anti-Aircraft Gun......................................................................................................23 Liberty Light Repulsortank...............................................................................................................23 Lion Heavy Repulsortank.................................................................................................................23 Lupis-class Repulsor Tank...............................................................................................................24 Mobile Anti-Air Cannon...................................................................................................................25 Multi-Troop Transport.....................................................................................................................25 Nah Ti'kal-class APC.......................................................................................................................25 Nebulon-Q Swoop Racer ..............................................................................................................26 Nightfalcon ................................................................................................................................26 Quick Pit Speeder Truck..................................................................................................................26 Rebel Medical Vehicles....................................................................................................................26 Ree's Speeder Bikes.......................................................................................................................27 Remus-class Engineering Vehicle......................................................................................................27 Republic Heavy Repulsortank...........................................................................................................27 Republic Light Repulsortank.............................................................................................................27 Republic Medium Repulsortank.........................................................................................................28 Romulus-class APC.........................................................................................................................28 "Rudy"..........................................................................................................................................28 Seatrooper APC.............................................................................................................................28 Seatrooper Assault Submarine.........................................................................................................29 Seatrooper Patrol Transport.............................................................................................................29 Single Trooper Aerial Platform..........................................................................................................29 Sith Speeder.................................................................................................................................29 Skybird .....................................................................................................................................30 Snowtrooper Repulsor-Snowmobile..................................................................................................30 Speizoc v-188 Artillery Vehicle.........................................................................................................30 StarHawk ..................................................................................................................................30 2

Tagge-class Self-Propelled Artillery Laser..........................................................................................31 Talon Heavy Repulsortank...............................................................................................................31 Teklos Battle Vehicle ......................................................................................................................31 Telowe's Hyrotii Ranger-5...............................................................................................................32 Uncle Nyyv's Floating Eatery............................................................................................................32 Veers-class Air Defense Missile Tank.................................................................................................32 Warrior-class APC...........................................................................................................................32 Wrix-class Repulsor Tank................................................................................................................33 XP-38 Landspeeder........................................................................................................................33 Ground Vehicles Walker...................................................................................................................33 All Terrain Anti-Aircraft Walker.........................................................................................................33 All Terrain Anti-Personnel Walker.....................................................................................................33 All Terrain Armored Transport..........................................................................................................33 All Terrain Armored Transport Mark II...............................................................................................34 All Terrain Armored Swimmer..........................................................................................................34 All Terrain Ion Cannon....................................................................................................................34 All Terrain Scout Swimmer..............................................................................................................35 All Terrain Scout Transport..............................................................................................................35 All Terrain Scout Transport Assault...................................................................................................35 All Terrain Tactical Enforcer.............................................................................................................36 AT-XT Assault Walker.....................................................................................................................36 Dwarf Spider Droid.........................................................................................................................36 Homing Spider Droid......................................................................................................................36 Neimoidian Mechno-Chair................................................................................................................37 Republic Armored Assault Walker.....................................................................................................37 Republic Assault Walker..................................................................................................................37 Republic Scout Walker....................................................................................................................38 Shiny E-walker..............................................................................................................................38 TIE Walker....................................................................................................................................39 Urban Terrain Assault Transport.......................................................................................................39 WUT-AT Assault Walker..................................................................................................................39 Ground Vehicles Tracked or Wheeled.................................................................................................40 Dual Charger V..............................................................................................................................40 Dune Buggy..................................................................................................................................40 Gungan Battle Wagon.....................................................................................................................40 Hailfire Droid Tanks........................................................................................................................40 HAVw A5 Juggernaut......................................................................................................................40 Imperial Land Crawler.....................................................................................................................41 Imperial Light Land-Cruiser.............................................................................................................41 Imperial Medium Land-Cruiser.........................................................................................................42 L-4A Loki Scout Tank......................................................................................................................42 Mobile Command Base ................................................................................................................42 Ripper APC....................................................................................................................................42 Sidewinder Motorcycle....................................................................................................................43 SPHA-T.........................................................................................................................................43 Air Vehicles......................................................................................................................................43 Arakyd Droid Interceptor.................................................................................................................43 CAP-2...........................................................................................................................................43 Coruscant Air Taxi..........................................................................................................................44 Desler Gizh OMC Koro-2..................................................................................................................44 Ewok Glider...................................................................................................................................44 Fatbod APC...................................................................................................................................44 Feleini-Arat Atmospheric Fighter Carrier............................................................................................45 Hot Rod Airspeeder........................................................................................................................45 INT-4...........................................................................................................................................45 MandalMotors Combat Airspeeder.....................................................................................................45 Nubian Cloudbus............................................................................................................................46 PCBU............................................................................................................................................46 Pols Anaxes Airspeeder...................................................................................................................46 Rebel Alliance Combat Snowspeeder ................................................................................................46 Repulsorlift Service Platform............................................................................................................46 Rothana LAAT/c Walker Deploying Gunship........................................................................................46 Rothana LAAT/i Attack Gunship........................................................................................................47 Vehicles Other................................................................................................................................47 3

ALV-36C/D Arctic Light Assault Vehicle..............................................................................................47 Anaxes Groundcoach......................................................................................................................48 Bongo Submersible........................................................................................................................48 Boss Nass' Custom Bongo...............................................................................................................48 Fishing Trawlers.............................................................................................................................48 Lifepod.........................................................................................................................................48 Monobubble Racing Bongo...............................................................................................................48 Racing Wings.................................................................................................................................48 Shiny Glider..................................................................................................................................48 Skimmersubs................................................................................................................................49 SDAV...........................................................................................................................................49 Thrall Herder.................................................................................................................................49 Trade Federation AAT-W.................................................................................................................49 Trade Federation AAS.....................................................................................................................50 Trade Federation Gunboat...............................................................................................................50 Trawler Escape Submersible............................................................................................................50 Tria Blue.......................................................................................................................................50 Tria Blue's Escape Sub....................................................................................................................50 Tsik Vai Flier..................................................................................................................................50 Vert'bo Airship...............................................................................................................................51 V-Fin Submersible Icebreaker..........................................................................................................51 WAC-26B Light Hydrotank...............................................................................................................51 Warkeeper....................................................................................................................................52 Starships........................................................52 Starfighters......................................................................................................................................52 A-9 Vigilance Interceptor ................................................................................................................52 A-9LR Vigilance..............................................................................................................................52 Adumari Blade-32 Starfighter..........................................................................................................52 Advanced Droid Starfighter..............................................................................................................53 Aeolus Assault Bomber...................................................................................................................53 Aethersprite Delta-7 Advanced.........................................................................................................53 Aethersprite Heavy Assault Starfighter..............................................................................................54 A-Wing ........................................................................................................................................54 B-Wing ........................................................................................................................................54 B-Wing/E & E2...............................................................................................................................55 C-73 Tracker .............................................................................................................................55 Chiss Clawcraft..............................................................................................................................55 CloakShape Fighter ....................................................................................................................55 Clone Fighter (V-19 Starfighter).......................................................................................................56 CR-2 Starfighter.............................................................................................................................56 CR-14 & CR-14/H Fighter................................................................................................................56 DDF Dagger-D...............................................................................................................................57 Darth Sidious' Custom Starfighter....................................................................................................57 Deathraven...................................................................................................................................57 E-wing Type A...............................................................................................................................58 E-Wing Type B...............................................................................................................................58 E-Wing Type C...............................................................................................................................58 Fil'vye Transport Patrol Escort..........................................................................................................59 G-1 Starfighter..............................................................................................................................59 Goonga Munt Goonga.....................................................................................................................59 Guardian Mantis.............................................................................................................................59 Gun Tug........................................................................................................................................60 Havoc...........................................................................................................................................60 I-7 Howlrunner..............................................................................................................................61 Jedi Starfighter..............................................................................................................................61 K-Wing Bomber.............................................................................................................................61 Mist Hunter...................................................................................................................................62 Miy'til Assault Bomber....................................................................................................................62 Miy'til Fighter.................................................................................................................................62 Modified TIE Advanced x1...............................................................................................................63 Modified TIE Bomber......................................................................................................................63 Naboo N-1 Starfighter.....................................................................................................................63 Naboo N-2 Bomber.........................................................................................................................63 Naboo Police Cruiser.......................................................................................................................64 4

Phoenix Hawk Light Pinnace............................................................................................................64 Pinook..........................................................................................................................................64 Preybird Starfighter........................................................................................................................65 Punishing One...............................................................................................................................65 SETH Fighter.................................................................................................................................66 Sith Starfighter..............................................................................................................................66 Scimitar Assault Bomber .............................................................................................................66 SS-1 Starfighter.............................................................................................................................67 Star Saber....................................................................................................................................67 Stinger.........................................................................................................................................67 T-36 Skyfighter..............................................................................................................................68 TBD..............................................................................................................................................68 Terrapin-class Patrol Fighter............................................................................................................68 TIE Fighter .................................................................................................................................68 TIE Advanced................................................................................................................................69 TIE Assault Variant.........................................................................................................................69 TIE Avenger..................................................................................................................................69 TIE Boarder...................................................................................................................................70 TIE Bomber...................................................................................................................................70 TIE Bomber Mark 3........................................................................................................................70 TIE Concept Fighters......................................................................................................................71 TIE/D Droid Fighter ......................................................................................................................72 TIE/D Mark 2.................................................................................................................................73 TIE/DB Automated Assault Bomber...................................................................................................73 TIE/DSD - Datalinked Scout Droid....................................................................................................73 TIE Defender Prototype...................................................................................................................74 TIE Defender (Darkwing)................................................................................................................74 TIE Defender.................................................................................................................................74 TIE Defender Mark 2.......................................................................................................................75 TIE Devastator...............................................................................................................................75 TIE Enforcer..................................................................................................................................76 TIE Experimental M1......................................................................................................................76 TIE Experimental M3......................................................................................................................76 TIE Ground Fighter.........................................................................................................................77 TIE Ground Fighter Mark 3..............................................................................................................77 TIE Ground Support Fighter.............................................................................................................77 TIE Interceptor .............................................................................................................................78 TIE Interceptor Mark 4....................................................................................................................78 TIE Minesweeper............................................................................................................................78 TIE Patrol Craft..............................................................................................................................78 TIE Phantom.................................................................................................................................79 TIE Recon.....................................................................................................................................79 TIE Recon Mark 3...........................................................................................................................79 TIE Skirmisher...............................................................................................................................80 TIE Vanguard................................................................................................................................80 TIE Vindicator................................................................................................................................80 TL-118.........................................................................................................................................81 Trade Federation Advanced Bomber..................................................................................................81 Trade Federation Droid Bomber........................................................................................................81 Trade Federation Droid Starfighter...................................................................................................82 Tri-Fighter.....................................................................................................................................82 Uglies...........................................................................................................................................82 Vanguard-class Heavy Assault Gunship.............................................................................................84 Viper............................................................................................................................................84 Whitecloak Fighter.........................................................................................................................85 X-303 Space Superiority Fighter.......................................................................................................85 XJ X-Wing.....................................................................................................................................86 XJ3 X-Wing...................................................................................................................................86 X-Wing.........................................................................................................................................86 X-Wing T-65AC4............................................................................................................................87 X-Wing T-67C4..............................................................................................................................87 Yorik-et Coralskipper......................................................................................................................87 Y-Wing & Longprobe ......................................................................................................................88 Y-Wing BTL-M11............................................................................................................................88 5

Z-10 Seeker .................................................................................................................................89 Z-130 Thunderbolt.........................................................................................................................89 Space Transports..............................................................................................................................89 Action IV Freighter .....................................................................................................................89 Action V Transport.........................................................................................................................90 Action VI Transport........................................................................................................................90 Aeon Ranger.................................................................................................................................90 Barloz Medium Freighter.................................................................................................................90 BullbaBong BB-2 Shuttle.................................................................................................................90 Citadel Cruiser...............................................................................................................................91 Class 580 Freighter ....................................................................................................................91 Cobra Personal Transport................................................................................................................91 Corona-class Transport ...............................................................................................................91 Courageous...................................................................................................................................91 Crescent-class Transport .............................................................................................................92 CU-37 Courier Ship........................................................................................................................92 Dawn Beat and Amanda Fallow........................................................................................................92 DSE-30 Deep Space Explorer...........................................................................................................93 DSE-30/M Deep Space Explorer.......................................................................................................93 Dx-9 Transport..............................................................................................................................93 Emerald Lance...............................................................................................................................93 Etherway and Starry Ice.................................................................................................................94 Fair Gale.......................................................................................................................................94 Free Mandalore..............................................................................................................................94 Goshyn Queen...............................................................................................................................95 Green Palace.................................................................................................................................95 Guardian-class Patrol Ship ...........................................................................................................95 Gymsnor-3 ................................................................................................................................95 Hound's Tooth...............................................................................................................................96 HT-2200 Transport.........................................................................................................................96 IG-2000........................................................................................................................................97 Jade Sabre....................................................................................................................................97 Jade Shadow.................................................................................................................................97 Jedi Courier Ship............................................................................................................................98 Jedi Justice Cruiser.........................................................................................................................98 Jermagium-class Light Cruiser .....................................................................................................98 Kazellis Light Freighter ................................................................................................................98 L19 Light Freighter .....................................................................................................................99 Lambda-class Shuttle ...................................................................................................................99 Lambda Command Shuttle..............................................................................................................99 Lantillian Short Hauler ................................................................................................................99 Mark I Bulk Transport ...............................................................................................................100 Mercuric-Class Light Courier..........................................................................................................100 MT-100 Long Haul........................................................................................................................101 Mystic Burn.................................................................................................................................101 Nashtah Pup................................................................................................................................101 Neimoidian Shuttle.......................................................................................................................101 No Luck Required.........................................................................................................................101 Nova Guardian X-Ship and Variants................................................................................................102 Planet Express Ship......................................................................................................................103 Queen Amidala's Royal Starship.....................................................................................................104 Rabbit's Foot...............................................................................................................................104 Roughneck Light Freighter.............................................................................................................104 Selonian Cone Ship.......................................................................................................................105 Sith Infiltrator..............................................................................................................................105 Sith Terminator............................................................................................................................105 Superlift Ore Hauler ..................................................................................................................105 Svelte-class Shuttle ..................................................................................................................105 Uwana Buyer...............................................................................................................................106 VCX-350 Freighter........................................................................................................................106 VCX-700 Heavy Courier.................................................................................................................106 VCX-820 Escort Freighter..............................................................................................................107 V-R800 Light Freighter..................................................................................................................107 Wayfarer-class Medium Transport...................................................................................................107 6

X-23 StarWorker ......................................................................................................................108 XS-800 Light Freighter..................................................................................................................108 Yorik-trema Transport...................................................................................................................108 Yorik-vec Assault Cruiser...............................................................................................................108 YT-1300 Freighter........................................................................................................................109 YT-1300f Freight Transport............................................................................................................109 YT-1300p Passenger Transport.......................................................................................................109 YT-1760 Small Transport...............................................................................................................109 YT-1930......................................................................................................................................110 YT-2000......................................................................................................................................110 YT-2400 Transport........................................................................................................................110 YU-410 Light Freighter..................................................................................................................111 YV-100.......................................................................................................................................111 YV-929 Armed Freighter................................................................................................................111 YZ-775 Transport.........................................................................................................................111 ZE-101 Transport.........................................................................................................................112 Capital Ships...................................................................................................................................112 AA9 Starfreighter.........................................................................................................................112 Abyss Star Destroyer....................................................................................................................113 AEFS-34 Fleet Replenisher.............................................................................................................113 AH-12B Hospital Vessel.................................................................................................................113 Akorec Strike Cruiser....................................................................................................................114 AP-13A Heavy Troop Transport......................................................................................................114 ARS-12 Military Salvager...............................................................................................................115 Assassin Corvette.........................................................................................................................115 Assault Frigate ..........................................................................................................................116 A-vek Iiluunu Fighter Carrier..........................................................................................................116 Bastion Planetary Defense Cruiser..................................................................................................117 Blockade Carrier...........................................................................................................................117 Bothan Assault Cruiser..................................................................................................................117 CA-429F Heavy Cruiser.................................................................................................................118 Cantwell-class Star Destroyer........................................................................................................118 Carrack-class Cruiser....................................................................................................................118 Carrack II Light Cruiser.................................................................................................................119 Chu'unthor..................................................................................................................................119 Chuun M'arh Frigate.....................................................................................................................120 Conqueror Star Destroyer..............................................................................................................120 Corellian Corvette.........................................................................................................................121 Corellian Gunship.........................................................................................................................121 Corellian Space Cruiser.................................................................................................................121 Corellian Star Shuttle....................................................................................................................121 Corellian Support Frigate...............................................................................................................122 Crescent-Class Star Cruiser...........................................................................................................122 DarkStar Battle Cruiser.................................................................................................................122 Dead Reckoning...........................................................................................................................123 Decimator Star Destroyer..............................................................................................................123 Discril-class Attack Cruiser .........................................................................................................124 Dominion Star Destroyer...............................................................................................................124 Dreadnaught-class Heavy Cruiser ................................................................................................125 Eclipse-class Star Destroyer ........................................................................................................125 Emancipator................................................................................................................................126 Escort Carrier ............................................................................................................................127 FFLS-19 ASF Gunship....................................................................................................................127 FFX-7C Medium Frigate.................................................................................................................127 Freejack......................................................................................................................................128 Gallofree Heavy Transport.............................................................................................................128 Gallofree Medium Transport...........................................................................................................128 Gamma-class Assault Shuttle ......................................................................................................128 Hapan Battle Dragon....................................................................................................................129 Hapan Battle Dragon Mark II.........................................................................................................129 Hapes Supernova Battle Cruiser.....................................................................................................130 Hapes Star Destroyer....................................................................................................................130 Hive Fleet Carrier.........................................................................................................................131 I'Friil Ma-Nat Corvette...................................................................................................................131 7

Immobilizer 418 ..........................................................................................................................132 Imperial Star Destroyer ...............................................................................................................132 Imperial II Star Destroyer ...........................................................................................................132 Imperial III Star Destroyer............................................................................................................133 Imperial IV Star Destroyer.............................................................................................................134 InterGalactic Banking Clan Starship................................................................................................134 IPV-1 System Patrol Craft..............................................................................................................135 Ithorian SkyYards Herd Ship..........................................................................................................135 Kern's Pride.................................................................................................................................135 Kor Chokk Grand Cruiser...............................................................................................................135 Lancer-class Frigate ...................................................................................................................136 Lastri's Ort..................................................................................................................................136 Liberator Cruiser .........................................................................................................................136 Lictor-class Dungeon Ship ...........................................................................................................137 Loronar MOD-17 Freighter.............................................................................................................137 Loronar Pursuit Cruiser.................................................................................................................137 The Maiden Celestial.....................................................................................................................138 Miid Ro'ik Warship........................................................................................................................138 Modular Taskforce Cruiser ..........................................................................................................138 Mon Calamari MC40a....................................................................................................................139 Mon Calamari MC78......................................................................................................................139 Mon Calamari Evacuation Ship.......................................................................................................139 Mon Calamari MC90 Cruiser ........................................................................................................139 Mon Calamari MC91 Star Cruiser....................................................................................................140 Mon Calamari MC95 Star Cruiser....................................................................................................140 Mon Calamari Star Cruiser.............................................................................................................141 Nebulon-B Frigate ......................................................................................................................142 Neutron Star-class Bulk Cruiser ...................................................................................................142 OM-3 Ore Processor......................................................................................................................142 Ranger Gunship...........................................................................................................................143 RCA-5C Deep Space Picket Cruiser.................................................................................................143 Republic Assault Ship....................................................................................................................143 Resurgence Star Destroyer............................................................................................................144 Sh'rip Sh'pa Spawn Ship...............................................................................................................144 SH-1000 Planetary Defender..........................................................................................................145 Shieldship...................................................................................................................................145 Sith Battle Cruiser........................................................................................................................145 Sith Gunship................................................................................................................................146 Sith Personnel Carrier...................................................................................................................146 Skipray Blastboat Series................................................................................................................146 Sovereign-class Star Destroyer ...................................................................................................148 SSL-1H Light Frigate.....................................................................................................................149 Star Destroyer Concepts................................................................................................................149 Starfighter Research Carrier...........................................................................................................151 Star Galleon-class Frigate ...........................................................................................................152 Strike-class Cruiser ....................................................................................................................152 Strike II Cruiser...........................................................................................................................153 Sunulok Flagship Interdictor..........................................................................................................153 Super-class Star Destroyer .........................................................................................................154 Super Transport XI ...................................................................................................................154 Suuv Ban D'Krid Cruiser................................................................................................................154 Techno Union Starship..................................................................................................................155 Trade Federation Battleship...........................................................................................................155 Trade Federation Droid Control Ship...............................................................................................155 Trade Federation Freighter............................................................................................................156 Trade Federation Heavy Cruiser......................................................................................................156 Trade Federation Landing Craft......................................................................................................157 Trade Federation Missile Frigate.....................................................................................................157 Uro-ik V'alh Battleship..................................................................................................................157 Uumufalh Gunship........................................................................................................................158 XCV-3 Starfighter Carrier..............................................................................................................158 Vibre-class Assault Cruiser.............................................................................................................158 Victory-I class Star Destroyer ......................................................................................................159 Victory-II class Star Destroyer ....................................................................................................159 8

Victory III Star Destroyer..............................................................................................................159 Vindicator-Class Heavy Cruiser.......................................................................................................160 Viscount/Strident-class Star Defender.............................................................................................160 Vua'spar Interdictor......................................................................................................................161 Yorik-stronha Spy Ship..................................................................................................................161 YVG Corvette...............................................................................................................................162 Space Stations................................................................................................................................162 ARD-81 Stationary Deep Dry-dock..................................................................................................162 Belt-Runner I...............................................................................................................................163 Darksaber...................................................................................................................................163 Darth Gadrels Darksaber..............................................................................................................163 Death Rock Mark II.......................................................................................................................165 Death Star I and II.......................................................................................................................166 Fleet Service Station.....................................................................................................................167 Griam Imperial Impound Yard........................................................................................................168 Jump Gate...................................................................................................................................169 Nova-Dock Shipyard.....................................................................................................................169 RanCorp Deepdock.......................................................................................................................170 Republic StarForge Mobile Station...................................................................................................170 Shield Defense Station..................................................................................................................170 Torpedo Sphere .........................................................................................................................171 Verdant Deep Space Factory..........................................................................................................171 Verdant Orbital Starfighter Factory.................................................................................................171 Starships Other............................................................................................................................172 AT-AT Barge................................................................................................................................172 Deep Space Utility Vessel..............................................................................................................172 Mobile Astromech Repair Station....................................................................................................173 MSS-41F "Prowler" Minesweeper....................................................................................................174 Solarsailer...................................................................................................................................174 SRA-4B Starfighter Repair Craft.....................................................................................................174 Appendix A: Vehicle and Starship Damage........175 Vehicle Damage..............................................................................................................................175 Starship damage.............................................................................................................................175 Appendix B: Yuuzhan Vong Information............176 Dovin Basals...................................................................................................................................176 Coral Ships and Targeting Computers.................................................................................................176 Yammosk.......................................................................................................................................176 Appendix C: Movement and Travel Times..........177 Space / Atmosphere Movement Speeds..............................................................................................177 Hyperspace Travel Times..................................................................................................................177 Appendix D: Wing Pylon System......................179 The Rules.......................................................................................................................................179 Payload.......................................................................................................................................179 Hard Points..................................................................................................................................180 Fitting New Pylons........................................................................................................................180 External payload For Starfighters....................................................................................................180 Penalties.....................................................................................................................................181 Notes..........................................................................................................................................181 Direct-fire Weapons.........................................................................................................................181 Turbolaser Pods...........................................................................................................................181 Laser, Blaster and Autoblaster Pods................................................................................................182 Disruptors...................................................................................................................................182 Mass Drivers................................................................................................................................182 Ion Cannon.................................................................................................................................182 Incom Combi-gun.........................................................................................................................182 Tractor Beam Pod.........................................................................................................................183 Conner Nets................................................................................................................................183 "Dumb" Rockets...........................................................................................................................183 Indirect Fire Weapons......................................................................................................................183 Concussion Missiles......................................................................................................................183 Proton Torpedoes.........................................................................................................................184 Stand Off Missiles.........................................................................................................................184 Ion Radiation Tracking Missiles.......................................................................................................184 Intercept Missiles.........................................................................................................................185 9

Anti-Radiation Missiles..................................................................................................................185 "Iron" Bombs...............................................................................................................................186 Guided Bombs.............................................................................................................................186 Cluster Bomb...............................................................................................................................186 Fuel Air Munitions (FAM) Bomb.......................................................................................................186 Equipment......................................................................................................................................187 Targeting Jammers.......................................................................................................................187 Communication Jamming Pods.......................................................................................................187 Sensor Jamming Pods...................................................................................................................187 Sensor Decoys.............................................................................................................................187 Copycats.....................................................................................................................................187 Flare and Chaff Pods.....................................................................................................................188 Side-Looking Sensor Pods..............................................................................................................188 Electronic Intelligence Pods............................................................................................................188 Targeting Pod..............................................................................................................................188 Target Designator.........................................................................................................................188 Sensor Buoy................................................................................................................................188 Navigation Pod.............................................................................................................................189 Ferry Tank...................................................................................................................................189 Cargo Pods..................................................................................................................................189 Rescue Pod..................................................................................................................................189 Auxiliary Thrusters.......................................................................................................................189 Appendix E: Starship Creation and Modification..189 Step 1: Ship Size.............................................................................................................................189 Step 2: Crew Size............................................................................................................................190 Step 3: Life Support........................................................................................................................190 Step 4: Storage/Cargo.....................................................................................................................191 Step 5: Consumables.......................................................................................................................192 Step 6: Sublight Engines..................................................................................................................192 Step 7: Maneuverability...................................................................................................................192 Step 8: Hyperdrive..........................................................................................................................193 Step 9: Starship Hull........................................................................................................................193 Step 10: Shields..............................................................................................................................194 Step 11: Sensors.............................................................................................................................194 Step 12: Weapon Mounts.................................................................................................................195 Step 13: Choose Your Weapons.........................................................................................................195 Step 14: Determine Cost..................................................................................................................197 Step 15: Fill in the Details................................................................................................................198 Appendix F: After Market Modifications.............198 Astrogation Plotter ..........................................................................................................................198 Backup Battery...............................................................................................................................198 Cargo Jettison.................................................................................................................................199 Cloaking Device...............................................................................................................................199 Communications..............................................................................................................................199 Comm Jammer................................................................................................................................199 Consumables..................................................................................................................................199 Droid Automation............................................................................................................................199 Droid Autopilot................................................................................................................................199 Escape Pods....................................................................................................................................200 Fire Control Computers....................................................................................................................200 Fire Linking Weapons.......................................................................................................................200 Grappler Mags.................................................................................................................................200 Hidden Cargo Compartments............................................................................................................200 Hull Plating.....................................................................................................................................200 Hyperdrives....................................................................................................................................200 Ion Engines....................................................................................................................................201 Maneuvering Thrusters.....................................................................................................................201 MasterNav Files...............................................................................................................................202 Nav-Computer Route Astrogation Bypass System ...............................................................................202 Neural Interface Device....................................................................................................................202 Passenger Conversion......................................................................................................................202 Personal Scale Weapons...................................................................................................................203 Retractable and Concealable Weapons................................................................................................203 Sensor Baffling................................................................................................................................203 10

Sensor Decoys................................................................................................................................203 Mimic Decoy..............................................................................................................................204 Trickster Sensor Decoys.............................................................................................................204 Copycat Pod ...............................................................................................................................204 Sensor Masks..................................................................................................................................204 Shield Generators............................................................................................................................204 Slave Circuits..................................................................................................................................205 System Diagnostic Filter...................................................................................................................205 Weapon Damage Increase................................................................................................................205 Weapon Ranges..............................................................................................................................205 Weapon Turrets...............................................................................................................................205

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VEHICLES
Ground Vehicles - Repulsorlift
64-Y Swift 3 Repulsor Sled One of Aratech's military speeders, the Swift 3 repulsor sled was designed to combat the roving swoop gangs and pirates of the Outer Rim during the New Order. With its speed, it can easily outrun the fastest swoops and speeder bikes. With a single medium blaster cannon, drop nets, and a clamping hook launcher, it can also immobilize its targets. Similar to swoops and speeder bikes, the Swift 3 is a high-powered engine with a seat. Craft: Aratech 64-Y Swift Repulsorlift Sled; Type: Repulsorlift sled; Scale: Speeder; Length: 4.1 meters; Skill: Repulsorlift operation: Speeder bike; Crew: 1; Crew Skill: Repulsorlift operation 4D+1, vehicle blasters 4D+2; Cargo Capacity: 4 Kilograms; Cover: ; Altitude Range: Ground level-25 meters; Cost: Not available for sale; Move: 280; 800 kHz; Maneuverability: 1D+2; Body Strength: 1D+2 Laser Cannon: Fire Arc: Front; Skill: Vehicle blasters; Fire Control: 2D; Range: 3-50/100/200; Damage: 3D Drop Net: Fire Arc: Front; Skill: Missile weapons; Fire Control: 1D; Range: 0-1/3/5(Horizontal), 010/20/30 (vertical); Damage: 6D (ionization) Air-2 Racing Swoop This was TaggeCo's entry into the basic swoop market; a three-meter-long vehicle controlled by hand controls, foot pegs, and knee pressure points. The Air-2 had a rounded front cowling with integrated maneuvering vanes and an optional windscreen. While it was exceptionally fast, with a top speed of 600 kilometers per hour, the Air-2's control system made the swoop hard to control under hard driving conditions. Han Solo escaped from a group of slavers on Bonadan by fleeing on an Air-2 swoop. Craft: Sorosuub Air-2 Racing Swoop; Type: Swoop; Scale: Speeder; Length: 2.35 meters; Skill: Swoop Operation: Air-2; Crew: 1; Crew Skill: Varies; Passengers: None; Cargo Capacity: 1.75 kilograms; Cover: ; Altitude Range: Up to 325 meters; Cost: 7,000 (new), 2,500 (used); Maneuverability: 2D+1; Move: 242; 700 km/h; Body Strength: 1D+1 Alliance Service Tank Due to the limited funds of the Rebel Alliance, many Alliance surface regiments were forced to cut corners where possible. Often times, this meant replacing a standard repulsortank with a makeshift substitute. Speeder trucks with their reinforced frame and thick hulls often made a suitable basis for one of these makeshift tanks. Rebels nicknamed this particular modified war machine the Service tank, playing off of the SRV1 model number. The Aratech SRV1, while being a very old model at the time of the Rebellion, was one of the more easily attainable and cost effective vehicles to modify. The basic frame of the SRV1 made it very simple and cheap to add a heavy blaster cannon on a turret mount atop the cockpit and extra space inside the cockpit, originally used as locker space for the driver, housed the targeting and control systems for the weapon. While not capable of engaging a standard Imperial repulsortank one on one, these makeshift models could provide heavy fire for advancing troops and engage light and medium vehicles. Often times, they would be deployed in at least small groups, and very rarely alone. Such makeshift tanks were common in lower priority and under funded Rebel cells, actual combat repulsortanks were often times reserved for the most combat active units. Craft: Modified Aratech SRV1 Heavy Speeder Truck; Type: Makeshift repulsortank; Scale: Speeder; Length: 11.3 meters; Skill: Repulsorlift operation: Speeder truck; Crew: 1, gunners: 1; Crew Skill: Vehicle blasters 5D, repulsorlift operation 5D; Passengers: None; Cargo Capacity: 2 metric tons; Cover: Full; Altitude Range: Ground level - 6 meters; Cost: 18,000 credits (used; black market only); Maneuverability: 1D+2; Move: 105; 300 kHz; Body Strength: 4D+2 Heavy Laser Cannon: Fire Arc: Front; Crew: 1; Skill: Vehicle blasters; Fire Control: 2D; Range: 50500/1.5/3 km; Damage: 5D Ando Prime Speeder Craft: Modified Ubrikkian 9000 Z001; Type: Landspeeder; Scale: Speeder; Length: 7.5 meters; Skill: Repulsorlift Operation: Landspeeder; Crew: 1 pilot; Passengers: 4 (possibly 6 with jumper seats); Cargo Capacity: 50kg; Cover: Full; Altitude Range: Ground level 10 meters; Cost: 10,000 (new), 3,500 (used); Maneuverability: 1D+1; Move: 70; 200 km/h; Body Strength: 2D Laser Cannon: Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-50/100/200m; Damage: 4D Notes: This speeder, which can be bought or rented from the repair shop in Elesa, has been modified for use in icy conditions. Not to be confused with the Ubrikkian 9000 Z004 (SWD6, page 242) which is a sport speeder.

AradonWorks AWP 4.2 (5.0) After the battle of Endor, the New Republic began experimenting with a number of more expensive weapon technologies, including combat walkers. In response, the AradonWorks developed an anti-walker platform, most effective in massed groups. The vehicle is ungainly, slow, and not very well armored, but it can still outrun and out dodge walkers. When used in conjunction with support craft of various sorts, the AWP-1 proved remarkably effective in combat against the New Republic Walkers, especially against the lightly armored prototypes that they first experimented with. Later models of the AWP proved so effective that the New Republic ceased fielding walkers against imperial forces, using speeders and swoops of various configurations instead. Without walkers to target, the AWP was no longer very useful as a combat weapon. It cost as much as three combat speeders, and could rarely take out more than one of those more agile craft. Rather than let the combat tested vehicle fall by the wayside, AradonWorks has replaced the heavy blaster with a large scale projectile cannon. The modification proved successful, and the AWP-5 was born. The mission profile of the vehicle has changed considerably from the AWP-4.2 to its current state. AWP-5s are used in groups of 20-units for large scale shelling of defensive positions or massed infantry positions. Type: Mobile Artillery; Scale: Speeder; Skill: Repulsorlift operations: landspeeder; Crew: 3; Passengers: None; Cover: ; Cargo Capacity: 25kg; Move: 35; 100 kph; Maneuverability: 1D; Body Strength: 2D (5.0; 2D+2); Altitude Range: Ground level - 1.5 meters, cannot exceed altitude range. Cost: 94,000 credits for 4.2, 89,000 for 5.0 1 Extra Heavy Blaster Cannon (4.2 only): Scale: Walker; Fire Arc: Front; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D+2; Range: 100-600/2 km/5 km; Damage: 8D 1 Medium Repeating Blaster: Scale: Character; Fire Arc: Front; Crew: 1; Skill: Blaster: Repeating Blaster; Fire Control: 1D; Range: 2-75/200/500; Damage: 8D 1 Long Range Projectile Cannon (5.0 only): Scale: Walker; Fire Arc: Front; Crew: 1; Skill: Missile Weapons; Fire Control: Varies; Range: Varies; Damage: Varies The AWP-5 uses a number of different types of shells, spending on its specific mission profiles. Some of the more common shells are listed bellow Poison Gas Canister: Fire Control: 2D; Range: 20-100/400/1 Km; Damage: 20 meters diameter, 10D to non-protected individuals. Shrapnel Round: Fire Control: 2D; Range: 50-300/1.2 km/3.1 km; Damage: 7D of character scale damage in a 15 meter diameter Heavy Explosive Round: Fire Control: 1D+2; Range: 100-600/2 km/5 km; Damage: 8D Walker scale damage Smoke Screen Round: Fire Control: 3D; Range: 100-600/2 km/5 km; Damage: No damage, produces a 60 meter diameter cloud of thick white smoke that obscures both vision and targeting systems. In addition to these shells, the AWP also employs other non-standard shells for specific missions. There have been some experiments with nuclear shells, but their cost has proved prohibitive for most missions. Still, massed groups of AWP-5 have proved almost as effective as small scale nuclear bombardment, and they are rapidly becoming a low cost replacement for the AT series walkers. Arakyd Slashrat The Slashrat model of speeder bike was designed to act as a speedy and maneuverable street bike for use in urban areas. The bike became a favorite among young upper-class beings who modified it and used it for street racing. Though nowhere near as notorious as swoop bikes or their riders, slashrats and speeder bike racers were relatively common in most major cities as the youths defied sanity and gravity with incredibly highspeed races on courses that often crossed paths with major sky lanes and pedestrian-crowded areas. In an attempt to reduce the number of speeder related accidents, some worlds began to sponsor racing leagues as a legal alternative to street racing. Craft: Arakyd Slashrat Speeder Bike; Type: Racing Speeder Bike; Scale: Speeder; Skill: Repulsorlift operations: Slashrat; Crew: 1; Crew Skill: Repulsorlift Operation 3D; Passengers: None; Cover: 1/4; Cargo Capacity: 10kg; Move: 130; 390 km/h; Maneuverability: 4D+2; Body Strength: 1D; Altitude Range: Ground level - 50 meters; Cost: 7,000 (new), 4,300 (used) Aratech 74-Z Military Speeder Bike Introduced by Aratech during the height of the Galactic Civil War, the 4.4-meter-long 74-Z was designed as a military version of the 74-Y speeder bike. It was flown by a single pilot, and was armed with a single laser cannon. The 74-Z was equipped with communications modules, sensor and stealth packages, and an enhanced power plant. It had a maximum flight ceiling of 25 meters, and could attain speeds of 500 kilometers per hour. It gained great favor among Imperial scout troopers, and was used extensively by the Empire during their occupation of the forest moon of Endor. Craft: Aratech 74-Z Military Speeder Bike; Type: Military Speeder Bike; Scale: Speeder; Skill: Repulsorlift operations: Speeder Bike; Crew: 1; Crew Skill: Varies; Passengers: None; Cover: ; Cargo Capacity: 3 kg; Move: 175; 500 km/h; Maneuverability: 3D+2; Body Strength: 2D; Altitude Range: Ground level - 25 meters; Cost: 6,750 (new), 1,200 (used) Laser Cannon: Arc: Front; Skill: Vehicle blasters; Fire Control 2D; Range 3-50/100/200; Damage: 3D

Armored Assault Tank This Baktoid Armor Workshop craft was created for use by the Trade Federation and its droid armies. Measuring 9.75 meters in length, the AAT required four battle droids to operate it: a commander, a pilot, and two gunners. The ship was well armed, with a huge laser cannon turret-mounted atop the main section, a pair of range-finding blaster cannons to support the main laser, two anti-personnel blasters mounted with the rangefinding weapons, and six projectile launchers. They can reach ground speeds of up to 55 kph and, while not shielded, have incredibly thick armor plating to protect the tank from attack. Craft: Baktoid Armor Workshop AAT-1; Type: Armored Assault Tank; Scale: Walker; Length: 9.75 meters; Skill: Repulsorlift Operation: AAT-1; Crew: 1 pilot droid, 2 gunner droids, 1 commander droid; Crew Skill: 4D in all applicable skills; Passengers: 6 battle droids (using handholds on the exterior of the tank); Cargo Capacity: 500 kilograms; Cover: Full (None for passengers clinging to the exterior); Altitude Range: Ground 4 meters; Cost: Not available for sale; Maneuverability: 1D; Move: 42; 120 km/h; Body Strength: 6D Heavy Laser Cannon: Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-500/1/2km; Damage: 6D 8 Light Repeating Laser Cannons (fire separately): Fire Arc: Front; Scale: Speeder; Skill: Vehicle Blasters; Fire Control: 1D; Range: 3-50/120/300; Damage: 4D 6 Shell Launchers: Fire Arc: Front; Skill: Missile Weapons; Fire Control: 0D; Range: 100/200/400; Damage: 3D Game Notes: If attacked from the rear, the AAT only has an effective Body Strength of 2D due to the thinness of the rear armor (to allow for ventilation of the power plant). If the AAT suffers a damage result of Heavy or higher from a rear attack, the power plant will explode within 2D turns. This explosion will destroy any droids and/or characters on board and completely gut the AAT. Secondly, the AAT's electrical systems are poorly shielded. If damage from ion weapons (or Gungan energy balls) exceeds the AAT's Body roll by more than 9 points, the electrical system shorts out. As a result, the AAT shuts down and will not function again until the electrical system is completely replaced. Armored Speedertruck Craft: Ralltiir Securities Armored Speedertruck; Type: Repulsor Truck; Scale: Speeder; Length: 7 meters; Skill: Repulsorlift Operation: Armored Speedertruck; Crew: 2; Crew Skill: 5D in all applicable skills; Passengers: 3; Cargo Capacity: 120 tons; Cover: ; Altitude Range: Ground level to 20 meters; Cost: 30,000 (new), 22,500 (used); Maneuverability: 1D+1; Move: 70; 200 km/h; Body Strength: 6D Defense Blaster: Fire Arc: Any; Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-50/100/200; Damage: 3D Aquabike Craft: Hydrosphere Corporation Combat Aquabike (Speeder Bike Variant); Type: Modified Combat Speeder Bike; Scale: Speeder; Length: 8.9m; Skill: Aquatic Vehicle ops: Aquabike; Crew: 1, gunners: 1; Crew Skill: Aquatic Vehicle ops. 4D+2, vehicle blasters 4D+1; Cargo Capacity: 5kg; Cover: ; Altitude range: 1-2m above mean water level; Cost: not available for sale to general public; Maneuverability: 2D+2; Move: 105; Body Strength: 1D+2 Double light blasters: Arc: Front; Skill: Vehicle Blasters; Fire Control: 1D; Range: 25-50/100/200; Damage: 3D Medium laser cannon: Arc: Turret; Crew: 1; Skill: Vehicle blasters; Fire Control: 1D+1; Range: 50250/750/1.5; Damage: 4D Avalanche Repulsortank The Avalanche is shaped like a rounded box with small wing-like appendages on its sides. On the back of its deck is a gun turret for the mass driver cannon. The lasers and blasters are located in the wings and the missile racks are mounted on the sides of the turrets. Craft: Uulshos AVr AH-4 Avalanche Repulsortank; Scale: Speeder; Length: 10 m; Skill: Repulsorlift Ops: AH-4; Crew: 3; Cargo Capacity: 250 kg; Cover: Full; Altitude range: Ground 20 meters; Cost: not available for sale to general public; Maneuverability: 1D; Move: 105; 260 km/h; Body Strength: 6D; Sensors: Passive 25 m/ 0D, Search 85 m/ 2D, Focus 1 m/2D+2 30mm Mass Driver Cannon: Arc: Turret; Scale: Walker; Fire Control: 2D; Range: 50-100/500/1 km; Damage: Variable (see below) 2 Surface to Air Missile Racks (2 each): Arc: Turret; Scale: Walker; Fire Control: 4D; Range: 50-200/1/5 km; Damage: 6D 3 Short Range Heavy Laser Cannons (fire linked): Arc: Front; Fire Control 1D; Range 10-50/80/175; Damage: 7D Mass Driver Ammunition can come from any of the following types: Particle Shell: This shell contains an energy charge and super-heavy particles. The particles are released into the target on impact. Damage: 5D + 2D Ionization (Ammo: 30) High-Explosive Shell: Blast Radius 0-2/5/10. Damage: 3D/2D/1D (Ammo: 10) High-Explosive Anti-Tank: Blast Radius 0-2/3/5; Damage: 5D/2D/1D (Ammo: 10)

Bata Revo-class Repulsor Tank The Bata Revo is named after a mythological wolf-like Coynite creature known for its ferocity in defending its young. Humans have translated the name as Wolverine. Like the Nah Tikal, the Bata Revo uses the unique Coynite double hull. It is moderately protected, and its 100mm mass driver is capable of savaging the armor of any opposing vehicle with a few shots. It is the standard main battle tank of the Coynite military forces and many have been sold to other planetary armies and mercenary units. However, it is not used by the Imperial Army. Designer's Note: Tank based upon the Bata Revo-class grav tank from FASA's old game Renegade Legion; Centurion. Craft: Ekkar Arms Bata Revo; Type: Heavy Repulsor Tank; Scale: Speeder; Length: 8.3 meters; Skill: Repulsorlift Operation: Bata Revo-class Repulsor Tank; Crew: 1; Gunners: 2; Crew Skill: Repulsorlift Operation 5D+2, Missile Weapons 5D+2, Vehicle Blasters 5D+2; Passengers: None; Cargo Capacity: 150 kg; Cover: Full; Altitude Range: Ground Level - 2 Meters; Cost: 62000 Credits (New); Maneuverability: 1D+2; Move: 90;260Km/h; Body: 5D One 100mm Mass driver Cannon: Scale: Walker; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Ammo: 60 Rounds; Fire Control: 2D; Range: 100-1000/3000/5000 m; Damage: 5D One Heavy Repeating Blaster: Scale: Speeder; Fire Arc: Turret (Coax with main weapon); Crew: 1 (Same gunner as main weapon); Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-75/200/500 m; Damage: 4D Eight Light Missile Tubes (Fire Separately): Scale: Speeder; Fire Arc: 2 Front, 2 Turret; Crew: 1; Skill: Missile Weapons; Fire Control: 3D; Range: 10-100/400/1000 m; Damage: 6D Behemoth Mark II Repulsor Tank Type: Behemoth Mark II Super Heavy Repulsor Tank; Combat Designation: Military Assault Vehicle; Crew: 4; Pilot, 2 Gunners, Commander; Passengers: 10 (infantry); 15 (civilians); Scale: Walker; Length: 18 meters; Skill: Repulsor Tank Operation (new); Cargo Capacity: 1 metric ton; Consumables: 1 month; Cover: Full; Body: 6D; Maneuverability: 0D; Shields: 2D; Speed: 290 km/h (Ground), 50 km/h (Water Surface), 40 km/h (Underwater); Maximum depth: 2.5 km; Weight: 100 tons; Cost: unavailable for sale (120,000 credits) Heavy Laser Cannon: Fire Arc: Turret; Crew: 1 (gunner#1); Skill: Vehicle Blasters; Range: 700/1.2/2.5 km; Fire Rate: 1; Damage: 7D 2 Double Laser Cannons: Fire Arc: Front; Crew: 1 (pilot); Skill: Vehicle Blasters; Range: 700/1.2/2.5 km; Damage: 4D 2 Missile Launchers: Fire Arc: All (vertically launched); Crew: 1 (gunner#2); Skill: Missile Weapons; Range: 100/300/700; Damage: 9D (to 10 meter blast radius); Ammunition: 20 (each) Cargo Container Loader Manufactured by Travis Motors, this sixteen-meter-long cargo craft was designed to move heavy crates from one location to the other. Equipped with a heavy-duty lifting claw, the Starlifter could transport a single cargo module weighing up to 75 metric tons. While the cockpit was designed to accommodate a pilot, the Starlifter could also be operated by a droid. Craft: Modified Travis Motors Starlifter; Type: Cargo Skiff; Scale: Speeder; Length: 16 meters; Skill: Repulsorlift Operation: Starlifter; Crew: 1; Crew Skill: 5D in all applicable skills; Passengers: None; Cargo Capacity: 75 tons; Cover: Full; Altitude Range: Ground to 5 meters; Cost: 100,000 (new), 7,000 (used); Maneuverability: 0D; Move: 60; 173 km/h; Body Strength: 3D+2 Double Blaster Cannons (fire-linked): Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 3150//300/800; Damage: 4D Corinth JT-43LX Craft: Modified Emerald Technology Corinth JT-43LX; Type: Luxury landspeeder; Scale: Speeder; Length: 18 meters; Skill: Repulsorlift operations; Corinth; Cost: 88,000 credits; Crew: 2; Passengers: 8; Cover: Full; Cargo Capacity: 200 kg.; Move: 385; 1100 KPH; Maneuverability: 2D+2; Body Strength: 4D; Altitude Range: -25 meters 3 Retractable Repeating Blasters: Scale: Character; Fire Arc: 1 Right, left, back; Crew: 1; Skill: Blaster; Repeating Blasters; Fire Control: 2D; Range: 2-30/120/350; Damage: 6D+2 2 Retractable Blaster Cannons: Fire Arc: Front; Crew: Co-Pilot; Skill: Vehicle Blasters; Fire Control: 3D; Range: 100-250/550/1.2 KM; Damage: 6D Cougar Medium Repulsortank Developed shortly before the Battle of Hoth, the Cougar medium repulsortank was contracted to the StormElite as an economic variant of a repulsortank that could be produced at a rate close to three times that of the Jagdghest. General of the Legion Alwen Kowell, an experienced repulsortank commander, accepted the proposal. The Cougar medium repulsortank is like that of any military's tank: fast, agile, and well equipped. But, due to quality over quantity' tactics employed by the SE, the Cougar really didn't hold well with StormElite repulsortank commanders. Cev-Narvon Industries lost its Cougar licensing contract just a week prior to the Battle of Endor.

Legion General Alwen Kowell and Under-General Freyler Von Sherrdon both agreed that the tank was considered too much of a waste for ever -depleting StormElite military funds. It was discontinued just in the nick of time: the Empire was to fall a week later. Craft: Cev-Narvon Imperial Cougar Medium Repulsortank; Type: Medium repulsortank; Scale: Speeder; Skill: Repulsorlift operation: Cougar repulsortank; Crew: 2, gunners: 2; Crew Skill: Repulsorlift operation 4D+1, vehicle blasters 4D, missile weapons 3D+2; Passengers: 2; Cargo Capacity: 125 kilograms; Cover: Full; Altitude Range: Ground level - 3 meters; Cost: Not available for sale; Maneuverability: 1D+2; Move: 35; 100 kmh; Body Strength: 4D front; 3D+2 sides; 3D+1 rear; 2D beneath Heavy Laser Cannon: Fire Arc: Turret; Crew: 1; Skill: Vehicle blasters; Fire Control: 2D; Range: 10500/1.5/3 km; Damage: 6D Heavy Repeating Blaster: Fire Arc: Turret (Coax with heavy laser cannon); Crew: 1; Scale: Character; Skill: Vehicle blasters; Fire Control: 1D+1; Range: 3-75/200/500; Damage: 6D Smoke Generator Unit: Fire Arc: Back; Crew: 1 (same as heavy laser cannon); Skill: Missile weapons; Fire Control: 0D; Area of Effect: 10 meters; Effect/Damage: +2D to the difficulty of any search, Perception, or ranged weapon skill until smoke effect clears. Smoke last for 6D rounds. Family Landspeeder The V-35 was Sorosuub enclosed, family-model landspeeder, first introduced during the last decades of the Old Republic. Also known as the Courier, the 3.8-meter-long V-35 was built to be reliable, inexpensive, and unremarkable, and it achieved all three goals. It had a thick, arrow-shaped hull that allowed large amounts of cargo to be stored fro transport. The canopy opened to allow a pilot and up to two passengers to be seated. Three large thrust turbines were mounted on the rear deck. Like many older speeder models, the V-35's rear sections were dominated by the repulsorfield generators, so all cargo had to be stored in the front sections. Its engine system gave the V-35 a top speed of 100 kilometers per hour. Craft: Sorosuub V-35 Courier; Type: Landspeeder; Scale: Speeder; Length: 3.8 meters; Skill: Repulsorlift Operation: V-35 Courier; Crew: 1 pilot; Crew Skill: Varies; Passengers: 2; Cargo Capacity: 120 kilograms; Cover: Half cover for the driver from all attacks, but full cover from rear attacks and 1/2 from front attacks for all other passengers; Altitude Range: Ground 1.5 meters; Cost: 6,500 (new), 1,500 (used); Maneuverability: 1D+2; Move: 37; 105 km/h; Body Strength: 2D Flash Speeder This was one of two primary repulsor-equipped speeders produced by the engineers of the royal forces of Naboo. The Flash speeder was first put to use on Naboo some thirty years before the Trade Federation invaded the planet, but continued to be of service during the Battle of Naboo. The 4.5-meter-long Flash speeder has essentially a modified Sorosuub Seraph speeder, with two outboard repulsor engines and room for a pilot and a passenger. The Flash is a military design, and has a turret-mounted laser cannon mounted between the engines at the rear of the speeder. It has room for a pilot and up to three passengers, and can attain speeds of 200 kilometers per hour. Craft: Naboo Security Forces Speeder; Type: Landspeeder; Scale: Speeder; Length: 4.5 meters long; Skill: Repulsorlift Operation: Flash Speeder; Crew: 1; Crew Skill: Varies; Passengers: 1; Cargo Capacity: 10 kilograms; Cover: ; Altitude Range: Ground level 2 meters; Cost: 12,000 (new), 6,000 (used); Maneuverability: 2D+1; Move: 70; 200 km/h; Body Strength: 2D Defense Blaster: Fire Arc: Any; Scale: Speeder; Skill: Vehicle Blasters: Defense Blaster; Fire Control: 2D; Range: 3-50/120/300; Damage: 3D Gados Floatboat Craft: Gados Floatboat; Type: Amphibious Repulsorcraft; Scale: Speeder; Length: 10 meters; Skill: Repulsorlift Operation: Floatboat; Crew: 1; Crew Skill: 5D in all applicable skills; Passengers: 15; Cargo Capacity: 50 tons; Cover: Full (pilot); Altitude Range: Ground to 500 meters; Cost: 13,000 (new), 4,000 (used); Maneuverability: 1D+1; Move: 18; 50 km/h; Body Strength: 2D Laser Cannon (Security models only): Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-50/100/200; Damage: 4D Ganjuko-class Repulsor Tank This tank is named after the fierce predator known as Ganjuko, which can be found throughout the arctic wastes of Filve sector. Like its animal counterpart is the Ganjuko super-heavy Repulsor Tank heavily armored and faster than it looks, but the bulk of the tank makes it difficult to turn and maneuver quickly. Its unofficial nickname is "Vader" tank due to the likeness between Lord Vader's helmet and the Ganjuko tank when looked from the front. The Ganjuko tank was introduced after the Battle of Yavin in response to a need for a tank capable of crushing all kinds of resistance on the battlefield. Its service has been hampered by pro-walker officer's who do not want to replace the AT-AT with "an inferior tank", but it is being more and more used by some elite armor units of the Imperial Army. Craft: Belenski Armaments Ganjuko; Type: Super-Heavy Repulsor Tank; Scale: Speeder; Length: 10.0 meters; Skill: Repulsorlift Operation: Ganjuko-class Repulsor Tank; Crew: 2; Gunners: 3; Crew Skill: Repulsorlift Operation 5D+2, Missile Weapons 5D+2,Vehicle Blasters 5D+2; Passengers: None; Cargo Capacity: 200 kg;

Cover: Full; Altitude Range: Ground Level - 2 Meters; Cost: 78000 Credits (New); Maneuverability: 0D; Move: 45;130km/h; Body: 9D+1 One 150mm Massdriver Cannon: Scale: Walker; Fire Arc: Front; Crew: 1; Skill: Vehicle Blasters; Ammo: 30 Rounds; Fire Control: 1D+2; Range: 50-500/1500/2500 m; Damage: 8D One Twin Medium Laser Cannons (Fire-Linked): Scale: Speeder; Fire Arc: Turret; Skill: Vehicle Blasters; Crew: 1; Fire Control: 3D; Range: 50-400/900/1800 m; Damage: 5D One Light Laser Cannon: Scale: Speeder; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-300/500/1000 m; Damage: 2D One Twin Heavy Repeating Blaster (Fire-Linked): Scale: Speeder; Fire Arc: Turret (Coax with twin medium lasers); Crew: 1 (Same gunner as medium laser cannon); Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-75/200/500 m; Damage: 5D One Concussion Grenade Launcher: Scale: Speeder; Fire Arc: Turret; Crew: 1 (Same gunner as light laser cannon); Skill: Missile Weapons; Fire Control: 1D; Range: 10-50/100/200 m; Damage: 3D Two Heavy Missile Tubes (Fire Separately): Scale: Walker; Fire Arc: Turret; Skill: Missile Weapons; Fire Control: 1D; Range: 100-500/2000/4000 m; Damage: 4D Twelve Light Missile Tubes (Fire Separately): Scale: Speeder; Fire Arc: Front; Skill: Missile Weapons; Fire Control: 2D; Range: 10-100/400/1000 m; Damage: 6D Ghest Heavy Repulsortank People tend to exaggerate repulsortanks in service of the StormElite. Ganjuko and Jagdghest vehicles, although being two of the most powerful tanks on the modern repulsor-battlefield, are relatively rare and very expensive. The brunt of the repulsortank fighting in the SE is conducted with the Ghest Heavy Repulsortank. The Ghest is named for the voracious reptilian creature that stalks Rodian swamps in search of unwary natives. The Ghest repulsortank acts in much the same way, stalking and hunting enemy armor that dares to challenge the mighty Ghest in armored combat. Craft: Ubrikkian Ghest-class Heavy Repulsortank; Type: Heavy assault repulsortank; Scale: Speeder; Length: 12 meters; Skill: Repulsorlift operation: Ghest; Crew: 2, gunners: 3; Crew Skill: Varies; Cargo Capacity: 150 kilograms; Cover: Full; Altitude Range: Ground level - 2 meters; Cost: Not available for sale; Move: 55; 160 km/h; Maneuverability: 1D; Body Strength: Front/Sides: 4D+2, Rear/Top: 4D, Beneath: 2D+2; Sensors: Passive: 10m/0D, Scan: 20m/1D 105mm Massdriver Cannon: Fire Arc: Turret; Crew: 1; Scale: Walker; Skill: Vehicle firearms; Ammo: 60 rounds; Fire Control: 1D+1; Range: 50-500/1.5/2.5 km; Damage: 6D+1 Concussion Grenade Launcher: Fire Arc: Front; Crew: 1; Skill: Missile weapons; Fire Control: 1D+2; Range: 25-80/250/450; Damage: 3D 2 Light Repeating Blasters: Fire Arc: 1 Front; 1 Rear; Crew: 2 (1 each); Scale: Character; Skill: Vehicle blasters; Fire Control: 1D+2; Range: 3-50/200/300; Damage: 6D Gian Speeder This large, military repuslorcraft was often supported by smaller, more maneuverable speeders. These speeders were modified version of the V-19 speeder, produced by Sorosuub during the last decades of the Old Republic, and found a place in the military of the Naboo. In the Royal Naboo armed forces, Gian speeders were supported by 2 or more Flash speeders. The Gian speeder measured 5.7 meters in length, could transport a total complement of four beings (a pilot, a gunner, and two passengers), and was armed with three light repeating laser blasters. The Gian speeder could attain speeds of 160 kilometers per hour. In order to ensure that the speeder remained operable during combat, the Naboo added redundant power generators for the weapons, and they upgraded the underside plating to withstand landmines. Special command versions of the Gian speeder contained enhanced communications systems. Craft: Modified Sorosuub V-19; Type: Landspeeder; Scale: Speeder; Length: 5.7 meters; Skill: Repulsorlift Operation: Sorosuub V-19; Crew: 1 pilot, 1 gunner; Crew Skill: Varies; Passengers: 2; Cargo Capacity: 10 kilograms; Cover: ; Altitude Range: Ground 1.5 meters; Cost: 12,800 (new), 7,500 (used); Maneuverability: 1D; Move: 55; 160 km/h; Body Strength: 4D 2 Light Repeating Blasters (fire-linked): Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-50/120/300; Damage: 4D+1 GMT-192H Repulsortank The GMT-192H Deadeye is an innovative approach to missile launchers. Instead of a bulky box-like apparatus which is grounded, the Deadeye is a mobile launch platform for both guided and unguided missiles. This allows for mobile artillery support for armor or infantry assault. The Deadeyes primary weapon is, of course, the missile launcher. It uses magnetic induction to power the missile down the barrel. This allows high speeds to be reached, which are then boosted even further by the use of an onboard rocket engine on the missile. For defensive measures, the Deadeye features strong armor, a light blaster cannon and can accelerate to a top speed of 450 km/h. Clearly, the Deadeye is the best medium range missile launcher in the Empire. Craft: IMS GMT-192H Guided Missile Repulsortank; Type: Mobile missile launcher; Scale: Speeder; Length: 20.3 meters; Skill: Repulsorlift Operation: Deadeye; Crew: 2; Gunners: 2; Crew Skill: Missile Weapons 5D+2, Repulsorlift ops 5D, sensors 4D, vehicle weapons 4D; Cargo Capacity: 4 metric tons; Cover:

Full; Altitude Range: Ground Level - 7 meters; Cost: 35000 Credits (New); Maneuverability: 1D+2; Move: 145; 450 km/h; Body: 3D+2; Sensors: Search (missile guidance) 200 km/2D 210mm Missile Launcher: Arc: Turret; Skill: Missile weapons; Scale: Speeder; Fire Control: Varies (See Below); Range: Varies (See Below); Damage: Varies (See Below); Blast Radius: 0-10/20/45; Ammo: 75 Light Blaster Turret: Scale: Character; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 1D; Range: 3-30/50/70 m; Damage: 6D Missile types available for the main gun can include any combination of the following: SVN-14 Savant Missile: Skill: Missile Weapons; Scale: Speeder; Fire Control 4D (onboard guidance computer); Range: 1-5/65/90 km; Damage: 5D/4D/3D; Guidance; Pulse Radar; Max Speed: 400/1,150 km/h DMB-10 Dumb Fire Rocket Shell: Skill: Missile Weapons; Scale: Speeder; Fire Control: 1D (gunner); Range: 10-25/55/105 km; Damage: 7D/4D/1D; Speed: 350; 1,000 km/h Harvester Plant This enormous, repulsor-equipped platform was produced by Sorosuub for use by corporations which were engaged in the aquaculture of fish and oceanic plants. Measuring 110 meters in length, the AQ21 required a crew of 14 to operate, and could accommodate up to 150 workers. Armed with four defensive blasters, the AQ21 was a self-sufficient vessel that could repel most pirate attacks. Craft: Sorosuub AQ21 Aqua-Harvester Factory; Type: Hovering Harvester Factory; Scale: Walker; Length: 110 meters; Skill: Repulsorlift Operation: AQ21; Crew: 14 (8 operators, 2 engineers, 4 gunners); Crew Skill: Up to 4D in all applicable skills; Passengers: 150; Cargo Capacity: 18,000 metric tons; Cover: Full; Altitude Range: Up to 20 meters; Cost: 2 million (new), 1 million (used); Maneuverability: 0D; Move: 35; 100 km/h; Body Strength: 10D 4 Defense Blasters (fire separately): Fire Arc: Turret; Scale: Speeder; Skill: Vehicle Blasters; Fire Control: 2D; Range: 750 meters; Damage: 3D Heavy Repulsortank When one thinks of the Imperial Army, one usually envisions the mighty Imperial AT-AT walkers that tower over many battle fields. Though walkers do play a major role in the Imperial Army, there are many other vehicles of war that are found in common use that range from small military speeder bikes and swoops to CAVs to Chariot command speeders to the massive forms of the Juggernaughts and Floating Fortresses. The Ubrikkian RLT-1(h) repulsortank is one of the more powerful Repulsorlift tanks in service today. It features a heavily armored hull, a heavy laser cannon, four antipersonnel repeating blasters, and even a small deflector shield generator. Craft: Ubrikkian RLT-1(h) Repulsortank; Type: Heavy repulsorlift tank; Scale: Walker; Length: 14.2 meters; Skill: Repulsorlift operation: repulsortank; Crew: 2, gunners: 5, skeleton: 1/+15; Crew Skill: Repulsorlift operation 4D+1, vehicle blasters 4D+2; Cargo Capacity: 450 kilograms; Cover: Full; Altitude Range: Ground-10 meters; Cost: 112,000 (new), 68,500 (used); Maneuverability: 2D; Move: 105; 300 kmh; Body: 4D; Shields: 1D Heavy Laser Cannon: Fire Arc: Turret; Crew: 1 (chief gunnery officer); Skill: Vehicle blasters; Fire Control: 2D; Range: 50-500/1.5/3.5 km; Damage: 4D+2 4 Repeating Blasters: Fire Arc: 1 front, 1 left, 1 right, 1 back; Crew: 1; Scale: Character; Skill: Vehicle blasters; Fire Control: 3D; Range: 10-100/300/500; Damage: 8D Heavy Single Trooper Aerial Platform In addition to the standard model of STAP, a heavy-duty model was produced with more powerful laser cannons and missile launchers. These heavy STAPs were not as maneuverable as the base model, and had difficulty navigating rivers and valleys. Craft: Baktoid Armor Workshop STAP-2; Type: Heavy STAP; Scale: Speeder; Length: 1.9 meters; Skill: Repulsorlift Operation: STAP; Crew: 1 pilot droid; Crew Skill: Repulsorlift Operation 4D; Vehicle Blasters 4D; Passengers: None; Cargo Capacity: None; Cover: ; Altitude Range: Ground 12 meters; Cost: Not available for sale; Maneuverability: 2D; Move: 83; 240 km/h; Body Strength: 1D+2 2 Blaster Cannons (fire-linked): Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 1D; Range: 50400/900/3km; Damage: 5D Torpedo Launcher (6 torpedoes): Fire Arc: Front; Skill: Missile Weapons; Fire Control: 1D; Range: 25100/300/700; Damage: 6D Imperial APC Land-Cruiser During the time immediately surrounding the battle of Endor, the Empire began a small and short-lived revitalization of treaded vehicles. Rather than using repulsors these Land-Cruisers sued old fashioned tank tread. However the reasons for this were logistical. Treaded vehicles can handle uneven terrain better in many cases for one thing. Also heavy cannon recoil would cause a repulsor vehicle to rock backwards. Finally, there are 'dead reckoning' sensors in each tread. These sensors monitor and record, with a high degree of accuracy, the distance and direction the craft moves. This way, even if typical navigation systems fail, the pilot will still know where the craft is and where it's heading. This is fed into a Global Positioning Computer, and a Terrain

Sensor that picks up and digitizes landmarks. These systems work independently with low power sensors to determine the craft's surroundings and heading. The 'dead reckoning' supplements this and serves as a backup should these sensors be interfered with. The Land-Cruisers typically have a Pilot, a Navigator, A Communications office, and a captain, as well as any gunners that may be on board. The bridge of the cruisers is a small circular area ringed with instrument panels and monitors that feed information to the crew, with a captain's chair positioned at the center, able to rotate to look at any station. The Land-Cruisers saw the most amount of action during the hasty retreats the Empire was forced to make. These craft showed up time and again to supplement withdrawal forces to cover a retreat while under attack from the New Republic. The APC class Land Cruiser has one key difference that makes many wonder why it's considered a Land Cruiser. The APC variant actually uses repuslorlifts instead of treads. Dead reckoning sensors are stuck between the repulsor coils to keep track of distance and direction, but it is less accurate. It has a blocky, angular shape to it. Its front is a flat plane with two short flat planes running back off it diagonally. At the center of the front plane and covering either diagonal plane is a small turret with a repeater in it. The back is a mirror of this. The top is flat, and the sides are slanted in as they go up at a 45 degree angle. The turrets the repeaters sit in are small domes with vertical slits in them. They look like small observatories that swivel. The sides of the APC-LC are covered in thickly plated panels hinged at the bottom. These panels are hydraulically sealed so that when a lever is thrown they drop down and form off or on-loading ramps for the troops. It was common to see an APCLC suddenly drop its sides down in a dozen or so of the panels and stormtroopers to rush out, with the craft only slowing and never actually coming to a stop. Craft: Imperial APC-class Land-Cruiser; Type: Land Cruiser; Era: Endor+; Scale: Walker; Length: 18 meters; Skill: Repulsorlift Operations: Land-Cruiser; Crew: 3 or 4 ; gunners:6; Crew Skill: Ground Vehicle operation 6D, Vehicle Blasters 6D+1; Cover: Full; Passengers: 40 (troops); Cost: Not Available For Sale; Maneuverability: 1D+2; Move: 30; 90 kmh; Body Strength: 5D+1 6 Heavy Repeating Blaster: Fire Arc: 1 Front, 2 left turret, 2 right turret, 1 back; Scale: Character; Skill: Vehicle blasters; Fire Rate: 5; Fire Control: 6D; Range: 20-150/300/800; Damage: 7D Imperial-1 APC (L) When Ubrikkian wanted to make an Armored Personnel Carrier, the choice of chassis was easy; by using the standard repulsortank chassis and remodeling the rear with a troop compartment, was it possible to make a product capable of being quickly mass-produced and which shares the same components as most of the Empire's repulsortanks, thereby minimizing unit cost and increasing spares availability. Craft: Ubrikkian Imperial Armored Personnel Carrier 1-APC (L); Type: Light Armored Personnel Carrier; Scale: Speeder; Length: 10.5 meters; Skill: Repulsorlift Operation: Imperial-class Repulsortank; Crew: 1; Gunners: 1; Crew Skill: Repulsorlift Operation 5D+2, Vehicle Blasters 5D+2; Passengers: 9; Cargo Capacity: 500 kg; Cover: Full; Altitude Range: Ground Level - 2 meters; Cost: 35000 Credits (New); Maneuverability: 1D+2; Move: 105;300Km/h; Body: 4D+2 One Heavy Repeating Blaster: Scale: Character; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 1D+2; Range: 3-75/200/500 m; Damage: 8D Imperial-class Repulsortank This series of military repulsorcraft was designed and manufactured by Ubrikkian for use by the Empire. They were five times faster than standard AT-AT walkers, more maneuverable than a walker, and were armed with a heavy laser cannon and a medium laser cannon. There were three versions of the tank, each more powerful and stronger than the previous. The 1-L tank is the standard version, and the most economical. The 1M tank is stronger than the 1-L, but not as well-defended as the 1-H, which is the most powerful Imperial-class tank. 1,500 Imperial-class tanks were initially produced. 1,420 were shipped to the first Death Star, and the remainder was assigned to Hell's Hammers. All the Death Star's tanks were lost in the Battle of Yavin, while many of the Hell's Hammers' tanks were destroyed on Turak IV. Production was somewhat limited afterward. Craft: Ubrikkian Imperial Repulsortank 1-L; Type: Light Repulsortank; Scale: Speeder; Length: 20.5 meters; Skill: Repulsorlift Operation: Imperial-class Repulsortank; Crew: 1; Gunners: 1; Crew Skill: Repulsorlift Operation 5D+2, Vehicle Blasters 5D+2; Passengers: 2; Cargo Capacity: 300 kg; Cover: Full; Altitude Range: Ground Level - 2 meters; Cost: 40,000 Credits; Maneuverability: 1D+2; Move: 105; 300 km/h; Body: 3D+2 Medium Blaster Cannon: Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 1D+1; Range: 50-200/500/1 km; Damage: 3D+2 Craft: Ubrikkian Imperial Repulsortank 1-M; Type: Medium Repulsortank; Scale: Speeder; Length: 20.5 meters; Skill: Repulsorlift Operation: Imperial-class Repulsortank; Crew: 1; Gunners: 2; Crew Skill: Repulsorlift Operation 5D+2, Vehicle Blasters 5D+2; Passengers: 3; Cargo Capacity: 250 kg; Cover: Full; Altitude Range: Ground Level - 2 meters; Cost: 45,000 credits; Maneuverability: 1D+2; Move: 105; 300 km/h; Body: 4D+2 Medium Blaster Cannon: Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 1D+1; Range: 50-200/500/1 km; Damage: 3D+2 Heavy Repeating Blaster: Fire Arc: Left/Front/Right; Crew: 1; Scale: Character; Skill: Vehicle Blasters; Fire Control: 1D+1; Range: 3-75/200/500 m; Damage: 8D

Craft: Ubrikkian Imperial Repulsortank 1-H; Type: Heavy Repulsortank; Scale: Speeder; Length: 20.5 meters; Skill: Repulsorlift Operation: Imperial-class Repulsortank; Crew: 2; Gunners: 3; Crew Skill: Repulsorlift Operation 5D+2, Vehicle Blasters 5D+2; Passengers: 1; Cargo Capacity: 250 kg; Cover: Full; Altitude Range: Ground Level - 2 meters; Cost: 50,000 Credits; Maneuverability: 1D+2; Move: 105; 300 km/h; Body: 4D+2 Heavy Laser Cannon: Fire Arc: Turret; Crew: 2; Skill: Vehicle Blasters; Fire Control 2D+2; Range 2001/3/5 km; Damage: 6D Medium Blaster Cannon: Fire Arc: Right/front/left; Crew: 1; Skill: Vehicle Blasters; Fire Control: 1D+1; Range: 50-200/500/1 km; Damage: 3D+2 Imperial Hover Train When the Imperial Army needed a mass transport vehicle to transport supplies and troops across long distances on a planet where standardized landing craft and other conventional transports could not go - mainly due to enemy weapons emplacements or atmospheric conditions - they turned to an almost ancient technology, the hover train. Hover trains are massive repulsorlift-propelled planetary transport vehicles that are capable of carrying variable amounts of troops, supplies and even weaponry from place to place. Repulsorlift trains are composed of essentially only two essential parts - the "engine" and the guidelines. The engine is more or less a massive repulsorlift engine with a cockpit and small bunk area at the front. It is nearly always located at the front of the train and pulls the rest of the free-floating repulsorlift cars behind it. In case that a single engine is not capable of pulling a specific series of repulsorlift cars then a second or even third engine can be added for extra tug. The second basic part to a train, but not really required, is the guidelines or tracks. Most civilized worlds have at least a few repulsorlift train tracks set and in active use as a public transit system. The guidelines are usually no more than simple poles and/or signal beacons which the train's pilot follows as an indicator to a safe and clear path, allowing the train to safely travel at speeds up to eight hundred kilometers per hour. No two repulsorlift train systems tend to be identical since each train can be customized with whatever cars it needs. Typically civilian trains will pull at least one cargo car with the rest as passenger cars to ferry citizens from city to city. Military trains often times boast anywhere from one to five weapons cars which offer a full complement of two manned double laser cannon turrets as well as a concussion missile launcher for defense against almost any type of attack. Propulsion Unit This is the basic unit in a train and is essentially what moves all of the other cars (even though each car is equipped with its own repulsorlift units to keep it elevated during the event of an accident). The engine itself features a cramped cockpit for a pilot and co-pilot at the front of the vehicle with another cramped bunk room with a small refresher unit behind that. These cramped conditions for the crew of the train free up more room to house the extensive repulsorlift engines that take up the rest of the room in the engine itself. While trains typically follow guidelines or tracks, they do not have to do so since guidelines and tracks are nothing more than path markers and do not control the train's path at all. Model: Ubrikkian Type VI-C RepulsorTrain Engine; Type: Repulsorlift train; Scale: Walker; Length: 25.51 meters; Skill: Repulsorlift operation: repulsortrain; Crew: 2; Crew Skill: Repulsorlift operation 4D+2; Cargo Capacity: 150 kilograms (does not include cargo cars); Cover: Full; Altitude Range: Ground-35 meters; Cost: 150,950 credits (new); Maneuverability: 0D; Move: 280; 800 kmh; Body Strength: 4D+1; Game Notes: Can successfully pull up to fifteen cars without the addition of a second engine. Passenger Car The passenger car is one of the most commonly found train cars in the galaxy as it is perfect for civilian transit trains and also makes for an excellent armored personnel transport for military purposes. They typically offer seating for up to forty passengers (civilians or troops) as well as room for any carry-on cargo that they may have. Model: Ubrikkian Repulsorlift Passenger Car; Type: Repulsorlift train passenger car; Scale: Walker; Length: 22.5 meters; Cargo Capacity: 200 kilograms; Passengers: 40; Cover: Full; Altitude Range: Ground-35 meters; Cost: 85,330 credits (new); Body Strength: 4D Cargo Car The cargo train, while quite useful in civilian purposes, is more commonly found on military trains for the transportation of supplies and ground vehicles from place to place. The military versions feature folding side ramps for quick loading and unloading of vehicles and supplies. Model: Ubrikkian Repulsorlift Cargo Car; Type: Repulsorlift train cargo car; Scale: Walker; Length: 22.5 meters; Cargo Capacity: 10 metric tons (or 5 CAVs or 20 speeder bikes/swoops); Cover: Full; Altitude Range: Ground-35 meters; Cost: 69,600 credits (new); Body Strength: 3D+2

Weapons Car After several trains began falling victim to enemy fire the Empire soon began modifying cars to hold repeating blasters which proved to be highly ineffective against combat airspeeders and starfighters. This forced the Empire to design a dedicated weapons platform that could be attached to a train and offer enough firepower to deter almost any attack. The Ubrikkian/KDY Type V-A weapons platform was one of the most successful of the offensive cars to be added to hover trains. It offered up two double laser cannon turrets as well as a concussion missile launcher for added stopping power. Model: Ubrikkian/Kuat Drive Yards Type V-A Weapons Platform; Type: Repulsorlift train weapons car; Scale: Walker; Length: 25.9 meters; Crew: 3 (gunners); Crew Skill: Vehicle blasters 5D, missile weapons 5D; Cargo Capacity: 200 kilograms; Cover: Full; Altitude Range: Ground-35 meters; Cost: 180,599 credits (new); Body Strength: 4D 2 Double Laser Cannons: Fire Arc: Turret; Crew: 1; Skill: Vehicle blasters; Fire Control: 1D+1; Range: 50-200/1/2 km; Damage: 4D Concussion Missile Launcher: Fire Arc: Front; Crew: 1; Skill: Missile weapons; Ammo: 30; Fire Control: 3D; Range: 50-250/750/1.5 km; Damage: 6D Interstellar Arms Deliverer The Deliverer was the first super-heavy repulsor tank issued to the Commonwealth armored units and is normally deployed in special elite units of battalion-size. This type of tank is primarily an assault vehicle that attempts to quickly destroy any enemy forces blocking the advance of the swifter medium and light repulsor tanks. For this purpose, the Deliverer is equipped with massive armor combined with a devastating level of firepower. Type: Super-Heavy Repulsor Tank; Scale: Speeder; Length: 13.7 meters; Skill: Repulsorlift Operation: Deliverer-class Repulsor Tank; Crew: 2; Gunners: 3; Crew Skill: Repulsorlift Operation 5D+2, Missile Weapon 5D+2, Vehicle Blasters 5D+2; Passengers: None; Cargo Capacity: 200 kg; Cover: Full; Altitude Range: Ground Level - 2 Meters; Cost: 80000 Credits (New); Maneuverability: 1D; Move: 45;130km/h; Body: 9D+2 One 150mm Massdriver Cannon: Scale: Walker; Fire Arc: Front; Crew: 1; Skill: Vehicle Blasters; Ammo: 40 Rounds; Fire Control: 1D+1; Range: 100-1000/3000/5000 m; Damage: 6D Three Medium Laser Cannons: Scale: Speeder; Fire Arc: 2 Front (Retractable), 1 Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-400/900/1800 m; Damage: 4D (5D+1 if fire-linked to front) One Heavy Repeating Blaster: Scale: Character; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 3D; Range: 3-75/200/500 m; Damage: 8D Two Heavy Missile Tubes (Fire Separately): Scale: Walker; Fire Arc: Turret; Crew: 1 (Same gunner as medium laser cannon); Skill: Missile Weapons; Fire Control: 1D; Range: 100-500/2000/4000 m; Damage: 4D Six Missile Tubes (Fire Separately): Scale: Speeder; Fire Arc: Front; Crew: 1 (Same gunner as main weapon); Skill: Missile Weapons; Fire Control: 2D; Range: 10-100/400/1000 m; Damage: 6D Jagdghest Heavy Repulsortank The Jagdghest heavy repulsortank is the hunting version of the older-generation Ghest heavy repulsortank. Equipped with a 75mm self-propelled artillery cannon, the Jagdghest is now a converted tankkilling weapon. The Empire first started production of the Jagdghest in the autumn of +1, or one year after the Battle of Yavin. However, due to technical problems and lack of construction materials, the repulsortank was not released off the production lines until late in the winter of +2. The Jagdghest made its premiere in the Commonwealth Sector conflict, an outlying sector of resource poor systems that revolted against the Empire. The tank, with its supreme tank-killing ability, made repulsoraces out of many tank commanders fast. It wasn't until the Battle of Astenda (a city of intense fighting that took place in the Commonwealth Sector) though that the Jagdghest showed its true ability. SE repulsor commander Major Sepp Wunsch outflanked an army of Commonwealth tanks with his lowly division of Jagdghests, and when the 20th day of the conflict came about, every Commonwealth tank was left in a field of burning metal and man. Not a single Imperial tank was lost during the entire battle. Craft: Ubrikkian Jagdghest Heavy Repulsorlift Tank; Type: Upgraded anti-armor repulsortank; Scale: Speeder; Length: 13.5 meters; Skill: Repulsorlift operation: repulsortank; Crew: 3, gunners: 2; skeleton: 3/+15; Crew Skill: Repulsorlift operation 5D, vehicle firearms 3D+2, vehicle blasters 4D, missile weapons 5D+1;Cargo Capacity: 175 kilograms; Cover: Full; Altitude Range: Ground level - 1.5 meters; Cost: Not available for sale; Move: 18; 50 kmh; Body Strength: front: 5D, sides: 4D+2, rear: 4D, beneath: 2D+1; Sensors: Passive: 10/0D, Scan: 50/1D+2 150mm Massdriver Cannon: Fire Arc: Front (limited 13 traverse in each direction); Crew: 1; Skill: Vehicle firearms; Fire Rate: 1/2; Ammo: 30 rounds; Fire Control: 0D; Range: 20-500/1.5/2.5 km; Damage: 8D Concussion Grenade Launcher: Fire Arc: Front; Crew: 1; Skill: Missile weapons; Fire Control: 1D+2; Range: 25-80/250/450; Damage: 3D 2 Heavy Anti-Armor Missile Tubes: Fire Arc: 1 Front/Left, 1 Front/Right; Crew: 1; Scale: Walker; Skill: Missile weapons; Ammo: 4 missiles (per launcher); Fire Control: 2D+1; Range: 75-200/1.5/2 km; Damage: 6D

2 Light Repeating Blasters: Fire Arc: 1 front; 1 back; Crew: 2 (1 each); Scale: Character; Skill: Vehicle blasters; Fire Control: 1D; Range: 3-50/200/300; Damage: 6D 2 Smoke Projector Units: Fire Arc: Back; Crew: 1; Skill: Missile weapons; Fire Control: 0D; Area of Effect: 10 meters; Effect/Damage: +2D to the difficulty of all Perception, search, or ranged combat skills until smoke clears. Smoke effect last for 6D rounds. Jedi Speeder Bike This speeder bike, produced by Ikas-Adno during the last decades of the Old Republic, measured 5.5 meters in length. Capable of transporting a pilot and a passenger, the 10-C was a heavy vehicle that was also quite powerful. This meant that the pilot had to be especially skilled in the operation of speeder bikes in order to handle it. Because of the speed a 10-C could achieve, these speeder bikes were often used by the Jedi Knights while on missions. Craft: Modified Ikas-Adno 10-C Speeder Bike; Type: Speeder Bike; Scale: Speeder; Length: 5.5 meters; Skill: Repulsorlift Operation: Ikas-Adno 10-C; Crew: 1; Crew Skill: 4D in all appropriate skills; Passengers: 1 or 2; Cargo Capacity: 20 kilograms; Cover: ; Altitude Range: Ground to 3.4 km; Cost: 10,000 (new), 5,000 (used); Move: 210; 600 km/h; Body Strength: 2D Notes: The Jedi speeder bike is equipped with several special features. The first is an emergency repulsorlift, which (when active) keeps the bike from getting within 4 meters of the ground. There is also a hidden storage compartment, which requires a Heroic Search skill check to locate. The weight and power of the bike make it difficult to control, and the difficulties of all maneuvers made by the pilot are considered to be 5 points higher than normal. Jungle Landspeeder This craft is a heavily armed and armored land speeder that is designed for the exploration and opening of hostile jungle or rainforest regions. Primeworld was forced to cease production of this heavily armed version by the Empire, who was concerned about its possible military applications. The Empire's fears proved well grounded, as a fleet of 17 Rebel Speeders of this type plowed through the great Gathoorn southern forests and flattened the Imperial Starship Development Labs on Gathoorn. Primeworld was forced to pay for the damage to the labs (3.27 trillion credits), and many of the directors were executed after Primeworld went bankrupt without paying more than a fraction of that sum. The rear blaster cannon is walker scale, and was designed to drive back truly monstrous creatures (Rancor and their ilk). It has also proved useful in attacking other speeders, and enemy walkers. The Cutting laser is of quite high power, to enable the Anaconda to slice through even the thickest undergrowth. It also enables the Anaconda slice through blast doors and armoring. Finally, the Anaconda has a fairly large cargo bay, to enable it to carry the supplies necessary for extended expeditions. This space can be filled with shield generators, a more powerful power plant, a second heavy blaster cannon, whatever. All in all, the Anaconda is a highly effective combat vehicle, and several of the engineers responsible for the speeder were later employed by the New Republic's secret Rendili Aeronautics, and it's younger brother, Rendili Practical Design (RPD is a relatively new offshoot of Rendili Astronautics. RPD's charter is to produce powerful and inexpensive vehicles of many types, including walkers, speeders, and starfighters, but not including anything on a larger scale). Craft: Primeworld Exploration Anaconda 3.4; Scale: Speeder; Type: Jungle Exploration landspeeder; Length: 9 meters; Crew: 3, 5 Gunners; Passengers: 15; Cargo Capacity: 40 tons; Speed Code: 3D; Maneuverability: 2D; Body Strength: 5D+1; Flight Ceiling: 50 meters; Cost: 32,000 credits 1 Forward mounted heavy cutting laser: Fire Arc: Front; Scale: Speeder; Crew: 1; Skill: Vehicle Laser; Fire Control: 1D; Range: 10/40/80; Damage: 7D 4 Side mounted Blaster cannons: Fire Arc: 2 right, 2 left; Scale: Speeder; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D; Range: 25-75/200/500; Damage: 5D 1 Swivel Mounted Extra Heavy Blaster Cannon at Rear: Fire Arc: Rear, Right, Left; Scale: Walker; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D; Range: 10-20/50/150; Damage: 3D L-10 Loki II assault tank Type: Heavy assault tank; Scale: walker; Crew: 1 gunners 5; Length: 15m; Skill: repulsorlift ops.; Cover: 1/4 (top repeaters), full (internal); Passengers: 0, 15 on outside (1/4 to 1/2 cover); Altitude range: .5 to 1m; Cost: 439,482 credits; Maneuverability: 1D; Move: 45; 130; Body strength: 5D+1 front, 5D sides and rear; Shields: 6D Heavy Laser Cannon: Arc: turret; Crew: 2; Skill; vehicle blasters; fire rate: 1; F.C.: 2D; Range: 751.5/3/5.5; Damage: 8D Two heavy repeaters: Scale: character; Crew: 1 (commander and top man); Skill: blaster: repeating blaster; Fire control: 1D; Range: 3-75/200/500; Damage: 8D Two concussion missile tubes (3 missiles each): Front; 1 (pilots); Skill: missile weapons; Rate: 1; F.C. 1D; Range: 10-500/1/2.5; Damage: 6d Four light repeating blasters: Arc: two front, tow with heavy cannon; Crew: 1 (commander, top man on turret, pilots on front); Fire Control: 1D; Range: 3-50/120/300; Damage: 6D character

Liberator-class Anti-Aircraft Gun The Liberator is the main low-level anti-starfighter and anti-air speeder vehicle of the Commonwealth. It is used to protect vehicle columns on the line of march and is normally operated in pairs. To save on space and cost, the weapons does not have their own targeting systems. Instead, it depends on targeting data fed to them from a special sensor array mounted on top of the turret. * = The Commander of the vehicle must be standing in the turret with his hatch open in order to fire the weapon. It can be removed from the vehicle and used on the ground. Craft: Interstellar Arms Liberator; Type: Self-propelled Anti-Air Gun (SPAAG); Scale: Speeder; Length: 9.0 meters; Skill: Repulsorlift Operation: Liberator-class SPAAG; Crew: 1; Gunners: 3; Crew Skill: Missile Weapons 5D+2, Repulsorlift Operation 5D+2, Sensors 4D, Starship Gunnery 5D, Vehicle Blasters 4D+2; Passengers: None; Cargo Capacity: 100 kg; Cover: Full; Altitude Range: Ground Level - 2 Meters; Cost: 64000 Credits (New); Maneuverability: 1D+2; Move: 70;200Km/h; Body: 3D+1; Sensors: Passive: 10 km / 0D, Search: 40 km / 2D, Scan: 20 km / 1D, Focus: 100 m / 3D One Medium Laser Cannon: Scale: Starfighter; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 3D; Range: 100-300/1200/2500 m; Damage: 4D One Medium Blaster Cannon: Scale: Speeder; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 3D; Range: 50-200/500/1000 m; Damage: 3D+2 One Heavy Repeating Blaster (Removable): Scale: Character; Fire Arc: Turret; Crew: 1 *; Skill: Vehicle Blasters; Fire Control: 0D; Range: 3-75/200/500 m; Damage: 8D Eight Light Missile Tubes (Fire Separately): Scale: Speeder; Fire Arc: Front; Crew: 1 (same gunner as main weapon); Skill: Missile Weapons; Fire Control: 3D; Range: 10-100/400/1000 m; Damage: 6D Liberty Light Repulsortank The Liberty light repulsortank was one of the more common and undependable combat vehicles fielded by the Alliance during the height of the Rebellion. It is nothing more than an Aratech AA-4 mega haul speeder truck with a large laser cannon turret mounted on top. It was a cheap alternative to purchasing actual repulsortanks, but as the saying goes, you get what you pay for. Model: Modified Aratech AA-4 Mega Haul; Era Introduced: Yavin; Type: Modified speeder truck; Scale: Speeder; Length: 16.2 meters; Skill: Repulsorlift operation: light repulsortank; Crew: 1, gunners: 1; Crew Skill: Varies, but typically repulsorlift operation 4D, vehicle blasters 4D; Cargo Capacity: 2 metric tons; Cover: Full; Altitude Range: Ground level-2 meters; Cost: Not available for sale; Maneuverability: 0D+2; Move: 105; 300 kmh; Body Strength: 4D Laser Cannon: Fire Arc: Turret; Crew: 1; Skill: Vehicle blasters; Fire Control: 1D; Range: 50-400/900/2 km; Damage: 5D Lion Heavy Repulsortank After the widespread success of the Ghest repulsortank, Ubrikkian design teams set out to make a tank that could knock out any other enemy tank then in service. Not only had the Ghest's 175mm of frontal armor become highly penetrable to larger-caliber anti-tank guns, but the tank's own 105mm cannon could only knock out heavy Commonwealth tanks from an almost suicidal distance. Ubrikkian researched and designed for months, incorporating several techniques learned from the Ghest. However, because of delays in field tests, Rebel forces were able to bomb 15 of the 23 Ubrikkian repulsorlift testing facilities in the Outer Rim. Only three prototypes remained and a mere 35% of Ubrikkian's factories survived. The three prototype tanks were transported to Byss under extremely heavy security and were developed into production model vehicles. This model of repulsortank is classified as the Imperial Mk. V "Lion". The tank came to Emperor Palpatine's delight, and production started immediately. The Imperial Mk. V "Lion" is a low silhouette repulsortank that has 275mm of sloped frontal armor at a 40 angle. The benefit of sloped armor is that it offers greater protection for less weight, and also makes it harder for armor-piercing and hollow-charge munitions to pierce the tank's armor because there is less of an angle with which to penetrate it's hull. Side armor is 215mm and is sloped at a 65 angle. A powerful Catheros-Merkin B3 Repulsorlift Engine is the backbone of the vehicle. With the B3 engine, the Mk. V's performance is almost second-to-none when compared with other main battle tanks. The "Lion" has a road speed of 230 km/h and a cross country speed of 195 km/h. Despite relatively high speeds, the "Lion" can only operate for four standard hours before needing to be completely refueled. The main armament that supplements the Mk. V's excellent gun/amour combination is an elongated, high-velocity 165mm cannon. This tank gun is one of the largest caliber, vehicle-mounted weapons in the Imperial arsenal, and the Mk. V's turret ring can barely support its immense weight. With it, however, the "Lion" can pierce 445mm of armor at a optimum distance of 4.2 km. To put that into perspective, most New Republic vehicles have a frontal armor of about 185mm. This cannon is one of the most accurate weapons available to Imperial units, however adds to the Mk. V's already astronomical cost. Fortunately for the New Republic, Imperial ground forces only managed to receive 283 of these vehicles (a result of intense convoy raiding and cache bombing conducted by Republic fighter-bombers). However, those

few tanks that did reach Imperial Remnants forces often dominated entire battlefields at a time, some "Lions" often destroying 15 to 20 tanks during the course of one battle. Model: Ubrikkian Industries I-Mk. V "Lion" Heavy Repulsortank; Type: Battlefield superiority repulsortank; Scale: Speeder; Length: 12.75 meters; Skill: Repulsorlift operation: "Lion"; Crew: 2, gunners: 3; Crew Skill: Varies; Cargo Capacity: 150 kilograms; Cover: Full; Altitude Range: Ground - 3.5 meters; Cost: Not available for sale; Maneuverability: 1D; Move: 80; 230 km/h; Body Strength: 7D+2; Sensors: Passive: 25/0D, Search: 75/2D 165mm High-Velocity Massdriver Cannon: Fire Arc: Turret; Crew: 2; Scale: Walker; Skill: Vehicle firearms; Ammo: 45 rounds; Fire Control: 1D+1; Range: 25-405/2.15/4.2 km; Damage: 8D+2 2 Heavy Anti-Armor Missile Packs: Fire Arc: Front/Left (1); Front/Right (1); Crew: 1; Scale: Walker; Skill: Missile weapons; Ammo: 4 (2 missiles per launcher); Fire Control: 1D+2; Range: 35-185/685/1.25 km; Damage: 3D+2 Concussion Grenade Launcher: Fire Arc: Front; Crew: 1; Skill: Missile weapons; Fire Control: 1D; Range: 1-50/100/200; Damage: 3D 2 RB-23 Medium Repeating Blasters: Fire Arc: Front (1); Rear (1); Crew: 2 (1 per repeating blaster); Scale: Character; Skill: Vehicle blasters; Ammo: 750 (per repeating blaster); Fire Control: 1D; Range: 375/375/575; Damage: 7D RB-27 Medium Repeating Blaster: Fire Arc: Front, Left and Right; Crew: 1; Scale: Character; Skill: Vehicle blasters; Ammo: 1250; Fire Control: 1D+1; Range: 3-85/475/675; Damage: 7D+2; Game Notes: The RB-27 is mounted on top of the vehicle, just outside the hatch, as a limited means of anti-starfighter defense. Cover for anyone using the RB-27 becomes 1/2. Fuel Consumption: The Mk. V "Lion" consumes fuel at an almost voracious rate. If a Mk. V has been operating or running for four standard hours, it has become depleted of its primary fuel tank and switches into an auxiliary fuel reserve that has enough fuel for another half hour. The Mk. V needs to be completely refueled at the end of this period, otherwise the "Lion" shuts down and cannot move until refueled (although battery power is able to operate some weapon systems and the vehicle's radio/transmitter). RTD-114 Radio Transmission Discriminator: The RTD-114, or Radio Transmission Discriminator 114, is standard equipment aboard all newer Imperial repulsorlift vehicles. The RTD-114 is a radio discriminator, or piece of equipment that blocks out certain transmissions that do not adhere to a certain code. The RTD-114 uses a five letter code prefix grouping, or a set of five letters that are randomly determined as a pre-transmission code. When a communications officer wishes to send a message via the RTD114, he must first switch his transmitter into the code system. Once locked in, the communications officer must match each letter of the code prefix grouping to what he has been instructed with that day. The receiving officer must also have his RTD-114 on and locked in order to receive a message. Any other transmission sent to a vehicle locked into their RTD-114 unit is disregarded and fails to transmit. The RTD-114 is an almost impossible code to crack since there are over 11,000,000 permutations of the prefix grouping. Code prefixes are changed everyday, and only the most loyal communications officer's are entrusted with these codes. RTD-114 memory banks are wiped-out every month, and new coding devices are installed every three in order to prevent Rebel spies from cracking the code. Model: Imperial RTD-114 Radio Transmission Discriminator; Type: Transmission coding/decoding device; Scale: Character; Skill: Communications: RTD-114 (must have specialization); Cost: Not available for sale; Availability: 4, X; Broadcast Range: 5000 km Coding: Any character without knowledge of the code prefix grouping for that day attempting to break in on an RTD-114 transmission must make a Heroic (105+) roll to obtain success. Code Sweeps: Coding is changed every day in order to prevent Rebel spies from obtaining the code and listen in on Imperial vehicle broadcasts. Auto Destruct Mechanism: Should a vehicle become disabled and possibly occupied by Rebels or other enemies, the communications officer can pull a lever that automatically blows out all the circuitry on the RTD114 and also scorches the five letter code panel beyond visible recognition. Locking In: Turning a vehicle's radio from normal transceiver to RTD- 114 broadcast requires a special key that only the vehicle's main driver or commander has. It is impossible to switch into the RTD-114 without this key. Treasonous Knowledge: Any officer entrusted with RTD-114 transmission coding is usually under close observation by Imperial Intelligence's Renik counter-intelligence branch and may disappear at any moment. Lupis-class Repulsor Tank The Lupis is one of the more common light APCs in use by the Imperial Army. The Lupis design reflects Imperial military doctrine that views APCs primarily as battlefield taxis for protecting occupants from hostile fire until the troopers are within range for a decisive attack. The design has one exit door for each trooper, four on each side and one to the rear, which permits rapid debarkation. Designer's Note: Tank based upon the Lupisclass grav tank from FASA's old game Renegade Legion; Centurion. Craft: Belenski Armaments Lupis; Type: Light Armored Personnel Carrier; Scale: Speeder; Length: 9.4 meters; Skill: Repulsorlift Operation: Lupis-class; Crew: 2; Gunners: 1; Crew Skill: Repulsorlift Operation 5D+2, Missile Weapons 5D+2, Vehicle Blasters 5D+2; Passengers: 9; Cargo Capacity: 500 kg; Cover: Full; Altitude

Range: Ground Level - 2 Meters; Cost: 45500 Credits (New); Maneuverability: 1D+2; Move: 90;260Km/h; Body: 4D One Heavy Repeating Blaster: Scale: Speeder; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 1D+2; Range: 3-75/200/500 m; Damage: 4D Two Heavy Missile Tubes (Fire Separately): Scale: Walker; Fire Arc: Turret; Crew: 1 (Same gunner as main weapon); Skill: Missile Weapons; Fire Control: 1D; Range: 100-500/2000/4000 m; Damage: 4D Mobile Anti-Air Cannon Designed to act as a complete anti-aircraft system, the Fury-9 is capable of taking down just about any atmospheric assault craft. The Light blaster cannons are capable of taking out just about any of the commonly fielded combat airspeeders or swoops, and the massive laser cannons can take out starfighter class ships on atmospheric missions or they can simply take down starship as they leave or try to land at surface starports or beachheads. Used mainly by smaller operations (larger organizations tend to use batteries of specialized SA weapons), the Fury-9 is a quite popular craft. The large laser cannons can be turned against AT series walkers with a fair degree of success, and after a little modification, the lighter cannons can be turned toward ground targets, making the Fury-9 a rather effective combat vehicle. In form, the front of the ship is somewhat higher than the rear section, with the control systems, and all of the lighter weapon mounts located in the front section, and the engine systems and the double laser in the rear. Craft: Solibor Kynstetics Fury-9 Mobile AAC; Type: Mobile Anti-Air Cannon; Scale: Speeder; Length: 16 meters; Skill: Repulsorlift Operations; Fury Series; Cost: 45,000 credits; Crew: 4; Passengers: 2; Cover: 3/4, gunners ; Cargo Capacity: 50 kg; Move: 140; 400; Maneuverability: 2D+1; Body Strength: 2D+1; Altitude Range: Ground level -25 meters 1 Repeating Blaster: Scale: Character; Fire Arc: Turret; Crew: 1; Skill: Blasters; Repeating blasters; Fire Control: 2D+1; Range: 10-300/500/1.2km; Damage: 8D 2 Light Blaster Cannons: Scale: Speeder; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 3D; Range: 100-500/1.2km/2.2km; Damage: 7D 1 Double Laser Cannon: Scale: Starfighter; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 3D; Range: 100-300/1.2km/2.5km; Damage: 5D Multi-Troop Transport This Baktoid Armor Workshop Multi Troop Transport (MTT) craft was designed for the Trade Federation's droid army. Piloted by two command droids and two co-pilots, the 31-meter-long ship had a bulbous front end which opened to allow the deployment of a full complement of 112 battle droids, which were carried in folding racks. The MTT stood just over 13 meters tall, and could attain a maximum ground speed of 35 kilometers per hour. It was lightly armed, with four 17-kv anti-personnel laser cannons mounted on a pair of turrets at the front of the craft, but it was heavily armored to protect against attack. Like all Federation craft, the MTT was remotely controlled by an orbiting droid control ship. Craft: Baktoid Armor Workshop Multi Troop Transport; Type: Heavy Armored Troop Transport; Scale: Walker; Length: 31 meters; Skill: Repulsorlift Operation: MTT; Crew: 1 pilot droid, 1 gunner droid; Crew Skill: 4D in all applicable skills; Passengers: 100 Infantry Battle Droids, 10 Security Battle Droids, 2 Commander Battle Droids; Cargo Capacity: 10 metric tons; Cover: Full; Altitude Range: Ground 4 meters; Cost: 138,000 (new), 80,000 (used); Maneuverability: 0D; Move: 12; 35 km/h; Body Strength: 3D 2 Dual Blaster Cannons (fire-linked): Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-400/900/3km; Damage: 5D+1 Game Notes: If attacked from the rear, the MTT only has an effective Body Strength of 1D due to the thinness of the rear armor (to allow for ventilation of the power plant). If the MTT suffers a damage result of Heavy or higher from a rear attack, the power plant will explode within 2D turns. This explosion will destroy any droids and/or characters on board and completely gut the MTT. Nah Ti'kal-class APC Nah Tikal is a Coynite word that loosely translates as "viper". Its more exact meaning comes from the Coynite myth of a Nah Tikal, or serpent, sent by the Gods to kill a tyrant who held the people in his iron grip. The Viper is the standard Coynite armored personnel carrier and reflects Coynite combat doctrine. Its primary attributes are high acceleration, good protection, and a large missile load. Because it carries so many missiles, the vehicle can be used offensively, unlike its Imperial counterpart, the Lupis. However, The Viper sacrifices some armor in order to make it possible to carry many missiles. One of the most interesting aspects of the Viper's design is its double hull. The main chassis is sheathed by a thin shell of armor braced any- where from 30 to 100 centimeters away from the main hull. Though this configuration does not reduce the weight of the armor, it does provide two advantages: First is that the spacing makes it easier for technicians to service the external sensors because they do not have to work on them from the inside of a cramped vehicle. Second, the outer shell is configured to provide dismounting soldiers with umbrella-like protection from shell fragments. Standard tactics dictate that the Viper ground in a crater and that the infantry dismount under the shell. Once the troopers have all dismounted, the Viper moves on and the infantry rush to their positions.

This tactic allows the infantry to quickly dismount while protected and alleviates the need for multiple exit doors, as on the Lupis. Craft: Ekkar Arms Nah Tikal; Type: Light Armored Personnel Carrier; Scale: Speeder; Length: 7.1 meters; Skill: Repulsorlift Operation: Nah Tikal-class; Crew: 2; Gunners: 1; Crew Skill: Repulsorlift Operation 5D+2, Missile Weapons 5D+2, Vehicle Blasters 5D+2; Passengers: 9; Cargo Capacity: 500 kg; Cover: Full; Altitude Range: Ground Level - 2 Meters; Cost: 45500 Credits (New); Maneuverability: 1D+2; Move: 90;260Km/h; Body: 4D+1 One Heavy Repeating Blaster: Scale: Speeder; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-75/200/500 m; Damage: 4D Two Heavy Missile Tubes (Fire Separately): Scale: Walker; Fire Arc: Turret; Crew: 1 (Same gunner as main weapon); Skill: Vehicle Blasters; Fire Control: 1D+1; Range: 100-500/2000/4000 m; Damage: 4D Four Light Missile Tubes (Fire Separately): Scale: Speeder; Fire Arc: Front; Crew: 1 (Co-Pilot); Skill: Missile Weapons; Fire Control: 3D; Range: 10-100/400/1000 m; Damage: 6D Nebulon-Q Swoop Racer Manufactured by Mobquet, these popular swoops were used by racers as well as swoop gangs. They are single-person craft, with a maximum flight ceiling of 350 kilometers and top speeds of 600 kilometers an hour. The Nebulon-3 measured three meters in length. Note that the Star Wars Adventure Journal, Issue 6 names this vehicle as the Mobquet-Q. Craft: Mobquet Nebulon-Q Swoop Racer; Type: Swoop; Scale: Speeder; Length: 3 meters; Skill: Swoop Operation: Nebulon-Q; Crew: 1; Crew Skill: Varies; Passengers: None; Cargo Capacity: 2 kg; Cover: ; Altitude Range: Up to 350 meters; Cost: 5,500 (new), 1,050 (used); Maneuverability: 4D; Move: 210; 600 km/h; Body Strength: 1D Nightfalcon This is Ikas-Adno's model 22-B speeder bike. It can be armed with a single laser cannon for military duty. This speeder bike could carry a driver and passenger, as well as four kilograms of cargo. Craft: Ikas-Adno 22-B Nightfalcon; Type: Speeder bike; Scale: Speeder; Length: 4.87 meters; Skill: Repulsorlift operation: Speeder bike; Crew: 1; Crew Skill: Varies Widely; Passengers: 1; Cargo Capacity: 4 Kilograms; Cover: ; Altitude Range: Ground level-10 meters; Cost: 6,250 (New) 1,000 (used); Move: 160; 400 kmh; Maneuverability: 3D+1; Body Strength: 1D+2 Laser Cannon: Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-50/100/200; Damage: 4D Quick Pit Speeder Truck Craft: Modified Trast-A-A5 Speeder Truck; Type: Landspeeder; Scale: Speeder; Length: 21.4 meters; Skill: Repulsorlift Operation: Trast-A-A5; Crew: 2; Crew Skill: Varies; Passengers: 5; Cargo Capacity: 25,000 kilograms; Cover: Full; Altitude Range: Up to 3 meters; Cost: 13,600 (new), 7,850 (used); Maneuverability: 1D; Move: 55; 160 km/h; Body Strength: 5D Rebel Medical Vehicles The MMS was the first of two designs from the Verpine medic Trdiji, a Rebel on the planet Gurnthorr, in the Vabilon System. It was designed to be able to float behind the front lines, while troops ferried wounded to the craft. It boasts twelve bacta tanks with 3 2-1B droids each and 32 medical / surgical bays. It can perform many operations and was a life saver for over 3,000 troops in the battle of Ferrigut, in which the Imperials were soundly defeated. In the aftermath, it was noted that 870 other wounded troops had died because they could not reach the MMS before stormtroopers or speeders vaporized them. It was then that the RREMV was designed. Nine months later, eight of them hit the field for every three MMSs. By the time of Endor, there were a total of 5 MMS and 14 RREMV. Twelve other MMS were destroyed, and two were captured by pirates. Craft: Rebel Alliance Mobile Medical Suite (MMS); Type: Converted Troop Transport; Scale: Walker; Length: 68 meters; Skill: Repulsorlift operations; Crew: 6, gunners: 2, skeleton 3/+10; Crew Skill: Repulsorlift operations 5D, Repulsorlift repair 4D+1, vehicle blasters 5D, first aid 6D, medicine (A) 3D+1; Passengers: 44 (patients), 12 (medics), 4 (2-1B droids), 8 (MD-4 droids); Cargo Capacity: 440 kg (medical supplies); Cover: Full; Altitude Range: Up to 5 meters; Cost: Not available for sale; Maneuverability: 1D; Move: 25; 78 km/h; Body Strength: 5D+2 2 Twin Blaster Cannons: Arc: Turret; Crew: 1; Scale: Speeder; Skill: Vehicle Blasters; Fire Control: 1D+2; Range: 20-80/160/320 m; Damage: 4D+2 Craft: Rebel Alliance Rapid Response Emergency Medical Vehicle; Type: Small Passenger Transport; Scale: Speeder; Length: 17.2 meters; Skill: Repulsorlift Operation: Nebulon-Q; Crew: 2, gunners: 2, skeleton: 1/+5; Crew Skill: Repulsorlift operations 4D+2, Repulsorlift repair 5D, blaster artillery 4D+1, first aid 5D+2, medicine (A) 2D, lifting 4D; Passengers: 14 (patients), 5 (medics), 2 (MD Droids); Cargo Capacity: 150 kg

(medical supplies; Cover: Full; Altitude Range: Up to 15 meters; Cost: Not available for sale; Maneuverability: 2D+1; Move: 68; 170 km/h; Body Strength: 4D+2 2 E-Web Repeating Blasters (Fire-linked): Arc: Front; Crew: 1 (co-pilot); Scale: Character; Skill: Blaster Artillery; Fire Control: 2D; Range: 3-75/200/500 m; Damage: 8D Ree's Speeder Bikes Craft: Modified Ikas-Adno 22-B Nightfalcon; Type: Speeder bike; Scale: Speeder; Length: 4.87 meters; Skill: Repulsorlift Operation: Speeder Bike; Crew: 1; Crew Skill: Repulsorlift Operation 5D (Ree); Passengers: 1; Cargo Capacity: 4 kg.; Cover: ; Altitude Range: Ground level 10 meters; Cost: 6,000 (new), 2,000 (used); Maneuverability: 3D+1; Move: 105; 300 km/h; Body Strength: 1D+2 Laser Cannon: Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-50/100/200m; Damage: 4D Note: These speeders are shot full of holes. Assume that they are each Severely Damaged, with a result of "Structural Damage." The text lists these speeder bikes as being modified so that they may carry passengers (SWG#2, page 73), but the only difference I can find is that Ree's speeder bikes are slower than the typical Ikas-Adno 22-B Nightfalcon (see SWD6, page 243). Remus-class Engineering Vehicle The armored personnel carrier Romulus serves as the basis for the Remus Combat Engineering Vehicle. The Remus uses the infantry compartment to mount the internal generators necessary to power standard engineering equipment and to make room for extra digging charges. Craft: Belenski Armaments Remus; Type: Medium Repulsorlift Engineer Vehicle; Scale: Speeder; Length: 10.1 meters; Skill: Repulsorlift Operation: Remus-class; Crew: 3; Gunners: 1; Crew Skill: Repulsorlift Operation 5D+2, Missile Weapons 5D+2, Vehicle Blasters 5D+2; Passengers: None; Cargo Capacity: 800 kg; Cover: Full; Altitude Range: Ground Level - 2 Meters; Cost: 48500 Credits (New); Maneuverability: 1D+2; Move: 70;200Km/h; Body: 4D+1 One Medium Laser Cannon: Scale: Speeder; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-400/1000/2000 m; Damage: 4D One Heavy Repeating Blaster: Scale: Speeder; Fire Arc: Turret (Coax with main weapon); Crew: 1 (Same gunner as main weapon); Skill: Vehicle Blasters; Fire Control: 1D+1; Range: 3-75/200/500 m; Damage: 4D Two Heavy Missile Mount (Fire Separately): Scale: Walker; Fire Arc: Turret; Crew: 1 (Same gunner as main weapon); Skill: Missile Weapons; Fire Control: 1D; Range: 100-500/2000/4000 m; Damage: 4D Eight Light Missile Tubes (Fire Separately): Scale: Speeder; Fire Arc: Turret; Crew: 1 (Same gunner as main weapon); Skill: Missile Weapons; Fire Control: 2D; Range: 10-100/400/1000 m; Damage: 6D Republic Heavy Repulsortank Among the fastest of the Republic's tanks, wearing some of the toughest repulsorlift armor in the Republic Army, and equipped with one of the best laser cannons in the Republic arsenal, the first Republic-class repulsortank rolled off the line on-time and on-budget (the Imperial version would later prove to be even better and also on-budget). These heavy repulsortanks served as the main mechanized force within the Republic Army during the outbreak of the Clone Wars. Following the deployment of the r1-H tanks Ubrikkian was immediately contracted to design and manufacture three variants based off of the same chassis. These other variants would include an APC as well as a light and medium repulsortank. Craft: Ubrikkian Republic Repulsortank r1-H; Type: Heavy repulsortank; Scale: Speeder; Length: 19.5 meters; Skill: Repulsorlift operation: Republic repulsortank; Crew: 2, gunners: 3; Crew Skill: Repulsorlift operation 4D+2, vehicle blasters 4D+2; Passengers: 1; Cargo Capacity: 200 kilograms; Cover: Full; Altitude Range: Ground level-2 meters; Cost: Not available for sale; Maneuverability: 1D; Move: 105; 300 kmh; Body Strength: 4D Heavy Laser Cannon: Fire Arc: Turret; Crew: 2; Skill: Vehicle blasters: heavy laser cannon; Fire Control: 2D; Range: 200-1/3/5 km; Damage: 5D Medium Blaster Cannon: Fire Arc: Front turret; Crew: 1; Skill: Vehicle blasters: medium blaster cannon; Fire Control: 1D; Range: 50-200/500/1 km; Damage: 3D Republic Light Repulsortank The light Republic repulsortank, the direct ancestor to the light Imperial repulsortank, is an economical version of the heavy repulsortank minus the expensive heavy gun. It usually works in swarms or individually as scouts and is intended primarily as a garrison tank. The light tank has a crew of two; a driver and a gunner, both usually regular troopers under the tight command of their sergeant via comlink. The light tanks have a passenger seat for use of the section sergeant or platoon sergeant major, both of whom traditionally shift vehicles from day to day. Craft: Ubrikkian Republic Repulsortank r1-L; Type: Light repulsortank; Scale: Speeder; Length: 19.5 meters; Skill: Repulsorlift operation: Republic repulsortank; Crew: 1, gunners: 1; Crew Skill: Repulsorlift operation 4D+2, vehicle blasters 4D+2; Passengers: 1; Cargo Capacity: 150 kilograms; Cover: Full; Altitude

Range: Ground level - 2 meters; Cost: Not available for sale; Maneuverability: 1D; Move: 105; 300 kmh; Body Strength: 4D Medium Blaster Cannon: Fire Arc: Turret; Crew: 1; Skill: Vehicle blasters: medium blaster cannon; Fire Control: 1D+1; Range: 50-200/500/1 km; Damage: 3D Republic Medium Repulsortank The medium Republic repulsortank was a limited production command vehicle. It had enough room and crew space to fit a driver, gunner, lieutenant and sergeant major, and the communication equipment necessary for command of armor units. Platoon officers used these in the field to keep close command of their units. While designed and produced in quantities only sufficient to serve as platoon command vehicles, the medium repulsortanks were often thrown directly into a fight along side the light and heavy repulsortanks. Craft: Ubrikkian Republic Repulsortank r1-M; Type: Medium repulsortank; Scale: Speeder; Length: 19.5 meters; Skill: Repulsorlift operation: Republic repulsortank; Crew: 1, gunners: 1; Crew Skill: Repulsorlift operation 4D+2, vehicle blasters 4D+2; Passengers: 2; Cargo Capacity: 200 kilograms; Cover: Full; Altitude Range: Ground level - 2 meters; Cost: Not available for sale; Maneuverability: 1D; Move: 105; 300 kmh; Body Strength: 4D Medium Blaster Cannon: Fire Arc: Turret; Crew: 1; Skill: Vehicle blasters: medium blaster cannon; Fire Control: 1D; Range: 50-200/500/1 km; Damage: 3D Heavy Repeating Blaster: Fire Arc: Front turret; Crew: 1; Scale: Character; Skill: Vehicle blasters: repeating blaster; Fire Control: 1D; Range: 3-75/200/500; Damage: 7D Romulus-class APC The Romulus is manufactured by Belenski Armaments; the same conglomerate that manufactures the Lupis, Belenski began by simply scaling up the Lupis. Though mission requirements and armament changes required chances in the turret design and infantry areas, the nose of the Romulus is an exact duplicate of the Lupis. Designer's Note: Tank based upon the Romulus-class grav tank from FASA's old game Renegade Legion; Centurion. Craft: Belenski Armaments Romulus; Type: Medium Armored Personnel Carrier; Scale: Speeder; Length: 10.1 meters; Skill: Repulsorlift Operation: Romulus-class APC; Crew: 3; Gunners: 1; Crew Skill: Repulsorlift Operation 5D+2, Missile Weapons 5D+2, Vehicle Blasters 5D+2; Passengers: 9; Cargo Capacity: 250 kg; Cover: Full; Altitude Range: Ground Level - 2 Meters; Cost: 102800 Credits (New); Maneuverability: 1D+2; Move: 70;200Km/h; Body: 7D+1 One Medium Laser Cannon: Scale: Speeder; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-400/1000/2000 m; Damage: 4D One Heavy Repeating Blaster: Scale: Speeder; Fire Arc: Turret (Coax with main weapon); Crew: 1 (Same gunner as main weapon); Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-75/200/500 m; Damage: 4D Two Heavy Missile Tubes (Fire Separately): Scale: Walker; Fire Arc: Turret; Crew: 1 (Same gunner as main weapon); Skill: Missile Weapons; Fire Control: 1D; Range: 100-500/2000/4000 m; Damage: 4D Eight Light Missile Tubes: Scale: Speeder; Fire Arc: Turret; Crew: 1 (Same gunner as main weapon); Skill: Missile Weapons; Fire Control: 2D+1; Range: 10-100/400/1000 m; Damage: 6D "Rudy" Craft: Modified RDD-7 Racing Swoop; Type: Swoop; Scale: Speeder; Length: 4.3 meters; Skill: Swoop Operation: RDD-7; Crew: 1; Crew Skill: Firearms 4D+2, Swoop Operation 6D; Passengers: 1; Cargo Capacity: 12 kilograms; Cover: None; Altitude Range: Up to 14 meters; Cost: Not available for sale (7,000 estimated); Maneuverability: 2D+2; Move: 168 ; 480 km/h; Body Strength: 2D+2 Repeating Slugthrower Gun: Fire Arc: Front; Skill: Firearms; Fire Control: 3D; Range: 3-10/30/60; Damage: 3D Seatrooper APC Seatroopers extend the reach of the Empire under the oceans of its million worlds. Seatrooper units are able to fight campaigns completely underwater, for extended periods. Seatroopers support the aquatic garrisons assigned to ocean-covered worlds, are backed up by swimmer armored transports, and can be deployed by submersible vehicles such as the Urukaab Seatrooper APC. The Urukaab Seatrooper APC is one of many submersible vehicles used commonly by Imperial Seatroopers in their aquatic environment. The Seatrooper APC was designed to ferry a squad of seatroopers from place to place and quickly deploy them in a combat scenario. The cockpit section is sealed off from the aft passenger compartments by an airlock, which allows the aft compartment to be completely flooded in seconds, allowing the seatroopers to exit the ship quickly. To provide cover for the seatroopers as they enter or exit, the APC is equipped with a dye canister launcher which creates a thick cloud in the water, hiding the ship and seatroopers. Model: Urukaab Seatrooper APC; Type: Light submersible APC; Scale: Speeder; Length: 15.2 meters; Skill: Repulsorlift operation: submarine; Crew: 1; gunners: 1; Crew Skill: Repulsorlift operation 4D+1, vehicle blasters 4D; Passengers: 8 (seatroopers); Cargo Capacity: 150 kilograms; Cover: Full; Depth Range: Surface-5

kilometers; Cost: 45,000 (new), 19,500 (used); Maneuverability: 2D; Move: 70; 200 kmh; Body: 3D+1; Sensors: Passive: 5 meters/0D, Scan: 10 meters/1D, Search: 15 meters/2D Heavy Repeating Blaster: Fire Arc: Dorsal turret; Crew: 1 (gunner); Scale: Character; Skill: Vehicle blasters; Fire Control: 1D; Range: 3-75/200/500 (above water), 1-30/50/150 (underwater); Damage: 8D Dye Canister Launcher: Fire Arc: Back; Crew: 1 (pilot); Skill: Missile weapons; Ammo: 20; Fire Control: 1D; Range: 1-5/10/15; Damage: +2D smoke Seatrooper Assault Submarine Seatroopers extend the reach of the Empire under the oceans of its million worlds. Seatrooper units are able to fight campaigns completely underwater, for extended periods. Seatroopers support the aquatic garrisons assigned to ocean-covered worlds, are backed up by swimmer armored transports, and can be deployed by submersible vehicles such as the Urukaab Seatrooper assault submarine. The Seatrooper assault submarine is one of the few alternatives to the odd AT-AT swimmer which dominated the Imperial seatrooper legions during the earlier days of the Empire. The Seatrooper assault submarine was built on a custom designed frame which was designed for underwater travel. Model: Urukaab Seatrooper Assault Submarine; Type: Heavy combat submarine; Scale: Walker; Length: 23.4 meters; Skill: Repulsorlift operation: heavy submarine; Crew: 3; gunners: 2; skeleton: 2/+5; Crew Skill: Repulsorlift operation 4D+1, vehicle blasters 4D; Passengers: 40 (seatroopers) or 1 Seatrooper APC; Cargo Capacity: 1 metric ton; Cover: Full; Depth Range: Surface-15 kilometers; Cost: 75,000 (new), 34,900 (used); Maneuverability: 0D; Move: 21; 60 kmh; Body: 5D; Sensors: Passive: 10 meters/0D+1, Scan: 20 meters/1D, Search: 45 meters/2D, Focus: 1 meter/2D+2 2 Heavy Laser Cannons (fire-linked): Fire Arc: Front; Crew: 1 (pilot or commander); Skill: Vehicle blasters; Fire Control: 2D; Range: 50-500/1.5/3 km (above water), 5-50/150/300 (underwater); Damage: 6D Proton Torpedo Launcher: Fire Arc: Front; Crew: 1 (co-pilot or commander); Skill: Missile weapons; Ammo: 10; Fire Rate: 1; Fire Control: 2D; Range: 10-50/150/500 (underwater); Damage: 7D; Game Notes: Specialized torpedoes will not function out of water. 2 Heavy Repeating Blasters: Fire Arc: 1 dorsal turret, 1 ventral turret; Crew: 1 each (gunners); Scale: Character; Skill: Vehicle blasters; Fire Control: 1D; Range: 3-75/200/500 (above water), 1-30/50/150 (underwater); Damage: 8D 2 Dye Canister Launchers: Fire Arc: 1 left, 1 right; Crew: 1 (co-pilot); Skill: Missile weapons; Ammo: 20; Fire Control: 1D; Range: 1-5/10/15; Damage: +2D smoke Seatrooper Patrol Transport The Urukaab Seatrooper patrol transport (ST-PT) is essentially a submersible speeder bike which gives Imperial seatroopers increased effectiveness and range. Craft: Urukaab Seatrooper Patrol Transport; Type: Submersible speeder bike; Scale: Speeder; Length: 3.4 meters; Skill: Repulsorlift operation: submarine; Crew: 1; Crew Skill: Repulsorlift operation 4D+1, vehicle blasters 4D+2; Cargo Capacity: 4 kilograms; Cover: ; Altitude Range: Ground-2 meters; Depth Range: Surface-150 meters; Cost: 3,410 (new), 1,100 (used); Maneuverability: 2D+1; Move: 280; 800 kmh (above water), 90; 260 kmh (underwater); Body Strength: 1D+2 Medium Blaster Cannon: Fire Arc: Front; Skill: Vehicle blasters; Fire Control: 2D; Range: 50100/250/500 (above water), 3-30/50/70 (underwater); Damage: 3D Single Trooper Aerial Platform Indicating a single trooper aerial platform, this was the acronym used to describe the repulsorlift platforms used by the Trade Federation's battle droids. The STAP measured two meters tall, and had a foot platform and directional controls which were fitted to the battle droid structure. The basic design was created from an airhook developed by Longspur and Alloi. They were often armed with a pair of laser cannons, and were capable of speeds approaching 400 kilometers per hour. Craft: Baktoid Armor Workshop STAP-1; Type: Single Trooper Aerial Platform; Scale: Speeder; Length: 1.9 meters; Skill: Repulsorlift Operation: STAP; Crew: 1; Crew Skill: Repulsorlift Operation 4D; Vehicle Blasters 4D; Passengers: None; Cargo Capacity: None; Cover: ; Altitude Range: Ground 20 meters; Cost: Not available for sale; Maneuverability: 3D; Move: 105; 300 km/h; Body Strength: 1D 2 Blaster Cannons (fire-linked): Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 1D; Range: 50400/900/3km; Damage: 5D Sith Speeder This was a specialized, circular, one-man speeder developed for use by Darth Maul. Designed to be compact and fast, this speeder was built on the basis of the Razalon FC-20, resembling a circle with the upper arc removed. The rider sat in the concave section of the speeder, and had hand and foot controls with which to maneuver the speeder. This speeder was unarmed, something that was not a deficit for its rider due to their skills in the Dark Side of the Force. This speeder was also easily stored in the forward section of Maul's Infiltrator starship. Craft: Sith Speeder; Type: Scratch-built custom speeder bike; Scale: Speeder; Length: 2.15 meters long; Skill: Repulsorlift Operation: Sith Speeder; Crew: 1 pilot; Crew Skill: Varies; Passengers: None; Cargo

Capacity: 2 kilograms; Cover: ; Altitude Range: Up to 15 meters; Cost: 8,000 (new); Maneuverability: 3D; Move: 225; 650 km/h; Body Strength: 2D Note: The Sith speeder is designed to take corners and make sharp turns with ease, and this is reflected by adding +1D+1 to the rider's Repulsorlift Operation skill when performing turning maneuvers. Darth Maul's Sith speeder was equipped with a "safe release" system. If the handlebars of the speeder were released for any reason, the speeder would automatically slow its speed by half each round until the handlebars were gripped again. Skybird A popular model of racing swoop manufactured by Ubrikkian, the Skybird was designed to compete with the Nebulon-Q and Flare-S swoops. Despite the fact that it could attain speeds of 650 kilometers per hour or more, it was more expensive that the other models and had a flight ceiling of just 35 meters. Craft: Skybird; Type: Racing Swoop; Scale: Speeder; Length: 4.2 meters; Skill: Swoop operation; Crew: 1; Crew Skill: Varies Widely; Cargo Capacity: 1 Kilograms; Cover: ; Altitude Range: Ground level-35 meters; Cost: 8,000 (New) 2,000 (used); Move: 210; 600 kmh; Maneuverability: 4D; Body Strength: 1D Snowtrooper Repulsor-Snowmobile Snowtroopers are trained to operate in the most deserted, barren snow worlds in the galaxy. This icycold terrain requires certain special mission vehicles. The patrol snowmobile is one of these pieces of equipment. Designed as a means of travel on ice, snow, and sometimes even water, the repulsor-snowmobile allows variety in missions from quick travel for patrol duty to passenger room for small field medical emergencies. Having "skis" towards the back of the machine (not the front like regular snowmobiles) and a repulsor generator in the front for limited use (the repulsor generator is mainly used to help support and balance the machine); the repulsor-snowmobile is rather quick and suitable to carry a pilot and a passenger. Snowtroopers usually have one of these vehicles to carry an E-Web, allowing transport of the weapon to where a soldier calls for it. AT-ATs can carry up to eight of these machines and still be able to carry the snowtroopers necessary to pilot them. Once a combat zone is relatively under control, the AT-AT knees on the ground to disembark the soldiers with their vehicles. Craft: QuarTech Snowtrooper Patrol Snowmobile; Type: Light-combat repulsor-snowmobile; Scale: Speeder; Length: 2 meters; Skill: Repulsorlift operation: snowmobile; Crew: 1; Crew Skill: Repulsorlift operation 3D+2, vehicle blasters 4D; Passengers: 1 (or 5 kilograms of cargo); Cargo Capacity: 5 kilograms (or 1 passenger); Cover: ; Altitude Range: Ground level - 2 meters; Cost: Not available for sale; Maneuverability: 1D+2; Move: 55; 160; Body Strength: 2D Twin Laser Cannon: Fire Arc: Front; Skill: Vehicle blasters; Fire Control: 1D+2; Range: 3-25/75/175; Damage: 3D+2 Speizoc v-188 Artillery Vehicle The Alliance has several Speizoc v-188s, some liberated, others purchased in the invisible market. This is one of the heaviest guns available to Alliance forces. Most are deployed to secure warehouses, waiting the outbreak of conventional war; some are in the field with regular units in conventional theaters. A few are in SpecForce service, for missions that require extra punch. Stored units are usually not equipped with selfpropulsion, but the field units have been mounted on a modified Aratech 440 Super-Heavy Armored Chassis (the name is more impressive than the vehicle). These 440s have themselves been modified, with repulsor motivators added for increased mobility, targeting computer upgrades, high-efficiency rechargers, and a separate fusion generator to power the gun. These modified Speizocs have been known to serve as light makeshift tanks for use against a variety of Imperial tanks and speeders. The Alliance once debated about whether or not to deploy large numbers of these artillery vehicles to heavy armor groups as support tanks but the number of Speizoc v-188s available at the time was highly insufficient. Craft: Modified Aratech 440 Super-Heavy Armored Chassis; Type: Artillery vehicle; Scale: Speeder; Length: 6.7 meters; Skill: Repulsorlift operation: Aratech 440; Crew: 1; gunners: 8; Crew Skill: Blaster artillery 4D, repulsorlift operation 4D; Cargo Capacity: 25 kilograms; Cover: Full; Altitude Range: Ground - 3 meters; Cost: 70,000 (as modified); Availability: 3, X; Maneuverability: 0D; Move: 35; 100 kmh; Body Strength: 3D+1 Speizoc v-188 Anti-Vehicle Cannon: Fire Arc: Turret; front, left, right; Crew: 8; Skill: Blaster artillery; Fire Rate: 1/2; Fire Control: 1D+1; Range: 50-600/5/25 km; Blast Radius: 20 meters; Damage: 7D/5D+2/3D+2 StarHawk A speeder bike produced by Ikas-Adno, this fast, sleek bike is extremely popular with younger drivers. It is the best-selling, civilian-use speeder bike in the galaxy. It is a two-seated bike, with 3 kilograms of cargo capacity and a maximum flight ceiling of 10 meters. Craft: Ikas-Adno Starhawk; Type: Speeder Bike; Scale: Speeder; Length: 3 meters; Skill: Repulsorlift operation: Speeder bike; Crew: 1; Crew Skill: Varies Dramatically; Passengers: 1; Cargo Capacity: 3 Kilograms;

Cover: ; Altitude Range: Ground level-10 meters; Cost: 5,000 (New) 950 (used); Move: 140; 400 kmh; Maneuverability: 3D; Body Strength: 1D Tagge-class Self-Propelled Artillery Laser A variant of the Imperial-class Hammer repulsortank and named after General Tagge, the Tagge replaces the Hammer's laser cannons and turret with a single larger laser cannon for the battlefield targeting of enemy fortifications and extremely well-armored vehicles. The laser cannon is also capable of shooting starships out of the sky, though there are other variants dedicated to the anti-air role. The Tagge also mounts a light repeating blaster for close defense against infantry. To mount the larger cannon the speeder's speed and maneuverability had to be reduced. Tagge Co. Industries in the CSA produces the Tagge (under license from the makers of the Hammer Imperial repulsortank). Craft: Tagge class Mobile Artillery Laser cannon (Tagge SPAL); Scale: Speeder; Skill: Repulsorlift operation: Imperial Repulsor Tank; Crew: 1, gunners: 2; Crew Skill: Repulsorlift operation 5D+2, vehicle blasters 7D+1, repulsorlift repair 3D; Cargo: 200 kilograms; Cover: Full; Altitude: Ground to 3 meters; Maneuver: 1D+1; Move: 125; 360 kmh; Body Strength: 4D+2 Laser Cannon: Fire Arc: Front; Scale: Walker; Skill: Vehicle blasters; Fire Control: 2D; Range: 50500/1.5/3 km; Damage: 6D Light Repeating Blaster: Fire Arc: Turret (all but rear 90); Skill: Vehicle blasters; Scale: Character; Fire Control: 1D; Range: 3-50/120/300; Damage: 6D Talon Heavy Repulsortank One of the many beginning mistakes the Rebel Alliance ground forces committed was their neglecting of the repulsortank. Trampling over Rebel troops armed only with light small arms, the Empire, the Imperial Army to be more specific, repulsortanks showed a decisive tactical advantage. An advantage the Rebellion couldn't neglect any more. Besides the field modified speeder truck Victory repulsortank, the Eagle's Talon (more popularly known as the Talon) heavy repulsortank is a devoted, production-based repulsortank that the Rebel Alliance ground forces desperately yearned for over five years, directly after the Battle of Yavin/Pre-Hoth time period. Light and mobile, the Talon must rely on its speed and maneuverability to escape pressed enemy antiarmor strikes, from such vehicles as the Ghest and Jagdghest, to make up for rather poor armor plating, a drawback Rebel field commanders later corrected in prototype and later production Talon models. Armed with a 105mm massdriver cannon, a heavy repeating blaster, and two light repeating blasters, the Talon is a force that is to be reckoned with, and has already taken on much more heavily armed but complicated and hard to produce tanks, such as the Jagdghest, tallying marks up for the Rebel repulsortanks. Fitted with other equipment, the Talon also did special-purpose repulsortank needs, such as mine detection and clearing, tank-hunting versions, and serving as command tanks with the Rebellion through its long, dedicated career. Craft: Merkuun Eagle's Talon Heavy Repulsorlift Tank; Type: Multi-purpose infantry support repulsortank; Scale: Speeder; Length: 11.5 meters; Skill: Repulsorlift operation: Talon repulsortank; Crew: 2, gunners: 3; Crew Skill: Repulsorlift operation 4D+2, vehicle blaster 4D, vehicle firearms 3D+2; Cargo Capacity: 105 kilograms; Cover: Full; Altitude Range: Ground level - 1 meter; Cost: 45,000 (black market only); Maneuverability: 2D+2; Move: 25; 70 kmh; Body Strength: 5D 105mm Massdriver Cannon: Fire Arc: Turret; Crew: 1; Skill: Vehicle firearms; Fire Control: 2D; Range: 50-100/500/1 km; Damage: 5D+2 Heavy Repeating Blaster: Fire Arc: Turret (coax with massdriver cannon); Crew: 1; Scale: Character; Skill: Vehicle blasters; Fire Control: 1D+1; Range: 3-75/200/500; Damage: 8D; Game Notes: When a gunner wishes to fire the heavy repeating blaster, which is located on top of the vehicle, outside, cover for him becomes 1/2. Two Light Repeating Blasters: Fire Arc: 1 front, 1 back; Crew: 2 (1 each); Scale: Character; Skill: Vehicle blasters; Fire Control: 1D; Range: 3-50/120/300; Damage: 6D Teklos Battle Vehicle This is the civilian version of Nen-Carvon's heavy-duty mobile command base. It differed from the base military model in locomotion: the Teklos vehicle was equipped with repulsorlift engines, where the mobile command base had treads. However, despite its commercial goals, the Teklos vehicle found its way into the fleets of pirates and criminal organizations. Like the mobile command base, it measured 21.8 meters in length, and carried a crew of 5 and up to seven passengers. It was armed with a turret-mounted triple-laser cannon and a pair of concussion grenade launchers. Craft: Modified Nen-Carvon "Teklos" Mobile Command Base; Type: Mobile command base; Scale: Speeder; Length: 21.8 meters; Skill: Repulsorlift operation: Teklos; Crew: 2, gunners: 3; Crew Skill: Varies greatly; Passengers: 7; Cargo Capacity: 1 metric ton or 4 additional passengers; Cover: Full; Cost: 45,000 (base commercial model), +20,000 or more depending on customized modifications: 100,000+ on the black market; Move: 35; 100 km/h; Maneuverability: 0D; Body Strength: 7D

Triple Laser Cannon (fire-linked): Fire Arc: Turret; Crew: 1; Skill: Vehicle blasters; Fire Control: 1D; Range: 50-250/500/1 km; Damage: 4D; Notes: The Teklos battle vehicle's laser cannon turret can turn to face left, front and right arcs only. It may move the turret one fire arc per turn (from left to front, to right from front, front to right or front to left). Two Concussion Grenade Launchers: Fire Arc: Forward/left, forward/right; Crew: 1; Skill: Missile weapons; Fire Control: 1D; Range: 10-50/100/250; Damage: 3D+1; Notes: One concussion grenade launcher can face only forward and left, while the other can face only forward and right. Game Notes: The above is the most common form of Teklos battle vehicle. Other variants exist, with weapons and armor protection being the components most often modified. Telowe's Hyrotii Ranger-5 Craft: Modified Hyrotii Ranger-5; Type: Landspeeder; Scale: Speeder; Length: 3.3 meters; Skill: Repulsorlift Operation: Hyrotii Ranger-5; Crew: 1; Crew Skill: Swoop Operation 5D+2; Passengers: 1; Cargo Capacity: 25 kilograms; Cover: None; Altitude Range: Up to 10 meters; Cost: 7,500 (new), 1,500 (used); Maneuverability: 2D+2; Move: 70; 200 km/h; Body Strength: 1D+2 Uncle Nyyv's Floating Eatery Craft: Modified Ubrikkian Transport Barge; Type: Sail Barge; Scale: Walker; Length: 25 meters; Skill: Repulsorlift Operation: Sail Barge; Crew: 1 pilot; Crew Skill: Repulsorlift Operation 4D; Passengers: 20; Cargo Capacity: 1,000 metric tons; Cover: Full (pilot house and kitchen), (open-air eating area); Altitude Range: Up to 40 meters; Cost: 150,000 (new), 80,000 (used); Maneuverability: 0D; Move: 35; 100 km/h; Body Strength: 3D Tractor Beam Projector: Fire Arc: Turret; Skill: Vehicle Blasters; Fire Control: 3D; Range: 10125/250/500 meters; Damage: 4D Veers-class Air Defense Missile Tank A variant of the Imperial-class Hammer repulsortank and named after General Veers (who lead the successful ground attack at Hoth), the Veers is designed as a mobile air-defense platform. Mounting a small bank of proton torpedoes, the Veers is a very effective anti-starfighter vehicle, its small size making it a very difficult target for attacking starfighters. On several occasions rebel starfighters have had to abort their attacks on Imperial installations due to a Veers hidden behind cover. The Veers just breaking cover long enough to launch torpedoes, the rebel starfighters were either forced to avoid the torpedoes (hazardous at low altitude) or gain altitude: putting them in sight of Imperial starfighters. Like the Tagge S.P.A.L, Tagge Co. Industries manufactures the Veers ADMT (sometimes nicknamed Adamant' by rebel bomber pilots). Craft: Veers class Air Defense Missile Tank (Veers ADMT); Scale: Speeder; Skill: Repulsorlift operation: Imperial Repulsor Tank; Crew: 1, gunners: 2; Crew Skill: Repulsorlift operation 5D+2, vehicle blasters 7D+1, repulsorlift repair 3D, missile weapons 5D+1; Cargo: 100 kilograms; Cover: Full; Altitude: Ground to 3 meters; Maneuver: 1D+1; Move: 125; 360 kmh; Body Strength: 4D+2 Proton Torpedoes (6 carried): Fire Arc: Turret; Scale: Starfighter; Skill: Missile weapons; Fire Control: 2D; Range: 30-100/300/700; Damage: 8D Light Repeating Blaster: Fire Arc Turret (all but rear 90); Skill: Vehicle blasters; Scale: Character; Fire Control: 1D; Range: 3-50/120/300; Damage: 6D Warrior-class APC The Warrior is the jewel of the Commonwealth armor forces because its design provides an optimal balance of speed, protection and offensive power. Combined with these battlefield attributes, the Warrior is also easy to maintain, transport, and operate. The dual laser cannon together with the large load of missiles provide its infantry squad with needed indirect fire support. The Warrior uses the Coynite double-hull design along with the Nah Tikal's infantry exit system. One unusual characteristic of the armored personnel carrier is that the Warrior throws all nine infantry digging charges to the rear of the vehicle instead of throwing these charges to the sides of the vehicle. Craft: Interstellar Arms Warrior; Type: Medium Armored Personnel Carrier; Scale: Speeder; Length: 9.0 meters; Skill: Repulsorlift Operation: Warrior-class APC; Crew: 1; Gunners: 2; Crew Skill: Repulsorlift Operation 5D+2, Missile Weapons 5D+2, Vehicle Blasters 5D+2; Passengers: 8; Cargo Capacity: 250 kg; Cover: Full; Altitude Range: Ground Level - 2 Meters; Cost: 52000 Credits (New); Maneuverability: 1D+2; Move: 70;200Km/h; Body: 4D+1 One Twin Light Laser Cannon (Fire-Linked): Scale: Speeder; Fire Arc: Turret; Crew: 1; Fire Control: 2D+1; Range: 50-300/500/1000 m; Damage: 3D Two Heavy Missile Tubes (Fire Separately): Scale: Walker; Fire Arc: Turret; Crew: 1 (Same gunner as main weapon); Fire Control: 1D+2; Range: 100-500/2000/4000 m; Damage: 4D Eight Light Missile Tubes (Fire Separately): Scale: Speeder; Fire Arc: Front; Crew: 1; Fire Control: 3D; Range: 10-100/400/1000 m; Damage: 6D Six Light Missile Tubes (Fire Separately): Scale: Speeder; Fire Arc: Turret; Crew: 1 (Same gunner as main weapon); Fire Control: 2D; Range: 10-100/400/1000 m; Damage: 6D

Wrix-class Repulsor Tank The fearsome carnivore known as Wrix have given name to this class of repulsorlift tanks. The Wrix heavy tank has a superb balance of speed, firepower and armor protection despite the fact that it dates from the Clone War. It has been in continuous production ever since and is now one of the most common heavy tanks used by planetary defense forces. Even the Imperial Army uses this tank in front-line units, but it is slowly being phased out in favor of newer tanks or AT-AT's. Designer's Note: Tank based upon the Horatius-class grav tank from FASA's old game Renegade Legion; Centurion. Craft: Belenski Armaments Wrix; Type: Heavy Repulsortank; Scale: Speeder; Length: 9.5 meters; Skill: Repulsorlift Operation: Wrix-class Repulsortank; Crew: 2; Gunners: 3; Crew Skill: Repulsorlift Operation 5D+2, Missile Weapons 5D+2, Vehicle Blasters 5D+2; Passengers: None; Cargo Capacity: 150 kg; Cover: Full; Altitude Range: Ground Level - 2 Meters; Cost: 62000 Credits (New), 40000 Credits (Used); Maneuverability: 1D+1; Move: 70;200Km/h; Body: 7D One 100mm Massdriver Cannon: Scale: Walker; Fire Arc: Front; Crew: 1; Skill: Vehicle Blasters; Ammo: 60 Rounds; Fire Control: 1D; Range: 100-1000/3000/5000 m; Damage: 5D One Medium Laser Cannon: Scale: Speeder; Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Fire Control: 1D; Range: 50-400/900/1800 m; Damage: 3D One 50mm Massdriver Cannon: Scale: Speeder; Fire Arc: Turret/Left; Crew: 1; Skill: Vehicle Blasters; Ammo: 80 Rounds; Fire Control: 1D+1; Range: 50-300/500/750 m; Damage: 3D One Heavy Repeating Blaster: Scale: Character; Fire Arc: Turret (Coax with medium laser cannon); Crew: 1 (Same gunner as medium laser cannon); Skill: Vehicle Blasters; Fire Control: 0D; Range: 3-75/200/500 m; Damage: 8D Two Heavy Missile Tubes (Fire Separately): Scale: Walker; Fire Arc: Turret; Crew: 1 (Same gunner as light massdriver cannon); Skill: Missile Weapons; Fire Control: 1D; Range: 100-500/2000/4000 m; Damage: 4D XP-38 Landspeeder This Sorosuub landspeeder was developed as a replacement for the XP-37 during the height of the New Order. It was a 2-person craft with a 10 kilogram cargo capacity. It could fly up to 2 meters off the ground on its repulsorlifts, and travel at speeds near 320 kilometers an hour. It could also be equipped with an autopilot droid that appeared to be an R2 unit, but this was only a decorative covering. Sorosuub promoted the XP-38 as giving the owner "the feel of flying a starfighter." Craft: Sorosuub XP-38 Landspeeder ground vehicle; Type: Landspeeder; Scale: Speeder; Length: 7.4 meters; Skill: Repulsorlift operation: landspeeder; Crew: 1; Crew Skill: Varies dramatically; Passengers: 1; Cargo Capacity: 10 kilograms; Cover: ; Altitude Range: Ground-2 meters; Cost: 10,550(new), 2,500(used); Maneuverability: 2D; Move: 115; 330 km/h; Body Strength: 2D

Ground Vehicles Walker


All Terrain Anti-Aircraft Walker A fast-moving mobile anti-aircraft weapon that's the scourge of Rebel flying units. The AT-AA has a flak pod that sits on a walking shell. It's an indispensable unit used to protect units and structures from air attack. Craft: Kuat Drive Yards All-Terrain Anti-Aircraft Walker; Type: Anti-aircraft walker; Scale: Walker; Length: 22.3 meters; Skill: Walker ops: AT-AA; Crew: 2, gunners: 1; Crew Skill: Vehicle weapons 4D, walker ops 4D+1; Cargo Capacity: 10 metric tons; Cover: Full; Cost: NAFS; Maneuverability: 1D+2; Move: 30; 90 km/h; Body Strength: 3D Flak Cannon: Fire Arc: Turret; Crew: 1; Skill: Vehicle weapons; Fire Control: 2D; Fire Rate: 1/3; Range: 25-50/100/200; Blast Radius: 1/3/5; Damage: 5D/3D/1D (in blast radius) All Terrain Anti-Personnel Walker An eight-legged walker meant to be used in conjunction with some other anti-vehicle walker like an ATAT or AT-ST, the AT-AP easily protects the larger walkers from those annoying footmen with magnetic grapples, lightsabers and thermal detonators. The AT-AP can lay down devastating fire on almost any terrain while affording its occupants a large degree of protection from return fire. Though not designed with destruction of large objects in mind, the G-33 mortar launcher can fire mortars large enough to demolish almost any building it hits. It is even more devastating against slower moving troops. Craft: Nova Corporation All-Terrain Anti-Personnel Walker; Type: Anti-Personnel Walker; Scale: Walker; Length: 10 meters; Skill: Walker operation: AT- AP; Crew: 2, gunners: 5; Crew Skill: Walker operations 4D+1, Vehicle Blasters: 5D, Artillery: 4D+2; Passengers: 2 (2 speeder bikes); Cargo Capacity: 500 kg; Cover: Full; Cost: Not Available for Sale; Maneuverability: 2D+1; Move: 50; 145 km/h; Body Strength: 4D; Shields: 1D 8 Heavy Repeating Blasters: Fire Arc: 4 front/left/right, 4 back/left/right; Scale: Character; Skill: Vehicle Blasters; Fire Control: 2D+2; Range: 0-200/500/1 km; Damage: 8D G-33 Heavy Mortar Launcher: Fire Arc: Turret; Skill: Artillery; Fire Control: 1D+1; Range: 100-1/2/4 km; Ammo: 50; Damage: 8D/7D/5D/3D (8/10/25/50 meters) All Terrain Armored Transport Imperial All-Terrain Armored Transport vehicle, an elephantine assault tank built at the Kuat Drive Yards. These 15-meter-tall machines lumber around on four articulated legs. They require a crew of three to

operate, although much of the war machine's motion is controlled by sophisticated artificial intelligence. The ATAT can carry up to 40 troops and 400 kilograms of cargo. Armed with two fire-linked heavy laser cannons and two fire-linked medium blasters on its head-like cockpit, the AT-AT was designed to inspire fear in the enemies of the Empire. General Veers was a proponent of the AT-AT, and purposely overlooked the fact that the AT-AT could be toppled by a cable wrapped around its legs. Although this weakness was used effectively by the Alliance on Hoth, the Empire continued to use the AT-AT to instill fear. Craft: All Terrain Armored Transport; Type: Assault Walker; Scale: Walker; Length: 20.6 meters long 15.5 meters tall; Skill: Walker Operation: AT-AT; Crew: 5, Skeleton: 3/+10; Crew Skill: Vehicle blasters 5D, Walker Operation 5D; Passengers: 40 (troops) or 2 AT-ST's; Cargo Capacity: 1 Metric ton; Cover: Full; Cost: Not Available for Sale; Move: 21; 60 kmh; Body Strength: 6D 2 Heavy Laser Cannons (fire-linked): Fire Arc: Front; Crew: 1(co-pilot or commander); Skill: Vehicle blasters; Fire Control: 2D; Range: 50-500/1.5/3 KM; Damage: 6D 2 Medium Blasters (fire-linked): Fire Arc: Front; Crew: 1(co-pilot or commander); Skill: Vehicle blasters; Fire Control: 2D; Range: 50-200/500/1KM; Damage: 3D All Terrain Armored Transport Mark II The AT-AT2 has nothing in common with the original. First, the "2" has eight legs and knee-blasters like the MT-AT. The legs are mounted four to a side on a box-shaped body. Second, it has no head. The command compartment is in the body and the primary weapons are mounted on a scorpion-like tail. Third, it has no passenger space. Troops ride in a removable passenger compartment that sits atop the body. In addition, the troop compartment can be replaced with a mount for any Imperial heavy artillery weapon. Fourth, the "2" is 30kmh faster than its predecessor. The AT-AT2 appeared suddenly during the Yuuzhan Vong invasion. It was a rush design by the Department of Military Research on Bastion using components from the MT-AT and AT-AT. Thus far it has only been seen in armored regiments also equipped with the MT-AT. Craft: Imperial All-Terrain Armored Transport 2; Type: Assault Walker; Scale: Walker; Skill: Walker Operation: AT-AT2; Crew: 2 gunners: 2; Crew Skill: Vehicle Blasters 4D+2, Walker Operation 5D; Passengers: Varies by dorsal payload; Cover: Full; Cargo Capacity: 2 metric tons (dorsal payload); Move: 30; 90kmh; Maneuverability: 1D; Body Strength: 8D 2 Heavy Laser Cannons (fire linked, mounted on tail): Fire Arc: Left/Front/Right; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-500/1.5/3km; Damage: 6D 8 Twin Blaster Cannons (mounted on each leg joint): Fire Arc: Turret; Crew: 1; Skill: Vehicle Blasters; Scale: Speeder; Fire Control: 1D; Range: 50-200/1/2km; Damage: 4D Troop Compartment: Passengers: 40 (troops); Body Strength: 6D Note: Troops board and exit the compartment via a ramp which extends over the command compartment. For artillery mounts, use stats given with desired weapon. All Terrain Armored Swimmer The AT-AT/S was the first Seatrooper deployment vehicle used by the Imperial Seatrooper Divisions. It was basically the normal AT-AT except with floats. It allowed the Empire's reach to dive under the oceans of its many worlds. Craft: All-Terrain Armored Transport/Swimmer; Type: Ocean Assault Walker; Scale: Walker; Length: 20.6 meters long, 15.5 meters tall; Skill: Walker Operation: AT-AT/S; Crew: 5, skeleton: 3/+10; Crew Skill: Vehicle Blasters 5D, Walker Operation 5D; Passengers: 40 (Seatroopers) or 2 AT-ST/S; Cargo Capacity: 1 metric ton; Cover: Full; Cost: Not Available for Sale; Move: 21; 60 kmh; Body Strength: 6D 2 Heavy Laser Cannons: Fire Arc: Front; Crew: 1 (Co-pilot or Commander); Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-500/1.5/3km; Damage: 6D 2 Medium Blasters: Fire Arc: Front; Crew: 1 (Co-pilot or Commander); Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-200/500/1km; Damage: 3D Notes: The AT-AT's head is mounted on a pivoting neck, which can turn to face the left, front, and right fire arcs. An AT-AT may move its head one fire arc per turn. Floaters allow the walker to stay above the water while the legs are not touching soil. All Terrain Ion Cannon The AT-IC was only produced in limited quantities due to the specific nature of its mission usefulness, but in those cases where one was called upon, they performed with exemplary service records. Less than 100 of these walkers were manufactured in the days of the Empire, and were stationed aboard Star Destroyers which saw frequent ground assault featuring bombardment from starfighters of atmospheric craft. These walkers supplemented a marching line of AT-AT walkers in order to protect them from such attacks, but still maintained many of the weaknesses of their charges as well. The AT-IC took the basic build of an AT-AT and removed most of the rear sections that housed stormtroopers and other personnel. Opening up the rear sections to the air, a starfighter-scale ion cannon was added in a semi-turret position. The ion cannon could rotate on 3 fire arcs, and fired ion bolts powerful enough to disable even the toughest starfighters in one shot. The remaining portions of the walker were used for cannon personnel and technicians, as well as a large self-cooled power generator to enable the gunners to fire a shot

every few seconds at incoming craft. A computer targeting system, which could uplink with the Star Destroyer in orbit and receive sensor data, gave the cannon long-range capability, as well as the increased accuracy that was needed to improve survivability. Craft: Kuat Drive Yards All-Terrain Ion Cannon Walker; Type: Anti-aircraft walker; Scale: Walker; Length: 20.8 meters; Skill: Walker operation: AT-IC; Crew: 4, gunners: 2; Crew Skill: Starship gunnery 4D, walker operations 4D+1; Passengers: 5 technicians, 10 stormtroopers; Cargo Capacity: 1 metric ton; Cover: Full (cockpit), 1/4 (ion cannon); Cost: Not Available for Sale; Move: 21; 60 km/h; Body Strength: 5D 2 Heavy Laser Cannons (fire-Linked): Fire Arc: Front; Crew: 1 (co-pilot or commander); Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-500/1.5/3km; Damage: 6D 2 Medium Blaster Cannons (fire-linked): Fire Arc: Front; Crew: 1 (co-pilot or commander); Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-200/500/1km; Damage: 3D Heavy Ion Cannon: Fire Arc: Turret (right, left, and rear arcs only); Crew: 2; Skill: Starship Gunnery; Fire Control: 4D; Range: 100-500/1km/2km; Damage: 6D All Terrain Scout Swimmer The AT-ST/S is the Empire's second floating walker. It was designed, like the original AT-ST, to be carried by an AT-AT. This type was specially developed to fit in the inside of an AT-ST/S to further the rein of the Empire. Craft: All-Terrain Scout Transport/Swimmer; Type: Ocean Medium Walker; Scale: Walker; Length: 6.4 meters long, 8.6 meters tall; Skill: Walker Operation: AT-ST/S; Crew: 2, skeleton: 1/+15; Crew Skill: Missile Weapons 4D, Vehicle Blasters 4D+2, Walker Operation 5D; Cargo Capacity: 200 kilograms; Cover: Full; Cost: Not Available for Sale; Move: 30; 90 kmh; Body Strength: 3D Twin Blaster Cannon: Fire Arc: Front; Crew: 1 (Co-pilot); Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-200/1/2km; Damage: 4D Twin Light Blaster Cannon: Fire Arc: Front; Crew: 1 (Co-pilot); Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-300/500/1km; Damage: 2D Concussion Grenade Launcher: Fire Arc: Front; Crew: 1 (Co-pilot); Skill: Missile Weapons; Fire Control: 2D; Range: 10-50/100/200; Damage: 3D Notes: Floats allow walker to stay above the water while the legs are not touching soil. All Terrain Scout Transport All-Terrain Scout Transport vehicle; a two-legged version of the AT-AT, used as a scout vehicle and in areas where agility is required. The 8.6-meter-tall AT-ST was mass-produced by the Balmorrans, and was also built by Kuat Drive Yards. It has a crew of two, and can transport up to 40 kilograms of cargo. It is armed with a twin blaster cannon, and twin light blaster cannon, and a concussion grenade launcher. Because of its small size, the AT-ST lacked a dedicated power supply. Instead, it used disposable, high-intensity power cells, which tended to limit the AT-ST's range. What it lacked in firepower, the AT-ST made up for in maneuverability, and its two legs were capable of moving the walker at speeds near ninety kilometers an hour over open terrain. Craft: All Terrain Scout Transport; Type: Medium Walker; Scale: Walker; Length: 6.4 meters long 8.6 meters tall; Skill: Walker Operation: AT-ST; Crew: 2, skeleton: 1/+15; Crew Skill: Missile Weapons 4D, Vehicle blasters 4D+2, Walker Operation 5D; Cargo Capacity: 200 kilograms; Cover: Full; Cost: Not Available for Sale; Maneuverability: 1D; Body Strength: 3D Twin Blaster Cannon: Fire Arc: Front; Crew: 1(pilot); Skill: Vehicle blasters; Fire Control: 1D; Range: 50-200/1/2KM; Damage: 4D Twin Light Blaster Cannon: Fire Arc: Front; Crew: 1(co-pilot); Skill: Vehicle blasters; Fire Control: 1D; Range: 50-300/500/1KM; Damage: 2D Concussion Grenade Launcher: Fire Arc: Front; Crew: 1(co-pilot); Skill: Missile Weapons: grenade launcher; Fire Control: 1D; Range: 10-50/100/200; Damage: 3D All Terrain Scout Transport Assault A number of AT-ST walker variants have been produced over the years for any number of specialty missions that the Imperial Army may come across. Perhaps the most notable of these variants is the medium All Terrain Scout Transport Assault walkers (AT-ST/As). The AT-ST/A is significantly larger than the standard AT-ST and is over ten meters tall. It carries a single chin-mounted heavy blaster cannon as the main weapon, replacing the twin blaster cannon found on the standard AT-STs. The AT-ST/A also boasts reinforced leg braces as well as an upgraded gyro balance system. Craft: Imperial All-Terrain Scout Transport/Assault Walker (AT-ST/A); Type: Medium walker; Scale: Walker; Length: 6.9 meters long, 10.1 meters tall; Skill: Walker operation: AT-ST; Crew: 2, skeleton: 1/+15; Crew Skill: Missile weapons 4D, vehicle blasters 4D+2, walker operation 5D; Cargo Capacity: 200 kilograms; Cover: Full; Cost: Not available for sale; Move: 30; 90 kmh; Body Strength: 3D+1 Heavy Blaster Cannon: Fire Arc: Front; Crew: 1 (co-pilot); Skill: Vehicle blasters; Fire Control: 1D+1; Range: 50-200/500/1.5 km; Damage: 5D+1 Twin Light Blaster Cannon: Fire Arc: Front; Crew: 1 (co-pilot); Skill: Vehicle blasters; Fire Control: 1D; Range: 50-300/500/1 km; Damage: 2D

Concussion Grenade Launcher: Fire Arc: Front; Crew: 1 (co-pilot); Skill: Missile weapons: grenade launcher; Fire Control: 1D; Range: 10-50/100/200; Damage: 3D All Terrain Tactical Enforcer This immense, six-legged vehicle was the forerunner of the Imperial AT-AT. Known as an All-Terrain Tactical Enforcer, the AT-TE provided the Army of the Republic with a formidable vehicle for bringing troops into the midst of battle. Measuring 12.4 meters in length and standing just over five meters tall, the AT-TE was armed with six anti-personnel laser turrets and a heavy projectile cannon. It could transport twenty clone troopers into battle, and carried an IM-6 medical droid for remote battlefield treatment. The crew of an AT-TE was made up of a pilot, a spotter, four interior gunners and a gunner for the exterior projectile launcher. The armor plating of the AT-TE was shielded from ion attack by built-in electromagnetic shields. Capable of speeds near 60 kilometers an hour over ground, the AT-TE was deployed onto the battlefield by an LAAT/c gunship. The AT-TE was commissioned by the Kaminoan cloners who were employed by Jedi Master Sifo-Dyas, so that their clone troopers could safely be deployed into battle. The Kaminoans contracted Rothana Heavy Engineering to build these vehicles, steering clear of any corporation with ties to either the Trade Federation or the Separatists. Due to the timing of the clandestine development of the clone troopers and the development of the AT-TE, the armor design created for the clone troopers produced by the Kaminoans was not finalized when the AT-TE was first developed. Thus, the driver and spotter working in the AT-TE were forced to squeeze themselves and their armor into the cramped cockpit. In the wake of the Battle of Geonosis, when the AT-TE series first saw duty, they were often deployed in swarms to take out as much of the enemy's holdings as possible in a short period of time. Craft: Rothana Heavy Engineering All-Terrain Tactical Enforcer; Type: Walker; Scale: Walker; Length: 12.4 meters long; Skill: Walker Operation: AT-TE; Crew: 7; Crew Skill: All skills typically at 8D; Passengers: 20 (troops) or cargo; Cargo Capacity: 60 tons; Cover: Full; Cost: Not available for sale; Maneuverability: 0D+1; Move: 21; 60 km/h; Body Strength: 5D+1 Heavy Projectile Cannon: Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 50300/1000/3000m; Damage: 5D 6 Light Blaster Cannons (fire separately): Fire Arc: 4 front, 2 rear; Skill: Vehicle Blasters; Scale: Speeder; Fire Control: 3D; Range: 10-250/500/1000m; Damage: 4D AT-XT Assault Walker The AT-XT, predecessor to the Empire's famous "chicken walker" AT-ST, was designed to function as a heavy weapons platform that was more mobile than the AT-TE and could be deployed quicker and with more versatility during the Clone Wars. Unfortunately, the AT-XT never made it into full production during the wars due to the fact that Rothana engineers continued to revise the vehicle's specifications over the course of the war. Still, the few production models that did make it onto the battlefield proved that a one-man walker could function independently enough as a scout that the Empire approved the production of the more utilitarian AT-ST bases on the assault walker's success. Craft: AT-XT; Type: Assault Walker; Scale: Walker; Length: 5.8 meters long, 7.7 meters tall; Crew: 1 Clonetrooper pilot; Crew Skill: Missile Weapons 3D+2, Vehicle Blasters 3D+2, Walker Operation 4D+2; Cargo Capacity 100 kilograms; Cover: Full; Maneuverability: 1D; Move: 25; 75 kph; Body Strength: 2D; Shields: 1D Heavy Laser Cannon x2: Fire Arc: Front; Crew: 1; Skill: Vehicle Blasters; Fire Control: 1D; Range: 50300/ 500/ 1km; Damage: 5D Proton Mortar x2 (8 mortars each): Fire Arc: Front; Crew: 1; Skill: Missile Weapons; Fire Control: 1D; Range: 10-100/300/600; Damage: 9D Dwarf Spider Droid The smaller cousin of the Homing Spider Droid, the Dwarf Spider Droid is a lighter support walker designed to get into places the larger droids cannot and yet still maintain a powerful presence in combat. The Dwarf Spider is outfitted with a single pointed cannon that is able to discharge a long, powerful burst of energy capable of breaking through almost any infantry defense line. Though not as quick or large, or even carrying as many weapons as the Homing Spider Droid, the Dwarf Spider makes up for its shortcomings by its sheer durability (by comparison) as well as its ability to more easily adapt to tight spaces or low cover environments. The Corporate Alliance deploys the Dwarf Spider from the same vehicles as its other droid walkers, and has been known to drop them into combat zones as advanced bunker-busting walkers. Craft: Dwarf Spider Droid; Type: Walking Droid Tank; Length: 3.8 meters (height); Scale: Speeder; Skill: Walker operations; Crew: 1 (droid brain); Crew Walker operations 3D+2, vehicle blasters 3D+1; Cover: Full; Passengers: 0; Cargo Capacity: 0 kg; Move: 10; 30 km/h; Maneuverability: 1D; Body: 2D+1 Blaster Cannon: Fire Arc: Front; Skill: Vehicle blasters; Fire Control: 1D; Range: 20-60/100 m/200 m; Damage: 6D Homing Spider Droid The Homing Spider Droid, developed and used primarily by the Corporate Alliance, is an anti-personnel droid that was adapted for use as an anti-infantry unit. Originally conceived as a means of protecting Corporate Alliance assets (and enforcing trade restrictions), the Homing Spider Droid became an ideal quick-deploy

weapon to act as larger scale backup for the ground forces of the Confederacy. Ideally, a Homing Spider Droid is released from a droid deployer in the front and rear lines of battle droid infantry; the independent walker then lumbers across the battlefield, picking off any enemy units that threaten their troops and offering a more tactical view (which is recorded via the droid's sensors and transmitted back to control centers) of the battle and providing a little more firepower than the disposable but weak droid armies normally present. Craft: Homing Spider Droid; Type: Walking Droid Tank; Length: 8.2 meters (height); Scale: Walker; Skill: Walker operations; Crew: 1 (droid brain); Crew Walker operations 3D+2, vehicle blasters 3D+1; Cover: Full; Passengers: 0; Cargo Capacity: 0 kg; Move: 15; 45 km/h; Maneuverability: 1D; Body: 1D+2 Blaster Cannon x2: Fire Arc: Turret; Skill: Vehicle blasters; Fire Control: 1D; Range: 20-60/100 m/200 m; Damage: 5D Neimoidian Mechno-Chair Craft: Neimoidian Mechno-Chair; Type: Personalized One-Person Conveyance; Scale: Character; Length: .5 meters to 1.5 meters with legs extended; Skill: Walker Operation: Mechno-Chair; Crew: 1 pilot/passenger; Crew Skill: Usually 4D or higher; Passengers: None; Cargo Capacity: 20 kilograms; Cover: ; Cost: 12,500; Maneuverability: 0D; Move: 14; 40 km/h; Body Strength: 2D Game Notes: Important Neimoidians use these chairs to get around. Due to the fact that they are unique and handcrafted, they are easily traced if stolen. Republic Armored Assault Walker Instead of redesigning the old Imperial AT-AT for the New Republic, Kuat Drive Yards opted to go ahead and use a new walker design that they had originally created around the time of the downfall of the Empire. The design, the I-AAW (Imperial Armored Assault Walker) is somewhat larger than the AT-AT, offers greater firepower and stronger armor, but the same troop carrying capacity of the AT-AT. The I-AAW was renamed the R-AAW for obvious reasons. The main weapons on the R-AAW are the same as that on the AT-AT, a pair of fire-linked heavy laser cannons and a pair of fire-linked medium blaster cannons. However, the R-AAW's arsenal is augmented with a pair of repeating blasters which are able to lay down antipersonnel fire along the right and left fire arcs. R-AAWs are giant four legged Imperial assault vehicles. They are virtually impervious to all but heavy artillery weapons. They form the core of only a handful of Republic heavy ground assaults (due to their cost, they are rare), and are often the first vehicles to leave their transport shuttle barges or drop ships and enter a combat zone. R-AAW walkers are used to crush and demoralize enemy forces. They also act as transports for Republic ground troops and light vehicles. Model: Kuat Drive Yards R-AAW "Republic Armored Assault Walker"; Era Introduced: Endor + 11 years; Type: Heavy assault walker; Scale: Walker; Length: 25.2 meters long, 16.1 meters tall; Skill: Walker operation: R-AAW; Crew: 3; gunners: 2; skeleton: 2/+5; Crew Skill: Vehicle blasters 5D, walker operation 5D; Passengers: 40 (troops) and 8 speeder bikes/swoops or 2 light tanks; Cargo Capacity: 1.2 metric tons; Cover: Full; Cost: Not available for sale; Move: 21; 60 kmh; Body Strength: 6D+2 2 Heavy Laser Cannons (fire-linked): Fire Arc: Front; Crew: 1 (pilot or commander); Skill: Vehicle blasters; Fire Control: 2D; Range: 50-500/1.5/3 km; Damage: 6D 2 Medium Blasters (fire-linked): Fire Arc: Front; Crew: 1 (co-pilot or commander); Skill: Vehicle blasters; Fire Control: 2D; Range: 50-200/500/1 km; Damage: 3D 2 Repeating Blasters: Fire Arc: 1 right, 1 left; Crew: 1 (gunner); Scale: Character; Skill: Vehicle blasters; Fire Control: 1D; Range: 50-150/300/600; Damage: 8D Note: The R-AAW walker's head is mounted on a pivoting neck, which can turn to face the left, front and right fire arcs. Republic Assault Walker Throughout the Rebellion and even the days of the New Republic speeders have typically made up the bulk of all combat assault vehicles used in ground actions. However, at the Battle of Hoth the Rebel airspeeders were pitted against much larger and more powerful Imperial walkers and thus speeders came out on the losing end. The need for such powerful weaponry in the Alliance became clear but the Rebellion didn't have the funds to invest in such weaponry. When the Empire began to crumble following the Battle of Endor the Republic inversely began to flourish and the funds required to invest in combat walkers soon became available. In the beginning the project was heavily debated throughout the New Republic's military hierarchy with many stating that using such powerful vehicles would only cause fear and intimidation - something the New Republic did not want. However, the need for the walkers became blatantly clear following several assaults by rogue Imperial Grand Admiral Thrawn and the project was finally approved following the Battle of Bilbringi. The finished New Republic Assault Walker (NR-AW) greatly resembled the Imperial AT-ATs which first inspired its creation. It boasts a considerable amount of weaponry including medium blaster cannons covering both side fire arcs on the walker, greatly reducing vulnerability to enemy attack. It can carry up to twenty New Republic ground troops and six speeder bikes or swoops for support. The project was more or less abandoned after only five hundred of so NR-AWs were produced after massive public protest against using such Imperial weapons of war. However, the New Republic intends on

running several public relations campaigns explaining the need for the walkers and once again resume construction once popular opinion increases. Craft: New Republic Assault Walker; Type: Assault walker; Scale: Walker; Skill: Walker operation: NRAW; Crew: 3; Crew Skill: Walker operation 4D, vehicle blasters 4D; Passengers: 20 (troops) and 6 speeder bikes; Cover: Full; Cargo Capacity: 1.5 metric tons; Move: 26; Maneuverability: 0D; Body Strength: 4D 2 Heavy Blaster Cannons: Fire Arc: Front; Crew: 1; Skill: Vehicle Blasters; Fire Control: 3D; Range: 50500/1.5/3 km; Damage: 6D+2 4 Medium Blaster Cannons: Fire Arc: 2 front, 1 right, 1 left; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D+1; Range: 50-200/500/1 km; Damage: 3D Concussion Grenade Launcher: Fire Arc: Front; Crew: 1; Skill: Vehicle Blasters; Fire Control: 1D; Range: 10-50/100/200; Damage: 4D Republic Scout Walker With the rise of the New Republic and the continuous fall of Imperial forces throughout the galaxy, the New Republic required capable and powerful ground units (both soldiers and vehicles) to help defend and protect member worlds without the resources to mount their own militia. The New Republic Army, while harboring resentment against walkers, realized the offensive and defensive capabilities that the older Imperial walkers possessed. The New Republic contracted Kuat Drive Yards (who was recently suffering as Imperial business was continually dropping) to design a new version of their older AT-AT and AT-ST walkers. KDY took the task, desperate to strengthen their chances for future contracts with the Republic. The AT-ST Mark II, known more commonly as the Republic Scout Walker, was the first of the "new" walkers to come off of the assembly lines. Its dimensions are only slightly different than that of the older AT-ST and it featured a new weapons configuration, effectively increasing the firepower that a single walker can bring to bear on a target. The new weapons configuration replaced the chin-mounted twin blaster cannon with a newer twin laser cannon. Other weapons include a concussion grenade launcher on either side of the walker's "head" as well as a repeating blaster mounted on top. The inside of the walker was given more space and two seats were added just behind the pilots' chairs. One is designated for a gunner who mans the repeating blaster while the other can either seat a passenger (usually a commanding officer or another soldier) or can simply be removed to give the crew more room to move about. AT-STs are small agile walkers used for scouting, perimeter defense, and support for Republic troops and heavy ground vehicles. AT-STs rely on agility rather than heavy armor for defense. Their two legged drive system means that they are more easily unbalanced than AT-AT walkers, but they are considerably faster, with a top speed of ninety kilometers per hour. They are devastating in combat, especially against infantry troops and light repulsorcraft. Model: Kuat Drive Yards AT-ST Mark II; Era Introduced: Endor + 10 years; Type: Scout/patrol walker; Scale: Walker; Length: 6.7 meters long, 8.8 meters tall; Skill: Walker operation: AT-ST; Crew: 2; gunners: 1; skeleton: 1/+15; Crew Skill: Missile weapons 4D+1, vehicle blasters 4D+2, walker operation 5D; Passengers: 1; Cargo Capacity: 150 kilograms; Cover: Full; Cost: Not available for sale; Move: 30; 90 kmh; Body Strength: 3D+1 Twin Laser Cannon: Fire Arc: Front; Crew: 1 (pilot); Skill: Vehicle blasters; Fire Control: 2D; Range: 50500/1.2/2.5 km; Damage: 4D+2 Repeating Blaster Cannon: Fire Arc: Turret; Crew: 1 (gunner); Scale: Character; Skill: Vehicle blasters; Fire Control: 1D; Range: 50-150/300/600; Damage: 8D; Game Notes: The repeating blaster cannon is mounted on top of the walker's "head" and can swivel to fire in any arc. Cover for gunner is only 1/2. 2 Concussion Grenade Launchers: Fire Arc: Front; Crew: 1 (co-pilot); Skill: Missile weapons: grenade launcher; Ammo: 8 each; Fire Control: 1D; Range: 10-50/100/200; Damage: 5D Shiny E-walker The Wookiees that have been aiding the Ewoks and their Ship building efforts slightly misunderstood what the Ewoks' intentions were on this one. The Ewoks put a TIE interceptor hull on to the legs of a chicken walker, but the Wookiees merely thought that the Ewoks were building another starship. The results were odd to say the least. The cockpit is a fully intact AND functional TIE interceptor, it can pivot just like the AT-ST and if the Poor critter hits the wrong button, the engines ignite and that little feller is in for a ride. This is actually pretty formidable in combat, in the desert sun in can be devastating due to its high-gloss finish... Craft: YubYub Shipyards Shiny-class E-Walker; Type: Medium Walker; Scale: Walker (or Starfighter); Length: 6 meters long, 7.9 meters tall; Skill: Walker operation: E-Walker; Crew: 1/+10; Crew skill: If an Ewok can do it anyone can...; Cargo capacity: None; Cover: Full; Cost: 20,000 (new); Maneuverability: 1D on ground 0D when in air if legs are still attached; Move: 25; 80 km/h; Body strength: 3D 4 laser cannons: Fire arc: Front; Scale: Starfighter; skill: Starship gunnery; Fire control: 0D+1; Range:100-300/1.2/2.5 km; Damage: 6D; 2 spear launchers: Fire arc: Front; Scale: Character; skill: Missile weapons; Fire control: none; Range: 5-20/50/75 meters; Damage: 7D

TIE Walker The TIE walker was developed shortly after the TIE crawler but was never put into mass production due to several events resulting in the death of the clone emperor and the destruction of his flagship, the Eclipse. The TIE walker consists of a standard TIE command pod mounted on top of a servo-mount with six thin insect-like legs. The command pod retains much of the same basic design components as the standard TIE/ln with the chin mounted laser cannons being replaced with a pair of lighter blaster cannons. The ingress/egress hatch remains on the top and where the pylons connecting the solar arrays on the TIE/ln there are concussion grenade launchers. The TIE walker's intended role was similar to that of the old AT-PTs used by the Old Republic. They would be deployed in platoon strength, turning a standard assault trooper into a walking arsenal. TIE walkers can easily manage to cross even the most difficult terrain using their thin yet reinforced legs that each have grasping claws on the footpads. The entire command pod can rotate in any direction fully to allow the pilot to fire in any direction, regardless of the direction the walker may be traveling. Those New Republic troops that have encountered TIE walkers in combat have nicknamed it the "bug" due to its insect like appearance. Model: Sienar Fleet Systems TIE Walker; Type: Light walker; Scale: Speeder; Length: 7.1 meters; Skill: Walker operation: TIE walker; Crew: 1; Crew Skill: Walker operation 3D+1, vehicle blasters 4D, missile weapons 4D; Cargo Capacity: 30 kilograms; Cover: Full; Cost: 10,850 (new); Maneuverability: 1D+2; Move: 30; 90 kmh; Body Strength: 2D 2 Blaster Cannons (fire-linked): Fire Arc: Turret *; Skill: Vehicle blasters; Fire Control: 2D+2; Range: 400/800/1.2 km; Damage: 4D+2 2 Concussion Grenade Launchers: Fire Arc: Turret *; Skill: Missile weapons: grenade launcher; Ammo: 4 per launcher; Fire Control: 1D; Range: 10-50/100/350; Damage: 5D * The turret label on the fire arc for the weapons is based upon the servo mount that the command pod is mounted on. The command pod may rotate in any direction allowing fire in all fields of arc. Urban Terrain Assault Transport The first walker in IMS's ground forces line, the WLK-12 "Metrolance" Urban Terrain Assault Transport is one-of-a-kind in its field. IMS is not known to design walkers, but Imperial Army Command was tired of hearing its requests ignored by KDY and contracted out to IMS to design one. Needless to say, the final result was impressive. The Metrolance's primary task is assault, and then troop deployment, but is also used in tandem with the Floating Fortress in escort and support duties. The three heavy blasters draw much of the power plants energy, so all that is left is for the speed and maneuverability of the walker. When deploying troops, the Metrolance abolishes the unsafe kneeling position that the AT-AT uses when deploying troops. Instead, the Metrolance uses a quick-drop platform which can lower all 36 troops at once down to the ground (seven meters below) in less than 5 seconds. Though some critics say that this idea is also unsafe and idiotic, field tests have proven the effectiveness of this deployment method. Tactical Deployment: The Metrolance can be deployed alone, but a typical Army pentagon formation of five walkers is recommended. Escorts of either AT-STs or repulsorcraft are recommended, but the Metrolance can perform well without them in most situations. Craft: IMS' WLK-12 "Metrolance" Urban Terrain Assault Transport; Type: Urban assault walker; Scale: Walker; Length: 18.6 meters; Skill: Walker ops: Metrolance UT-AT; Crew: 2, gunners: 1 (doubles as commander); Crew Skill: Vehicle weapons 4D+1, walker ops 5D; Passengers: 36 (troops); Cover: Full; Cargo Capacity: 5 metric tons; Move: 30; 80 km/h; Maneuverability: 2D; Body Strength: 3D+2 Three Heavy Blaster Cannons: Fire Arc: Front; Crew: Gunner; Skill: Vehicle weapons; Fire Control: 2D; Range: 10/25/100; Damage: 6D WUT-AT Assault Walker The Imperial WUT-AT was developed partially off the MT-AT design for a single purpose. That purpose was the siege of the planet Mon Calamari. Repeated attempts by the empire, after the battle of Endor, failed to bring the planet back in line. General Cauthron had the WUT-AT developed to siege the planet. The vehicle has a spider like body with a turret on its thorax segment's back containing a heavy blaster. The vehicles can move at high speeds over the water. When it reaches a city legs unfold with powerful magnetic and grapple grips allowing them to climb completely vertical surfaces even such as walls. They can then employ their repeaters to wipe out enemy infantry and their grenade launcher to take down entire buildings. Craft: Imperial Water/Urban Terrain Assault Transport (WUT-AT); Type: Medium walker; Scale: Walker; Length: 10.9 meters long, 6.1 meters tall; Skill: Walker operation: AT-ST; Crew: 2, Gunners: 2 skeleton: 1/+15; Passengers: 30; Crew Skill: Missile weapons 4D, vehicle blasters 4D+2, walker operation 5D; Cargo Capacity: 200 kilograms; Cover: Full; Cost: Not available for sale; Maneuverability: 2D (on water), 1D (unfolded); Move: 30; 90 kmh (unfolded), 105; 300 kmh(on water); Body Strength: 3D+1 Heavy Blaster Cannon: Fire Arc: Front; Scale: Speeder; Crew: 1 (co-pilot); Skill: Vehicle blasters; Fire Control: 1D+1; Range: 50-200/500/1.5 km; Damage: 7D+1 Heavy Repeating Blaster: Fire Arc: Turret; Crew: 1; Scale: Character; Skill: Vehicle blasters; Fire Rate: 5; Fire Control: 1D; Range: 20-150/300/800; Damage: 7D+2

Concussion Grenade Launcher: Fire Arc: Front; Scale: Walker; Crew: 1; Skill: Missile weapons: grenade launcher; Fire Control: 1D; Range: 10-50/100/200; Damage: 3D

Ground Vehicles Tracked or Wheeled


Dual Charger V The Ubrikkian Dual Charger V is an older model developed when exploration was still a big business. Many scouts and planetary explorers used this vehicle before the dissolve of the Imperial Senate. Built for its reliability and durability, it is notoriously slow. But it can crash into a tree and keep on going. These rugged capabilities come from its design. Not one, but two engines power the eight wheels for this loud wheeler. Both engines have equal control over all eight wheels, so should on of them become damaged; all eight wheels will continue to turn, granted at a much slower rate. It is almost a wide as it is long, and can comfortably fit three beings across the two benches. The engines will run for several days strait from a full charge, and can be fueled with many different substances. Its flexibility and the fact that they hardly ever break down are the only reasons this vehicle is found anywhere outside a museum. Craft: Ubrikkian Dual Charger V; Type: Wheeled ground vehicle; Scale: Speeder; Length: 4.1 meters; Skill: Ground Vehicle Operation: Ubrikkian Dual Charger; Crew: 1; Passengers: 5; Cargo Capacity: 1/4 metric ton; Cover: Full; Cost: 11,000 (used); Maneuverability: 0D; Move: 20; 80 km/h; Body Strength: 4D+2; Weapons: None Dune Buggy Combat Designation: Fast Attack Vehicle; Crew: 2; pilot, gunner; Passengers: 1; Scale: Speeder; Length: 5 meters; Skill: Repulsorlift Operation; Cargo Capacity: 20 kg; Cover: ; Body: 3D; Maneuverability: 2D; Speed: 300 km/h; Cost: 18,000 credits Auto Blaster Cannon: Scale: Character; Fire Arc: Turret; Crew: 1 (gunner); Skill: Vehicle Blasters; Range: 700/1.2/2.5 km; Damage: 6D Gungan Battle Wagon This military vehicle, produced by the Otoh Gunga Defense league, was a combination cargo carrier and catapult. It measured eight meters in length, and had to be pulled into battle by a Gungan soldier commanding a kaadu. The cargo section was filled with energy balls, or boomas, which were launched at an enemy emplacement via the catapult. The battle wagon moved about on several pairs of wheels, in order to minimize the bumps and jolts of moving over irregular terrain. The Mark II was produced by the Otoh Gunga Defense League, this vehicle was the same as the Mark I battle wagon, but without the cargo section. The Mark II still required a Gungan soldier and a kaadu to drag it into battle position. Craft: Otoh Gunga Defense League Battle Wagon/Catapult; Type: Beast-Propelled Low-Tech Military Transport; Scale: Speeder; Length: 8 meters; Skill: Beast Riding: Falumpaset (the beast obeys commands from kaadu-mounted soldiers); Crew: 1 driver, 1 animal; Crew Skill: Usually 4D; Passengers: 0 (10, once payload has been expended); Cargo Capacity: 100 energy balls (800 kilograms); Cover: None; Cost: Not available for sale; Maneuverability: 0D; Move: 25; 70 km/h; Body Strength: 1D Catapult (on the Mk. II only): Fire Arc: Front; Skill: Missile Weapons: Catapult; Fire Control: 2D; Range: 50/100/200 meters; Damage: 3D (see entry for energy balls) Hailfire Droid Tanks The Hailfire Droid Tank is the Intergalactic Banking Clan's main contribution to the forces of the Confederacy of Independent Systems. This tank is little more than a droid brain situated between two massive wheels (which are set at a slight angle for improved maneuvering) with a pair of rocket launchers attached to the top. The tank is fast but weak, and like most other droid forces it is best used in large groups. During the battle of Geonosis, the Hailfire rolling tank managed to take out several Republic Gunships, but once they were identified as a larger threat they were quickly eliminated. Each tank carries 32 missiles that can devastate both vehicles and ground troops and have proven to be a great asset to the forces of the Separatists. Craft: Hailfire Droid; Type: Droid Tank; Length: 9.2 meters; Scale: Speeder; Skill: ground vehicle operations: Hailfire Tank; Crew: 0 (droid brain); Crew Skill: Missile weapons 3D, ground vehicle ops 3D+2; Cover: Full; Passengers: 0; Cargo Capacity: 0; Move: 90; 270 km/h; Maneuverability: 2D; Body: 3D+1 Rocket Launchers x2 (16 missiles each): Fire Arc: Front; Skill: Missile weapons; Fire Control: 1D; Range: 50-200/1km/2 km; Damage: 8D HAVw A5 Juggernaut Kuat Drive Yards' heavy ground assault vehicle (GAV), the HAVw A5 was nicknamed the Juggernaut, or the Rolling Slab. The Juggernaut was originally produced during the last years of the Old Republic, and was popular among planetary defense forces. After the Clone Wars, the Juggernaut became one of the Empire's oldest, and most durable, GAVs. The HAVw A5 based on the design of the AT-TE used by the Army of the Republic, but it moved on five sets of wheels and did not have a repulsorlift. At twenty-two meters in length and standing fifteen meters tall, the vehicle resembled the AT-TE's top section, and much of the A5's armor plating was identical to that used on the AT-TE. Juggernauts were well-armed, with 3 heavy laser cannons, a single medium blaster cannon, and two concussion grenade launchers. The HAVw A5 required a crew of 8, one of

which must man the observation tower which protrudes above the main body. This crewer relayed information about upcoming terrain to the cockpit; without him, the Juggernaut could become mired in treacherous terrain. The Juggernaut also ha room to carry up to 50 troops and 1,000 kilograms of cargo. As the Imperial war machine began to rely more and more on the AT-AT walker, many Juggernauts were surplused, and ended up in the hands of crime lords and planetary warlords. Craft: Kuat Drive Yards' HAVw A5 Juggernaut; Type: Heavy assault vehicle; Scale: Walker; Length: 21.8 meters; Skill: Ground vehicle operation: Juggernaut; Crew: 2, gunners: 6; Crew Skill: Ground vehicle operation 4D+2, missile weapons 4D, vehicle blasters 4D+1; Passengers: 50 (troops); Cargo Capacity: 1 metric ton; Cover: Full; Cost: Not available for sale; Maneuverability: 0D; Move: 70; 200 kmh, slows to 8; 25 kmh when turning; Body Strength: 5D 3 Heavy Laser Cannons: Fire Arc: 1 turret, 1 left, 1 right; Crew: 2; Skill: Vehicle blasters; Fire Control: 2D; Range: 50-500/1/2 km; Damage: 6D 1 Medium Blaster Cannon: Fire Arc: Turret; Crew: 1; Skill: Vehicle blasters; Fire Control: 1D; Range: 50-250/750/1.5 km; Damage: 4D 2 Concussion Grenade Launchers: Fire Arc: Turret; Crew: 1; Skill: Missile weapons; Fire Control: 1D; Range: 50-100/250/500; Damage 3D+1 Imperial Land Crawler The Imperial land crawler is a massive wheeled vehicle that saw deployment in the early days of the Empire as a heavy APC and mobile artillery weapon. It was typically deployed along with repulsortank units and can still be found in service among some lower priority commands. The land crawler is a bulky vehicle feature thick armor plating and huge armored wheels. It was originally intended only to be used as a heavy APC but the Imperial Army required a mobile artillery vehicle that it could redeploy easily more than an APC. KDY designers simply removed the small first aid room and put in a retractable concussion shell launcher for lob shellings of enemy positions. Model: Kuat Drive Yards MAVq A3 Land Crawler; Type: Heavy armored personnel carrier/mobile artillery; Scale: Walker; Length: 17.8 meters; Skill: Ground vehicle operation: Land crawler; Crew: 1, gunners: 3; Crew Skill: Ground vehicle operation 4D+2, missile weapons 4D, vehicle blasters 4D+1; Passengers: 16 (troops); Cargo Capacity: 2 metric tons; Cover: Full; Cost: Not available for sale; Maneuverability: 0D; Move: 70; 200 kmh; Body Strength: 4D+2 3 Double Repeating Blasters: Fire Arc: 1 right turret, 1 left turret, 1 back turret; Crew: 1; Scale: Character; Skill: Vehicle blasters; Fire Control: 2D; Range: 3-75/200/500; Damage: 7D+2; Game Notes: Cover only 1/2 for gunners. Concussion Shell Launcher (retractable): Fire Arc: Front; Crew: 1 (pilot); Skill: Missile weapons; Fire Rate: 1; Fire Control: 1D; Range: 50-250/750/1.5 km; Damage: 7D Imperial Light Land-Cruiser During the time immediately surrounding the battle of Endor, the Empire began a small and short-lived revitalization of treaded vehicles. Rather than using repulsors these Land-Cruisers sued old fashioned tank tread. However the reasons for this were logistical. Treaded vehicles can handle uneven terrain better in many cases for one thing. Also heavy cannon recoil would cause a repulsor vehicle to rock backwards. Finally, there are 'dead reckoning' sensors in each tread. These sensors monitor and record, with a high degree of accuracy, the distance and direction the craft moves. This way, even if typical navigation systems fail, the pilot will still know where the craft is and where it's heading. This is fed into a Global Positioning Computer, and a Terrain Sensor that picks up and digitizes landmarks. These systems work independently with low power sensors to determine the craft's surroundings and heading. The 'dead reckoning' supplements this and serves as a backup should these sensors be interfered with. The Land-Cruisers typically have a Pilot, a Navigator, A Communications officer, and a captain, as well as any gunners that may be on board. The bridge of the cruisers is a small circular area ringed with instrument panels and monitors that feed information to the crew, with a captain's chair positioned at the center, able to rotate to look at any station. The Land-Cruisers saw the most amount of action during the hasty retreats the Empire was forced to make. These craft showed up time and again to supplement withdrawal forces to cover a retreat while under attack from the New Republic. The Light Land-Cruiser was just a basic small assault craft with a fairly high-speed and agile turning and maneuvering. Its only armament is its heavy cannon, capable of breaching duracrete walls with ease. The Light LC is typically crewed only by three people, excluding the need for a 'captain', as most Light LC's are just directed by Medium or Heavy LC's. The light LC is fairly small for such a potent attack craft, and was produced in larger numbers than any other kind. The body of the Light LC is a flattened ellipsoid with the treads run right down the centerlines. The main cannon comes right out front from the top half, and a hatch sits on the top center of the craft. Craft: Imperial Light-class Land-Cruiser; Type: Land Cruiser; Era: Endor+; Scale: Walker; Length: 12 meters; Skill: Ground Vehicle Operations: Land-Cruiser; Crew: 3 or 4; gunners: 1; Crew Skill: Ground Vehicle operation 6D, Vehicle Blasters 6D+1; Cover: Full; Cost: Not Available for Sale; Maneuverability: 2D; Move: 45; 130 kmh; Body Strength: 4D+2 Heavy Laser Cannon: Fire Arc: Turret; Scale: Walker; Skill: Vehicle Blasters; Ammo: 30; Fire Rate: 2; Fire Control: 3D+2; Range: 50-500/1.5/2.5 km; Damage: 5D

Imperial Medium Land-Cruiser During the time immediately surrounding the battle of Endor, the Empire began a small and short-lived revitalization of treaded vehicles. Rather than using repulsors these Land-Cruisers used old fashioned tank tread. However the reasons for this were logistical. Treaded vehicles can handle uneven terrain better in many cases for one thing. Also heavy cannon recoil would cause a repulsor vehicle to rock backwards. Finally, there are 'dead reckoning' sensors in each tread. These sensors monitor and record, with a high degree of accuracy, the distance and direction the craft moves. This way, even if typical navigation systems fail, the pilot will still know where the craft is and where it's heading. This is fed into a Global Positioning Computer, and a Terrain Sensor that picks up and digitizes landmarks. These systems work independently with low power sensors to determine the craft's surroundings and heading. The 'dead reckoning' supplements this and serves as a backup should these sensors be interfered with. The Land-Cruisers typically have a Pilot, a Navigator, A Communications office, and a captain, as well as any gunners that may be on board. The bridge of the cruisers is a small circular area ringed with instrument panels and monitors that feed information to the crew, with a captain's chair positioned at the center, able to rotate to look at any station. The Land-Cruisers saw the most amount of action during the hasty retreats the Empire was forced to make. These craft showed up time and again to supplement withdrawal forces to cover a retreat while under attack from the New Republic. The Medium Land-Cruiser is half again as big as the light class and more heavily armored. However the Medium is also slower. The Medium-LC has a block-like appearance to it. The front slants down with the heavy blaster cannons sticking right out of the middle of it. The sides go straight up and the back slants up as it goes back, at a 45 degree angle. On either side, are small semi-globular turrets that stick out with slits on them. These turrets house heavy repeaters that can cut through infantry ranks with ease. These craft often act as command craft for groups of four to eight Light-LCs, and often have a captain on board. Craft: Imperial Medium-class Land-Cruiser; Type: Land Cruiser; Era: Endor+; Scale: Walker; Length: 18 meters; Skill: Ground Vehicle Operations: Land-Cruiser; Crew: 3 or 4; gunners: 3; Crew Skill: Ground Vehicle operation 6D, Vehicle Blasters 6D+1; Cover: Full; Cost: Not Available for Sale; Maneuverability: 1D+2; Move: 30; 90 kmh; Body Strength: 5D+1 Heavy Laser Cannon: Fire Arc: Turret; Scale: Walker; Skill: Vehicle Blasters; Ammo: 30; Fire Rate: 2; Fire Control: 3D+2; Range: 50-500/1.5/2.5 km; Damage: 5D 2 Heavy Repeating Blaster: Fire Arc: Left Turret, Right Turret; Scale: Character; Skill: Vehicle blasters; Fire Rate: 5; Fire Control: 6D; Range: 20-150/300/800; Damage: 7D L-4A Loki Scout Tank Type: Scout tank; Scale: Speeder; Crew: 3; Cargo Capacity: .5 tons, 2.6 m^3; Length: 10m; Skill: ground vehicle ops.; cover: 1/4 to full; Passengers: can carry 10 on outside; Altitude range: ground level; Cost: 23,631; Move: 70; 200km/h; Body Strength: 4D+2 front, 3D+2 sides, 3D rear; Shields: 1D each arc (immobile); Medium Laser Cannon: Fire Rate: 4; Arc: turret; Crew: 1; Skill; vehicle blasters; fire control: 3D+1; Range: 30-800/1.5/2.5; Damage: 4D+2 Mobile Command Base A heavily-armored Imperial vehicle which rolls on a series of treads and which serves as a secure platform for observing and planning military actions in the field. Although it is equipped with a heavy laser cannon, it is not meant to see combat action. These 21.8-meter-long vehicles were manufactured for the Empire by Nen-Carvon, and were produced for commercial use as the Teklos vehicle. Craft: Nen-Carvon PX-4 Mobile Command Base; Type: Mobile command base; Scale: Speeder; Length: 21.8 meters; Skill: Ground vehicle operation: PX-4; Crew: 2, gunners: 1; Crew Skill: Ground vehicle operation 4D+2, vehicle blasters 5D; Passengers: 7; Cargo Capacity: 1 metric ton; Cover: Full; Cost: Not available for sale; Maneuverability: 0D; Move: 35; 100 kmh; Body Strength: 7D Heavy Laser Cannon: Fire Arc: Turret; Crew: 1; Skill: Vehicle blasters; Fire Control: 2D; Range: 50500/1/2 km; Damage: 4D+2 Ripper APC The Ripper APCs were fielded by the Republic Army many decades before the Clone Wars made their mark on the galaxy. Unlike most army combat vehicles, the Ripper was not a repulsorlift-equipped vehicle. Instead, it used four massive armored wheels to propel itself across the terrain. Due to this, the Rippers were mainly restricted to relatively flat areas and were often deployed in urban settings for street patrol. Inside, the APC housed a virtual mobile command center with sophisticated sensor and communication equipment to assist the assigned officer in efficiently and effectively directing and monitoring the movement of the APC's squad. The Rippers were often times used in conjunction with the Apone-class assault shuttles which were designed specifically to ferry the APCs from ship to surface and then back again. Commonly the Rippers were only deployed during states of martial law, for light assaults, policing raids and rarely for large scale military actions unless the terrain proved to be easily navigable. Model: Mekuun Ripper-class APC; Type: Armored personnel carrier; Scale: Speeder; Skill: Ground vehicle operation; Length: 17.85 meters; Crew: 1; gunners: 1; Crew Skill: Ground vehicle operation 4D, vehicle

blasters 4D; Cargo Capacity: 250 kilograms; Passengers: 8 (troops), 1 (officer); Cover: Full; Cost: Not available for sale; Maneuverability: 0D+2; Move: 55; 160 kmh; Body: 3D+2 Double Repeating Blaster: Fire Arc: Front; Crew: 1 (pilot); Scale: Character; Skill: Vehicle blasters; Fire Control: 1D; Range: 3-75/150/400; Damage: 6D Medium Blaster Cannon: Fire Arc: Turret; Crew: 1 (gunner); Skill: Vehicle blasters; Fire Control: 1D; Range: 50-200/500/1 km; Damage: 3D+2 Sidewinder Motorcycle Do you find speeders pass? Swoops just too boring? Then look no further, because Max Motorwerks is proud to present the ultimate driving experience: the Sidewinder 3000se! No other vehicle lets you feel the road beneath you like the Sidewinder does. Using Stephensontech's patented Smartwheel (tm) technology, the Sidewinder's wheels adjusts their shape and pressure to account for any flaws in the road, from the largest potholes to the tiniest loose gravel. The Sidewinder combines this with a state of the art computer controlled suspension system to give you greater control and smoother ride than any other commercially available vehicle. Further, the Sidewinder's reinforced tritanium frame makes this vehicle durable enough to easily endure the kind the beating that would leave many full sized vehicles a twisted wreck. At Max Motorwerks, we design vehicles that can survive the apocalypse, but still make you look fashionable. The Sidewinder is no exception; its distinctive lines and sleek form (available in red and black only), will make you the envy of major governments, secret societies and cosmically empowered mutants everywhere. Don't delay; order today. Max Motorwerks: Speed is nice but cool is better. Craft: Max Motorwerks Sidewinder 3000se; Type: Motorcycle; Scale: Speeder; Skill: Wheeled Vehicle Ops: Motorcycles; Crew: 1; Passengers: 1; Cover: ; Cargo Capacity: 4 kilograms; Move: 115/300 km/h; Maneuverability: 4D; Body Strength: 2D+2; Altitude Range: 0; Cost: 17 500 credits SPHA-T The SPHA-T is a mobile artillery platform designed to act as a modular heavy weapon that can maneuver on the battlefield as can any other tank. Also designed in concussion missile and ion cannon varieties, the SPHAT was crucial in grounding some Trade Federation Core Ships at the Battle of Geonosis. Unfortunately, the vehicle had to be designed around the power supply and support equipment and, as a result, is bulkier than most other tanks of similar size. The SPHA-T also boasts antipersonnel laser cannons to defend itself from trooper assault, and makes an excellent support vehicle, though not particularly useful as a standalone unit. Craft: Rothana Heavy Engineering Self-Propelled Heavy Artillery Turbolaser; Type: Attack Walker; Scale: Walker; Length: 16.9 meters; Skill: Walker operation: SPHAT; Crew: 15; Crew Skill: Missile weapons 4D, vehicle blasters 4D, walker operations 4D+1; Passengers: 0; Cargo Capacity: 5 metric tons; Cover: Full; Cost: Not Available for Sale; Move: 15; 45 km/h; Body Strength: 4D+1 Heavy Turbolaser Cannon: Fire Arc: Front; Scale: Capital; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D+2; Range: 50-500/2.5/5km; Damage: 6D 12 Antipersonnel Blaster Cannons: Fire Arc: 3 Front, 3 Left, 3 Back, 3 Right; Crew: 1; Skill: Vehicle Blasters; Fire Control: 2D; Range: 20-50/100/200m; Damage: 2D

Air Vehicles
Arakyd Droid Interceptor Arakyd's droid interceptor was originally designed solely for use in the Republic's AFC combat vehicles. However, with their effectiveness when deployed on the battle field, Arakyd quickly decided to begin marketing them by themselves. The droid itself is compact and streamlined for increased speed as well as maneuverability. Its main drive is not the repulsorlift generators but a pair of small and powerful ion engines designed specifically for it, boosting the droid up to six hundred kilometers per hour. The droid is armed with a pair of fire-linked blaster cannons primarily intended for use against troops and light combat vehicles such as airspeeders and speeder bikes. Arakyd also incorporated a small deflector shield generator, a concept popular among the war droids used by the Trade Federation. Model: Arakyd Mark I Automated Combat Interceptor; Type: Atmospheric automated attack fighter; Scale: Speeder; Length: 5.2 meters; Crew: None (fully automated droid brain); Crew Skill: Repulsorlift operation 4D, vehicle blasters 4D; Cost: Not available for sale; Maneuverability: 2D; Atmosphere: 210; 600 kmh; Hull: 2D; Shields: 1D 2 Blaster Cannons (fire-linked): Fire Arc: Front; Skill: Vehicle blasters; Fire Control: 2D; Range: 1030/150/500; Damage: 4D CAP-2 This unusual vehicle was produced by Mobquet for a short time as a pursuit vehicle for law enforcement agencies. Several bounty hunters bought one; the Trandoshan Bossk was seen using one, although it unknown whether it is still in his possession. The Corporate Sector Authority bought several thousand, but returned them after a few months when they were shown to be inadequately armed.

Craft: Mobquet Captivator; Type: Airspeeder; Scale: Speeder; Skill: Repulsorlift op: airspeeder; Crew: 1; Passengers: 0; Cover: Full; Capacity: 25kg, 0.4 cubic meters; Move: 50; 145km/h; Maneuverability: 1D; Body Strength: 2D; Altitude Range: ground-200m; Cost: 50,000 1 Light Laser Cannon: Scale: Speeder; Fire Arc: Front; Crew: 1 (pilot); Skill: Vehicle blasters; Fire Control: 1D; Atmosphere Range: 3-50/125/200m; Damage: 3D Coruscant Air Taxi Craft: Hyrotii EasyRide Passenger Airspeeder; Type: Airspeeder; Scale: Speeder; Length: 8 meters; Skill: Repulsorlift Operation: Airspeeder; Crew: 1 pilot; Crew Skill: Repulsorlift Operation 5D+2; Passengers: 6; Cargo Capacity: 100 kilograms; Cover: ; Altitude Range: Ground Level 3.4km.; Cost: 16,000 (new), 8,000 (used); Maneuverability: 2D; Move: 67; 191 km/h; Body Strength: 2D Desler Gizh OMC Koro-2 This all-environment exodrive airspeeder was produced by Desler Gizh Outworld Mobility during the last decades of the Old Republic. The exodrive system used a combination of inboard repulsors and interior field generators to propel the 6.6meter craft, allowing to be completely sealed from the outside environment. This made the Koro-2 invaluable on planets where the atmosphere was laden with heavy amounts of dust, chemicals, or both. The Koro-2 was capable of speeds approaching 800 kilometers an hour, and had storage space for just eighty kilograms of cargo. This speeder required a pilot to operate, and had space for one passenger. Craft: Desler Gizh Outworld Mobility Corp Koro-2; Type: Airspeeder; Scale: Speeder; Length: 6.61 meters; Skill: Repulsorlift Operation: Koro-2; Crew: 1; Crew Skill: Varies; Passengers: 1; Cargo Capacity: 80 kilograms; Cover: Full; Altitude Range: Up to 25 kilometers; Cost: 24,800 (new), 16,400 (used); Maneuverability: 3D; Move: 800 km/h; Body Strength: 2D+1 Ewok Glider Craft: Ewok Glider; Type: Primitive Para-Glider; Scale: Speeder; Wingspan: 9 meters; Skill: Glider: Ewok Glider; Crew: 1; Crew Skill: Varies, usually around 3D in all appropriate skills; Passengers: None; Cargo Capacity: 50 kilograms; Cover: None; Altitude Range: Up to 300 meters; Cost: Not available for sale; Maneuverability: 1D; Move: 17; 48 km/h; Body Strength: 1D 2 twenty-five kilogram rocks (fire separately): Fire Arc: Down; Skill: Thrown Weapons; Scale: Character; Fire Control: 0D; Range: 120 meters; Damage: 3D, +1 pip per 12 meters of altitude (Max: 6D) Fatbod APC During the early days of the Rebellion the Alliance was often forced to modify non-combat vehicles into effective weapons to throw at the Imperial forces. Such widespread modification created a large variety of patchwork vehicles throughout the Alliance. If a particular modification on a specific vehicle proved to be exceedingly effective, that modification was made standard on all other similar model vehicles in the area. One such common patchwork vehicle was the "flying fortress" - not to be confused with the Empire's floating fortress - which was a heavily modified Aratech B-A7 cargo airspeeder. The Aratech B-A7 was originally marketed on worlds similar to Coruscant where there just wasn't much room for landpspeeders and the bulk of all transportation was done by airspeeder or starship. The B-A7 is essentially a speeder truck with a much higher altitude range than standard speeder trucks. When the Alliance got a hold of a few B-A7s during a cargo raid on a supply depot on Celanor the local SecForce commander was hit with a brilliant idea - flying combat APCs. The modifications invested in each B-A7 were quite expensive and time consuming. Most of the cargo space was removed to make room for troop benches capable of seating up to eight as well as room for the four gunners. The armor plating was increased slightly and power was rerouted from the main repulsorlift drive to the weapons reducing the maximum altitude nearly three kilometers. The craft is self carriers four blaster emplacements: an anti-vehicle blaster turret mounted on the dorsal side of the craft, a pair of anti-personnel repeating blasters with one on each side and finally a double repeating blaster cannon in the rear to ward off pursuit. The anti-vehicle blaster turret is mounted under a bubble canopy giving the gunner an unobstructed view all around. However, the gunners manning the repeating blasters on either side of the craft must stand directly behind their weapon and rely heavily on a cheap holographic display as the side mounts are merely modified E-webs mounted in small openings. Finally, the tail gunner lies down on his stomach across a bench where he looks directly over the barrels of his double repeating blaster and out of another bubble canopy which provides only limited movement for aiming. These modified B-A7s are typically reserved for two main roles in a combat scenario: air support and troop transport. They have been used quite successfully on numerous occasions where heavy ground resistance is expected. A single modified B-A7 can effectively lay down enough cover fire in every direction to allow the squad of troops it is carrying to safely debark and seek cover. After the first few combat missions in which the modified B-A7s were used the crews gave them the rather odd nickname of "fat and tough bringer of doom" or Fatbod for short. While the local SecForce commander didn't quite understand the meaning behind it, he didn't argue. Only three B-A7s were modified in this manner on Celanor while there are several other B-A7s - and other similar vehicles - modified in very similar ways serving the Alliance across the galaxy.

Craft: Rebel Alliance "Fatbod" APC; Type: Heavily modified Aratech B-A7 cargo airspeeder; Scale: Speeder; Length: 19.8 meters; Skill: Repulsorlift operation: Cargo airspeeder; Crew: 2; gunners: 4; skeleton: 1/+5; Crew Skill: Repulsorlift operation 4D+2, vehicle blasters 4D; Passengers: 8 (troops); Cargo Capacity: 250 kilograms; Cover: Full; Altitude Range: Ground - 5 kilometers; Cost: 24,000 (as modified); Maneuverability: 3D+2; Move: 185; 530 kmh; Body Strength: 3D+1 Blaster Cannon: Fire Arc: Dorsal turret; Crew: 1; Skill: Vehicle blasters; Fire Control: 1D; Range: 50300/500/1 km; Damage: 3D 2 Repeating Blaster Cannons: Fire Arc: 1 right turret, 1 left turret; Crew: 1; Scale: Character; Skill: Vehicle blasters; Fire Control: 2D; Range: 3-75/200/500; Damage: 7D Double Repeating Blaster Cannon: Fire Arc: Back; Crew: 1; Scale: Character; Skill: Vehicle blasters; Fire Control: 2D; Range: 3-75/200/500; Damage: 8D Feleini-Arat Atmospheric Fighter Carrier The Clone Wars brought about new revelations in technology which inspired a great evolution of war machines to be created. One of the more successful weapons of war brought to the galactic battle fields was a joint venture by Arakyd (widely known for its droid designs) and a somewhat established military speeder company known as Feleini-Arat RepulsorMotors. The atmospheric fighter carriers (AFC) as it was known would prove to be an efficiently deadly weapon in planetary maneuvers. The AFC was extremely expensive, incorporating the most up to date technology of the day. It was originally intended to carry four sentient-piloted combat airspeeders safely into a combat zone but the designers found they could carry twice that number in compact automated fighters instead. Equipped with powerful shield generators designed to deflect even the most powerful ground-based fire the AFC represents an impressive foe on the battle field. While not armed, the AFC does carry eight Arakyd droid interceptors which can either operate on their own or be controlled from within the carrier itself. However, for security reasons, each droid fighter is programmed to self-destruct if its link to the command ship is severed, to prevent the fighter from falling into enemy hands. Typically AFCs are positioned above a battle on the surface to provide ground forces with adequate air support. They have been deployed in large numbers during a number of major conflicts in which they proved to be the deciding factor in the outcome. The droid interceptors effectively lay down an unrelenting attack upon any and all enemy aircraft, ground vehicles and troops. The main downfall of the AFC is its sheer size. At nearly 79 meters in length it is perhaps one of the largest repulsorlift vehicles to ever be sent into combat. Its size makes it extremely difficult to transport from planet to planet as most starships are physically unable to store the immense machines. Due to this, the AFC was never as common of a sight across the galaxy as the Republic wanted it to be. Model: Feleini-Arat RepulsorMotors AFC; Type: Mobile strike carrier; Scale: Walker; Skill: Repulsorlift operation: AFC; Length: 78.6 meters; Crew: 4; Skeleton: 2/+15; Crew Skill: Repulsorlift operation 4D, sensors 4D; Cargo Capacity: 1 metric ton; Cover: Full; Cost: Not available for sale; Maneuverability: 1D; Move: 55; 160 kmh; Altitude Range: Ground level - 250 meters; Body: 4D; Shields: 4D; Sensors: Scan: 100m/1D, Search: 250m/2D; Airspeeder Complement: 8 Arakyd Droid Interceptors (see below) Hot Rod Airspeeder Craft: Hot Rod Airspeeder; Type: Airspeeder; Scale: Speeder; Length: 6.23 meters; Skill: Repulsorlift Operation: Hot Rod Airspeeder; Crew: 1; Crew Skill: 5D in all applicable skills; Passengers: 1; Cargo Capacity: None; Cover: ; Altitude Range: Ground level to 5,000 meters; Cost: 55,000 (new), 22,000 (used); Maneuverability: 3D+2; Move: 250; 720 km/h; Body Strength: 2D INT-4 The Interceptor is a design which dates back to the Old Republic. The Empire soon replaced these with newer designs. They can however, still be found on many planets in the Outer Rim, in the hands of law enforcement agencies, and also at some Rebel Alliance bases. When landed, the wings can be folded up to the sides of the craft for more efficient storage; when folded, two Interceptors can be stored inside a standard 2000 cubic meter transport container. Craft: Republic Sienar Systems Interceptor; Type: Imperial Combat Airspeeder; Scale: Speeder; Skill: Repulsorlift op: Airspeeder; Crew: 1; Passengers: 0; Cover: Full; Capacity: 10kg; Move: 210; 600km/h; Maneuverability: 1D+2; Body Strength: 3D+1; Altitude Range: ground-250m; Cost: not available for sale Blaster Cannon: Fire Arc: Front; Skill: Vehicle blasters; Fire Control: 1D; Range: 10-250/600/1Km; Damage: 3D MandalMotors Combat Airspeeder This was a model of combat airspeeder produced by MandalMotors during the last decades of the Old Republic. The Shadow V was 6.5 meters in length, and required a pilot and gunner to operate. It was armed with a double laser cannon, and could carry up to ten kilograms of cargo and a single passenger. Craft: MandalMotors Shadow V Combat Airspeeder; Type: Combat Airspeeder; Scale: Speeder; Length: 6.5 meters; Skill: Repulsorlift Operation: Shadow V; Crew: 1 pilot, 1 gunner; Crew Skill: Varies; Passengers: 1;

Cargo Capacity: 10 kilograms; Cover: Full; Altitude Range: Ground Level 550 meters; Cost: 50,000 (new), 25,000 (used); Maneuverability: 2D; Move: 280; 800 km/h; Body Strength: 4D Double Laser Cannon: Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 50300/800/1.5km; Damage: 4D+2 Nubian Cloudbus This vehicle, produced by Nubia Star Drives, Incorporated, was used throughout the galaxy for public mass transportation. Its elongated-oval shaped fuselage measured 10.5 meters in length, and could accommodate up to thirty-six passengers and 200 kilograms of cargo. Craft: Nubian B4 Cloudbus; Type: Airspeeder Transport; Scale: Speeder; Length: 10.5 meters long; Skill: Repulsorlift Operation: B4 Cloudbus; Crew: 2; Crew Skill: 4D in all applicable skills; Passengers: 36; Cargo Capacity: 200 kilograms; Cover: Full; Altitude Range: Ground level to 75,000 meters; Cost: 88,000 (new), 37,500 (used); Maneuverability: 1D; Move: 243; 700 km/h; Body Strength: 6D PCBU Used by planetary police forces during the last decades of the Old Republic, this was a droid-piloted police cruiser that provided backup to organic police officers. It was originally developed to assist the Coruscant law enforcement agency, especially in areas such as the Crimson Corridor. It was armed with a pair of turretmounted laser cannons and contained a collection of sensors, scanners, and disruptors. Craft: Police Cruiser Backup Unit; Type: Law Enforcement Airspeeder; Scale: Speeder; Length: 5 meters; Skill: Repulsorlift Operation: PCBU; Crew: 1 Droid; Crew Skill: 5D in all applicable skills; Passengers: None; Cargo Capacity: 10 kilograms; Cover: Full; Altitude Range: Ground level to 4,000 meters; Cost: 16,000 (new), 8,000 (used); Maneuverability: 2D+1; Move: 87; 250 km/h; Body Strength: 2D 2 Swivel Laser Cannons (fire separately): Fire Arc: Turret; Skill: Vehicle Blasters; Fire Control: 2D; Range: 50-300/1,000/2,000 m; Damage: 5D Pols Anaxes Airspeeder Craft: Pols Anaxes Airspeeder; Type: Airspeeder; Scale: Speeder; Length: 3.6 meters; Skill: Repulsorlift Operation: Pols Anaxes Airspeeder; Crew: 1; Crew Skill: 3D in all applicable skills; Passengers: 4; Cargo Capacity: 30 kilograms; Cover: Full; Altitude Range: Ground to 500 meters; Cost: 11,000 (new), 8,000 (used); Maneuverability: 1D; Move: 190; 550 km/h; Body Strength: 2D Rebel Alliance Combat Snowspeeder Converted Incom T-47 airspeeder used on Hoth by the Alliance as a low-altitude fighter craft. They had to be specially modified to operate in the extreme cold of Hoth's ecology, as well as to survive military duty. They are heavily shielded, and the standard cockpit has been replaced with a Y-wing cockpit pod. They are twoman ships, and have two heavy laser cannons (one on each wing) and a rear-mounted harpoon cannon. The modifications performed by the Alliance limited the T-47's ceiling to only 175 kilometers. Craft: Rebel Alliance Combat Snowspeeder (custom-designed frame and power plant); Type: Modified combat Airspeeder; Scale: Speeder; Length: 5.5 meters; Skill: Repulsorlift operation: airspeeder; Crew: 1, gunners:1(can coordinate); Crew Skill: Varies Widely; Cargo Capacity: 10 Kilograms; Cover: Full; Altitude Range: Ground level-250 meters; Cost: 50,000 (used only; black market only); Move: 350; 1,000 kmh; Maneuverability: 3D; Body Strength: 3D Double Laser Cannons (fire-linked): Fire Arc: Front; Skill: Vehicle blasters; Fire Control: 2D; Range: 50300/800/1.5 KM; Damage: 4D+2 Power Harpoon: Fire Arc: Rear; Crew: 1(co-pilot); Skill: Missile Weapons; Fire Control: 2D; Range: 2550/100/200; Damage: 3D (none if tow cable and fusion disk are used) Repulsorlift Service Platform Craft: Xanqar Levitator SU-4; Type: Airspeeder; Scale: Speeder; Length: 5 meters; Skill: Repulsorlift Operation: Repulsorlift Service Platform; Crew: 1; Crew Skill: Varies; Passengers: 6; Cargo Capacity: 100 kilograms; Cover: ; Altitude Range: Up to 250 meters; Cost: 12,000 (new), 6,000 (used); Maneuverability: 0D+1; Move: 18; 50 km/h; Body Strength: 2D Rothana LAAT/c Walker Deploying Gunship This version of Rothana Heavy Engineering's Low-Altitude Assault Transport ship was designed to carry AT-TE walkers and other cargo into battle. Derived from the design of the LAAT/I gunship, the LAAT/C had the lower hold completely removed. It was equipped with heavy grasping arms that held the AT-TE in place while descending to a planet's surface. These arms them released the AT-TE onto the battlefield. The LAAT/c measured 17.4 meters in length. Craft: Rothana Heavy Engineering LAAT/c Walker Gunship; Type: Airspeeder; Scale: Speeder; Length: 17.4 meters; Skill: Repulsorlift Operation: LAAT/i Attack Gunship; Crew: 6; Crew Skill: All skills typically at 6D; Passengers: None; Cargo Capacity: 1 metric ton + 1 AT-TE Walker; Cover: Full; Altitude Range: Up to 1,000 meters; Cost: 65,000 (new), 40,000 (used); Maneuverability: 2D+1; Move: 216; 620 km/h; Body Strength: 4D 2 Mass Driver Missile Launchers (fire-linked): Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 1D; Range: 50-250/1000/3000m; Damage: 6D

3 Anti-Personnel Laser Cannons (fire separately): Fire Arc: Partial Turret (1 front/right/left, 1 front/right/rear, 1 front/left/rear); Skill: Vehicle Blasters; Scale: Character; Fire Control: 0D; Range: 350/200/400m; Damage: 8D 4 Composite Beam Pinpoint Laser Turrets (fire separately): Fire Arc: Turret; Skill: Vehicle Blasters; Fire Control: 2D; Range: 10-75/150/300m; Damage: 4D 2 Rocket Launchers (4 missiles each): Fire Arc: Front; Skill: Missile Weapons; Fire Control: 1D; Range: 2000m; Damage: 5D Rothana LAAT/i Attack Gunship Developed and manufactured by Rothana Heavy Engineering, the Low-Altitude Assault Transport/Infantry gunship was designed to carry clone troopers into battle from an Acclamator-class transport. Measuring 17.4 meters in length, each LAAT/i was armed with three anti-personnel laser turrets, a pair of massdriver missile launchers, a light air-to-air rocket launcher, and four composite-beam laser turrets. Two of these turrets were remotely-operated, and located on the wings of the LAAT/i. The other two were manned by clone troopers, and were mounted on an armature that deployed the turret from the main hold to an outboard firing position. One pilot and a co-pilot/gunner were required to operate the LAAT/i, which could also carry two turret gunners and up to thirty clone troopers. An IM-6 battlefield medical droid completed the personnel of the LAAT/i, which provided remote medical support to the troopers which were delivered to the battlefield. If personnel were not carried in the main hold, the gunship could deliver four military speeder bikes or 17 cubic meters of materiel. Craft: Rothana Heavy Engineering LAAT/i Attack Gunship; Type: Airspeeder; Scale: Speeder; Length: 17.4 meters; Skill: Repulsorlift Operation: LAAT/i Attack Gunship; Crew: 6; Crew Skill: All skills typically at 6D; Passengers: 30 (troops); Cargo Capacity: 2 tons; Cover: Full; Altitude Range: Up to 1,000 meters; Cost: 65,000 (new), 40,000 (used); Maneuverability: 2D+1; Move: 216; 620 km/h; Body Strength: 4D 2 Mass Driver Missile Launchers (fire-linked): Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 1D; Range: 50-250/1000/3000m; Damage: 6D 3 Anti-Personnel Laser Cannons (fire separately): Fire Arc: Partial Turret (1 front/right/left, 1 front/right/rear, 1 front/left/rear); Skill: Vehicle Blasters; Scale: Character; Fire Control: 0D; Range: 350/200/400m; Damage: 8D 4 Composite Beam Pinpoint Laser Turrets (fire separately): Fire Arc: Turret; Skill: Vehicle Blasters; Fire Control: 2D; Range: 10-75/150/300m; Damage: 4D 2 Rocket Launchers (4 missiles each): Fire Arc: Front; Skill: Missile Weapons; Fire Control: 1D; Range: 2000m; Damage: 5D

Vehicles Other
ALV-36C/D Arctic Light Assault Vehicle The Imperial Army has always been successful in arctic assault conditions - with their elite Blizzard Force snowtroopers and their ever-capable AT-AT and MT-AT assault teams, the Army is nearly unstoppable in coldweather situations. However, they have a distinct lack of vehicles appropriate for arctic, mountainous conditions. The Army's typical response to this is to send in snowtroopers, speeder bike scouts, and other repulsorcraft, but experience has shown that converting repulsors for efficient usage in cold-weather situations is time-prohibitive. Many times the opposing force has long since retreated by the time drop ships arrive. IMS' ALV-36D "Avalanche" Arctic Light Assault Vehicle is the answer. Fast, powerful, and above all, versatile, the Avalanche is perfect for light search and destroy missions in mountainous/arctic regions. Piloted by one man, it has two short range repeating blasters attached on either side of the cockpit and a four-mine launcher in the rear. The D version also has the ability to glide and fly (for limited periods) via an ultra thin parasail - repulsorlifts were deemed inappropriate for the Avalanche. The Avalanche's only drawbacks are a lack of armor and the inability to operate for more than a week without re-supply (though it may seem unnecessary, many arctic missions can be extremely long and distant from a base). All in all, however, the Army is getting a potent assault craft with the Avalanche. Tactical Deployment: The Avalanche is to be deployed with Blizzard Force and other cold-weather assault teams as circumstances dictate. With some modification, Avalanches can also be used on water or for limited air patrols (must be launched from a hill, mountain, or other high area). Currently, Avalanches are being sent to all ISDs and ISD-IIs for inclusion with their onboard arsenal. ISD Type Xs are also getting priority dispensation. Craft: IMS' ALV-36C/D "Avalanche" Arctic Light Assault Vehicle; Type: Light cold-weather attack craft; Length: 3.4 meters; Scale: Speeder; Skill: Ground vehicle ops: Avalanche ALAV; Crew: 1; Crew Skill: Ground vehicle ops 5D+1, vehicle weapons 3D+1; Cover: ; Cargo Capacity: 20 kg; Consumables: 3 days; Move: Varies (downhill: 70; 200 km/h; uphill: 30; 90 km/h; flying: 50; 150 km/h [D-version only]); Maneuverability: Varies (downhill: 2D; uphill: 1D; flying: 2D+1); Body Strength: 2D; Weight (unloaded): 1.1 metric tons; Max Weight (loaded): 1.5 metric tons Two Short-Range Light Repeating Blasters (fire-linked): Fire Arc: Front; Skill: Vehicle weapons; Fire Control: 1D; Range: 5-35/100/225; Damage: 5D

Mine Launcher: Fire Arc: Rear; Skill: Vehicle weapons; Fire Control: 1D; Blast Radius: 1/3/5; Damage: 6D+2; Ammo: 4 Anaxes Groundcoach Craft: Anaxes Groundcoach; Type: Keffi-Drawn Coach/Ground Vehicle; Scale: Speeder; Length: 4.2 meters; Skill: Beast Riding: Teamster; Crew: 1; Crew Skill: 4D in all applicable skills; Passengers: 4; Cargo Capacity: 200 kilograms; Cover: 1/4 (driver & servant), full (passengers); Cost: 42,000 (new), 28,000 (used); Maneuverability: 0D+2; Move: 20; 55 km/h; Body Strength: 1D+1 Bongo Submersible This was the Gungan name for a small submersible vehicle. The Gungans literally grew several forms of bongo subs from organic material. Different designs were created for traveling beneath the surface of the planet Naboo, out of site of the native human population. Each bongo resembled an ocean creature, as the Gungan designers drew inspiration from squid and skates. The passenger and cargo compartments are sealed from the surrounding water by small, hydrostatic force fields, using the same technology employed to create Gungan cities. Despite their uniqueness, most bongos employed control systems which were fairly standard. The bongo sub was propelled by a grouping of long, tentacle-like devices - known as electromotive tentacles - which hung behind the bongo and rotated, providing propulsion. Most personal-use bongos were of the tribubble configuration, measuring about 15 meters in length, including the drive tail, and could reach speeds of 85 kilometers per hour. They had seating for three, which included the pilot and two passengers. Up to 600 kilograms of cargo could be stored in two modules, and an escape pod was often included for use in case of emergency. In order to be able to surface in case of emergency, bongos were equipped with special hydrostatic chambers that were sealed with sponge like material. In order to dive, these chambers were filled with heavy oil, which the sponge readily absorbed. These chambers could then be purged of the oil, allowing the bongo to rise. Craft: Otoh Gunga Bonmeken Cooperative Tribubble Bongo; Type: Submarine; Scale: Speeder; Length: 15 meters; Skill: Watercraft Operation: Submarine; Crew: 1 pilot; Crew Skill: Varies; Passengers: 2; Cargo Capacity: 1600 kilograms (800 kilograms per cargo bubble); Cover: Full; Altitude Range: N/A; Cost: 23,000 (new), 12,500 (used); Maneuverability: 1D; Move: 80; 230 km/h; Body Strength: 4D Boss Nass' Custom Bongo Craft: Heavily Modified Otoh Gunga Bonmeken Cooperative Monobubble Bongo; Type: Submarine; Scale: Speeder; Length: 14.25 meters; Skill: Watercraft Operation: Submarine; Crew: 1 Pilot; Crew Skill: Unique; Passengers: 2; Cargo Capacity: None; Cover: Full; Altitude Range: n/a; Cost: Not available for sale; Maneuverability: 2D+1; Move: 122; 350 km/h; Body Strength: 3D+2; Weapons: None, though this bongo is designed for ramming apply an additional 2D of damage to opposing vehicles who are rammed. Fishing Trawlers Craft: Ubrikkian 222 Heavy Fishing Trawler; Type: Fishing Trawler; Scale: Capital; Length: 170 meters; Skill: Watercraft Operation: Ubrikkian 222; Crew: 303; Crew Skill: Varies, typically 4D in all pertinent skills; Passengers: 770; Cargo Capacity: 800 metric tons; Cover: ; Cost: 350,000 (new), 75,000 (used); Maneuverability: 0D; Move: 25; 70 km/h; Body Strength: 2D+1 Turbolaser Cannon: Fire Arc: Turret; Skill: Capital Ship Gunnery; Fire Control: 3D; Range: 6-30/70/150 km; Damage: 4D Lifepod Craft: Noloh Gunga Repulsor Lifepod; Type: Lifeboat; Scale: Speeder; Length: 6.8 meters; Skill: Watercraft Operation; Crew: 1; Crew Skill: Varies; Passengers: 6; Cargo Capacity: 150 kilograms; Cover: Full; Cost: 3,500 (new), 1,700 (used); Maneuverability: 0D; Move: 18; 50 km/h; Body Strength: 2D+1 Monobubble Racing Bongo Craft: Modified Otoh Gunga Bonmeken Cooperative Monobubble Bongo; Type: Submarine; Scale: Speeder; Length: 13.75 meters; Skill: Watercraft Operation: Submarine; Crew: 1 pilot; Crew Skill: Watercraft Operation 8D; Passengers: 2; Cargo Capacity: None; Cover: Full; Altitude Range: N/A; Cost: 16,000 (used); Maneuverability: 2D; Move: 105; 300 km/h; Body Strength: 2D+2 Racing Wings Craft: Racing Wing; Type: Homemade Parawing Racer; Scale: Speeder; Length: 5 meters; Skill: Repulsorlift Operation: Racing Wing; Crew: 1; Crew Skill: 6D in all applicable skills; Passengers: None; Cargo Capacity: None; Cover: ; Altitude Range: Up to 250 meters; Cost: 4,000 (new), 2,000 (used); Maneuverability: 2D; Move: 21; 60 km/h; Body Strength: 1D Shiny Glider Craft: YubYub Shipyard's Shiny class assault glider; Type: Medium assault glider; Scale: Character; Length: 2.5 meters; Skill: Glider operation: Shiny class glider; Crew: 1; Crew skill: Glider operation, Vehicle blasters, Grenades; Cargo capacity: Yeah, right..; Cover: From below: none; from above: ; Altitude range: How high were you when you launched? There you go; Cost: 5,000 (New) really this one is new;

Maneuverability: 1D; Move: Varies depending on angle of attack; Body strength: 3D (Character scale remember...) 2 Blaster rifles: Model: Sorosuub Stormtrooper one blaster rifle; Type: Blaster rifle; Scale: Character; Skill: Vehicle blasters: shiny blaster rifle; Ammo: 100; Fire rate: 1; Range: 3-30/100/300 meters; Damage: 5D; Notes: Each one of these is mounted near the steering controls for easy firing access. 2 Thermal detonator bombs: Model: Standard Thermal Detonator; Type: Explosive; Scale: Character; Skill: Bomb weapons: Shiny thermal detonator; Range: If its under you, its fair game; Blast radius: 02/8/12/20; Damage: 10D/8D/5D/2D; Notes: The Rocks from ROTJ have been replaced with thermals because they were shinier than the rocks..... Skimmersubs Craft: Noloh Gunga Bongoform Skimmersub; Type: Aquatic Submersible; Scale: Speeder; Length: 9.25 meters; Skill: Watercraft Operation: Skimmersub; Crew: 1; Crew Skill: Varies; Passengers: 4; Cargo Capacity: 18,000 kilograms; Cover: Full when sealed, when open; Maximum Depth: 500 meters; Cost: 16,000 (new), 7,500 (used); Maneuverability: 1D+1; Move: 143; 410 km/h; Body Strength: 3D+1 SDAV The SDAV is the aquatic version of the STAP speeder platforms that the Battle Droids use to travel quickly over the surface of the planet. They hold a single battle droid with the piloting module, and generate thrust from a single turbine engine mounted in the rear. They are fast and maneuverable, and though they do not bear powerful weapons they are excellent scouts and patrol vehicles. Their folding-fin design allows them to move speedily when folded into the main body, or gives them an increased firing angle when extended. These craft were employed by the Trade Federation in hunting down the Gungans as they fled from Otoh Gunga. While partially successful, the droid pilots still suffered from the inability to think for themselves, and the amphibious Gungans were able to avoid the majority of them. Craft: Baktoid Armor Workshop's Single Droid Aquatic Vehicle; Type: Aquatic Transport; Scale: Speeder; Length: 4.1 meters; Skill: Repulsorlift operation: SDAV; Crew: 1; Crew Skill: Repulsorlift operation 3D+2, vehicle blasters 2D; Passengers: 0; Cargo Capacity: 10kg; Cover: Full; Cost: 10,000; Move: 61; 175 kph; Body Strength: 2D; Maneuverability: 3D Laser Cannon x3: Fire Arc: Front; Crew: 1; Skill: Vehicle blasters; Fire Control: 2D; Range: 50100/200/500; Damage: 3D Thrall Herder This was a species of immense, armored creatures used by the Yuuzhan Vong to control their slave populations. The 9.5-meter-long thrall herder had a dome-shaped carapace that served as protection, and it moved about on thousands of cilia-like legs. These creatures could also spit a glob of pure plasma across a great distance, an action that could be used for attack of defense. When ridden into battle by a Yuuzhan Vong warrior, the thrall herder used a specialized surge-coral device to control up to 600 enslaved beings, forcing them to fight as the first wave of a ground assault. In this way, the Yuuzhan Vong could save their own warriors - as well as Chazrach warriors - for the final assault. Craft: Yuuzhan Vong Thrall Herder; Type: Control "Vehicle"; Scale: Walker; Length: 9.5 meters; Skill: Beast Riding: Thrall Herder; Crew: 1; Crew Skill: Beast Riding: Thrall Herder 5D; Passengers: None; Cargo Capacity: 1,000 kilograms; Cover: None; Cost: Unknown; Maneuverability: 1D; Move: 13; 38 km/h; Body Strength: 2D+1 2 Plasma Cannons: Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 1D; Range: 10-50/100/200; Damage: 3D Trade Federation AAT-W The AAT-W is the water variant of the Armored Assault Tank used by the Trade Federation. The differences are numerous, but the basic design is the same. Instead of a large turret atop the vessel, the AAT-W has a high-powered blaster cannon mounted in its nose. It also has two fragmentation torpedo launchers for heavy assaults - one forward, one aft. Other modifications from the basic AAT design include a sonar search system, stronger hull, and the lack of a strong repulsorlift system. In order to be taken back to base, the AAT-W lifts off of the surface approximately 0.5 meters, and then is picked up by a specialized landing barge (type C-9877) which has a crane apparatus. The AAT-W also acts as a relay system between the aqua droids and the droid control ship - the drones are too small to carry high-power equipment such as that needed to pierce through the water and atmosphere all the way to the Droid Control Ship. Craft: Baktoid Armor Workshop "Aqua Tank" Armored Assault Tank Water; Type: Medium hydrotank; Length: 11.1 meters; Scale: Speeder; Skill: Water vehicle ops: AAT-W; Crew: 1; gunners: 1; Crew Skill: Vehicle weapons 4D, water vehicle ops 4D+2; Cover: Full; Cargo Capacity: 25 kilograms; Move: 18; 50 kmh; Maneuverability: 1D; Body: 5D; Weight (unloaded): 9.6 metric tons; Max Weight (loaded): 11.7 metric tons; Depth Range: Sea level - 3,500 meters (Ground level - 0.5 meters); Sensors: Search (sonar): 1km/2D+1 High-Powered Blaster Cannon: Fire Arc: Forward; Crew: 1; Skill: Vehicle weapons; Fire Control: 3D; Range: 10-40/65/110; Damage: 4D+2

2 Fragmentation Torpedo Launchers: Fire Arc: 1 forward, 1 aft; Crew: Pilot; Ammo: 6 (each); Skill: Vehicle weapons; Fire Control: 1D; Range: 2-20/80/160; Blast Radius: 1-10/15/30; Damage: 7D/4D/1D (shrapnel and concussion damage) Trade Federation AAS The AAS was a well-used underwater assault vehicle that helped drive the Gungans from their underwater home of Otoh Gunga. While the surface assault was relatively easy for the Trade Federation, they were mostly unprepared for the underwater cities of the Gungans. The AAS vehicles were useful in not only transporting troops, but also in suppressing resistance by destroying entire sections of the Gungan city. Though most of the Gungans escaped the wrath of the mechanical attackers, the AAS force managed to eliminate the few that remained behind in the city to make a last stand. Craft: Baktoid Armor Workshop's Armored Attack Submersible; Type: Assault Sub; Scale: Speeder; Length: 9.2 meters; Skill: Repulsorlift operation: AAS; Crew: 2, gunners: 1 skeleton: 1/+10; Crew Skill: Repulsorlift operation 3D+2, vehicle blasters 2D; Passengers: 4 Battle Droids; Cargo Capacity: 100kg; Cover: Full; Cost: 70,000; Move: 45; 130 kph; Body Strength: 5D; Maneuverability: 1D Two Heavy Laser Cannons: Fire Arc: Front; Crew: 1; Skill: Vehicle blasters; Fire Control: 2D; Range: 50-500/1.5/3 km; Damage: 5D Two Plasma Torpedo Launchers (8 Carried): Fire Arc: Forward; Crew: 1; Skill: Vehicle blasters; Fire Control: 2D; Range: 50-100/300/500; Damage: 8D Trade Federation Gunboat This aquatic vehicle was specially-commissioned by the Trade Federation when it being preparing for its invasion of Naboo. It was designed to operate in the swamps and rivers of the planet, with heavy underplating to protect against underwater obstacles. It was equipped with heavy-duty engines and armor plating, and was armed with a turret-mounted twin laser cannon. The gunboat measured six meters in length, and required a pilot to operate. It could transport up to 40 kilograms of cargo and three passengers. Craft: Trade Federation Gunboat; Type: Watercraft/Gunboat; Scale: Speeder; Length: 6 meters; Skill: Watercraft Operation: Gunboat; Crew: 1 pilot; Crew Skill: Watercraft Operation 4D; Passengers: 3; Cargo Capacity: 40 kg.; Cover: ; Cost: 18,000 (new), 9,000 (used); Maneuverability: 1D; Move: 35; 100 km/h; Body Strength: 3D+2 Heavy Laser Cannon: Fire Arc: Turret; Skill: Vehicle blasters; Fire Control: 2D; Range: 50-500/1/2km; Damage: 6D Energy Bombs (10 total): Fire Arc: Rear; Skill: Missile Weapons; Fire Control: 2D; Range: 2-12/25/50m; Damage: 4D Trawler Escape Submersible Craft: Ubrikkian BBE Repulsorsub; Type: Aquatic Submersible; Scale: Starfighter; Length: 36 meters; Skill: Watercraft Operation: Repulsorsub; Crew: 3; Crew Skill: Varies; Passengers: 45; Cargo Capacity: 70,000 kilograms; Cover: Full; Maximum Depth: 300 meters; Cost: 21,000 (new), 16,000 (used); Maneuverability: 1D; Move: 103; 295 km/h; Body Strength: 3D+2 Tria Blue Craft: Ubrikkian Private Shipwright's Contract GBX-005; Type: Sea Yacht; Scale: Starfighter; Length: 70 meters; Skill: Watercraft Operation: GBX-005; Crew: 5 (1 pilot, 2 engineers, 1 navigator, 1 gunner); Crew Skill: All pertinent skills at 6D; Passengers: 45; Cargo Capacity: 2 metric tons; Cover: to Full cover; Cost: Not available for sale (2.9 million estimated); Maneuverability: 2D; Move: 140; 400 km/h; Body Strength: 6D+1; Shields: 3D 2 Dual Turbolaser Cannons (fire-linked): Fire Arc: Front Turret; Scale: Capital; Skill: Capital Ship Gunnery; Fire Control: 4D; Range: 6-30/70/150 km; Damage: 5D 2 Proton Hydrotorpedo Launchers: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Range: 50500/1.5/3 km; Damage: 9D Tria Blue's Escape Sub Craft: Modified Ubrikkian BBK Repulsorsub; Type: Aquatic Submersible; Scale: Starfighter; Length: 13.5 meters; Skill: Watercraft Operation: Repulsorsub; Crew: 5 (1 pilot, 2 engineers, 1 navigator, 1 gunner); Crew Skill: All pertinent skills at 6D; Passengers: 25; Cargo Capacity: 33,000 kilograms; Cover: Full; Maximum Depth: 2,000 meters; Cost: Not available for sale (100,000 estimated); Maneuverability: 2D+1; Move: 38; 110 km/h; Body Strength: 2D+2; Shields: 3D 2 Dual Turbolaser Cannons (fire-linked): Fire Arc: Front Turret; Scale: Capital; Skill: Capital Ship Gunnery; Fire Control: 4D; Range: 6-30/70/150 km; Damage: 5D 2 Proton Hydrotorpedo Launchers: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Range: 50500/1.5/3 km; Damage: 9D Tsik Vai Flier This was the name given to the small, skyhopper-like ground vehicles which were created by the Yuuzhan Vong. Like all Yuuzhan Vong vehicles, the tsik vai were grown, rather than built. Each tsik vai was

equipped with a collection of whip like tentacles that were used to capture a target or prey. In shape, the tsik vai resembled a huge seabird or flat sea ray, with dovin basals studding its body to give it life and propulsion. The neck sac of a tsik vai could be distended to reveal bright red flesh, and was used to signal other craft in the vicinity. The wings of this craft were flexible, and it "breathed" through a set of gills on its flanks, which whistled as it moved through the air. The average length of these vessels was about nine meters, and they required a pilot to operate. Craft: Tsik Vai; Type: Organic Flying "Vehicle"; Scale: Speeder; Length: 9 meters; Skill: Beast Riding: Tsik Vai; Crew: 1; Crew Skill: Beast Riding: Tsik Vai 5D; Passengers: 1; Cargo Capacity: 12 kilograms; Cover: Full; Altitude Range: Ground level to 1.5 kilometers; Cost: Unknown; Maneuverability: 2D+1; Move: 242; 680 km/h; Body Strength: 4D+2 12 Tendrils: Fire Arc: Any; Skill: Vehicle Blasters; Fire Control: 4D; Range: 1-3/10/30; Damage: 2D per round Notes: Tendrils that hit deal damage each round while simultaneously drawing the target 5 meters closer. Breaking free of the tendrils requires an opposed Strength or Body Strength against the tsik vai's Body Strength (modified for scale). The tendrils themselves have a Speeder-scale Strength rating of 3D for the purposes of resisting damage. Vert'bo Airship This was the name given to the enormous, balloon-powered airships which were used by the Fia to move cargos across the surface of their home world of Galantos. Craft: Vert'bo Airship; Type: Air/Ground Transport; Scale: Speeder; Length: 22 meters; Skill: Dirigible: Vert'bo Airship; Crew: 2; Crew Skill: 7D in all applicable skills; Passengers: 40; Cargo Capacity: 1 ton; Cover: Full; Altitude Range: Ground level to 5,000 meters; Cost: 50,000 (new), 28,000 (used); Maneuverability: 0D; Move: 21; 60 km/h (flying)/10; 30 km/h (ground); Body Strength: 8D Deck-Mounted Blaster Cannon: Fire Arc: Turret; Skill: Vehicle Blasters; Fire Control: 2D; Range: 350/150/300; Damage: 5D 2 Swivel Laser Cannons (fire separately): Fire Arc: Turret; Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-50/100/200; Damage: 5D V-Fin Submersible Icebreaker This submersible vessel was used on the planet Rhinnal as an ice breaker. It was used by hunters and explorers to reach the polar regions of the planet. It measured 9.5 meters in length, and could transport up to ten passengers and twenty metric tons of cargo. The V-Fin required a pilot and co-pilot to operate. Craft: V-Fin Submersible Icebreaker; Type: Aquatic Submersible; Scale: Walker; Length: 9.5 meters; Skill: Watercraft Operation: V-Fin; Crew: 2; Crew Skill: 5D in all applicable skills; Passengers: 10; Cargo Capacity: 20 tons; Cover: Full; Depth Range: Surface level to 2,000 meters; Cost: 26,000 (new), 11,000 (used); Maneuverability: 1D+2; Move: 40; 115 km/h; Body Strength: 2D Sonic Drill: Fire Arc: Front; Skill: Vehicle Blasters; Fire Control: 2D; Range: 3-50/100/200; Damage: 9D WAC-26B Light Hydrotank The WAC-26B "Jaeger" Light Hydrotank is IMS' first venture into hydrocraft. It is a sparingly explored field in the military areas, mainly because of the ocean tending to be a place for explorers nowadays. But IMS and several other corporations wish to change that view. The Jaeger is the first in a line of hydrocraft designed for battle. The Jaeger, because it is the first, only has a blaster turret. But as technology and research progresses, we should learn more. The power generation onboard the Jaeger is hydronic, meaning that it only needs a starting ignition to get it going, and then the craft's speed drives water through 6 impellers. This allows the Jaeger to go quite fast. The hull is duratritium alloy, which is molecularly-bonded duranium and tritanium. This allows the craft to survive such high speeds. In order to get the Jaeger from a space borne craft to the surface, modified drop ships have been made that can carry 6 of the hydrotanks rapidly from orbit. The drop ship lands on the water, the water level is matched inside and out, and the nose opens up, allowing the Jaegers to disembark directly into the water. This model has been modified for ease of use. It now has sensors, allowing the pilot to see farther and anticipate terrain changes. However, cargo capacity has been lowered to 400kg, and speed has been lowered because of space constraints and power loss. Tactical Deployment: Jaegers currently are being tested on Aldreen, Chombir, and Jctithi, all Class-N water worlds. The most efficient deployment pattern tested as of yet is the elongated diamond, which looks like a chevron with five elements and a defender in the rear center of the formation. Craft: IMS' WAC-26B "Jaeger" Light Hydrotank; Type: Light assault watercraft; Length: 7.1 meters; Scale: Speeder; Skill: Hydrocraft ops: WAC-26 Jaeger; Crew: 1, gunners: 1; Crew Skill: Hydrocraft ops 5D+1, vehicle shields 4D, vehicle sensors 3D, vehicle blasters 4D+2; Cover: ; Cargo Capacity: 400 kilograms; Move: 90; 285 km/h; Maneuverability: 2D+2; Body: 2D+1; Shields: 1D+1 (one fire arc only); Weight (unloaded): 4.6 metric tons; Max Weight (loaded): 5.0 metric tons; Altitude Range: Sea level; Sensors: Search (steering): 2km/2D Light Blaster Turret: Fire Arc: Turret; Crew: 1; Skill: Vehicle blasters; Fire Control: 1D; Range: 1050/65/90; Damage: 3D; Damage: 6D+2

Warkeeper This Yuuzhan Vong creature was bio-engineered to act as a protector and defender of a thrall herder. Resembling a slug and measuring about twenty-two meters in length, the warkeeper was covered with an armored shell that was studded with heavy spikes. These spikes were specially-created plasma emitters, capable of spraying globs of plasma fire at anything with two kilometers of its position. In order to protect the warkeeper, the Yuuzhan Vong also implanted a dovin basal into the creature's body, allowing it to absorb enemy attacks while it kept the thrall herder free to control its captives. The Yuuzhan Vong warrior commanding the warkeeper had to be constantly vigilant, for this dovin basal could also suck in unsuspecting thralls. Craft: Yuuzhan Vong Warkeeper; Type: Ground Assault "Vehicle"; Scale: Walker; Length: 22 meters; Skill: Beast Riding: Warkeeper; Crew: 2; Crew Skill: Beast Riding: Warkeeper 5D; Passengers: None; Cargo Capacity: 2,300 kilograms; Cover: None; Cost: Unknown; Maneuverability: 1D; Move: 18; 50 km/h; Body Strength: 7D+1; Shields: 2D+1 (dovin basal) 16 Plasma Cannons: Fire Arc: 4 front, 4 left, 4 right, 4 rear; Skill: Vehicle Blasters; Fire Control: 2D; Range: 5-500/1000/2,000 meters; Damage: 3D

STARSHIPS
Starfighters
A-9 Vigilance Interceptor A fast, highly maneuverable starfighter built by Kuat Drive Yards, the A-9 was pulled out of the design archives in order to help fill the gap left by the loss of so many TIE Fighters during the Galactic Civil War. However, when the Alliance defeated the Empire at the Battle of Endor, many of KDY's factory worlds were the sites of rebellion and revolt. One such world was the prime manufacturing site of the A-9. When all was said and done, the A-9 found its way to the New Republic's arsenal instead of the Imperial fleet. The craft is 7.4 meters in length, and is armed with a pair of heavy turbolaser cannons. Like the TIE Fighter, the A-9 has no hyperdrive, although it is capable of speeds approaching 1,300 kph. Craft: Kuat Drive Yards A-9 Vigilance Interceptor; Type: Territorial defensive interceptor; Scale: Starfighter; Length: 7.4 meters; Skill: Starfighter piloting: A-9; Crew: 1; Crew Skill: Starfighter piloting 4D+2, starship gunnery 4D+1; Cargo Capacity: 55 kilograms; Consumables: 1 day; Cost: 185,000 new; Maneuverability: 1D; Space: 12; Atmosphere: 450; 1,300 km/h; Hull: 2D+2; Sensors: Passive: 10/1D, Scan: 35/2D+1, Search: 60/3D+1, Focus: 3/4D 2 Heavy Turbolaser Cannons (can be fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 5D (6D when fire-linked) A-9LR Vigilance The A-9LR Vigilance is the long range variant of the A-9. The A-9B was designed at the height of the Imperial civil war by Kuat Drive Yards, mainly to deploy at their own shipyards and factories. The A-9LR is slightly slower and less maneuverable than the original A-9 but boasts a slightly stronger pair of laser cannons. The main fuselage was elongated, allowing room for a gunner/navigations officer directly behind the pilot. The hull is a simple affair, with a central control cockpit pod that contains the sensor arrays, weapons, and all computer systems. Two wings connect to the powerful engines which are as long as the ship's frame and each have their own power generators. The laser cannons have their own power generator as well, and the computer control system can reroute power from any of these generators to any other portion of the ship, allowing the pilot to cut power to the weapons and limp home even if the engine power generators are taken out. Craft: Kuat Drive Yards' A-9LR Vigilance; Type: Long range strike interceptor; Scale: Starfighter; Length: 10.4 meters; Skill: Starfighter piloting: A-9LR; Crew: 2; Skeleton: 1; Crew Skill: Starfighter piloting 4D+2, starship gunnery 4D+1, astrogation 5D; Cargo Capacity: 40 kilograms; Consumables: 5 days; Hyperdrive Multiplier: x2; Nav Computer: Limited to 4 jumps; Maneuverability: 4D; Space: 11; Atmosphere: 450; 1,300 kmh; Hull: 3D; Sensors: Passive: 10/1D, Scan: 35/2D+1, Search: 60/3D+1, Focus: 3/4D 2 Heavy Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D+2 Adumari Blade-32 Starfighter The Adumari Blades were designed on the remote planet of Adumar, for use in defending the planet from outsiders. Wedge, Hobbie, Janson, and Tycho visited the planet in hopes of gaining use of their munitions productions facilities, and while there tested out the local fighters. Though lacking shields or a hyperdrive, these craft can certainly take more of a beating than most ships due to the strength of their hulls. They are well put-together craft, though they suffer from sluggish maneuverability not unlike the Y-Wing. Additionally, they boast a pair of rear-firing lasers, allowing a pilot being pursued by an enemy craft to defend its rear as well as going through maneuvers. They can also carry a payload of 10 missiles, as opposed to the standard of 6-8 missiles, which gives them extended usefulness in prolonged combat. Their internal systems are drastically different from those of most New Republic and Imperial ships, making adjusting to the new ship style difficult for most pilots. Colonel Celchu speculated that by adding a

hyperdrive and shields, though losing speed and maneuverability, the craft could become a fine dedicated bomber or anti-capital ship craft for the New Republic, though this theory went untested by Republic engineers. Craft: Tarrvin-on-Kallik Blade-32 Starfighter; Type: Aerospace superiority starfighter; Scale: Starfighter; Length: 12.6 meters; Skill: SF piloting: Blade-32; Crew: 1; Crew Skill: SF piloting 4D, SS gunnery 5D+1; Cargo: 65 kg; Consumables: 2 days; Cost: 55,000 (new), 25,000 (used); Maneuverability: 2D+2; Space: 7; Atmosphere: 295; 850 km/h; Hull: 5D; Sensors: Passive 15/1D, Scan 45/1D+2, Search 75/2D+1, Focus 4/3D 4 Laser Cannons (fire-linked by pairs): Fire Arc: 2 front, 2 rear; Crew: Pilot; Skill: SS gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D 2 Concussion Missile Launchers: Fire Arc: Front; Crew: Pilot; Skill: SS gunnery; Fire Control: 4D; Ammo: 10 (5 each); Space Range: 1/3/7; Atmosphere Range: 50-100/300/700; Damage: 7D Advanced Droid Starfighter The Advanced Droid Starfighter is only a slight improvement over the first model. Replacing the energy torpedoes are actual proton torpedoes, and the laser cannon count has been doubled. Additionally, the fighter is slightly faster than the previous droid starfighter, and has increased in size slightly. The starfighter is also still controlled by the droid control ship, but some have had independent droid brains installed as the Clone Wars approach. Craft: Xi Char Variable Geometry Self-Propelled Battle Droid, Mk. 2; Type: Advanced Droid starfighter; Scale: Starfighter; Length: 3.5 meters; Skill: SF piloting: advanced droid starfighter; Crew: None; Crew Skill: SF piloting 4D, SS gunnery 3D+2, sensors 3D; Passengers: None; Cargo Capacity: None; Consumables: None; Cost: 60,000 (new), 19,000 (used); Maneuverability: 2D+2; Space: 10; Atmosphere: 415; 1180 km/h; Hyperdrive Multiplier: None; Nav Computer: No; Hull: 4D; Shields: 0D; Sensors: Passive: 5/0D, Scan: 15/1D, Search: 25/2D, Focus: 1/3D 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: SS gunnery; Fire Control: 0D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 6D 2 Proton Torpedo Launchers: Fire Arc: Front; Skill: SS gunnery; Fire Control: 3D; Space Range: 13/7/15; Atmosphere Range: 100-300/700/1500m; Ammo: 4 torpedoes each; Damage: 9D Aeolus Assault Bomber The Aeolus Assault Bomber was designed as a Black Ops bomber. It has a Nav Computer and close to state of the art hyperdrive. It is designed to drop into a system undetected, using stealth systems, and get into the atmosphere. Once in the atmosphere it will drop into a terrain following mode at high speeds. It has a cluster of Long-Reach missiles for use against enemy fighter patrols, to take them down at long range with one hit. Then it also has Hellfire incendiary missiles to obliterate ground targets such as bunkers, garrisons, and factories. Also the ship can be equipped with a tactical nuclear warhead for use on large scale targets such as a city targeted for wiping out. The ship was designed as a counter to the Scimitar Assault Bomber, however the Empire managed to hijack several shipments of the fighters and they saw use on both sides during the time of the Reborn Emperor. Craft: Sorosuub Aeolus Assault Bomber; Type: Atmospheric Assault bomber; Era: 5.5 Years Post-Endor; Scale: Starfighter; Length: 16.8 meters; Crew: 1; Consumables: 3 Days; Cost: Not Available For Sale; Maneuverability: 1D+2; 3D (in atmosphere); Hyperdrive Multiplier: x2; Nav Computer: Yes; Space: 7; Atmosphere: 310; 890 kmh; Hull: 3D+1; Shields: 1D+2; Sensors: Passive: 20/1D, Scan: 25/1D+2, Search: 40/2D, Focus: 2/3D 2 Laser Cannons (fire-linked): Fire Arc: Turret; Skill: Starship gunnery; Space Range: 1-3/12/25; Atmosphere Range: 100-250/900/1 km; Damage: 4D+2 Long-Reach Missile Launcher (8 Missiles): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-2/8/15; Atmosphere Range: 0.1-0.2/0.8/1.5 km; Damage: 9D 12 HellFire Incendiary Missiles: Scale: Walker; Fire Control: 3D; Range: 340/1.2/2.4 km; Blast Radius: 45 meters; Damage: 4D (penetration), 7D (warhead) Tactical Nuclear Warhead: Scale: Capital; Body Strength: 1D+1; Fire Control: 4D; Range: 1-25/100/250 km; Blast Radius: 5/15/25/50 km; Damage: 9D/5D/3D/1D and 4D/3D/2D/1D (ionization; EMP damage); Game Notes: A nuclear blast unleashes a vast amount of radiation that will last for centuries, roll as follows: 1-5 km (Heroic Survival roll every round), 6-15 km (Very Difficult Survival roll every hour), 16-25 km (Difficult Survival roll every 6 hours), 26-50 km (Moderate Survival roll every 12 hours), 51-100 km (Easy Survival roll once a day), 101-200 km (Very Easy Survival roll once a week) Game Notes: Stealth Systems, add +3D to Sensor Difficulty to detect the Aeolus Bomber. Aethersprite Delta-7 Advanced A modified design of the Delta-7 starfighter often used by the Jedi, the Delta-7 Advanced features its own hyperdrive that allows the ship to enter hyperspace without the use of a TransGalMeg Industries Hyperdrive Booster Ring. Though this makes the craft slightly bulkier and reduces space speed by a small amount, the ship's increased versatility makes it ideal for missions where the Jedi is to be outside of civilized space for a while. Only a small number of these craft are available during the height of the Jedi. Craft: Kuat Systems Engineering Delta-7 Aethersprite Advanced; Type: Ranged Interceptor Starfighter; Scale: Starfighter; Length: 8 meters; Skill: starfighter piloting: Aethersprite; Crew: 1; Crew Skill: astrogation

4D, starfighter piloting 4D+1, starship gunnery 3D+2, starship shields 3D; Passengers: 0; Cargo Capacity: 40 kilograms; Consumables: 2 weeks; Cost: 200,000 new, 175,000 used; Hyperdrive Multiplier: x1; Nav Computer: No; Astromech programmed with 5 jumps; Maneuverability: 2D; Move: 400, 1,150 km/h; Space: 9; Hull: 2D+1; Shields: 1D; Sensors: Passive: 20/0D, Scan: 45/1D+1, Search: 85/2D+2, Focus: 4/4D Two Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D Aethersprite Heavy Assault Starfighter The Heavy Assault version of the Aethersprite was designed just before the Clone Wars and saw some production just in time for the conflict to begin. The ship's design is essentially the same as the Aethersprite Delta-7, but with an expanded armament and boosted shields. The ship is actually made of military-grade parts, and as such suffers few negative effects of the altered design. Craft: Kuat Systems Engineering Aethersprite Heavy Assault Starfighter; Type: Ranged Interceptor Starfighter; Scale: Starfighter; Length: 8 meters; Skill: starfighter piloting: Aethersprite; Crew: 1; Crew Skill: astrogation 4D, starfighter piloting 4D+1, starship gunnery 3D+2, starship shields 3D; Passengers: 0; Cargo Capacity: 40 kilograms; Consumables: 2 weeks; Cost: 260,000 new, 195,000 used; Hyperdrive Multiplier: x1; Nav Computer: No; Astromech programmed with 5 jumps; Maneuverability: 2D; Move: 400, 1,150 km/h; Space: 9; Hull: 2D; Shields: 2D; Sensors: Passive: 20/0D, Scan: 45/1D+1, Search: 85/2D+2, Focus: 4/4D Two Laser Cannons (fire-linked) x3: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D A-Wing The generalized name of the Dodonna/Blissex RZ-1 Starfighter, this ship was designed from the R-22 Spearhead. It was a flat, one-man, wedged-shaped snub fighter built for the Alliance after the loss of Echo Base and prior to the Battle of Endor. The A-Wing was designed, as its name implies, by Jan Dodonna and Walex Blissex. Because the Alliance was short on funds, most A-Wings were custom-built in private shops. As an example, the ship Tycho Celchu flew at the Battle of Endor had its cockpit inlaid with Fijisi wood. It measured 9.6 meters in length, and was designed for interception and long-range reconnaissance. One unique feature of the A-wing was the short hydro-servo bearing installed in each wingtip, allowing the pilot to tilt the laser cannons up to 60 degrees up or down. Its top sublight speed was 120 MGLT, and it could maneuver at 1,300 kilometers per hour in an atmosphere. It had limited navcomp capabilities, being able to calculate only 2 jumps before requiring recalibration. One obscure aspect of the A-Wing's design came to light after the Battle of Endor, when Arvel Crynyd used his ship to single-handedly destroy the Executor. The A-Wing's unique shape, coupled with its speed and its highly-explosive fuel system, made the starfighter a manned projectile weapon of incredible destructive capability. Craft: Alliance A-wing Starfighter; Type: Interceptor and multi-purpose starfighter; Scale: Starfighter; Length: 9.6 meters; Skill: Starfighter piloting: A-wing; Crew: 1; Crew Skill: Starfighter piloting 4D+2, starship gunnery 4D+1, starship shields 3D; Cargo Capacity: 40 kilograms; Consumables: 1 week; Cost: 175,000 new; Hyperdrive Multiplier: x1; Nav Computer: Limited to two jumps; Maneuverability: 4D; Space: 12; Atmosphere: 450; 1,300 KMH; Hull: 2D+2; Shields: 1D; Sensors: Passive: 30/0D, Scan: 50/1D, Search: 75/2D, Focus: 4/3D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/1.5KM; Damage: 5D Enemy-Targeting Jammer: Fire Arc: All; Skill: Sensors; works against all starfighters within range; Fire Control: 0D; Space Range: 1-3/7/15; Atmosphere Range: 100-300/700/1.5KM; Damage: -2D from fire control B-Wing Designed by Admiral Ackbar and the Verpine colonies of Slayn and Korpil as part of the Shantipole Project, the B-Wing (the B stands for blade) looks like a flying cross, with the control pod at the top, retractable wings at the sides, and laser guns at the top and bottom. The canopy is also gyroscopically leveled by a unique stabilization mechanism that allows the entire ship to rotate around the canopy. This is difficult to maintain, and can leave the pilot disoriented if it locks up. The Quadex Kyromaster stardrive is located at the center of the cross. The whole ship flies sideways. The entire ship is 16.9 meters in length, at its longest dimension. Originally designed without a hyperdrive, it was later modified to include a hyperdrive and limited navcomp capabilities. It is limited to two hyperspace jumps before the navcomp requires recalibration. It can make 950 kilometers per hour in an atmosphere, and has been rated at 90 MGLT in open space. The B-Wing is equipped with active and passive sensors, a single laser cannon, two proton torpedo launchers, three fire-linked medium ion cannons, and two auto-blasters. The single laser cannon can be fired at low power in continuous mode, doing no damage but acting as a near-perfect targeting mechanism. While this makes the B-wing very effective, it also allows the enemy to effectively target the B-wing in return. Craft: Slayn & Korpil B-Wing; Type: Heavy assault fighter; Scale: Starfighter; Length: 16.9 meters; Skill: Starfighter piloting: B-wing; Crew: 1; Crew Skill: Starfighter piloting 5D, starship gunnery 4D+2, starship shields 3D+1; Cargo Capacity: 45 kilograms; Consumables: 1 week; Cost: 220,000 new; Hyperdrive Multiplier: x2; Nav Computer: Limited to two jumps; Maneuverability: 1D+1; Space: 6; Atmosphere: 330; 950 KMH; Hull: 3D; Shields: 2D; Sensors: Passive: 30/0D, Scan: 50/1D, Search: 75/2D, Focus: 4/4D+1

1 Laser Cannon: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/1.5 km; Damage: 7D 2 Proton Torpedo Launchers: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1/3/7; Atmosphere Range: 100/300/700; Damage: 9D 3 Medium Ion Cannons (fire-linked): Skill: Starship gunnery; Fire Control: 4D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6 km; Damage: 4D 2 Auto Blasters: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-8/25/40; Atmosphere Range: 100-800/2.5/4 km; Damage: 3D B-Wing/E & E2 This modification to the original Slayn & Korpil B-Wing design - known as the B-Wing Expanded - was first proposed by Admiral Ackbar and the Verpine after the Battle of Yavin. The B-Wing Expanded had an elongated cockpit that allowed a gunner to assist the pilot on missions. This allowed the pilot to concentrate on piloting, and resulted in the B-Wing accounting for an increased number of kills in battle. It was faster and tougher than the original B-Wing, but was somewhat less maneuverable. There were two models of B-Wing/E: the first was simply a military ship, while the second generation (known as the B-Wing/E2) was designed as a personal military shuttle. Ackbar used one of these E2-designs as his own shuttle, which he was forced to crash on the planet Vortex after it had been tampered with by Terpfen. The E2 was a new version of the two-man B-Wing, produced for the New Republic shortly before the Yuuzhan Vong invasion. Craft: Slayn & Korpil B-Wing/E Assault Fighter; Type: Heavy assault fighter; Scale: Starfighter; Length: 16.9 meters; Skill: Starfighter piloting: B-wing; Crew: 1; Crew Skill: Starfighter piloting 5D, starship gunnery 4D+2, starship shields 3D+1; Cargo Capacity: 50 kilograms; Consumables: 1 week; Cost: 250,000 new; Hyperdrive Multiplier: x2; Nav Computer: Limited to two jumps; Maneuverability: 1D; Space:7; Atmosphere: 350; 1,000 KMH; Hull: 5D; Shields: 2D+2; Sensors: Passive: 30/0D, Scan: 65/1D, Search: 80/2D, Focus: 4/4D+1 2 Laser Cannon (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/1.5 km; Damage: 8D 1 Proton Torpedo Launchers (8 torpedoes carried): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1/3/7; Atmosphere Range: 100/300/700; Damage: 9D 3 Medium Ion Cannons (fire-linked): Skill: Starship gunnery; Fire Control: 4D; Space Range: 1-5/9/40; Atmosphere Range: 50-100/500/4 km; Damage: 4D Note: The B-wing/E2 is identical to the B-wing/E except that it adds a second proton torpedo launcher. The optional ammo magazine attachment carries 12 more proton torpedoes, but lowers the b-wing/E2's maneuverability to +2. C-73 Tracker This outdated starfighter was produced by Subpro before the Z-95 Headhunter. Most of them had been relegated to museums at the height of the New Order, but a few were maintained in credit-poor pirate fleets. The C-73 measured 11.5 meters in length, and was armed with a front-mounted double laser cannon. It was short-range fighter, lacking a hyperdrive. Craft: Subpro C-73 Tracker; Type: Multi-purpose starfighter; Scale: Starfighter; Length: 11.5 meters; Skill: Starfighter piloting: C-73 Tracker; Crew: 1; Crew Skill: Varies widely; Cargo Capacity: 60 kilograms; Consumables: 1 day; Cost: 20,000 credits (used); Maneuverability: 1D; Space: 6; Atmosphere: 330; 950 kmh; Hull: 2D; Sensors: Passive 10/0D, Scan 15/1D, Search 20/1D+1, Focus 2/3D Double Laser Cannon: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D+1; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D Chiss Clawcraft Resembling a TIE-style fighter, the Chiss Clawcraft is a highly advanced starfighter with unknown performance limits. It is known that it has extreme maneuverability and four laser cannons. It also bears a strong resemblance to fifth and sixth generation TIE models. It has only been seen in combat once or twice, but has proven extremely deadly to the Yuuzhan Vong. Craft: Chiss Clawcraft; Type: Starfighter; Scale: Starfighter; Length: 7.65 meters; Skill: Starfighter Piloting: Chiss Clawcraft; Crew: 1; Crew Skill: Typically 8D in relevant skills; Passengers: None; Cargo Capacity: 25 kilograms; Consumables: 1 week; Cost: Not available for sale; Hyperdrive Multiplier: x1.5; Nav Computer: No; Maneuverability: 5D+1; Space: 12; Atmosphere: 470; 1,350 km/h; Hull: 2D; Shields: 1D+1; Sensors: Passive: 25/1D+1, Scan: 40/2D+1, Search: 60/3D+1, Focus: 4/4D 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5; Damage: 7D CloakShape Fighter Developed by the old Kuat Systems Engineering Company, the CS fighter was a slow, underpowered, but quite durable starfighter. A few of them survived the Galactic Civil War, seeing duty in smuggler fleets. First introduced several decades before the Clone Wars, the CS Fighter was a simple design, easily modified for

specific uses. Because of this, very few unmodified ships could be found by the time of the Battle of Yavin. The CS could be modified in a number of ways, mainly with the addition of Curich Engineering's rear wing and stabilizer conversion kit. This kit, which improved maneuverability and allowed the addition of a hyperdrive sled, was so popular that many people forget it wasn't part of the original design. The CloakShape fighter measured 15 meters in length, and was armed with a pair of laser cannons and two concussion missile launchers. In the original, unmodified state, a CloakShape fighter could attain speeds of 950 kilometers per hour in atmosphere. Craft: Kuat Systems Engineering CloakShape Fighter; Type: Stock multi-purpose starfighter; Scale: Starfighter; Length: 15 meters; Skill: Starfighter piloting: CloakShape; Crew: 1; Crew Skill: Varies; Cargo Capacity: 40 kilograms; Consumables: 1 day; Cost: 15,000(stock and used); Maneuverability: 1D+1; Space: 6; Atmosphere: 330; 950 km/h; Hull: 4D+2 Double Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D+2; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7 km; Damage: 4D+2 Dual Concussion Missile Launchers (fire-linked): Fire Arc: Turret; Skill: Missile weapons; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700; Damage: 7D Maneuvering Fin: Cost: 5,000; Maneuverability: 2D+2 Hyperdrive Sled: Cost: 15,000; Hyperdrive Multiplier: x3; Nav Computer: Uses R1 unit Clone Fighter (V-19 Starfighter) The V-19 Starfighter, casually referred to as the Clone Fighter, was the primary short range assault starfighter used by the Galactic Republic during the conflict against the Confederacy of Independent Systems. The Clone Fighter follows the design philosophy of the Republic military perfectly: powerful and just like all the others of its kind. Each starfighter is equipped with a pair of blaster cannons and a pair of concussion missile tubes giving it considerable firepower for a starfighter of its size. The Clone Fighter incorporates a folding and swiveling wing array, allowing it to take off and land vertically while maintaining exceptional maneuverability in space. Though the Clone Fighter was eventually replaced by the cheaper and more fragile TIE Fighter, it was still produced in large numbers and carried aboard almost all Acclamator-class capital ships. Craft: Slayn & Korpil V-19 Clone Fighter; Type: Short Range Assault Starfighter; Scale: Starfighter; Length: 9 meters; Skill: Starfighter Piloting: Clone Fighter; Crew: 1; Crew Skill: Sensors 3D, Starfighter piloting 3D, Starship gunnery 3D, Starship shields 3D; Cargo Capacity: 20 kg; Consumables: 2 days; Maneuverability: 3D+1; Space: 9; Atmosphere: 400; 1,150 km/h; Hull: 3D+1; Shields: 1D+1; Sensors: Passive: 20/1D, Scan: 35/2D, Search: 55/3D, Focus: 4/3D+2 Two Blaster Cannons: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 13/12/25; Atmosphere: 100-300/1200/2500; Damage: 5D Two Concussion Missile Launchers: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Ammo: 3 each; Space Range: 2-15/35/50; Atmosphere Range: 200-1500/3.5/5km; Damage: 8D CR-2 Starfighter Although quite popular in its day (about 30 years before INCOM started the first run of the Z-95 Headhunter) the CR-2s original configuration is now a bit outdated. Fortunately it is easily modified to improve weapons, engines and shields. While it was originally used as an assault fighter, now its most common roles are planetary defense for systems that cant afford more modern ships (and dont merit Imperial protection), or support fighters for pirate groups. Craft: Incom CR-2 Starfighter; Type: Starfighter; Scale: Starfighter; Length: 8.4 meters; Skill: Starfighter piloting: CR-2; Crew: 1; Crew Skill: Astrogation 5D, starship gunnery 6D, starfighter piloting 6D+1, starship shields 4D, sensors 3D; Passengers: None; Cargo Capacity: 65 kg; Consumables: 1 day; Cost: 70,750 (new); Hyperdrive Multiplier: x3; Hyperdrive Backup: None; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 300; 900 km/h; Hull: 3D; Shields: 1D; Sensors: Passive: 15/0D, Scan: 30/1D, Search: 60/2D, Focus: 1/1D 2 Triple-Blaster cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7km; Damage: 3D CR-14 & CR-14/H Fighter The Incom CR-14 Twin Pod Interceptor Class Fighter is quite likely the smallest craft (other than a life pod) to carry 2 people. Its definitely the smallest to do so with this combination of firepower, speed, durability, and maneuverability. The ship has a central core with 2 cockpits. Flanking the core are twin engines that are similar to those found on the A-wings used by the Rebels. Finally off one side is a wing that contains much of the power conversion hardware needed for the laser cannons, as well as the 2 Torpedo launchers and their ammunition. Along with the pilot, the CR-14 can carry a SIO (Sensor Intercept Officer). While the SIO is capable of piloting the ship and firing the weapons from his controls, his primary job it to monitor the power systems, sensors, and shields for the ship. This allows the interceptor to monitor and scan incoming starship traffic, while allowing the pilot to concentrate completely on his flying. The second cockpit also makes the ship particularly good for training missions, allowing an experienced SIO to take the controls if a trainee needs assistance. The only thing the CR-14 lacks is a Hyperdrive, but its intended role in system defense doesnt require it. Although the size of the ship makes hyperdrive difficult INCOMs Research and Development division is

currently working on the CR-14/H, which contains a small hyperdrive. It is expected to have an x1 Hyperdrive (the test pilots are joking that it will be towed on a cable behind the fighter) and cost approximately 184,000 Credits. While the cramped nature of the design will make after-market hyperdrive add ones extremely difficult and expensive, Systems that purchase the CR-14 for their Defense fleets will likely be able to purchase Hyperdrive upgrades kits from INCOM for them within the year. These Hyperdrives will be specially designed for the CR-14, so as to fit where a standard hyperdrive wouldnt. With the armor and shielding of an X-wing, and speed and maneuverability better than an A-wing the CR-14 should be able to deal with any starfighter in the air. Craft: Incom Twin Pod Interceptor; Type: Space Interceptor; Scale: Starfighter; Length: 4.8 meters; Skill: Starfighter piloting: Twin Pod Interceptor; Crew: 1 to 2; Crew Skill: Astrogation 5D, starship gunnery 6D, starfighter piloting 6D+1, starship shields 4D, sensors 3D; Passengers: None; Cargo Capacity: 65 kg; Consumables: 1 day; Cost: 178,600 Cr (CR-14/H: 323,600 Cr); Hyperdrive Multiplier: x1 (CR-14/H); Hyperdrive Backup: None; Nav Computer: Yes (CR-14/H); Maneuverability: 3D; Space: 12; Atmosphere: 450; 1,300 km/h; Hull: 4D; Shields: 2D; Sensors: Passive: 25/0D, Scan: 50/1D, Search: 75/2D, Focus: 3/2D 2 Heavy-laser cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 7D 2 Proton Torpedo Launchers (fire-linked; 16 each): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 9D DDF Dagger-D This form of starfighter was produced by the Duros for police work within the Duros System. Built as part of a joint effort between the Duroi Defense Force and FreiTek, Incorporated, the Dagger-D measured 11.8 meters in length, and was equipped with Novaldex BlasterDrive sublight propulsion system. It was armed with a triple blaster cannon, and could carry up to two passengers - usually prisoners - and eight-five kilograms of cargo. Craft: Duro Defense Force Dagger-D Police Fighter; Type: Starfighter; Scale: Starfighter; Length: 11.8 meters; Skill: Starfighter Pilot: Dagger-D; Crew: 1; Crew Skill: 5D in all applicable skills; Passengers: 2; Cargo Capacity: 85 kilograms; Consumables: 2 days; Cost: 27,500 credits; Maneuverability: 2D+1; Space: 10; Atmosphere: 415; 1,200 km/h; Hull: 2D; Shields: 1D; Sensors: Passive: 30/0D, Scan: 55/1D, Search: 85/2D+1, Focus: 5/4D 2 Triple Blasters (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7 km; Damage: 3D Darth Sidious' Custom Starfighter Darth Sidious, mastermind of evil and Emperor of the Galaxy, commissioned a custom starfighter from Sienar Fleet Systems to act as his personal transport ship when not traveling by shuttle. The cutting-edge starfighter is long, over 14 meters, and boasts a bulbous cargo bay and a long, needle-shaped fuselage. The ship is equipped with a pair of blaster cannons, but the truly unique part of the starfighter comes in two forms. The first is a unique weapon: a lightsaber-hurling cannon. Sidious' starfighter is equipped with a tube like a concussion missile launcher that fires lightsabers (harvested from thousands of Jedi that were killed in the Clone Wars and ensuing Jedi Purge) at nearby spacecraft, cleaving through the hulls and causing breaches. The second unique aspect of the ship is the shield system, which feeds directly on the Force to produce a field of energy almost impenetrable by conventional weapons; Sidious merely channels the Force into his starfighter and the advanced shields do the rest. The starfighter is both fast and agile and takes out its share of Jedi Starfighters. Craft: Darth Sidious' Custom Starfighter; Type: Long Range Attack Starfighter; Scale: Starfighter; Length: 15 meters; Skill: Starfighter Piloting: Sidious' Fighter; Crew: 1; Crew Skill: See Darth Sidious; Cargo Capacity: 400 kg; Consumables: 2 weeks; Maneuverability: 4D+2; Space: 11; Atmosphere: 465; 1,350 km/h; Hull: 6D; Shields: 6D+2*; Sensors: Passive: 40/1D, Scan: 75/2D, Search: 120/3D+1, Focus: 8/4D+2 Two Blaster Cannons: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 13/12/25; Atmosphere: 100-300/1200/2500; Damage: 5D Lightsaber Launcher: Scale: Character; Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 2-15/35/50; Atmosphere Range: 200-1500/3.5/5km; Damage: 5D *Darth Sidious may make an Easy Alter roll at any time to restore the ship's shields to full. Deathraven This starfighter design was the brainchild of Erron Kell, who learned of the durability of the B-Wing bomber during his stint as an Alliance pilot during the Battle of Endor. In the wake of the Empire's defeat, Kell was able to obtain the damaged hulks of two B-Wing/E2 bombers. He called in some favors with his contacts at Kuat Drive Yards, and had them expand the cockpit section while attached both wings to the single cockpit. Each wing was fully equipped with drive systems and weapons, making the ship almost twice as fast and twice as deadly as a B-Wing. It did lack the B-Wing's maneuverability, however, given its ungainly appearance. Craft: Heavily-Modified Slayn & Korpil B-Wing/E2; Type: Heavy Starfighter; Scale: Starfighter; Length: 32 meters; Skill: Starfighter Piloting: Deathraven; Crew: 1; Crew Skill: Unique; Passengers: 1; Cargo Capacity: 250 kilograms; Consumables: 2 months; Cost: Not available for sale (609,000 estimated); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: None; Nav Computer: Limited to two jumps; Maneuverability: 1D+1; Space: 8;

Atmosphere: 365; 1,050 km/h; Hull: 5D; Shields: 5D; Sensors: Passive: 30/0D, Scan: 65/1D, Search: 80/2D, Focus: 4/3D+2 4 Assault Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/15/25; Atmosphere Range: 100-300/1.5/2.5 km; Damage: 8D+2 4 Proton Torpedo Launchers (fire-linked, 10 torpedoes each): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1/5/9; Atmosphere Range: 50-100/500/900; Damage: 9D 8 Light Ion Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-5/9/40; Atmosphere Range: 100-500/900/4 km; Damage: 5D+2 E-wing Type A This starfighter, which was one of the first ships to employ the R7 astromech droid, was the first starfighter to be fully designed and built under the auspices of the New Republic, and was created by FreiTek Incorporated. The ship, while visually like the X-Wing, had a pair of stable wings. It dished out punishment and could take it equally well, being armed with three heavy blaster cannons and a proton torpedo launcher. It used the R7 droid to take advantage of a redesigned hyperdrive system. The only drawback to the E-Wing's weapons systems was the fact that they were based on a synthetic Tibanna gas that isn't as good as the real thing. The New Republic employed several models of the E-Wing. The basic A-Model was equipped with a Class 2 hyperdrive, measured 11.2 meters in length, and could attain speeds of 1,300 kilometers per hour in atmosphere. Craft: Frei'Tek Inc. E-wing Starfighter: Type A; Type: Attack and close support fighter; Scale: Starfighter; Length: 11.2 m.; Skill: Starship Piloting: E-wing; Crew: 1; Crew Skill: (See players skills); Cargo capacity: 110kg.; Consumables: 1 wk.; Cost: 185,000 cr.; Hyperdrive Multiplier: x2; Nav Comp: Uses R7 astromech; Maneuverability: 3D+1; Space: 11; Hull: 5D; Shields: 1D; Sensors: Passive: 30/0D, Scan: 55/1D, Search: 85/2D+1, Focus: 5/4D Triple Heavy Blaster Cannon (fire linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 3D+2; Space Range: 1-3/5/8; Atmosphere Range: 100-300/500/800; Damage: 6D One Proton Torpedo Launcher: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 9D NOTE: When a pilot rolls a mishap while firing the blaster cannon, roll 1D: 1-3 Blaster cannon functions normally; 4 Blaster cannon shorts out for one round but can be repaired with a Very Easy starship weapon repair roll by R7 unit; 5 Blaster cannon burns out. Cannot be repaired in battle. With replacement parts, starship weapon repair difficulty is Moderate and takes one hour; 6 Blaster cannon will explode in 1D rounds doing 8D damage. E-Wing Type B The E-Wing Type B fixed the problem with overloading blaster cannons which plagued the Type A design. The Type A starfighters would often suffer blaster overloads which sometimes resulted in the destruction of the ship completely. In the Type B, Frei'Tek replaced the heavy blaster cannons with laser cannons, thus removing the threat of cannon overloads and eliminating the risk to the pilot and ship. Craft: Frei'Tek Inc. E-wing Starfighter: Type B; Type: Attack and close support fighter; Scale: Starfighter; Length: 11.2 meters; Skill: Starship Piloting: E-Wing; Crew: 1; Crew Skill: (See players skills); Cargo capacity: 110 kilograms; Consumables: 1 week; Cost: 190,000 (new); Hyperdrive Multiplier: x2; Nav Computer: Uses R7 astromech; Maneuverability: 3D+1; Space: 11; Hull: 5D; Shields: 1D; Sensors: Passive: 30/0D, Scan: 55/1D, Search: 85/2D+1, Focus: 5/4D 3 Laser Cannons (fire linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 3D+2; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D Proton Torpedo Launcher: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 9D E-Wing Type C The E-wing type C was created as powerful offensive bomber in tactical situations. The hyperdrives was removed and the wings elongated slightly to allow room for ordinance "hard points" to carry various payloads of warheads. The type c could be quickly configured and loaded up, then launched into a battle. They were designed specifically to be carried and launched from capital ships and carriers into a battle, for use against enemy capital ships. The ship is also slightly slower and much less agile than the typical E-wing, as a result of the extra ordinance; however it is still superior to the ancient x-wing. The Type C was actually a prototype for some of the systems that would later be used in the K-Wing bomber by Sienar Fleet Systems. Craft: Frei'Tek Inc. E-wing Starfighter: Type C; Type: Tactical Assault Bomber; Era: 9 Years Post-Endor; Scale: Starfighter; Length: 11.2 meters; Skill: Starfighter piloting: E-wing; Crew: 1; Crew Skill: Starfighter piloting 5D, starship gunnery 4D+2; Cargo Capacity: 110 kilograms; Consumables: 1 week; Cost: N/A; Maneuverability: 2D+1; Space: 10; Atmosphere: 435; 1,300 kmh; Hull: 5D; Shields: 2D; Sensors: Passive: 30/0D, Scan: 55/1D, Search: 85/2D+1, Focus: 5/4D Triple Heavy Blaster Cannon (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 3D+2; Space Range: 1-3/5/8; Atmosphere Range: 100-300/500/800; Damage: 6D

9 Ordnance Hard points: Fire Arc: Varies; Skill: Starship gunnery; Crew: 1; Fire Control: Varies; Space Range: Varies; Atmosphere Range: Varies; Damage: Varies; Note: The E-wing/C may be fitted with up to 9 concussion missiles (8D), 9 proton torpedoes (9D), or any combination of the two. Other ordnance includes various free-fall bombs, a pair of "eggs" (5D capital scale), 4 heavy rockets (10D), or 2 heavy space bombs (11D). Fil'vye Transport Patrol Escort This Corporate Sector Authority light aerospace patrol fighter was known in spacer jargon as a "gig." It measured 15 meters in length, and could achieve speeds of 950 kilometers and hour in atmosphere. A pilot and a gunner made up the crew, and there was room for two passengers. The Zeta 19 was armed with a pair of laser cannons. Craft: TIS Zeta 19; Type: Escort Fighter; Scale: Starfighter; Length: 15 meters; Skill: Starfighter Piloting: TIS Zeta 19; Crew: 2; Crew Skill: Up to 6D in all appropriate skills; Passengers: 2; Cargo Capacity: 200 kilograms; Consumables: 1 day; Cost: 45,000 (new), 4,500 (used); Maneuverability: 2D; Space: 7; Atmosphere: 350; 1,000 km/h; Hull: 2D+2; Sensors: Passive: 20/0D, Scan: 35/1D, Search: 40/2D, Focus: 2/3D 2 Laser Cannons (fire-linked): Fire Arc: Turret; Skill: Starship Gunner; Fire Control: 1D; Space Range: 1-3/12-25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 5D Notes: The "used" price for this ship seems a bit on the low side. I would suggest a used price of at least 15,000 credits. G-1 Starfighter This was the designation of the starfighter designed by the engineers of BullbaBong and the Theed Palace Space Vessel Engineering Corps, shortly after the Battle of Naboo. At first glance, the G-1 is similar to the N-1 fighter, except that it has been painted forest-green instead of bright yellow. The G-1 was also designed for long periods of independent operation, so it used a slower hyperdrive in order to provide more power to shielding and weapons. Craft: BullbaBong/Theed Palace Space Vessel Engineering Corps G-1 Starfighter; Type: Starfighter; Scale: Starfighter; Length: 11 meters; Skill: Starfighter Pilot: G-1 Starfighter; Crew: 1 pilot/gunner, 1 Astromech droid; Crew Skill: Typically 4D in all skills; Passengers: None; Cargo Capacity: 90 kilograms; Consumables: 2 weeks; Cost: 125,000 (new), 80,000 (used); Hyperdrive Multiplier: x4; Nav Computer: Limited to 10 jumps with Astromech droid; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1050 km/h; Hull: 2D; Shields: 1D+1; Sensors: Passive: 20/0D, Scan: 35/1D, Search: 40/2D, Focus: 2/3D Laser Cannons (2 fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D+2; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km.; Damage: 5D Proton Torpedo Magazine (10 torpedoes): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D+2; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m; Damage: 10D Goonga Munt Goonga This was the name of Scranton Toon's personal starship, a modified Shock Hauler 33. It was armed with four laser cannons and a concussion missile launcher. Craft: Goonga Munt Goonga; Type: Modified Incom Shock Hauler 33; Scale: Starfighter; Length: 14.5 meters; Skill: Starfighter Pilot: Shock Hauler 33; Crew: 1; Crew Skill: Astrogation 4D, starfighter pilot 5D, starship gunnery 4D+1, starship shields 3D+2; Passengers: None; Cargo Capacity: 70 kg.; Consumables: 4 days; Cost: Not available for sale; Hyperdrive Multiplier: x.75; Nav Computer: Yes; Maneuverability: 2D+2; Space: 9; Atmosphere: 400; 1,150 km/h; Hull: 4D; Shields: 1D+1; Sensors: Passive: 15/0D, Scan: 25/1D, Search: 40/2D, Focus: 1/2D 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D 2 Concussion Missile Launchers (fire-linked, 3 missiles each): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/600; Damage: 7D Guardian Mantis This needle-shaped starship was owned and operated by Vana Sage, during the last decades of the Old Republic. It was a prototype design created by Vana and a Xi Char engineer, and was built by the starship wrights of Nubia. The Y-shaped craft was armed with a nano-missile launcher which was guided by an ionenabled sensor tag system, as well as an ion encumbrance system. Craft: The Guardian Mantis; Type: Unique Xi Char creation; Scale: Starfighter; Length: 14 meters; Skill: Starfighter Piloting: Guardian Mantis; Crew: Unique (1 pilot, 1 hardwired astromech); Crew Skill: Astrogation 8D+1, Starfighter piloting 8D+2, Starship gunnery 5D+2, Starship shields 6D+1; Passengers: None; Cargo Capacity: 70 kilograms; Consumables: 1 week; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x5; Nav Computer: Uses an Astromech droid programmed with 10 sets of coordinates; Maneuverability: 2D+2; Space: 9; Atmosphere: 400; 1,150 km/h; Hull: 1D+2; Shields: 1D *; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/4D

2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D Nano Missile Magazine (10 missiles): Fire Arc: Front; Skill: Missile Weapons: Nano Missiles; Fire Control: 3D; Space Range: 1/2/5; Atmosphere Range: 50-100/200/500 meters; Damage: 3D Ion Encumbrance System (10 tags): Fire Arc: Front; Skill: Missile Weapons: IES; Fire Control: 2D; Space Range: 1/2/-; Atmosphere Range: 50-100/200/-; Damage: Special ** *The Guardian Mantis' shields replenish at an increased rate. If damage versus the Mantis results in a "Shields Blown" effect, decrease the ship's shield capacity by +1 pips. If this reduces the shields to 0D, they do not replenish. ** The Ion Encumbrance System launches small projectiles that generate ion fields called "tags." Tags latch onto an enemy vessel if a hit is scored with the weapon. The tag immediately inflicts 2D of ionization damage to the target vessel, and reduces its Space (movement) rating by 1. For each additional tag that latches onto the vessel, the ionization damage is increased by +2D and the ship's Space rating is further reduced. For example, a ship hit by a third ion tag takes 6D of ionization damage. This damage is constant until the tags are physically removed (which calls for a Moderate Starship Repair roll). Gun Tug This unusual starship was developed by Sorosuub during the last years of the Old Republic, as a defensive craft to be used in shipyards for moving and protecting cargo craft. The Gun Tug measured just twelve meters in length, and could be operated by a single pilot and a gunner. The Gun Tug was armed with a pair of blaster cannons, in addition to the two tractor beam generators. Despite the perceived advantages of an armed tug, Sorosuub halted production of the Gun Tug shortly after its introduction. Unsold Gun Tugs found their ways into pirate fleets and scavenging operations. Craft: Sorosuub Gun Tug; Type: Utility Fighter; Scale: Starfighter; Length: 12 meters; Skill: Starfighter Piloting: Gun Tug; Crew: 2 (1 pilot, 1 gunner); Crew Skill: Varies; Passengers: None; Cargo Capacity: 500 kilograms; Consumables: 1 week; Cost: 142,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: None; Nav Computer: Limited to 2 jumps; Maneuverability: 2D+2; Space: 7; Atmosphere: 350; 1,000 km/h; Hull: 3D; Shields: 1D; Sensors: Passive: 20/0D, Scan: 35/1D, Search: 40/2D, Focus: 2/3D 2 Tractor Beams: Fire Arc: Front; Skill: Capital Ship Gunnery; Scale: Capital; Fire Control: 1D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3 km; Damage: 4D 2 Blaster Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7 km; Damage: 5D Havoc This twenty-two-meter-long starship was owned and operated by the Feeorin pirate Nym. It was the first prototype of the Scurrg H-6, a highly experimental and dangerous ship which had been constructed as a prototype bomber by this shipwrights of the Nubian Design Collective. The Nubians decided to scrap the project, much to the dismay of lead engineer Jinkins. It was Jinkins who arranged the theft of the Scurrg H-6 with Nym, and who quit his job on Nubia to join Nym's crew. Jinkins continued to work on the ship, upgrading and enhancing many of its systems. The Havoc was armed with a pair of triple laser cannons on each wing, a turretmounted double laser cannon on its dorsal side, and a plasma scourge. The original proton bomb launcher was replaced with a "bomblet generator", which produced a continuous supply of extremely destructive energy bombs. An additional missile launcher was also installed to fire proximity mines at enemy ships. The Havoc was also well-shielded. Another of the major modifications Jinkins made was on the ship's command systems. The Scurrg H-6 was originally designed for a crew of five. Jinkins modified the controls and added two dedicated astromech droids to allow Nym to fly the ship by himself if necessary. When flown in atmosphere, the Havoc could attain speeds of 1,000 kilometers per hour, and was equipped with a Class 1.5 hyperdrive for interstellar travel. Craft: Modified Prototype Nubian Bomber; Type: Prototype Space Bomber; Scale: Starfighter; Length: 22 meters long; Skill: Starfighter Pilot: Nubian Bomber; Crew: 3 (1 pilot, 1 gunner, 1 navigator); Crew Skill: Astrogation 5D+1, Starfighter Pilot 4D+2, Starship Gunnery 5D+1; Passengers: 3; Cargo Capacity: 10 metric tons; Consumables: 2 weeks; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x10; Nav Computer: Yes; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1050km/h; Hull: 4D+2; Shields: 1D+2; Sensors: Passive: 25/oD, Scan: 50/1D, Search: 75/2D, Focus: 3/4D 3 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 5D+1 3 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 5D+1 Rotating Laser Turret: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D Bomb Chute (10 bombs): Fire Arc: Ventral Chute; Skill: Missile Weapons; Fire Control: 1D; Space Range: 1-2/3/5; Atmosphere Range: 100-200/300/500m; Damage: 8D

I-7 Howlrunner This Incom Corporation starfighter was designed for the Empire, shortly after Incom was nationalized. Its design and production served as a way for Incom to prove itself in the face of the defection of the team which designed the T-65 X-Wing starfighter. It was named for the Kamarian Howlrunner by its designer, Jo Ewsli. In form it resembled a streamlined T-47 airspeeder in shape, being a long, wedge-shaped craft with a rectangular midsection. At the time of its introduction, little was known about the I-7's performance in battle, although initial engagements during the struggle against the clones of Emperor Palpatine on Byss suggested that has excellent maneuverability and could take a lot of punishment. However, later engagements revealed that the ship's minimal weaponry were insufficient to protect it during prolonged dogfights. The ship measured 11.4 meters in length, and was armed with a pair of laser cannons. It lacked a hyperdrive, but could attain speeds of 1,300 kilometers per hour in atmosphere. Although the ship never found widespread use like the TIE Fighter series, it proved effective in response to the Kuat Drive Yards A-9 Vigilance Interceptor and the FreiTek E-Wing during the early years of the New Republic. Craft: Income I-7 "Howlrunner"; Type: Multi-environment attack fighter; Scale: Starfighter; Length: 11.4 meters; Skill: Starfighter Piloting: I-7; Crew: 1; Crew Skill: Starfighter piloting 4D, starship gunnery 4D+1; Cargo Capacity: 80 kilograms; Consumables: 2 days; Maneuverability: 3D+1; Space: 9; Atmosphere: 450; 1300 km/h; Hull: 4D; Shields: 1D+1; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 55/2D, Focus: 3/3D Two Laser Cannons (fire linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 5D+2 Jedi Starfighter This modified Aethersprite-class light interceptor was part of the small fleet of ships maintained by the Jedi Knights, some 22 years before the Battle of Yavin. Used by Obi-Wan Kenobi, the Delta-7 was one of the first ships to be equipped with a TransGalMeg Syliure-31 hyperdrive booster ring, giving it independence from a hyperdrive-equipped support ship. About ten years after the Battle of Geonosis, Kuat Drive Yards sold the entire Delta line to Sienar Fleet Systems, choosing to concentrate on capital ships instead of fighters. Craft: Kuat Systems Engineering Delta-7 Aethersprite-class Starfighter; Type: Starfighter; Scale: Starfighter; Length: 8 meters; Skill: Starfighter Piloting: Delta-7; Crew: 1 and modified astromech droid (can coordinate); Crew Skill: All skills typically at 4D; Passengers: 0; Cargo Capacity: 60 kilograms; Consumables: 1 week; Cost: 180,000 (new), 145,000 (used), both prices are black market value; Hyperdrive Multiplier: x1 (with booster ring, see below); Nav Computer: Uses a modified astromech droid programmed with 10 jumps; Maneuverability: 3D+2; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 2D+2; Shields: 1D; Sensors: Passive: 25/1D, Scan: 45/2D, Search: 65/2D+2, Focus: 3/3D+1 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D Notes: The Delta-7 requires a separate hyperdrive module in the form of a booster ring (the TransGalMeg Industries hyperdrive booster ring). Docking with the ring takes 3 rounds to accomplish, and requires a Difficult Starfighter Piloting skill check (the fighter's maneuverability counts for this roll). Additionally, the Delta-7 incorporates a specially-designed astromech droid (R4-P series), which is hardwired into the starfighter. Without the proper droid, the pilot suffers a -1D penalty to his Astrogation skill checks. The droid suffers the same penalty to both its Astrogation and Starfighter Repair skill checks. K-Wing Bomber The K-wing was designed for the close/precision-bombardment role in planetary assaults (the standoff/area-bombardment role is adequately filled by a number of other platforms). As such, it has been designed for a primary combat environment deep in gravity wells and usually deep in atmosphere. That means big engines and lift-producing wings as well as repulsors. The primary assault modes of the K-wing are divebombing, skip-bombing (with delayed fusing), and lob bombing against fixed targets. With a special ordnance package, it could also be sent against ground-based mobile armor such as the Imperial AT-AT, but this has not yet been tested in combat. As befits a close-in assault platform, the K-wing is heavily armored and shielded. The airframe is specifically engineered to withstand extremely high wing loadings and provide maximum protection to the crew and avionics systems. Viewed head-on, the K-wing resembles a capital K lying on its face - a single center fuselage, two medium straight wings above, two short angled wings below (ending in landing skids). Just outboard of the fuselage on the straight wings are two of the three primary thrust engines; the third is further aft in the fuselage, on the centerline, and has vectored-thrust nozzles. The third engine's vectored thrust allows for nonballistic translations during attack runs, increasing survivability. The four wings have a total of 18 hard points (10 up, 8 down) to which a variety of ordnance packages can be attached. The wings are swept and staggered, with the upper wings set further back than the lower to provide drop clearance. The total weapons payload of a K-wing exceeds that of any other starfighter by a substantial margin, and is the equal of the larger TIE bomber. In some load-out configurations, not all 18 hard points can be used. The K-wing has no integrated air defense capability of its own unless equipped with anti-ship missiles as part of its load-out. However, even when so equipped, the K-wing makes a poor dogfighter, and standard combat protocols call for K-wing missions to receive fighter coverage at no less than a two-to-one ratio - one-toone where possible.

Flight Envelope: details are closely held secrets. In general, the K-wing is not noted for either its rate of acceleration or its top speed in a planetary atmosphere. However, it is known that the K-wing can go supersonic at pressures up to five atmospheres, and can outrun an X-wing in a sufficiently long straight-line race in vacuum. The K-wing is an exception among New Republic starfighters in that it is not equipped with hyperdrive, and must be ferried to the target in a fleet carrier. Eliminating the hyperdrive was a compromise dictated by the demands of the assault role - an extremely strong and compact airframe, dual shield generators, the third engine, and various other redundant systems. As with all larger, multi-crew New Republic starfighters, the K-wing employs smart systems rather than an astromech droid. Initial trials of the K-wing were carried out aboard the training carrier Monitor. The first operational wing was assigned to Task Force Quickfire of the Third Fleet. Craft: Republic Sienar Fleet Systems' K-Wing Bomber; Type: Close/precision aerospace bomber; Scale: Starfighter; Length: 11 meters; Skill: Starfighter Piloting: K-Wing; Crew: 1; gunners: 1; Crew Skill: Starfighter piloting 4D, starship gunnery 4D; Cargo Capacity: 50 kilograms; Consumables: 2 days; Cost: 210,000 (new); Maneuverability: 2D; Space: 9; Atmosphere 435; 1,250 kmh; Hull: 3D+2; Shields: 2D; Sensors: Passive 20/1D, Scan 35/2D, Search 70/3D, Focus 3/3D+2 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Crew: 1; Fire Control: 2D; Space Range: 1-3/13/25; Atmosphere Range: 100-300/1.3/2.5 km; Damage: 5D 18 Ordnance Hard points: Fire Arc: Front; Skill: Starship gunnery; Crew: 1; Fire Control: Varies; Space Range: Varies; Atmosphere Range: Varies; Damage: Varies; Note: The K-wing may be fitted with up to 18 concussion missiles (9D), 18 proton torpedoes (9D), or any combination of the two. Other ordnance includes various free-fall bombs, a pair of "eggs" (5D capital scale), 8 heavy rockets (10D), or 4 heavy space bombs (11D). Designer Notes: This version of the K-wing was created using the Black Fleet Crisis FAQ, something that hasn't been used to create any of the various K-wing versions floating around on the internet yet. The capsule was taken from this FAQ. Mist Hunter This is the name of Zuckuss' personal starship. It was specially commissioned by Zuckuss and a group of Gand venture capitalists, with a Byblos Drive Yards G-1A transport ship as the base. It made extensive use of combat cloud car repulsorlift technology. Craft: Modified Byblos G-1A Starfighter; Type: Fighter; Scale: Starfighter; Length: 15 meters; Skill: Starfighter Pilot: G-1A; Crew: 1 or 2; Crew Skill: Unique; Passengers: 8 (in concealed compartment); Cargo Capacity: 1 metric ton; Consumables: 1 month; Cost: Not available for sale (307,500 estimated); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x10; Nav Computer: Yes; Maneuverability: 1D+1; Space: 7; Atmosphere: 350; 1,000 km/h; Hull: 4D; Shields: 3D; Sensors: Passive: 30/0D, Scan: 50/1D, Search: 75/2D, Focus: 4/4D+1 2 Assault Lasers (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 8D Tractor Beam: Fire Arc: Turret; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 4D Miy'til Assault Bomber This starfighter was developed by the Hapes Consortium from the basic designs of the Miy'til Fighter. It measured twenty meters in length, and required a pilot and co-pilot to operate. It was armed with a pair of laser cannons and two concussion missile tubes, each of which carried sixteen heavy missiles. Despite their design roots, the Miy'til Assault Bomber never saw widespread utilization, even within the Hapan Navy. Craft: Hapes Consortium Miy'til Assault Bomber; Type: Bomber; Scale: Starfighter; Length: 20 meters; Skill: Starfighter Pilot: Miy'til Assault Bomber; Crew: 2; Crew Skill: Varies; Passengers: None; Cargo Capacity: 400 kilograms; Consumables: 2 days; Cost: 200,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Astromech droid holds 10 jumps; Maneuverability: 1D+2; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 4D; Shields: 2D; Sensors: Passive: 25/0D, Scan: 50/1D, Search: 75/1D+2, Focus: 3/3D+1 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-4/15/30; Atmosphere Range: 100-400/1.5/3 km; Damage: 5D 2 Concussion Missile Tubes (fire-linked, 16 heavy concussion missiles each): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1/5/9; Atmosphere Range: 50-100/500/900 m; Damage: 10D Miy'til Fighter This Hapan starfighter is a short, sleek craft measuring just over seven meters in length. The batshaped design has the cockpit and engines mounted between two forward-sweeping wings. The craft's small size means that the Hapan engineers had to miniaturize many of its components. Each wing is tipped with an ion cannon, and a triple blaster cannon sits just beneath the cockpit. The Miy'til employs an R2 astromech droid to assist with in-flight operations and navigation. The Miy'til fighter is propelled by four Incom 6X4 fusial thrust engines, but its speed is relatively low compared to the A-Wing fighter.

Craft: Hapes Cluster Miy'til Fighter; Type: Heavy Combat Starfighter; Scale: Starfighter; Length: 7.5 meters; Skill: Starfighter Pilot: Miy'til Fighter; Crew: 1 (plus astromech); Crew Skill: Astrogation 3D+2, Starship gunnery 3D+1, Starfighter piloting 4D, Starship shields 3D+2; Cargo Capacity: 25 kilograms; Consumables: 1 week; Cost: 210,000 (new); Hyperdrive Multiplier: x1.5; Nav Computer: Astromech droid holds 10 jumps; Maneuverability: 3D; Space: 9; Atmosphere: 400; 1,150 km/h; Hull: 3D+1; Shields: 1D+1; Sensors: Passive: 25/0D, Scan: 50/1D, Search: 75/1D+2, Focus: 3/3D+1 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D+2; Space Range: 1-4/15/30; Atmosphere Range: 100-400/1.5/3 km; Damage: 5D Concussion Missile Tube (fire-linked, 5 carried): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1/5/9; Atmosphere Range: 50-100/500/900 m; Damage: 9D Modified TIE Advanced x1 Craft: Modified TIE Advanced x1; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 7.8 meters; Skill: Starfighter Piloting: TIE Advanced x1; Crew: 1; Crew Skill: Varies; Passengers: None; Cargo Capacity: 150 kilograms; Consumables: 5 days; Cost: 78,400 credits (used only); Hyperdrive Multiplier: x4; Nav Computer: Limited to 10 jumps; Maneuverability: 1D+1; Space: 10; Atmosphere: 415; 1,200 km/h; Hull: 3D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D 2 Heavy Blaster Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D Proton Torpedo Launcher (16 torpedoes): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700 m; Damage: 9D Modified TIE Bomber Craft: Modified Sienar Fleet Systems TIE Bomber; Type: Dedicated Light Space Bomber; Scale: Starfighter; Length: 7.8 meters; Skill: Starfighter Piloting: TIE Bomber; Crew: 2; Crew Skill: Varies; Passengers: None; Cargo Capacity: 15 metric tons (bomb bay); Consumables: 2 days; Cost: 72,500 credits (used only); Hyperdrive Multiplier: x6; Nav Computer: Limited to 10 jumps; Maneuverability: 0D; Space: 6; Atmosphere: 295; 850 km/h; Hull: 4D+1; Sensors: Passive: 20/0D, Scan: 35/1D, Search: 50/2D, Focus: 3/2D+2 2 Point Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 3D Concussion Missile Launcher (16 heavy missiles): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D+1; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700 m; Damage: 9D Naboo N-1 Starfighter This starfighter design was created for the use of the Royal Naboo air defense fleet by the Theed Place Space Vessel Engineering Corps. It was a sleek, needle-shaped craft with two short wings. It employed an astromech droid to offload key functions from the single pilot. Unlike future designs which load the astromech from the top, the smaller N-1 loaded the droid from the bottom. The legs and lower body fit snugly into position, and the droid's head was raised up to extend above the fuselage. This allowed greater connectivity to the ship's computers and freed up valuable space. The wings supported a pair of modified Nubian 221 sublight engines arranged in a J-type, or twin-radial, configuration, which made the craft extremely maneuverable in atmospheres. With this configuration, the N-1 had a top atmospheric speed of 1,100 kilometers per hour. The N1 was also equipped with a Nubian Monarc C-4 hyperdrive for interstellar travel. The ship was armed with a pair of laser cannons and a proton torpedo launcher, and had a sophisticated sensor and shielding suite. Overall, the N-1 fighter measured eleven meters in length. The distinctive rat-tail which extended from the rear of the ship housed a computer communications package that allowed ground-based controllers on Naboo to relay battle information to each N-1 starfighter while in combat. In keeping with the Naboo culture and ecology, the N-1 was also equipped with propulsion systems that produced a limited amount of emissions. The ship's yellow fuselage was contrasted with a highly-polished chromium finish, which indicated that the ship served the ruler of Naboo. Craft: Theed Palace Space Vessel Engineering Corps N-1 Royal Starfighter; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 11m.; Skill: Starfighter Piloting; Crew: 1 pilot/1 astromech droid; Crew Skill: Starfighter Pilot 4D+1, Starship Gunnery 4D+1, Starship Shields 4D+1; Cargo Capacity: 65kg; Consumables: 1 week; Cost: Not available for sale; Hyperdrive Multiplier: x1; Nav Computer: Limited to 10 jumps with Astromech Droid; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1050 km/h; Hull: 2D; Shields: 1D; Sensors: Passive: 20/0D, Scan: 35/1D, Search: 40/2D, Focus: 2/3D Laser Cannons (2 fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km.; Damage: 5D Proton Torpedo Magazine (10 torpedoes): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m.; Damage: 10D Naboo N-2 Bomber While not boasting a formidable military force, the people of Naboo were equipped to defend themselves on a small level. Their royal starfighter corps made up the bulk of the planet's defense force.

While the N-1 starfighter would stand out as the keystone of Naboo's defense force, it was not alone. The N-2 fighter/bomber, while not nearly as commonplace as the N-1, did fill a vital role. The N-2 was designed with a highly advanced quad proton torpedo pod mounted on a remote turret controlled by the gunner. This allowed the N-2 to launch devastating volleys of proton torpedoes in multiple directions. To incorporate this feature, Theed designers were forced to eliminate all hyperdrive systems, thus negating the need for an onboard astromech droid. Slower and less maneuverable than the N-1 starfighter, the N-2 was equipped with slightly heavier armor and was intended to be used in flights of four or more. Model: Theed Palace Space Vessel Engineering Corp's N-2 Bomber; Type: Short-range heavy assault fighter/bomber; Scale: Starfighter; Length: 12 meters; Skill: Starfighter Piloting: Naboo N-2; Crew: 1, gunners: 1; Crew Skill: Varies widely; Cargo Capacity: 30 kilograms; Consumables: 3 days; Cost: Not available for sale; Maneuverability: 1D; Space: 6; Atmosphere: 295; 850 kmh; Hull: 3D; Shields: 2D; Sensors: Passive: 15/0D, Scan: 30/1D, Search: 50/2D, Focus: 2/2D+2 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Crew: Pilot; Fire Control: 2D; Space Range: 5-9/15/25; Atmosphere Range: 500-900/1.5/2.5 km; Damage: 4D Proton Torpedo Launcher: Fire Arc: Front; Skill: Starship gunnery; Crew: Gunner; Ammo: 10; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 7D Proton Torpedo Launcher: Fire Arc: Turret (front, left and right arcs only); Skill: Starship gunnery; Crew: Gunner; Ammo: 6; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 9D Naboo Police Cruiser This system patrol craft was created by the starship engineers of the Naboo, and was designed to guard the Naboo System from invasion. Like the N-1 starfighter, the Naboo Police Cruiser easy to operate, having an astromech droid, sophisticated sensors and targeting systems, and incredibly maneuverability. Its weaponry was less powerful, however, since its primary mission was the policing of the system's space lanes. Craft: Theed Palace Space Vessel Engineering Corps N-X Police Cruiser; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 11 meters; Skill: Starfighter Pilot: Naboo Police Cruiser; Crew: 1 pilot/gunner, 1 astromech droid; Crew Skill: Starfighter Piloting 4D; Starship Gunnery 4D; Starship Shields 4D; Passengers: None; Cargo Capacity: 65kg; Consumables: 1 week; Cost: Not available for sale; Hyperdrive Multiplier: None (x1 when modified); Hyperdrive Back-Up: None; Nav Computer: If modified, can program 10 jumps with astromech droid; Maneuverability: 3D; Space: 7; Atmosphere: 350; 1000 km/h; Hull: 2D+1; Shields: 1D+1; Sensors: Passive: 20/0D, Scan: 35/1D, Search: 40/2D, Focus: 2/3D Laser Cannons (2 fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km.; Damage: 5D Proton Torpedo Magazine (10 torpedoes): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m; Damage: 10D Phoenix Hawk Light Pinnace This small transport ship resembled the Firespray-class patrol craft, but actually pre-dated that craft. Designated the S40K, the Phoenix Hawk-class pinnace was one of the first ships designed and built by Kuat Systems Engineering, designed to carry a small group of individuals across large distances of space. The designs goals were admirable: create a transport craft that was affordable by all classes of society, bringing space travel to as many beings as possible. However, in order to accomplish this goal, KSE cut as many corners as possible to keep costs down. Accommodations within the Phoenix Hawk-class were cramped at best, and there were few amenities to be had for refitting the ship. Compounding these problems was the ungainly appearance of the Phoenix Hawk-class pinnace, which resembled an overweight version of the Firespray. It measured 19.2 meters in length, and could accommodate up to four passengers. It required a pilot and co-pilot to operate, and was armed with a pair of heavy blaster cannons and two light ion cannons for defense. Craft: Kuat Systems Engineering S40K Phoenix Hawk Light Pinnace; Type: Starfighter/Transport; Scale: Starfighter; Length: 19.2 meters; Skill: Starfighter Piloting: S40K; Crew: 1 or 2; Crew Skill: Varies; Passengers: 4; Cargo Capacity: 20 metric tons; Consumables: 2 months; Cost: 112,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: None; Nav Computer: Limited to 2 jumps; Maneuverability: 1D; Space: 5 ;Atmosphere: 295; 850 km/h; Hull: 5D; Shields: 2D; Sensors: Passive: 15/0D, Scan: 30/1D, Search: 50/3D, Focus: 2/4D 2 Heavy Blaster Cannons (fire-linked): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7 km; Damage: 6D 2 Light Ion Cannons (fire-linked): Fire Arc: Rear; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6 km; Damage: 4D Pinook The Pinook is a tri-winged starfighter designed to serve as a convoy escort for companies who dont have an Imperial Escort. The Pinook has a pair of rearward mounted horizontal wings together with a vertically mounted wing. The Pinook relies on its single JDS-T1 engine for propulsion, making it marginally faster than an Y-wing. The engine is housed between the wings and as a result has a reasonable amount of protection.

The cockpit is housed in the pod at the front of the fighter, which also contains the main systems of the fighter, including its weaponry, sensors, Nav computer, and life support and control systems. The pod also contains limited entertainment facilities, including a vid player and music player. Theres also room for the pilot to recline the seat into a comfortable position for sleeping. The Pinooks Nav computer can only store a limited number of jumps (four) and must be preprogrammed before leaving for its journey. This capability, combined with its ability to go without refueling for a week gives the starfighter a decent range. The Pinooks primary armament is of a pair of Taim & Bak Laser Cannons, which gives it a fair punch. The lasers are supplemented by a concussion missile launcher, which has a magazine of two. The Pinook has a reasonable amount of amour and shielding, making it quite durable. The Pinook has been in production for three years and the demand remains quite high amongst its customers. They are typically used by medium to large sized corporations for escort duty and installation protection. They are also used by some customs agencies and by some pirate groups. Craft: Joraan Drive Systems Pinook Starfighter; Type: Escort Starfighter; Scale: Starfighter; Length: 9.5m; Skill: Starfighter Piloting: Pinook; Crew: 1; Crew Skill: Astrogation 3D, Starship Gunnery 3D+2, Starfighter Piloting 3D+2, Starship Shields 3D, Sensors 3D; Cargo Capacity: 100kg; Consumables: 1 Week; Cost: 85,000 Credits; Hyperdrive Multiplier: x2; Nav Computer: Limited to 4 Jumps; Maneuverability: 2D; Space: 7.5; Atmosphere: 355; 1,025 km/h; Hull: 3D; Shields: 1D; Sensors: Passive 15/1D, Scan 30/2D, Search 60/3D, Focus 2/3D+2 2 Laser Cannons (Fire Linked): Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 1-300/1.2/2.5km; Damage: 5D Concussion Missile Launcher: Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100/300/700m; Damage: 7D Preybird Starfighter A rare form of Sorosuub combat starship, the Preybird-class fighter was produced in extremely limited quantities. Sorosuub shut the project down after producing only a few production models. The smuggler Mazzic owned two of these ships. The design was eventually picked up by the remnants of the Empire under Moff Disra, who turned the plans over to Zothip and the Cavrilhu pirates. The Cavrilhu then began mass-producing the ships for Disra, who bypassed normal Imperial channels to fund the ships. Over time, the Preybird eventually replaced the TIE fighter, because it was cheaper to obtain them from pirates that from official Imperial channels. The twenty-meter-long Preybird had a long, central hull with a forward-situated cockpit. The wings were attached to the rear of the hull, rising up slightly before leveling off. A single laser cannon was mounted at the end of each wing, and the primary engines were located at the bend in the wings. Craft: Sorosuub Preybird-class Starfighter; Type: Heavy Assault Starfighter; Scale: Starfighter; Length: 21 meters; Skill: Starfighter Piloting: Preybird; Crew: 1, gunner: 1; Crew Skill: Astrogation 4D, starfighter piloting 4D+2, starship gunnery 5D, starship shields 4D; Cargo Capacity: 15 kilograms; Consumables: 4 days; Cost: 200,000 (new); Hyperdrive Multiplier: x3; Nav Computer: Limited to 5 jumps; Maneuverability: 1D; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 4D; Shields: 1D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D 2 Heavy Laser Cannons (fire-linked): Arc: Front, Skill: Starship Gunnery; Fire Control: 2D+1; Space: 13/12/25; Atmosphere: 100-300/1.2/2.5km; Damage: 5D 2 Concussion Missile Launchers (3 Missiles Each): Arc: 1 front, 1 rear; Skill: Starship Gunnery; Space: 1/3/7; Atmosphere: 50-100/300/700 meters; Damage: 8D Punishing One This ship was owned by the bounty hunter Dengar. A modified Corellian Engineering JumpMaster-5000 transport, the Punishing One was propelled by an outdated Class 3 hyperdrive, but its sublight engines were top-of-the-line. Dengar preferred the crescent-shaped ship to many newer designs, simply because it was easy to maintain. It as armed with a single quad-blaster, a mini ion cannon, and a proton torpedo launcher. It has minimal crew space, with just enough for Dengar and a captive. Craft: Modified Corellian Engineering JumpMaster 5000; Type: Scout Ship; Scale: Starfighter; Length: 20 meters; Skill: Starfighter Piloting: JumpMaster 5000; Crew: 1; Crew Skill: Unique; Starship Gunnery 4D (R2 Gunner); Passengers: 1; Cargo Capacity: 500 kilograms; Consumables: 2 months; Cost: Not available for sale (416,500 estimated); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x10; Nav Computer: Yes; Maneuverability: 1D+2; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 4D; Shields: 5D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/4D Quad Laser Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D Ion Cannon: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6 km; Damage: 4D Notes: The Punishing One's Quad Laser Cannon is controlled by an R2 Unit with a Starship Gunnery score of 4D.

SETH Fighter Before the Sienar Fleet Systems produced the widely success TIE fighter, they produced a number of other prototype fighters. The SETH (Single Engine Twin Heatpump) was one of the most successful of those ships, going through several versions before the fighter type was finally abandoned. The SETH fighter is widely considered one of the finest fighters ever, a far superior vehicle to the later TIE series. However, it did not become the standard space superiority fighter of the Old Republic or the Empire, for a pair of reasons. Firstly, the SETH ships had a troublesome problem with the integration of their heat pumps. Very often, one of the two solar panels would wind up overheating, and failing to function. Advances in Engineering under the Empire have solved that problem, but too late for the SETH fighters; The TIE had already become standard. Secondly, the SETH was simply too expensive. One of these ships had the same production cost as 23 TIEs. In an attempt to solve this problem, SFS came up with the earliest TIE fighters. Even with all the advances made in engineering, SETH fighters will still be just about as expensive to produce as they were at their inception, though they would probably be even better in terms of speed and weaponry. In form, the SETH is a work of art. The body of the ship is long and smoothly molded, with the laser cannons set flush against the craft's sides, and the concussion missile hard point directly below the nose. A pair of solar panels extend outward, past it's rear. They are angled slightly, away from the ship and down (sorry if you can't really see it, but I don't have a scanner....) In combat, the SETH has no virtually no equal. No ship of it's time was capable of it's performance, and few modern ship are a match for a mint condition SETH with a repaired heat pump mechanism. The SETH's combat effectiveness is due to a number of advances that SFS built into it. Many of these were discarded from the TIE series due to their great cost. The Laser cannons are the equal of modern starship weapons, despite their age. The SETH was one of the first ships built with modern gyro-stabilizers, enabling it to reach great speeds without smearing it's crew on the view screen when it makes sharp turns. The controls of the SETH are highly intuitive, and are designed to be used by either one or two pilots: The pilot's chair can be moved to the right, and a second seat folded out of the rear bulkhead. Finally, their is a high level of top quality miniaturization in all of the SETH's internal systems, from the hyperdrive to the shield generators, allowing for such a high level of performance from all the internal systems, despite the thick reactant armoring of the SETH. The final run of the SETH was of twenty ships. These ships had almost none of the problems that plagued the earlier versions of the fighter (except for the heat pump interface). Budget concerns and budget concerns only kept this ship from going into production. Those final run SETHs that survived the various tests that the craft was put through all wound up in the hands of government officials. Those that are still around are either in the hands of Moffs that fancy themselves either fighter pilots or collectors of rare items. The blueprints of the SETH were erased from the Imperial records during the capture of Coruscant with many other classified documents, and if the New Republic ever gets their hands on a working SETH, they may very well resurrect this fighter type, in a somewhat stripped down and modernized version. Craft: Sienar Fleet Systems X-4 SETH; Type: Experimental Space Superiority Fighter; Scale: Starfighter; Length: 10 meters; Skill: Starship Piloting; SETH; Cost: Not for Sale (5,000,000 credits, used only); Crew: 1 (2); Crew Skill: Varies considerably; Passengers: 1; Cargo Capacity: 200 kg.; Consumables: 1 month; Hyperdrive Multiplier: x1; Hyper Backup: None; Nav Computer: Yes; Maneuverability: 3D; Space: 10; Atmosphere: 415; 1200; Hull: 3D; Shields: 2D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 45/2D, Focus: 2/3D Concussion Missile Launcher: Scale: Starfighter; Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-2/4/8; Atmosphere Range: 100-200/400/800; Damage: 7D 4 Laser Cannons (fire linked): Scale: Starfighter; Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2 km/ 2.5 km; Damage: 5D Sith Starfighter These bulbous fighters were developed for use in the ancient Sith naval fleet. Like the more modern TIE Fighter, the Sith Starfighter lacked a hyperdrive. It was armed with a triple blaster cannon, and was highly maneuverable. Craft: Sith Starfighter; Type: Starfighter; Scale: Starfighter; Length: 45 meters long; Skill: Starfighter Piloting: Sith Starfighter; Crew: 1; Crew Skill: Typically 4D in all relevant skills; Passengers: None; Cargo Capacity: 0.5 metric tons; Consumables: 5 days; Cost: Not available for sale; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 6D; Shields: None; Sensors: Passive: 15/0D, Scan: 30/1D Triple Blaster Cannon: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 15/10/17; Atmosphere Range: 100-500/1/1.7 km; Damage: 2D+2 Note: Being as the Sith Starfighter is an older model, I've only given it two sensor modes: passive and scan. For more information on ships in the time of the Sith Empire, please see ToJC, pages 111-112. Scimitar Assault Bomber One of the first new starfighters commissioned by Grand Admiral Thrawn, the Scimitar was developed by Captain Tomax Bren. It had the maneuverability of the TIE Interceptor or the X-Wing, the armament of a TIE bomber, and the ability to fly in an atmosphere. It was a dedicated bomber designed with the help of the Scimitar Assault Wing, from which it obtained its name. It had a long, central tube for a hull, and was the first

TIE-like craft to be a two-man ship. The pilot and bomber sat in the forward section of the hull, which could be jettisoned in emergencies. This forward section was situated in front of the wings, providing enhanced visibility over most TIE designs. The middle section of the hull contained the power generators, sensors, and targeting computers. The rear section contained the bomb bays and engine. The Scimitar was different from the TIE Bomber in that it had only a single ion engine - paired with two interlocked repulsorlift engines - to propel it. It was armed with two racks of eight concussion missiles and two laser cannons. Proton grenades and free-falling thermal detonators can also be carried for deployment via the bomb bays. Roughly 13.8 meters in length, the Scimitar bomber has been rated at speeds of 850 kilometers per hour in atmospheric conditions. By introducing thrust from the repulsorlift engines, speeds of 1,000 kilometers per hour can be sustained during bombing runs. Note that the Star Wars Databank indicates that the Scimitar could attain speeds of 1,150 kilometers per hour in atmosphere, and 1,250 kilometers per hour on bombing runs. The Scimitar was protected by additional hull plating and the introduction of shields. The Scimitar was manufactured by Sienar Fleet Systems for several years after Thrawn's death, but it was eventually phased out of production. Craft: Sienar Fleet Systems Scimitar; Type: Assault bomber; Scale: Starfighter; Length: 13.8 meters; Skill: Starfighter piloting: Scimitar assault bomber; Crew: 1; Crew Skill: Missile weapons 4D+2; starfighter piloting 4D, starship gunnery 4D+2, starship shields 2D+1; Cargo Capacity: 200 kilograms, 250 cubic centimeters; Consumables: 2 days; Cost: Not available for sale; Maneuverability: 2D+1; Space: 9; Atmosphere: 295; 850 KMH; Hull: 5D; Shields: 1D+2; Sensors: Passive 20/0D, Scan 40/1D, Search 60/2D, Focus 3/3D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 4D Concussion Missiles (16 carried): Fire Arc: Front; Skill: Missile weapons: concussion missiles; Fire Control: 3D+2; Space Range: 1/3/7; Atmosphere Range: 50-500/1/5KM; Damage: 9D SS-1 Starfighter The SS-1 Starfighter (or Space Superiority Starfighter Mark 1) is designed to compliment the CEC System Defense Cruiser (see Concept Capital Class Defender page 12). The fighter contains an excellent weapons package, a strong hull, good shields, fast sublight drives and a Class Two Hyperdrive. It also has a small amount of cargo space for a survival kit. The SS-1 has a wedge shaped pilot module that extends to the engine section while the wings on the SS-1 angle forward 45 degrees from the engine section to give the fighter an eight meter wing-span. Craft: CEC SS-1 Starfighter; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 12.5 meters; Skill: Starfighter piloting: SS-1; Crew: 1; Crew Skill: Astrogation 5D, starship gunnery 6D, starfighter piloting 6D+1, starship shields 4D, sensors 3D; Passengers: None; Cargo Capacity: 65 kg; Consumables: 3 days; Cost: 143,400 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: None; Nav Computer: Yes; Maneuverability: 1D; Space: 10; Atmosphere: 380; 1,120 km/h; Hull: 5D; Shields: 2D; Sensors: Passive: 15/0D, Scan: 25/1D, Search: 40/2D, Focus: 1/2D 2 Assault laser cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 8D 2 Small Proton Torpedo Launchers (fire-linked; 4 each): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 8D Star Saber An experimental attack ship developed just before the Great Sith War for use by the Old Republic and the Jedi Knights. Designated the XC-01 by Republic Fleet Systems, it was a long, needle-shaped ship with wide wings and twin tailfins. Craft: Republic Fleet Systems Star Saber XC-01; Type: Starfighter; Scale: Starfighter; Length: 6.75 meters; Skill: Starfighter Piloting: Star Saber; Crew: 1; Crew Skill: 4D in all applicable skills; Passengers: None; Cargo Capacity: 25 kilograms; Consumables: 1 week; Cost: Not available for sale; Hyperdrive Multiplier: x1.5; Hyperdrive Back-Up: None; Nav Computer: Can store coordinates for 2 hyperspace jumps; Maneuverability: 1D+2; Space: 9; Atmosphere: 380; 1,100 km/h; Hull: 4D; Shields: 2D+1; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/4D 2 Heavy Blaster Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7 km; Damage: 6D Stinger Craft: Corellian Engineering Corp S-100 Stinger-class Starfighter; Type: Starfighter; Scale: Starfighter; Length: 3.5 meters; Skill: Starfighter Piloting: S-100 Stinger; Crew: 1; Crew Skill: 5D in all applicable skills; Passengers: None; Cargo Capacity: 10 kilograms; Consumables: 1 month; Cost: 465,000 (new), 310,000 (used) ;Hyperdrive Multiplier: x1; Hyperdrive Back-Up: None; Nav Computer: Can store coordinates for 1 hyperspace jump; Maneuverability: 3D+2; Space: 9; Atmosphere: 400; 1,150 km/h; Hull: 3D; Shields: 2D; Sensors: Passive: 25/0D, Scan: 50/1D, Search: 75/2D, Focus: 3/4D 2 Assault Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7 km; Damage: 8D 2 Proton Torpedo Launchers (4 missiles each): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100/300/700 m; Damage: 9D

T-36 Skyfighter This was a specialized skyhopper, built by Incom Industries during the height of the New Order to serve as a near-orbit defense ship. The mission profile of the T-36 was similar in many respects to that of the Imperial TIE Fighter. The body of the T-36 was based on the tri-winged design used in the T-16 skyhopper, but this meant that these craft were extremely susceptible to wind shear, and pilots had to be careful around storms to avoid being disabled. This danger, coupled with the fact that the T-36 lacked inertial dampers and required a specialized landing platform, made the T-36 a poor performer in its targeted role. Most of these craft were relegated to use as light reconnaissance craft. Measuring 8.2 meters in length, the standard T-36 was a oneperson craft that was armed with a double laser cannon. Craft: Incom T-36 Skyfighter; Type: Near-Orbit Planetary Defense Fighter; Scale: Starfighter; Length: 8.2 meters; Skill: Starfighter Pilot: T-36; Crew: 1 pilot; Crew Skill: Varies; Passengers: None; Cargo Capacity: 30 kilograms; Consumables: 2 hours; Cost: 64,000 (new), 16,000 (used); Hyperdrive Multiplier: None; Maneuverability: 1D; Space: 7; Atmosphere: 350; 1000 km/h; Hull: 1D+1; Shields: None; Sensors: Passive: 15/0D, Scan: 25/1D, Search: 40/2D, Focus: 1/2D Double Laser Cannon (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D Concussion Missile Launcher (1 missile): Fire Arc: Front; Skill: Missile Weapons; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-500/1/5km; Damage: 9D Game Notes: The above statistics are for a T-36 that has been modified by adding a concussion missile launcher; otherwise, the entry resembles a standard T-36. As printed in SOT, the T-36 tends to spin in turns or other tight maneuvers when in atmosphere. To reflect this, increase the difficulty of maneuvers in atmosphere by +10. TBD The TBD (Tiny But Deadly) is a small fighter that the Ewoks put together some time after the battle of Endor. There was a great deal of battle debris and Ewoks love shiny things, so they tried their hand and putting them together....It is basically a TIE fighter cockpit with horizontal Solar panels instead of Vertical solar panels. Craft: YubYub Shipyards TBD Fighter Mark 37 (don't ask about 1-36); Type: TIE starfighter Ugly; Scale: Starfighter; Length: 3 m; Crew: 1; Crew skill: Starfighter piloting TBD Fighter; Passengers: none; Cargo capacity: 25 kg; Consumables: 2 Days; Cost: 10,000 (new) sorta; Hyperdrive multiplier: x2; Backup: none; Nav comp: no; Maneuverability: 2D+2; Space: 8; Atmosphere: 300; 900; Hull: 2D; Shields: 0D+2; Sensors: Passive: 10/0D, Scan: 20/1D, Search: 40/1D+2, Focus: 2/2D+1 2 Autoblasters (salvaged from B-Wing): Fire arc: front; Scale: starfighter; Crew: 1; Skill: starship gunnery; Fire Control: 1D; Space range: 1-8/25/40; Atmosphere range: 100-800/2.5/4 km; Damage: 3D 2 Spear Launchers: Fire arc: front; Scale: Character; Crew: 1; Skill: missile weapons; Fire control: 0D; Space range: 1; Atmosphere range: 5-20/50/75 meters; Damage: 7D; Notes: These weapons were developed by the Ewoks, they are spears tipped with vibroblades. They are very good at clearing troops and can penetrate stormtrooper armor. They are not effective at long range or anything above speeder scale. Terrapin-class Patrol Fighter These dedicated defense starfighters are comparable to the vaunted X-Wing series starfighters. The fighters cannot give chase into hyperspace, but the design is well regarded in some circles. Craft: Terrapin-class Patrol Fighter; Type: Patrol Fighter; Scale: Starfighter; Length: 18 meters; Skill: Starfighter piloting: Terrapin-class Fighter; Crew: 2; Crew Skill: Astrogation 5D, starship gunnery 6D, starfighter piloting 6D+1, starship shields 4D, sensors 3D; Passengers: None; Cargo Capacity: 30 kg; Consumables: 1 day; Cost: 138,000 (new); Hyperdrive Multiplier: None; Hyperdrive Backup: None; Nav Computer: No; Maneuverability: 2D; Space: 7; Atmosphere: 300; 900 km/h; Hull: 5D; Shields: 3D; Sensors: Passive: 25/0D, Scan: 50/1D, Search: 75/2D, Focus: 3/2D 2 Blaster cannons (fire-linked): Fire Arc: Turret; Skill: Starship gunnery; Crew: 1; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D 2 Proton Torpedo Launchers (fire-linked; 16 each): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 10D TIE Fighter Sometimes called the TIE/ln starfighter, this was the first flat-winged, single-pilot TIE ship developed by Sienar Fleet Systems, and the basis for all other TIE ships. It is 6.3 meters in length, and can make 100 MGLT at sublight speeds. It has also been clocked at 1,200 kilometers per hour in an atmosphere. Like all TIE ships, it has a titanium alloy hull and quadanium steel armored solar panels. All visual information on TIE Fighters shows that they have six-sided solar panels, although X-Wing: The Bacta War indicates that they are octagonal. Also, like other TIE ships, it is built exclusively from Sienar Fleet Systems components, and lacks primary life support systems. It is a short-range starfighter, requiring a nearby base of operations from which to obtain fuel and guidance. Craft: Sienar Fleet Systems TIE/ln; Type: Space superiority fighter; Scale: Starfighter; Length: 6.3 meters; Skill: Starfighter piloting: TIE; Crew: 1; Crew Skill: Starfighter piloting 5D, starship gunnery 4D+2; Cargo Capacity: 65 kilograms; Consumables: 2 days; Cost: 60,000 (new), 25,000 (used); Maneuverability: 2D;

Space: 10; Atmosphere: 415; 1,200 KMH; Hull: 2D; Sensors: Passive 20/0D, Scan 40/1D, Search 60/2D, Focus 3/3D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 5D TIE Advanced Single-hulled attack ship with bent wings, it was built from a design developed by Darth Vader just prior the Battle of Yavin. Vader flew a prototype TIE/Ad in the battle, and following the loss of the Death Star, he worked with Sienar Fleet Systems to refine it. The 10-meter craft is quick and agile, rated at a top speed of 145 MGLT. The TIE Advanced was the fighter used by Darth Vader during the Battle of Yavin. It was one of several prototypes fielded by Sienar Fleet Systems. The TIE Advanced featured a custom-designed space frame and a reinforced durasteel-alloy hull. Its bent wing design was later incorporated into the design of the TIE Interceptor. In addition to twin, front mounted laser cannons, the TIE Advanced featured shield generators and a modest hyperdrive system. The TIE Advanced was produced in modest numbers, and was finally discontinued due to excessive cost and the production of the TIE Interceptor. Craft: Sienar Fleet Systems TIE/ad; Type: Space Superiority Fighter; Scale: Starfighter; Length: 6.4 meters; Skill: Starship Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 5D+2; Starship Gunnery 4D; Starship Shields 4D+1; Cargo Capacity: 70 kilograms, .275 cubic meters Consumables: 2 days; Hyperdrive Multiplier: x1; Nav Computer: Yes; Maneuverability: 5D; Space: 15; Atmosphere: 515; 1450 km/h; Hull: 3D; Shields: 2D; Sensors: Passive 25/1D+1, Scan 40/2D, Search 60/3D+2, Focus 4/4D 4 Laser Cannons (Fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere range: 100-300/1.2 km/ 2.5km/; Damage: 6D 2 General Purpose Warhead Launchers: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7 for missile and torpedoes, 1/2/5 for rockets and bombs; Atmosphere Range: 50-500/1/5km for missiles, 30-100/300/700 for torpedoes; Damage: 9D if a concussion missile or proton torpedo is used 10D if a heavy rocket is used 11D if a heavy proton bomb is used Also can be equipped with a tractor beam weapon with the following stats: Tractor Beam: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-8/15/20; Atmosphere Range: 100-800/1.5km/2km; Damage: 5D TIE Assault Variant Another distinct fighter, with greatly enhanced and overpowered weaponry, was used at least as early as a few months after the Battle of Endor. This ship had four cannons of enormous size on the wingtips and one cannon of more ordinary magnitude on each wing hub. There are no weapons on the cockpit ball. Craft: Sienar Fleet Systems TIE/as Assault TIE; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 6.55 meters; Skill: Starfighter piloting: TIE; Crew: 1; Crew Skill: Starship gunnery 4D, starfighter piloting 4D+1; Passengers: None; Cargo Capacity: 60 kg; Consumables: 2 day; Maneuverability: 2D+1; Space: 10; Atmosphere: 415; 1,200 km/h; Hull: 2D; Shields: 3D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 6D+1 2 Light Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control 2D; Space Range: 1-3/12/25; Atmosphere: 100-300/1.2/2.5km; Damage: 4D TIE Avenger The TIE Avenger went into brief production around the time of the Battle of Hoth. Unfortunately, they didn't see much action, or production, due to the high cost of manufacture. They were based off Darth Vader's TIE Advanced x1 Prototypes, but eventually gave way to the smaller, more economical TIE Interceptor around the time of the Battle of Endor. The TIE Avenger did boast both shields and a hyperdrive, a feat which the TIE Defender would later pick up at a much cheaper production cost, and was also fairly maneuverable due to its pioneering split-bent-wing design. Though few saw mainstream usage by the Empire, they made a lethal addition to the Empire's already impressive arsenal, and became the bane of those Rebels who were used as tests for the capabilities of this snub fighter. Craft: Sienar Fleet Systems TIE/ad Avenger; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 7.5 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 4D, Starship Gunnery 3D+2, Starship Shields 2D+2; Cargo: 110 kg; Consumables: 3 Weeks; Cost: Not Available for Sale; Hyperdrive Multiplier: x4; Nav Computer: Limited to 10; Maneuverability: 2D+2; Space: 10; Atmosphere: 425/1225 km/h; Hull: 3D; Shields: 1D; Sensors: Passive 20/0D, Scan 40/1D, Search 60/2D, Focus 3/3D 4 Laser Cannons (Fire Linked); Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 1-300/1.2/2.5km; Damage: 6D

TIE Boarder The TIE Boarder is a direct design variant of the TIE Bomber. The weapons pod was replaced by a very cramped passenger compartment that extends out a full meter more in length than the standard pod with a small airlock and plasma torch on the front. During a boarding operation, the TIE Boarder will move toward a target ship at top speed, slowing down only at the last moments (this helps prevent it from being picked off by enemy gunners or starfighters). Once it closes to within fifteen meters of the target vessel, the pilot cuts off the ion engines and, more or less, drifts toward the target vessel using maneuvering thrusters to control attitude. Once the TIE Boarder reaches a distance of less than four meters, one of the boarders takes the controls of the plasma torch and cuts through the hull. Once the cut is complete, the boarding pod extends a boarding tube that attaches around the hole and forms an air tight seal in thirty seconds. Due to its limited passenger capacity, the TIE Boarder saw little use except for boarding small vessels with only a few crew members. Only a handful of cruisers carried TIE Boarders, usually only one per Imperialclass Star Destroyer, if the captain requested one. By the time of Grand Admiral Thrawn's campaign against the New Republic, all TIE Boarders had been scrapped or converted back into bombers. Craft: Sienar Fleet Systems' TIE Boarding Shuttle; Era Introduced: Shortly before the Battle of Yavin; Type: Light boarding transport; Scale: Starfighter; Length: 8.8 meters; Skill: Starfighter piloting: TIE Boarder; Crew: 1; Crew Skill: Starfighter piloting 4D, starship gunnery 5D; Passengers: 4 (troops); Cargo Capacity: 90 kilograms; Consumables: 1 day; Cost: 160,000 (new), 75,800 (used); Space: 6; Atmosphere: 295; 850 kmh; Hull: 4D+2; Sensors: Passive: 20/0D, Scan: 35/1D, Search: 50/2D, Focus: 3/2D+2 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 3D Plasma Torch Boarding Device: Fire Arc: Front; Skill: Starship gunnery; Crew: 2; Fire Control: 0D; Range: 4 meters; Damage: 8D; Note: The plasma torch boarding device is mounted on the ship's airlock system. The controls are just inside the main airlock. Roll the target ship's hull -2D; if the torch scores a lightly damaged result, it has breached the hull. Once the hull is breached, the torch requires a full minute to cut a one-meter-wide by one-meter-high hole. The extendable boarding tube attaches to the hull and forms an airtight seal in 30 seconds. TIE Bomber Built by Sienar Fleet Systems, this version of the TIE fighter is a double-hulled bomber ship with bent wings for increased stability. It is 7.8 meters in large, is a single-pilot craft, and can make 80 MGLT at sublight speeds. It was designed for surgical strikes against ground and deep-space targets. It suffers in maneuverability due to its double-hulled configuration, but when complemented by TIE Fighters or TIE Interceptors, it makes a lethal combination. They have enhanced targeting capability, making them much more accurate than many capital ships. These ships eventually evolved into the Scimitar assault bomber. Craft: Sienar Fleet Systems TIE Bomber; Type: Dedicated light space bomber; Scale: Starfighter; Length: 7.8 meters; Skill: Starfighter piloting: TIE; Crew: 1; Crew Skill: Missile weapons 4D+1; starfighter piloting 4D+1, starship gunnery 5D; Cargo Capacity: 15 metric tons (bomb bay); Consumables: 2 days; Cost: 150,000 (new), 75,000 (used); Space: 6; Atmosphere: 295; 850 KMH; Hull: 4D+1; Sensors: Passive 20/0D, Scan 35/1D, Search 50/2D, Focus 3/2D+2 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 3D Concussion Missiles (16 carried): Fire Arc: Front; Skill: Missile weapons: concussion missiles; Fire Control: 3D+2; Space Range: 1/3/7; Atmosphere Range: 50-500/1/5KM; Damage: 9D TIE Bomber Mark 3 The Yuuzhan Vong invasion route bypassed Bastion, but left the Empire feeling incredibly insecure. To complement the new "Resurgence" class Star Destroyers, a new generation of fighters was needed. All were based on the venerable TIE line. Sienar was quite relieved when they got the orders because it indicated to the leadership of Santhe/Sienar Technologies that they had somewhere to run to if things go too hot in the New Republic. All of these new TIEs were factory equipped with "flicker mode" lasers and "grab-proof" shields. The TIE Bomber Mk.3 improves on the TIE Bomber in terms of versatility. The Mk.2 added shields, and the Mk.3 adds a Multi-purpose Warhead Launcher borrowed from the TIE Defender design. The TIE Bomber is mainly intended for anti-capital strikes, as the Scimitar and TIE/get are better suited for ground attack. Craft: Sienar Fleet Systems TIE Bomber Mk.3; Type: Attack starfighter; Scale: Starfighter; Length: 9.6 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 5D, Starship Gunnery 4D+2, Starship Shields 3D; Cargo Capacity: 75kg, .3 cubic meters; Consumables: 2 days; Maneuverability: 2D; Space: 8; Atmosphere: 245; 850 kmh; Hull: 4D; Shields: 1D; Sensors: Passive: 25/1D, Scan: 40/2D, Search: 60/3D, Focus: 4/3D+2 Two Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3 km; Damage: 4D Multi-purpose Warhead Launcher: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Warhead Types: Advanced Proton Torpedo (Space Range: 1/4/8; Atmosphere Range: 100/400/800; Ammunition: 16; Damage: 9D), Heavy Rocket (Space Range: 1/2/5; Atmosphere Range: 200/300/600; Ammunition: 8; Damage:

10D), Proton Bomb (Space Range: 1/2/5; Atmosphere Range: 1-50/100/200; Ammunition: 8; Damage: 11D), Concussion Missile (Space Range: 1/3/7; Atmosphere Range: 1-50/100/200; Ammunition: 14; Damage: 7D) TIE Concept Fighters When the Empire updates its principal starfighter, a number of concept designs reach the Emperors table for evaluation. The following are concept designs for the new TIE fighter at various points in its evolution from the TIE/IN, the TIE Advanced, the TIE Interceptor and the TIE Defender. Sienar created prototypes of each concept design for field trials and it is conceivable that a few went to the auction block or gather dust in storage. Sienar Fleet Systems Prototype TIE by Red_5 The designers have kept the basic design of the TIE fighter, but have downgraded the laser cannons and added a small proton torpedo launcher. Now the Empires TIE force will have the ability to attack enemy capital ships with weapons that will cause more damage. Craft: TIE Prototype; Type: Space superiority starfighter; Scale: Starfighter; Length: 6.3 meters; Skill: Starfighter Piloting (TIE); Crew: 1; Crew Skill: Starfighter Piloting 4D+1, starship gunnery 4D; Passengers: None; Cargo Capacity: 65 kilograms; .25 cubic meters; Consumables: 1 day; Cost: 60,000 credits; Hyperdrive Multiplier: None; Hyperdrive Backup: None; Nav Computer: None; Maneuverability: 2D; Space: 10; Atmosphere: 415; 1200 km/h; Hull: 2D; Shields: None; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D Two Light Laser Cannons (fire linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2km/2.5km; Damage: 4D Small Proton Torpedo Launcher: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m; Damage: 9D Sienar Fleet Systems Prototype TIE Dart by Einar Errin Orwain Richter The TIE Dart was given its name because of its wedge shaped pilot module. It uses solar panels similar in shape though smaller than those found on the Tie Interceptor design. Craft: Sienar Fleet Systems TIE Dart Prototype; Type: Assault starfighter; Scale: Starfighter; Length: 4.9 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 4D+1, starship gunnery 4D; Passengers: None; Cargo Capacity: 65 kg; Consumables: 1 day; Cost: 60,000 credits; Hyperdrive Multiplier: None; Hyperdrive Backup: None; Nav Computer: None; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 2D; Shields: None; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D Laser Cannon: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D Sienar Fleet Systems Prototype TIE Escort by Thomas E. McCarthy Designed to provide cover fire for Capitol Ships, and to counter the freighters that seem to accompany Rebel fighters into combat. The TIE Escort was named both for its function, and its primary weapon: the Escort Quad Cannon. The TIE Escort is not built on the standard TIE Frame. The exterior hull looks a bit like a TIE Bomber, with a TIE Advanced shoved up its back side. The central pod (the one from the TIE Advanced) houses its turret. The other unusual quality this TIE possesses (the turreted cannon being the first) is that it requires a pilot and a gunner to crew. This makes for cramped quarters but allows a savings in automation costs and increases the efficiency of its primary weapon. Like the original TIE, the Escort has no life support, and requires all crewmembers to wear full life support gear. Craft: Sienar Fleet Systems TIE Escort Prototype; Type: Escort Starfighter; Scale: Starfighter; Length: 9.2 meters; Skill: Starfighter Piloting: TIE; Crew: 2; Crew Skill: Starfighter Piloting 4D+1, starship gunnery 4D; Passengers: None; Cargo Capacity: 65 kilograms; Consumables: 1 day; Cost: 94,800; Hyperdrive Multiplier: None; Hyperdrive Backup: None; Nav Computer: None; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 3D; Shields: 1D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D Escort Quad Laser Cannon: Fire Arc: Turret; Crew: 1 gunner; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D Proton Torpedo Launcher (4 torpedoes): Fire Arc: Front; Crew: 1 gunner; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700km; Damage: 9D Sienar Fleet Systems Prototype TIE Gunship by Admiral Atredies The TIE Gunship is a new starship for a new era. The earlier TIE/In models were like sting flies off a Banthas back compared to the Incom fighters, but the Gunship represents a new class in Imperial technology and thinking. By further reducing the unneeded amenities such as life support, consumables, and hyperdrives, engineers at Sienar Fleet systems came up with a design that, while lacking the darting speed of previous ships, made up with a more advanced arsenal of weaponry, including a Proton Torpedo launcher (something not seen in the baseline TIEs of yesteryear). The TIE Gunship can compete with the larger, more heavily armed ships of the Rebel terrorists, with greatly improved armor. The larger TIE (that can accommodate both a pilot and optional gunner), is designed and integrated to work with the new Star Destroyers and would be the basis fighter of a new, stronger, Imperial Navy.

Craft: Sienar Fleet Systems TIE Gunship prototype; Type: Fighter-Bomber; Scale: Starfighter; Length: 7.9 meters; Skill: Starfighter Piloting: TIE; Crew: 1 or 2; Crew Skill: Starfighter Piloting 4D+1, starship gunnery 4D; Passengers: None; Cargo Capacity: None; Consumables: 1 day; Cost: 53,000; Hyperdrive Multiplier: None; Hyperdrive Backup: None; Nav Computer: None; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 4D; Shields: None; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D Two Light Laser Cannons (fire linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 3D Proton Torpedo Launcher (4 torpedoes): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700km; Damage: 9D Sienar Fleet Systems Prototype TIE Howler by Terras Jadeonar The test pilots over at Sienar Fleet systems nicknamed this Tie prototype the Howler for obvious reasons - the s-foiled solar panels while in high speed atmospheric flight make a howling sound like a castrated rancor, enough to raise the hairs on the back of anyones neck upon flyby. From the S-foil mechanism to the lasers & concussion missile launchers, the engineering teams goal was to mimic the infamous X-wing for its multi role durability, as well as keeping both the speeds & nimbleness of the original Tie Interceptor. Some test pilots were as bold to comment this fighter handles more like a Tie Advanced. While this fighter is just within maximum budgetary limits, the strong hull and adequate shielding, the engineers assure this fighter will be cheaper in the long run - bringing home its pilots after the battle. Craft: Sienar Fleet Systems TIE Howler Prototype; Type: Space superiority starfighter; Scale: Starfighter; Length: 8 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 4D+1, starship gunnery 4D; Passengers: None; Cargo Capacity: None; Consumables: 1 day; Cost: 60,000; Hyperdrive Multiplier: None; Hyperdrive Backup: None; Nav Computer: None; Maneuverability: 3D+2; Space: 9; Atmosphere: 400; 1,150 km/h; Hull: 3D+1; Shields: 1D+1; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D Two Light Laser Cannons (fire linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 3D Two Concussion Missile Launchers (8 missiles each): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 50 100/300/700m; Damage: 8D Sienar Fleet Systems Prototype TIE Howler Light By Terras Jadeonar Howler Light is a slightly stripped down & cheaper variant. Lacking the concussion missiles and shield generators, it does have a slightly tougher hull. This brings the proto-type as a more than equivalent replacement to the Interceptor at half the cost (albeit at half the firepower capability), and even under prices the standard Tie fighter with better protection & performance. Craft: Sienar Fleet Systems TIE Howler Prototype (light variant); Type: Space superiority starfighter; Scale: Starfighter; Length: 8 meters; Skill: Starfighter piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 4D+1, starship gunnery 4D; Passengers: None; Cargo Capacity: None; Consumables: 1 day; Cost: 54,000; Hyperdrive Multiplier: None; Hyperdrive Backup: None; Nav Computer: None; Maneuverability: 3D+2; Space: 9; Atmosphere: 400; 1,150 km/h; Hull: 4D; Shields: None; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D Two Light Laser Cannons (fire linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 3D Sienar Fleet Systems Prototype TIE Little Stinger by Red5_5 The designers feel that the hull could be weakened a bit with the downsizing of the fuselage; it will take an ace pilot to hit these little ships. With the downsizing there is no room for extra baggage, the pilot is on his own in a survival situation. The speed is the same as the TIE/ln so it can keep up with those pesky Rebel fighters. The idea behind this design is that with a smaller size the Empire will be able to fit more fighters onto their impressive Star Destroyers. The weapons are not much because these ships will use swarm like tactics. Craft: Sienar Fleet Systems TIE Little Stinger Prototype; Type: Combat Starfighter; Scale: Starfighter; Length: 3 meters; Skill: Starfighter piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 4D+1, starship gunnery 4D; Passengers: None; Cargo Capacity: None; Consumables: 1 day; Cost: 59,750 (new); Hyperdrive Multiplier: None; Hyperdrive Backup: None; Nav Computer: None; Maneuverability: 2D; Space: 10; Atmosphere: 415; 1,200 km/h; Hull: 1D+1; Shields: None; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D Two Light Blaster Cannons (fire linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 1D; Space Range: 13/12/25; Atmosphere Range: 100300/1.2/2.5km; Damage: 2D TIE/D Droid Fighter Pilotless TIE/droid unit fighters run by onboard droids, designed by Arndall Lott following the Battle of Endor. Lott used the Katana fleet as an inspiration, seeing that the automated systems could work if implemented correctly. Lott originally automated the AT-AT, but his early work suffered from lack of computer

power. The TIE/D has received the best automation the Empire could afford, and could be used as independent fighters or computer-slaved squadrons. However, the initial TIE/Ds were not very powerful, and were only effective in large numbers. The TIE/D measured 6.1 meters, and resembles the center section of a TIE Fighter with squared-off TIE Interceptor-like wings which were flat and tilted. The TIE/D was armed with a pair of laser cannons, and lacked a hyperdrive. A Cybot Galactica Ace-6 combat droid brain served as the heart of the ship, but was shown to be greatly inferior to human pilots. The TIE/D, although produced in large volumes in an attempt to overwhelm New Republic starfighters, was primarily produced by the nuclear furnaces and factories of World Devastators. When these were destroyed over Calamari, the primary sources of the TIE/Ds were eliminated. Craft: Sienar TIE/D Automated Starfighter; Type: Multi-environment automated attack fighter; Scale: Starfighter; Length: 6.1 meters; Crew: None (fully automated droid brain); Cost: 170,000 (new); Maneuverability: 2D+1; Space: 10; Atmosphere: 450; 1,300 KMH; Hull: 3D; Sensors: Passive: 20/1D, Scan 25/1D+2, Search 40/2D, Focus 2/3D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 4D+2 Droid Brain: Dexterity 1D; Knowledge 1D; Mechanical 1D: Starfighter piloting 2D+2, starship gunnery 3D; Perception 1D: Search 4D; Technical 1D TIE/D Mark 2 The Yuuzhan Vong invasion route bypassed Bastion, but left the Empire feeling incredibly insecure. To complement the new "Resurgence" class Star Destroyers, a new generation of fighters was needed. All were based on the venerable TIE line. Sienar was quite relieved when they got the orders because it indicated to the leadership of Santhe/Sienar Technologies that they had somewhere to run to if things go too hot in the New Republic. All of these new TIEs were factory equipped with "flicker mode" lasers and "grab-proof" shields. The TIE/d Mk.2 makes only very slight improvements on the original TIE/d. However, one of these improvements is an immense ability to learn. This makes a veteran TIE/d Mk.2 a very challenging adversary and wise captains update all of their TIE/d Mk.2s with the memory of their most skilled droid. Craft: Sienar Fleet Systems TIE/d Mk.2; Type: Automated Droid Starfighter; Scale: Starfighter; Length: 6.1 meters; Crew: None (fully automated droid brain); Consumables: 1 day; Cost: 170,000 credits; Maneuverability: 2D+1; Space: 10; Atmosphere: 450; 1,300 kmh; Hull: 3D; Sensors: Passive: 20/1D, Scan: 25/1D+2, Search: 40/2D, Focus: 2/3D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3km; Damage: 5D Droid Brain: DEX 1D; KNO 1D; MEC 1D: Starfighter piloting 3D+2, Sensors 3D, Starship Gunnery 3D+1; PER 1D: Search 4D; TEC 1D Note: The TIE/d Mk.2 uses advanced learning software to improve +1 in each skill for every hour of flight time. TIE/DB Automated Assault Bomber The TIE/DB was designed to be a cross between the TIE Bomber and the TIE/D. They are remarkably accurate, but they lack the sentience and randomness of a living pilot which makes them become predictable to an experienced opponent. New programming can easily be added but they are still not close enough to being sentient. Craft: Sienar Fleet Systems' TIE/DB Automated Assault Bomber; Type: Multi-environment automated light bomber; Scale: Starfighter; Length: 9.78 meters; Crew: None (fully automated droid brain); Consumables: 1 day; Cost: 100,000 credits; Maneuverability: 1D+2; Space: 7; Atmosphere: 310; 890 kmh; Hull: 3D+1; Sensors: Passive: 20/1D, Scan: 25/1D+2, Search: 40/2D, Focus: 2/3D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D+2 2 Concussion Missile Launchers (8 Missiles): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-2/8/15; Atmosphere Range: 0.1-0.2/0.8/1.5 km; Damage: 9D (fire linked) 1 Proton Torpedo Launcher (4 Torpedoes): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700 m; Damage: 9D Droid Brain: DEX 1D; KNO 1D; MEC 1D: Starfighter piloting 2D+2, Starship gunnery 4D+2; PER 1D: Search 4D; TEC 1D TIE/DSD - Datalinked Scout Droid The Yuuzhan Vong invasion route bypassed Bastion, but left the Empire feeling incredibly insecure. To complement the new "Resurgence" class Star Destroyers, a new generation of fighters was needed. All were based on the venerable TIE line. Sienar was quite relieved when they got the orders because it indicated to the leadership of Santhe/Sienar Technologies that all of these new TIEs were factory equipped with "flicker mode" lasers and "grab-proof" shields. They had somewhere to run to if things go too hot in the New Republic. The TIE/dsd is a specialized update to the TIE/d for scout work. Its sensor data is automatically transmitted to its mothership. The DSD has no weapons, but its enhanced sensor system makes it very useful.

Craft: Sienar Fleet Systems TIE/dsd - Datalinked Scout Droid; Type: Automated Droid starfighter; Scale: Starfighter; Length: 6.1 meters; Crew: None (fully automated droid brain); Consumables: 1 day; Cost: 170,000 credits; Maneuverability: 2D+1; Space: 10; Atmosphere: 450; 1,300 kmh; Hull: 3D; Sensors: Passive: 20/1D, Scan: 25/1D+2, Search: 80/2D, Focus: 2/3D, Stealth: 5+/+10 Droid Brain: DEX 1D; KNO 1D; MEC 1D: Starfighter piloting 2D+2, Sensors 3D; PER 1D: Search 4D; TEC 1D Note: All of the TIE/dsd's sensor data is transmitted back to its mother ship by encrypted datalink. TIE Defender Prototype This prototype TIE Fighter was one of the last designs produced by Sienar Fleet Systems before the Battle of Endor. Originally developed on Corulag, the x7 measured 9.2 meters in length, and was equipped with a hyperdrive. It was also armed with four laser cannons. The x7 eventually served as the design basis for the TIE Defender. Craft: Sienar Fleet Systems TIE/Ad x7 Prototype; Type: Prototype Starfighter; Scale: Starfighter; Length: 9.2 meters; Skill: Starfighter Pilot: TIE/Ad x7; Crew: 1; Crew Skill: 5D in all applicable skills; Passengers: None; Cargo Capacity: 85 kilograms; Consumables: 2 days; Cost: Prototype, not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Back-Up: None; Nav Computer: Programmable for 2 jumps; Maneuverability: 3D; Space: 10; Atmosphere: 415; 1,200 km/h; Hull: 3D; Sensors: Passive: 25/1D, Scan: 40/2D, Search: 60/3D, Focus: 4/3D+2 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D TIE Defender (Darkwing) Darkwing Squadron is the Empire's top elite fighter squadron. Unlike the New Republic, which put its top elite squadron, Rogue Squadron, in older out of date starfighters, the Empire elected to give Darkwing Squadron the most advanced starfighters in the galaxy... the deadly TIE Defender. Darkwing Squadron's TIE Defenders are slightly upgraded with better sensors, slightly stronger shielding and a faster hyperdrive than a standard TIE Defender. Darkwing Squadron is the highest decorated fighter unit in the history of the Empire and is used only on the most prestigious of missions. Craft: Modified Sienar Fleet Systems' TIE Defender; Type: Multi-role starfighter; Scale: Starfighter; Length: 7.2 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Astrogation 8D, starfighter piloting 9D, starship gunnery 8D+2, starship shields 8D+2, sensors 7D; Cargo Capacity: 10 kilograms (can be modified depending on missions); Consumables: 3 days; Hyperdrive Multiplier: x0.66; Maneuverability: 6D; Space: 17; Atmosphere: 520; 1,550 kmh; Hull: 4D; Shields: 2D+1; Sensors: Passive 35/0D, Scan 60/1D, Search 90/2D, Focus 5/4D+2 4 Laser Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D 2 Ion Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 13/7/36; Atmosphere Range: 100-300/700/3.6 km; Damage: 4D 2 General Purpose Warhead Launchers: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7 for missile and torpedoes, 1/2/5 for rockets and bombs; Atmosphere Range: 50-500/1/5km for missiles, 30-100/300/700 for torpedoes; Damage: 9D if a concussion missile or proton torpedo is used, 10D if a heavy rocket is used, 11D if a heavy proton bomb is used Tractor Beam Projector: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 18/15/20; Atmosphere Range: 100-800/1.5km/2 km; Damage: 5D TIE Defender An advanced form of TIE Fighter developed in secrecy by the Imperial Navy; the TIE Defender was produced as a response to the success of the Alliance's starfighter pilots. This 10-meter starfighter, known as the TIE/D, took the stability and agility of the TIE Interceptor's bent-wing design and added a third bent-wing to it. Note that The New Essential Guide to Vehicles and Vessels indicates that the TIE Defender measured just 6.6 meters in length. Not much was known about the TIE/D, as it was never fully accepted in battle and never mass-produced. It was thought to have had a maximum speed of 155 MGLT, with 4 L-s9.3 laser cannons, 2 NK3 ion cannons, 2 M-g-2 warhead launchers, 200 SBD shields, and a 20 RU hull. The fighter was propelled by the newer P-sz9.7 twin ion engines from Sienar Fleet Systems, which gave the ship atmospheric speeds of 1,680 kilometers per hour, and was equipped with Novaldex shield generators. The TIE Defender was used to defeat Admiral Zaarin, although the missions were so secret that very few Imperial officials were unaware of its role. The TIE Defender was produced at a cost of over 300,000 credits per fighter, about five times the cost of a TIE/ln. This, plus the political upheaval created by the Battle of Endor and the fact that it had an aft blind spot created by the wing placement, led to the demise of the TIE Defender as a widely-accepted starfighter. Its only known deployment was as part of Onyx Squadron during the Battle of Endor. Craft: Sienar Fleet Systems TIE Defender; Type: Multi-role starfighter; Scale: Starfighter; Length: 7.2 meters; Skill: Starfighter Piloting: TIE; Crew: 1 Cargo Capacity: 200 kilograms (can be modified depending on missions); Consumables: 2 days; Maneuverability: 6D; Space: 15; Atmosphere: 520; 1,550kmh; Hull: 4D; Shields: 2D; Sensors: Passive 30/0D, Scan 50/1D, Search 75/2D, Focus 4/4D+1

4 Laser Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 6D 2 Ion Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 13/7/36; Atmosphere Range: 100-300/700/3.6km; Damage: 4D 2 General Purpose Warhead Launchers: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7 for missile and torpedoes, 1/2/5 for rockets and bombs; Atmosphere Range: 50-500/1/5km for missiles, 30-100/300/700 for torpedoes; Damage: 9D if a concussion missile or proton torpedo is used 10D if a heavy rocket is used 11D if a heavy proton bomb is used. Also can be equipped with a tractor beam weapon with the following stats: Tractor Beam: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-8/15/20; Atmosphere Range: 100-800/1.5km/2km; Damage: 5D TIE Defender Mark 2 The Yuuzhan Vong invasion route bypassed Bastion, but left the Empire feeling incredibly insecure. To complement the new "Resurgence" class Star Destroyers, a new generation of fighters was needed. All were based on the venerable TIE line. Sienar was quite relieved when they got the orders because it indicated to the leadership of Santhe/Sienar Technologies that they had somewhere to run to if things go too hot in the New Republic. All of these new TIEs were factory equipped with "flicker mode" lasers and "grab-proof" shields. The TIE Defender Mk.2 is a slight enhancement to the original. It replaces the expensive and maintenance intensive Multi-role Warhead Launchers with a simpler pair of Advanced Concussion Missile Launchers. The Defender needed this small change when it was decided by Imperial High Command to put this starfighter back into production as a space superiority fighter. Its previous task had been multi-role fighter, a task which required bombing capability. Imperial High Command also decided at that time that strike missions were best left to a dedicated bomber. Craft: Sienar Fleet Systems TIE Defender Mk.2; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 9.8m meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 5D+2, Starship Gunnery 5D+1, Starship Shields 3D, Astrogation 3D; Cargo Capacity: 75kg, .3 cubic meters; Consumables: 1 week; Hyperdrive Multiplier: x0.9; Nav. Computer: Limited to three jumps; Maneuverability: 4D; Space: 15; Atmosphere: 515; 1,500 kmh; Hull: 3D; Shields: 3D; Sensors: Passive: 25/1D, Scan: 40/2D, Search: 60/3D, Focus: 4/3D+2 Four Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3km; Damage: 6D Two Ion Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/7/15; Atmosphere Range: 100-300/700/1.5km; Damage: 4D Two Advanced Concussion Missile Launchers (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1/5/10; Atmosphere Range: 1-50/100/250m; Damage: 9D TIE Devastator The TIE Devastator was used in limited numbers during the Imperial civil war that tore much of the galaxy apart just before the return of Emperor Palpatine. The TIE Devastator is perhaps the largest TIE fighter to ever be designed by Sienar Fleet Systems. It was designed as a fourth generation TIE fighter (in the same generation that the TIE Avenger and TIE Defender belong to) to replace the aging TIE Bomber, however, the Scimitar assault bomber proved to be a much cheaper and much more effective alternative. The TIE Devastator is a radical departure from standard TIE designs. The solar collection arrays are arranged as a trio of atmospheric wings that are placed at equal distance around the main body of the ship. Two of the proton torpedo launchers are installed in the ship's main fuselage just under the cockpit while the other two are housed on extensions on either side of the dorsal solar collection wing. Standard protocol deploys the TIE Devastator into flights of four, usually to be escorted by at least two flights of escort TIEs (TIE/ln). Those lucky Imperial commanders that have any TIE Devastators under their command use them sparingly, saving them for only when extensive firepower is required during a starfighter attack. Craft: Sienar Fleet Systems' TIE DEV/S-B/G; Type: Dedicated heavy space bomber; Scale: Starfighter; Length: 23.4 meters; Skill: Starfighter piloting: TIE Devastator; Crew: 1; Gunners: 2; Crew Skill: Missile weapons 4D+1, starfighter piloting 4D, starship gunnery 5D; Cargo Capacity: 20 metric tons (bomb bay); Consumables: 5 days; Hyperdrive Multiplier: x2; Nav Computer: Limited to 3 jumps; Cost: 300,000 (new), 225,000 (used); Maneuverability: 2D; Space: 6; Atmosphere: 295; 850 kmh; Hull: 5D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 55/2D, Focus: 3/3D 2 Laser Cannons (fire-linked): Fire Arc: Dorsal turret (cannot fire in back arc); Crew: 1 (Gunner 1); Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D 4 Proton Torpedo Launchers: Fire Arc: Front; Crew: 1 (Gunner 2); Skill: Missile weapons; Ammo: 6 each; Fire Control: 3D+2; Space Range: 1/3/7; Atmosphere Range: 50-500/1/5 km; Damage: 9D (12D when fire-linked)

TIE Enforcer The TIE/ni is the newest TIE fighter model, contracted by the New Imperium for its personal starfighter corps. It was built on the frame of a TIE Interceptor, and adds two new dagger-wing pylons on the dorsal and ventral sides of the command pod. The mini-magnapulse rounds it carries are scaled-down versions of the larger ones used on Star Destroyers and other capital ships, designed to penetrate a target's shields and flood any electrical systems with a massive EM burst, rendering them inoperable. Craft: Sienar/Santhe Technologies TIE/ni; Type: Space superiority fighter; Scale: Starfighter; Length: 10.2 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 6D, Starship Gunnery 5D, Starship Shields 4D; Passengers: none; Cargo Capacity: 20 kg; Availability: 3, X; Cost: 250,000 credits (new), 157,000 (used); Consumables: 1 week; Hyperdrive Multiplier: x1; Hyperdrive Backup: none; Nav Computer: yes; Maneuverability: 3D+2; Space: 12; Atmosphere: 450; 1,300 km/h; Hull: 3D+2; Shields: 1D+2; Sensors: Passive: 25/1D, Scan: 40/2D, Search: 60/3D, Focus: 4/3D+2 Eight Laser Cannons (can be fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300m/1.2km/2.5km; Damage: 4D (7D+2 fire-linked) Mini-Magnapulse Bomb Launcher (5 shots total): Fire Arc: Front; Skill: Missile Weapons OR Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100m/300m/700m; Damage: 8D ionization TIE Experimental M1 Manufactured aboard a Sienar Fleet Systems research carrier, the TIE Experimental M1 takes the basic design of the TIE Fighter and reverses the wing-to-ball ratio. The cockpit is situated on one side of the single wing, while the other side boasts a capital-scale turbolaser and power generator. Though still fragile and unshielded like the standard TIE Fighter, the incredible firepower boasted by such a small ship made this experiment potentially deadly. However, field tests showed that the T/e1 did not have a significant impact on standard combat scenarios, and thus it was deemed inappropriate for mass production. Prototype models circulated around Imperial research facilities for a while, but nothing ever came of this odd-looking ship. Craft: TIE Experimental M1; Type: Experimental Starfighter; Scale: Starfighter; Length: 6.3 meters; Skill: starfighter piloting: T/e1; Crew: 1; Crew Skill: capital ship gunnery 3D+2, starfighter piloting 3D+2; Passengers: 0; Cargo Capacity: 65 kilograms; Consumables: 1 Day; Cost: Not Available for Sale; Maneuverability: 1D+2; Space: 9; Move: 400; 1150 km/h; Hull: 2D; Sensors: Passive: 15/1D, Scan: 35/2D, Search: 70/3D, Focus: 4/3D+2 Turbolaser: Fire Arc: Front; Skill: Capital Ship Gunnery; Scale: Capital; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-500/1.5/3 km; Damage: 5D TIE Experimental M3 Designed and constructed around the same time as the Experimental M1, the M3 takes the basic TIE Interceptor design and removes its quad lasers, instead replacing them with a pair of bulky concussion missile launchers on the outside of ether wing. This gave them a more powerful punch, but with that came limited resources in the form of a relatively small payload. Despite this drawback, the M3 had a much more successful track record than other models, and impressed designers and Imperial higher-ups enough that at least one squadron saw active duty. This squadron saw major successes against Rebel X-Wing squadrons and smaller capital ships, earning them a quiet respect from others in the Imperial Navy. Craft: TIE Experimental M3; Type: Experimental Starfighter; Scale: Starfighter; Length: 6.6 meters; Skill: starfighter piloting: T/e3; Crew: 1; Crew Skill: starfighter piloting 3D+2, starship gunnery 3D+2; Passengers: 0; Cargo Capacity: 75 kilograms; Consumables: 1 Day; Cost: Not Available for Sale; Maneuverability: 3D; Space: 10; Move: 415; 1200 km/h; Hull: 3D; Sensors: Passive: 15/1D, Scan: 35/2D, Search: 70/3D, Focus: 4/3D+2 Concussion Missile Launcher x2 (16 Carried): Fire Arc: Front; Skill: starship gunnery; Fire Control: 1D; Space Range: 1-3/7/12; Atmosphere Range: 100-300m/700/1.2 km; Damage: 8D TIE Fire Control Craft A TIE/fc fighter is a modified standard TIE fighter equipped to provide accurate fire control and target designation for long-range naval bombardment of ground or space-based targets. A TIE/fc will maneuver near the target, and transmit precise aiming adjustments back to a fleet ship that is safely out of the target's counter fire range. These fighters carry laser target designators to "paint" an enemy target, and are equipped with jamproof data comlinks. Though primarily designed to aid capital ship gunnery, a TIE/fc can also provide targeting data to fellow TIE fighters. A TIE/fc only carries a single laser cannon. Although this variant fighter is 20 percent slower than the standard TIE, it is considerably more maneuverable. The TIE/fc improved the fire control of another capital ship gunner by +2D or a starfighter gunner by +1D. The TIE must make a search scan of the designated target a Moderate Sensors roll, modified by circumstance and the TIE/fcs search value of 3D+2 and must be within sensor range (80 units). Craft: Sienar Fleet Systems TIE/fc; Type: Fire Control Starfighter; Scale: Starfighter; Length: 6.3 meters; Skill: starfighter piloting: TIE; Crew: 1; Crew Skill: Sensors 4D+2, starfighter piloting 4D+1, starship gunnery 4D; Cargo Capacity: 65 kilograms; Consumables: 2 days; Cost: Not Available for Sale;

Maneuverability: 3D; Space: 8; Move: 365; 1050 km/h; Hull: 2D; Sensors: Passive: 30/0D, Scan: 40/1D, Search: 80/3D+2, Focus: 6/4D Laser Cannon: Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space: 1-3/12/25; Atmosphere: 100-300/1.2/2.5 km; Damage: 2D+2 TIE Ground Fighter A modified standard TIE fighter with a reinforced hull and elongated cockpit to support a bomb bay, the TIE/gt fighter gets its two-letter suffix from its role as a ground-targeting starfighter bomber. During the early Empire, the TIE/gt was found in ground support squadrons before gradually being phased out of service by the newer TIE bomber, though even during the height of the Galactic Civil War, TIE/gt fighters could still be found in low priority deployments. TIE/gt fighters typically operate with support from TIE/fc fighters, which provide scanner data for pinpoint accuracy. Large targets, such as buildings and capital ships, can successfully be attacked without the need for TIE/fc data. The TIE/gt hull can carry 12 concussion missiles, but the modular launcher can also handle other special payloads, such as six proton torpedoes, 18 air-deployed mines, two cluster bombs and for special propaganda missions 20,000 plastic leaflets. Craft: Sienar Fleet Systems TIE/gt; Type: Ground-targeting Starfighter/bomber; Scale: Starfighter; Length: 6.3 meters; Skill: starfighter piloting: TIE; Crew: 1; Crew Skill: starfighter piloting 4D+1, starship gunnery 4D; Cargo Capacity: 10 metric tons; Consumables: 2 days; Cost: Not Available for Sale; Maneuverability: 1D; Space: 4; Move: 280; 800 km/h; Hull: 2D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D Laser Cannon: Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space: 1-3/12/25; Atmosphere: 100-300/1.2/2.5 km; Damage: 2D+2 Concussion Missile Launcher: Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space: 1-2/8/15; Atmosphere: 100-200/800/1.5 km; Damage: 8D TIE Ground Fighter Mark 3 The Yuuzhan Vong invasion route bypassed Bastion, but left the Empire feeling incredibly insecure. To complement the new "Resurgence" class Star Destroyers, a new generation of fighters was needed. All were based on the venerable TIE line. Sienar was quite relieved when they got the orders because it indicated to the leadership of Santhe/Sienar Technologies that all of these new TIEs were factory equipped with "flicker mode" lasers and "grab-proof" shields. They had somewhere to run to if things go too hot in the New Republic. The TIE/gt Mk.3 is a capable and effective atmospheric assault starfighter. Its design addresses the three greatest flaws in the original TIE/gt: speed, shielding, and gunnery. The gt Mk.3 adds a much more powerful engine system, dual shield generators, and TIE Interceptor-type lasers. The TIE/gt Mk.3 is usually assigned to low priority naval wings and all army wings. This assignment is because it is cheaper and less versatile than the latest TIE Bomber model. Craft: Sienar Fleet Systems TIE/gt Mk.3; Type: Ground Attack Starfighter; Scale: Starfighter; Length: 9.6 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 4D+1, Starship Gunnery 4D, Starship Shields 3D; Cargo Capacity: 65 kilograms, .25 cubic meters; Consumables: 2 days; Maneuverability: 2D; Space: 10; Atmosphere: 425; 1,250 km/h; Hull: 3D; Shields: 2D; Sensors: Passive: 25/1D, Scan: 40/2D, Search: 60/3D, Focus: 4/3D+2 Four Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3km; Damage: 6D Concussion Missile Launcher: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 15/8/15; Atmosphere Range: 100-500/800/1.5km; Damage: 8D TIE Ground Support Fighter The TIE/gs was designed by a joint Imperial Army-Navy team. All the flight controls are the same as the standard TIE but the light lasers' and grenade launchers' fire control systems are the stock Army variety. It is able to support the Imperial Army's advances with it anti-vehicle laser and antipersonnel grenade launcher. The speed it has is greater than most airspeeders, allowing it to dig out entrenched rebels with ease. Craft: Sienar Fleet Systems TIE/gs; Type: Ground support starfighter; Scale: Starfighter; Length: 6.3 meters; Skill: Starfighter piloting: TIE; Crew: 1; Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D+1, missile weapons 4D+1, vehicle blasters 4D+1; Cargo Capacity: 35 kilograms; Consumables: 1 day; Maneuverability: 2D; Space: 9; Atmosphere: 400; 1,150 kmh; Hull: 2D+2; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 5/3D+2 Laser Cannon: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D 2 Light Laser Cannons: Fire Arc: Ventral turret; Scale: Speeder; Skill: Vehicle blasters; Fire Control: 3D; Atmosphere Range: 50-300/500/1 km; Damage: 4D+1 Concussion Grenade Launcher: Fire Arc: Ventral turret; Scale: Speeder; Skill: Missile weapons; Ammo: 18 grenades (12 extra rounds can be held in cargo hold); Fire Control: 1D; Atmosphere Range: 10-50/100/250; Blast Radius: 0-5/10/20; Damage: 5D/3D/1D Special Systems: Terrain following Autopilot: usually, the autopilot is programmed to fly straight and level so the pilot can focus his attention on killing things. Casualties soared as TIE after TIE flew into the side of

a cliff, building, mountain or other convenient obstacle. The terrain following system lets the pilot set in a certain altitude, and the TIE will maintain that height. It still flies in a straight line, but can be programmed with simple turns. Difficulty: Easy, Each Turn: +3, Each Extreme Turn: +11 TIE Interceptor Built by Sienar Fleet Systems, these single-pilot bent-winged attack craft were designed so that the wings are longer in front than behind, and have been cut out at the front for better visibility. They are 9.6 meters in length, and can run at 110 MGLT at sublight speeds. They have been timed at 1,250 kilometers per hour in atmospheric conditions. Craft: Sienar Fleet Systems TIE Interceptor; Type: Space superiority fighter; Scale: Starfighter; Length: 6.6 meters; Skill: Starfighter piloting: TIE; Crew: 1; Crew Skill: Starfighter piloting 5D, starship gunnery 4D+2; Cargo Capacity: 75 kilograms; Consumables: 2 days; Cost: 120,000 (new), 75,000 (used); Maneuverability: 3D+2; Space: 11; Atmosphere: 435; 1,250 KMH; Hull: 3D; Sensors: Passive 25/1D, Scan 40/2D, Search 60/3D, Focus 4/3D+2 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 6D TIE Interceptor Mark 4 The Yuuzhan Vong invasion route bypassed Bastion, but left the Empire feeling incredibly insecure. To complement the new "Resurgence" class Star Destroyers, a new generation of fighters was needed. All were based on the venerable TIE line. Sienar was quite relieved when they got the orders because it indicated to the leadership of Santhe/Sienar Technologies that all of these new TIEs were factory equipped with "flicker mode" lasers and "grab-proof" shields. They had somewhere to run to if things go too hot in the New Republic. The TIE Interceptor Mk.4 is probably the last version of the this starfighter that will ever be produced. Increased speed was added to the Mk.3, and the Mk.4 adds a new Defender-derived solar wings that carry microthrusters to increase maneuverability. Craft: Sienar Fleet Systems TIE Interceptor Mk.4; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 9.8 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 5D, Starship Gunnery 4D+2, Starship Shields 3D; Cargo Capacity: 75 kilograms, .3 cubic meters; Consumables: 2 days; Maneuverability: 4D; Space: 12; Atmosphere: 450; 1,300 km/h; Hull: 3D; Shields: 2D; Sensors: Passive: 25/1D, Scan: 40/2D, Search: 60/3D, Focus: 4/3D+2 Four Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3km; Damage: 6D TIE Minesweeper The Sienar Fleet System's TIE Minesweeper design was based upon their rejected design that was too costly, the TIE Avenger. It features the same two four-tipped "dagger" wing design, and the pod is much larger than that of the average TIE fighter. But the TIE/ms serves as a much different role than its cousin, the Avenger: minesweeping. After the Battle of Yavin, the Imperial Army expressed that they needed a small, agile dedicated minesweeper. Previous minesweepers in Imperial service included a Lambda minesweeping shuttle and the Nebulon minesweeper frigate. The truth was, these craft were only modified of their original craft, and by the time the Empire invested thousands of credits in upgrades, they admitted the need for a minesweeping starfighter. The answer: the TIE/ms. Probably the most specialized of the TIE starfighters, the TIE/ms works in tandem with the TIE/gt ground targeting craft to perform precision minesweeping when the need arises, by the Imperial Army themselves (they don't like to have to have the Navy get involved in there missions). Walkers, repulsortanks, and the infantry have saved supplies, vehicles, and most importantly manpower, thanks to their dedicated, versatile TIE Minesweeper. Craft: Sienar Fleet Systems TIE/ms; Type: Planetary minesweeper; Scale: Starfighter; Length: 6.6 meters; Skill: Starfighter piloting: TIE; Crew Skill: Starfighter piloting 4D+2, starship gunnery 5D, missile weapons 4D; Cargo Capacity: 1 metric ton (bomb bay); Consumables: 2 days; Cost: 115,000 (new), 60,000 (used); Maneuverability: 1D (in atmosphere: 2D); Space: 8; Atmosphere: 365; 1,050 kmh; Hull: 4D; Sensors: Passive: 20/0D, Scan: 35/1D, Search: 50/2D, Focus: 3/3D+2 Laser Cannon: Fire Arc: Ventral turret; Skill: Starship gunnery; Fire Control: 1D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 7D 2 MiniMunition Launchers: Fire Arc: Front; Skill: Missile weapons; Fire Control: 2D; Atmosphere Range: None (descent capability only from bomb bay), can not be launched from space to into space; Damage: 3D TIE Patrol Craft The TIE/pc Patrol Craft was used in limited numbers by Moff Jerr Uhlmann in the Palvar Sector shortly before the return of the clone Emperor Palpatine. The TIE/pc is in reality a stripped down and modified version of the older TIE/sr Lone Scout-A which was the Empire's standard scout ship for several years. Imperial technicians removed the large sensor array structure off of the top of the craft, increasing both overall speed and maneuverability. Hard points on the bent

wings were fitted with the laser cannons from TIE Interceptors while the original light laser cannon that was mounted on the chin of the cockpit was replaced with a light ion cannon. Those TIE/pc in service serve almost the same role as the infamous Skipray blastboat, patrolling the edges of star systems, adding to the picket and/or close support lines in a fleet and even during assaults. Craft: Delfii StarDrives/Wereling Spaceworks TIE/pc Patrol Craft; Type: Modified SFS TIE/sr Lone ScoutA; Scale: Starfighter; Length: 24 meters; Skill: Starfighter piloting: TIE; Crew: 1; Crew Skill: Astrogation 4D, starfighter piloting 4D+1, starship gunnery 4D; Cargo Capacity: 50 metric tons (cargo bay); Consumables: 1 week; Hyperdrive Multiplier: x2; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 1D+2; Space: 7; Atmosphere: 295, 850 kmh; Hull: 4D; Shields: 1D; Sensors: Passive: 15/0D, Scan: 30/1D, Search: 60/2D, Focus: 3/3D 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D Light Ion Cannon: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6 km; Damage: 2D Game Notes: Equipped with repulsorlifts and retractable landing struts. TIE Phantom After the battle of Yavin and the destruction of the Death Star, the Rebels Alliance proved that they were a serious threat to the Empire. The Empire forced to take that threat seriously, responded with new technology and weapons such as the Dark Trooper project and the TIE Phantom. The TIE Phantom research, under the direction of Admiral Sarn, was conducted in the Dreighton Nebula. The Nebula, the site of a major battle in the Old Republic was rumored to be haunted and the source of ships mysteriously disappearing. This provided perfect cover for development of a top secret stealth starfighter. The TIE Phantom packs slightly above normal firepower for a starfighter of it's class. However the main improvement of the ship was a cloaking device. With the stealth shield in place, short and long range delectability of the ship was almost non-existent. Should the Phantom have gone into wide production, the Empire would certainly have had the upper hand. Sigma Squadron, the first wave of these deadly TIE fighters, came within 12 hours of launch before the construction facility on Imdaar Alpha was destroyed, along with the Empire's stockpile of the ship. Admiral Sarn's command ship, the Super Star Destroyer Terror was also eliminated along with the base. The admiral was retired from active duty personally by Lord Vader. The Rebel strike team, commanded by Ru Murleen captured one of the precious vessels, but the fighter was destroyed at a rebel base due to Imperial security fail-safe measures. Craft: TIE Phantom P-38 Assault Fighter; Scale: Starfighter; Length: 15.3 m; Crew: 1 pilot, 1 gunner; Passengers: 0; Cargo: 26 kilos; Consumables: 1 Week; Hyperdrive Multiplier: X1; Hyperdrive Backup? No; Nav Computer? Limited, Three jumps; Maneuverability: 2D; Space Units: 9; Hull: 2D+2; Shields: 1D Two laser Cannons (fire linked): Fire Arc: Front; Fire Control: 3D; Damage: 5D Cloaking Device: This is a FULL cloaking device that not only blocks sensors (-3D to all sensor rolls) but also blocks ANY visual contact. All weapon systems are shut down if cloak is active. Cloaking device takes 1 round to engage, and 1 round to disengage. Self Destruct Sequence: If a proper clearance code is not entered when ship is powered down a sequence of shaped charges are activated five minuets after power off, to keep the Phantom from falling into Rebel hands. Its damage is to internal systems only (re: no power core overload) and causes a 4D (starship scale) explosion. The ship itself cannot roll versus damage. TIE Recon During the height of the Empire, TIE fighters were produced in countless numbers by Sienar Fleet Systems. To meet specific mission profiles, a small percentage of these fighters were modified and delineated by two-letter suffixes. The standard TIE fighter of the line was known as the TIE/ln. The TIE/rc was specially suited for reconnaissance missions. Extra-sensitive sensors and long-range communications gear allow the TIE/rc to serve as remote spotlights for larger capital ships. Not equipped with hyperdrives, TIE/rc fighters are still short range craft, but can often extend the reach of carrier ship or launch base sensors. TIE/rc fighters are sometimes dispatched into asteroid fields or areas of dense starship traffic that may limit a larger vessel's mobility, for example. In squadron activities, a TIE/rc may range ahead of a main starfighter force and send back vital preengagement data. To make room for the added equipment, the TIE/rc only has a single laser cannon. Craft: Sienar Fleet Systems TIE/rc; Type: Reconnaissance Starfighter; Scale: Starfighter; Length: 6.3 m; Crew: 1; Crew Skills: Sensors 4D+2, starfighter piloting 4D+1, starship gunnery 4D; Cargo Capacity: 65 kilos; Consumables: 2 days; Maneuverability: 2D+2; Space: 10; Atmosphere: 415; 1,200 km/h; Hull: 2D; Sensors: Passive 30/1D, Scan 60/2D, Search 90/3D, Focus 6/4D Laser Cannon (fire linked): Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space: 1-3/12/25; Atmosphere: 100-300/1.2/2.5 km; Damage: 2D+2 TIE Recon Mark 3 The Yuuzhan Vong invasion route bypassed Bastion, but left the Empire feeling incredibly insecure. To complement the new "Resurgence" class Star Destroyers, a new generation of fighters was needed. All were

based on the venerable TIE line. Sienar was quite relieved when they got the orders because it indicated to the leadership of Santhe/Sienar Technologies that all of these new TIEs were factory equipped with "flicker mode" lasers and "grab-proof" shields. They had somewhere to run to if things go too hot in the New Republic. The TIE/rc Mk.3 uses a TIE Interceptor Mk.4 frame to mount enhanced sensors and engines. This speed demon is used as an airborne scout by the Imperial Army. Its weapons are purposefully kept light to leave more space for sensor and keep it fast and maneuverable. Craft: Sienar Fleet Systems TIE/rc Mk.3; Type: Reconnaissance Starfighter; Scale: Starfighter; Length: 9.8 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 5D+2, Starship Gunnery 5D+1, Starship Shields 3D, Sensors 4D; Cargo Capacity: 65 kilograms, .25 cubic meters; Consumables: 2 days; Maneuverability: 4D; Space: 15; Atmosphere: 450; 1,300 km/h; Hull: 3D; Shields: 2D; Sensors: Passive: 35/1D, Scan: 60/2D, Search: 100/3D, Focus: 3/4D Two Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3km; Damage: 5D TIE Skirmisher The Yuuzhan Vong invasion route bypassed Bastion, but left the Empire feeling incredibly insecure. To complement the new "Resurgence" class Star Destroyers, a new generation of fighters was needed. All were based on the venerable TIE line. Sienar was quite relieved when they got the orders because it indicated to the leadership of Santhe/Sienar Technologies that all of these new TIEs were factory equipped with "flicker mode" lasers and "grab-proof" shields. They had somewhere to run to if things go too hot in the New Republic. The TIE Skirmisher was the only entirely new design in this batch. It has a cylindrical fuselage with pylons projecting from the top, right, bottom, and left. The solar array wing is a ring attached to the fuselage by the pylons. The fuselage projects beyond the solar ring at the front and back to improve maneuverability and visibility from the cockpit. Each pylon carries a Double Laser Cannon. The TIE Skirmisher is designed to replace all remaining TIE/ln, I-7 Howlrunner, and A-9 Vigilance starfighters. It has a low cruising speed, but phenomenal maneuverability. It also uses the SLAM technology originally developed by Cygnus Spaceworks for its Missile Boat to achieve incredible sprint accelerations. Its powerful array of lasers means that if a Skirmisher can get behind an enemy, the enemy is toast. Craft: Sienar Fleet Systems TIE Skirmisher; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 8 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 4D+1, Starship Gunnery 4D, Starship Shields 3D; Cargo Capacity: 75 kilograms, .3 cubic meters; Consumables: 2 days; Maneuverability: 5D *; Space: 10 *; Atmosphere: 515; 1,500 kmh; Hull: 2D; Shields: 4D; Sensors: Passive: 25/1D, Scan: 40/2D, Search: 60/3D, Focus: 4/3D+2 Four Double Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3km; Damage: 10D * When SLAM system is activated, speed is doubled, but maneuverability is reduced to 1D. The system has a maximum endurance of 4 turns. TIE Vanguard The TIE Vanguard was an early reconnaissance ship deployed from a capital ship to observe fleet formations before the rest of the Imperial strike force would hyperspace in and engage. Its unique design, based on the TIE Fighter chassis, boasts powerful sensors and communications systems, allowing the lone starfighter to observe and transmit quickly and over long distances. This allowed the fleet to prepare its strategies and formations in advance, so when jumping into the system they would not be taken by surprise, or be forced to alter their plans. The pilots selected to fly the TIE Vanguard were those who had proven themselves both strong willed and reliable; often they would be in the cockpit for a very long time during the trip at sublight speeds, and also they were placed in the dangerous position of being the lone starfighter on the fringes of the enemy fleets. As such, few TIE Vanguards survived their missions (whether they succeeded or not) and were rarely used unless the tactical advantage they provided was absolutely necessary. Craft: Sienar Fleet Systems TIE Vanguard; Type: Reconnaissance Starfighter; Scale: Starfighter; Length: 6.3 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 4D, Starship Gunnery 3D+1, sensors 4D; Cargo: 35 kg; Consumables: 3 Days; Cost: Not Available for Sale; Maneuverability: 1D+2; Space: 11; Atmosphere: 435/1350 km/h; Hull: 2D+1; Sensors: Passive 25/1D, Scan 60/2D, Search 90/3D, Focus 5/4D+1 2 Laser Cannons (Fire Linked): Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 1-300/1.2/2.5km; Damage: 4D TIE Vindicator The TIE/V Vindicator was designed by Sienar Fleet Systems for the sole purpose of defending their ships, convoys, space stations, and corporate headquarters on Lianna. Only a handful were sold to the Empire, who seemed more interested in the TIE Avenger and TIE Defenders which were fairly new at the time of the designing of the TIE/V. Those TIE/Vs that were sold to the Empire were destroyed during a Rebel attack on the Escort Carrier that was transporting them to the Core. The only TIE/V Vindicators still in service belong to Sienar Fleet Systems.

Craft: Sienar Fleet Systems' TIE/V Vindicator; Type: Multi-role starfighter; Scale: Starfighter; Length: 10 meters; Skill: Starfighter Piloting: TIE/V; Crew: 1; Cargo Capacity: 70 kilograms; Consumables: 2 days; Hyperdrive Multiplier: x1; Maneuverability: 4D; Space: 12; Atmosphere: 520; 1,150 kmh; Hull: 3D+2; Shields: 2D; Sensors: Passive 30/0D, Scan 50/1D, Search 75/2D, Focus 4/4D+1 4 Laser Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 6D 2 Proton Torpedo Launchers: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 9D TL-118 Known as the Star Hammer, this was Subpro's short-range attack fighter, developed during the height of the Galactic Civil War. It measured 35 meters in length, and required a pilot and gunner to operate. Its weaponry included a pair of light laser cannons, a pair of twin laser cannons, a concussion missile launcher, and a bomb bay, making it capable of taking on heavy assault missions. Subpro planned to market the starship to either the Alliance or the Empire, whichever bid the highest. The TL-118 was capable of traveling through hyperspace, but was equipped with a slow Class 3 hyperdrive. The Empire rejected the design, and the Alliance couldn't afford it, so Subpro sold the remaining ships to the highest bidders, which often were local militias or planetary defense fleets. Craft: Subpro TL-118 Star Hammer; Type: Heavy Assault Starfighter; Scale: Starfighter; Length: 35 meters; Skill: Starfighter Piloting: TL-118; Crew: 1, gunners: 1; Crew Skill: Starfighter piloting 3D+1, starship gunnery 4D+2; Cargo: 200 kg; Consumables: 1 week; Cost: 72,000 (used only); Hyperdrive: x3; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Atmosphere: 105; 300 km/h; Hull: 5D; Shields: 2D; Sensors: Passive 20/0D, Scan 40/1D, Search 60/2D, Focus 3/3D 2 Light Laser Cannons: Arc: Front; Crew: 1 (gunner); Skill: Starship gunnery; Fire Control 3D; Space: 1-5/10/17; Atmosphere: 100-500/1.0/1.7 km; Damage: 4D 2 Twin Laser Cannons (Fire Linked): Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space: 13/12/25; Atmosphere: 100-300/1.2/2.5 km; Damage: 5D Concussion Missile Launcher: Arc: Front; Crew: 1 (gunner); Skill: Starship Gunnery; Fire Control: 1D; Space: 1/3/7; Atmosphere: 50-100/300/700 km; Damage: 8D Air-To-Surface Bombs (8 carried): Arc: Down; Crew: 1 (gunner); Skill: Starship Gunnery; Fire Control: 1D; Space: 1/2/5; Atmosphere Range: 500-2/4/10 km; Damage: 9D Trade Federation Advanced Bomber The Trade Federation Advanced Droid Bomber was an experimental craft under stress test during the Battle of Naboo. While the Trade Federation had been using dedicated Droid Bombers throughout the campaign, they relied too heavily on the droid starfighter design and were too slow and ungainly for the sometimes-needed high-speed bombing runs. The Trade Federation engineers working with Xi Char began designing a new bomber specially engineered to perform high-speed bombing runs and assault missions. The Advanced Droid Bomber is sleeker and more streamlined than the standard droid bomber, and has many other modifications. While constructed with a moderate amount of hull integrity, the Advanced Droid Bombers do not possess shields. Additionally, they no longer boast such a varied armament of weapons, instead relying solely on a payload of heavy proton missiles which serve a dual purpose as ground assault weapons, as well as anti-capital ship devices. While speedier and more maneuverable than the droid bomber, both varieties of ships were retained by the Trade Federation and used depending on which ship the mission parameters called for. Craft: Xi Char Cathedral Factories Advanced Droid Bomber; Type: Anti-Capital Ship and Surface Bomber; Scale: Starfighter; Length: 3.9 meters; Skill: droid programming: advanced droid bomber; Crew: None (droid control ship); Crew Skill: Starfighter piloting 2D, starship gunnery 3D; Cargo: 60 kg; Cost: 80,000 for four; 5,000 for control unit; Maneuverability: 1D+2; Space: 9; Atmosphere: 500/1350 km/h; Hull: 3D+2; Sensors: Passive 20/0D, Scan 35/1D, Search 50/2D, Focus 3/2D+1 2 Heavy Proton Missile Launchers (Fire Linked, 16 carried): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/7/15; Atmosphere Range: 1-300/700/1.5km; Damage: 10D Trade Federation Droid Bomber The Trade Federation recognized the need for a bomber craft before the subjugation of Naboo and had several of their Droid Starfighter units created as dedicated bombers. These craft lack the variable geometry "walker mode" of their starfighter cousins, but boast an additional proton bomb launcher to function on dedicated bombing runs. The craft is a bit bulkier than the droid starfighter, but were instrumental in wiping out several pockets of resistance in the Naboo communities. Craft: Xi Char Cathedral Factories Droid Bomber; Type: Surface Bomber; Scale: Starfighter; Length: 3.9 meters; Skill: droid programming: droid bomber; Crew: None (droid control ship); Crew Skill: Starfighter piloting 2D, starship gunnery 3D, starship shields 2D; Cargo: 80 kg; Cost: 74,000 for four; 5,000 for control unit; Maneuverability: 1D+1; Space: 7; Atmosphere: 500/1350 km/h; Hull: 3D; Sensors: Passive 20/0D, Scan 35/1D, Search 50/2D, Focus 3/2D+1

2 Laser Cannons (Fire Linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 1-300/1.2/2.5km; Damage: 4D 2 Energy Torpedo Launchers (Fire Linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D+1; Space Range: 1/3/5; Atmosphere Range: 50-100/300/500 km; Damage: 9D Proton Bombs: Fire Arc: Ventral; Skill: Starship Gunnery; Fire Control: 2D+2; Space Range: 1/3/5; Atmosphere Range: 1-100/300/500 km; Damage: 13D Trade Federation Droid Starfighter This was the name of the droid starfighters used by the Trade Federation during the last years of the Old Republic. These craft were also known as Vulture Droids, and were sometimes denoted as "Mark 1" droids. The Trade Federation never wished to risk any of its living members, so droids permeated its armed forces in every aspect. The droid starfighter was designed by the Xi Char order, and was a small starfighter with a pair of wings mounted to a wing-like fuselage. Lozenge-shaped weapons emplacements were mounted on the tips of the wings, and could split open in combat to reveal additional weapons systems. A small knob in the center of the fuselage held the droid brain that acted as the ship's pilot. When not in flight - either during storage aboard a Federation battle ship or after landing - the ship's systems transform the fighter into a walking weapons platform. This marvel of droid technology could only have been manufactured by the highly-precise Xi Charrians. The starfighter measured 3.5 meters in length when in flight mode, and was armed with four blaster cannons and two torpedo launcher. The only drawback to this droid starfighter was that it could only remain active for 35 minutes before it required refueling, and would go into standby if it lost contact with the control ship for more than twelve seconds. If it was out of contact for more than six minutes, the ship would self-destruct. Any potential problems were overcome by sheer numbers, as there were 1,500 Vultures aboard every Federation battle ship. These craft were designed for both spaceflight and atmospheric flight, and could attain speeds near 1,200 kilometers per hour in atmosphere. Craft: Xi Char Variable Geometry Self-Propelled Battle Droid, Mk. 1; Type: Autonomous Starfighter; Scale: Starfighter; Length: 3.5m long; Skill: Starfighter Piloting ;Crew: 0; Crew Skill: Starfighter Piloting 4D+1, Starship Gunnery 4D+1; Cargo Capacity: None; Consumables: None; Cost: 19,000 (new), 5000 (used); Hyperdrive Multiplier: None.; Nav Computer: None.; Maneuverability: 3D; Space: 10; Atmosphere: 415; 1200 km/h; Hull: 4D; Shields: 1D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D Blaster Cannons (2 fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 0D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7 km.; Damage: 5D Two Energy Torpedo Launchers (4 torpedoes each): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 0D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700m.; Damage: 9D Tri-Fighter The Tri-Fighter is a specialized space superiority starfighter used by Leonia Tavira's Invidious pirates. While not quite an "ugly," these ships were custom manufactured by modifying an old TIE production facility under Tavira's control. It began with the basic TIE ball cockpit and Twin Ion Engines, and altered the solar panel structures to feature a trio of blades set 120 degrees apart, with the bottom two solar panels serving as landing gear. It retained its dual laser cannons mounted beneath the cockpit, but added an ion cannon from below the top solar panel. They had basic shields to keep them on par with most other starfighters (a definite bonus, considering their limited supply), and since the solar panels were arranged differently, the sides of the cockpit had been altered to add view ports, giving the pilot more visibility than in a normal TIE craft. New Republic fighter pilots gave the starfighter the nickname "clutch," because the solar panels seem to be clutching the ball cockpit between them. Craft: Custom Modified TIE Fighter; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 6.2 meters; Skill: Starfighter Piloting: TIE; Crew: 1; Crew Skill: Starfighter Piloting 4D, Starship Gunnery 3D+2, Starship Shields 2D+2; Cargo: 60 kg; Cost: Not Available for Sale; Maneuverability: 3D+1; Space: 11; Atmosphere: 435/1350 km/h; Hull: 2D+2; Shields: 1D+2; Sensors: Passive 15/0D, Scan 30/1D, Search 50/2D, Focus 3/3D 2 Laser Cannons (Fire Linked): Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/15/25; Atmosphere Range: 1-500/1.5/2.5km; Damage: 6D Ion Cannon: Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 13/12/25; Atmosphere Range: 1-300/1.2/2.5km; Damage: 4D Uglies Many Pirate Crews and backwater planetary defense forces make use of ships known as "uglies." An Ugly is pilot slang for a ship cobbled together from the parts of other starfighters sold for salvage. They are often clunky and a definite eyesore, hence their name. They are unreliable, slow, underpowered, and best of all, cheap! Their inexpensive nature is exactly why they are so popular with pirates; after a victory in a space battle, they can tractor-beam the parts to the ship, then cobble together a new starfighter. Below are some basic rules for coming up with stats for a custom Ugly; note that this method is not perfect, and can be modified to fit the specifics of the campaign. The Basics

First, all the things that will be standard on an ugly when coming up with ship stats. Here's how it's going to look: Type: Patchwork Starfighter; Scale: Starfighter; Skill: Starfighter piloting: uglies That's about all that's going to be standard. Everything else is going to vary from design to design. And now, on to the creation. Choosing a Design Choosing what your ugly is going to be made of is a pretty simple process. You pick a cockpit style, and then a body/wing style, and voila, it's done. TIE Fighter cockpits are almost always the same, save for the TIE Advanceds, so pairing up a TIE Cockpit with a TIE body is pretty much moot. For the sake of this article, only the following crafts will be used for specific demonstration: Cockpit: 1. X-Wing, 2. Y-Wing, 3. B-Wing, 4. TIE Fighter, 5. TIE Bomber, 6. TIE Advanced Body/Wing: 1. X-Wing S-foils, 2. Y-Wing Nacelles, 3. B-Wing Body, 4. TIE Fighter Solar Panels, 5. TIE Advanced Solar Panels, 6. TIE Interceptor Solar Panels, 7. TIE Defender Solar Panels After you've selected the style you want, you've got to name it. The names are usually clever combinations of the two parent names. For the sake of example, we'll choose the Cockpit of a TIE Fighter, and the body of B-Wing. Since we don't have time to be incredibly clever, we'll call it the B-TIE. The length of the fighter is usually going to be the length of the longer of the two pieces; just take the length of the cockpit craft, and then add to that length if necessary. Crew will be cockpit capacity. Crew skill will usually vary widely from pirate to pirate. Cargo capacity will be the same as for the cockpit, consumables will be appropriate for whether or not it has hyperdrive. Cost: For cost, take the average of the two ships, and divide by 5. Hyperdrive An ugly has the following hyperdrive options, and only if the ugly contains one of the listed components: X-Wing Cockpit - Hyperdrive: x2; Nav Computer: No; Uses Astromech TIE Advanced Cockpit - Hyperdrive: x4; Nav Computer: Limited to 10 Jumps Y-Wing Nacelles - Hyperdrive: x2; Nav Computer: Limited to 2 Jumps B-Wing Body - Hyperdrive: x3; Nav Computer: Limited to 2 Jumps TIE Defender Body - Hyperdrive: x3; Nav Computer: Limited to 5 Jumps Maneuverability The way to calculate Maneuverability is as follows: take the maneuverability from table one below, then add the modifiers from table 2: Table 1 Component X-Wing Cockpit Y-Wing Cockpit TIE Fighter Cockpit TIE Bomber Cockpit TIE Advanced Cockpit B-Wing Cockpit Table 2 Component X-Wing S-foils Y-Wing Nacelles B-Wing Body TIE Fighter Solar Panels TIE Advanced Solar Panels TIE Interceptor Solar Panel TIE Defender Solar Panel Base Maneuverability 3D 2D 2D+2 1D 1D+1 1D+1 Maneuverability -1D -2D -1D+1 -1D -1D+1 -0D+1 -0D+2

Speeds & Sensors Space speed can be determined by taking the speed of the part of the craft from Table 2 above, then multiply all values by 75%. Sensor values are the same as the sensors on the cockpit of the craft. Hull and Shields To calculate the hull and shields is very simple. The hull rating will be the same as the standard hull of the items from Table 1 above (except use B-Wing body instead of cockpit), and then subtract 2 pips on it to compensate for age, and shoddy welding together of materials. Shields will be the same as the item from Table 1 (again excepting B-Wing body instead of cockpit), minus 1D for a lack of matching energy production systems. Weapons Weapon values are retained almost identically, except damage for energy weapons is typically reduced by 2D due to low power input or -2D from fire control due to mismatched sensor systems. This effect may be waived for craft that use Solar Panels from a TIE Fighter because they absorb solar power to recharge their weapons. Weapons are listed below X-Wing Cockpit: 2 Proton Torpedo Launchers Y-Wing Cockpit: 2 Laser Canons, 2 Proton Torpedo Launchers, 2 Light Ion Cannons B-Wing Cockpit: 1 Laser Cannon TIE Bomber Cockpit: 2 Laser Cannons, Concussion Missile Tube TIE Advanced Cockpit: 2 Blaster Cannons TIE Fighter Cockpit: 2 Laser Cannons X-Wing S-foils: 4 Laser Cannons B-Wing Body: 2 Proton Torpedo Launchers, 2 Medium Ion Cannons, 2 Auto Blasters TIE Interceptor Solar Panels: 4 Laser Cannons TIE Defender Solar Panels: 4 Laser Cannons, or 2 Lasers Cannons and Two Light Ion Cannons So, given our tables above, we can now construct our B-TIE Ugly. B-TIE Ugly Type: Patchwork Starfighter; Scale: Starfighter; Length: 17.1 Meters; Skill: Starfighter piloting: uglies; Crew: 1; Crew Skill: Varies Widely; Cargo Capacity: 65 kilograms; Consumables: 1 week; Cost: 3,000; Hyperdrive Multiplier: x3; Nav Computer: Limited to 2 jumps; Maneuverability: 1D+1; Space: 4; Atmosphere: 248, 713 km/h; Hull: 2D+1; Shields: 1D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D 2 Laser Cannons (fire-linked): Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 1-300/1.2/2.5km; Damage: 3D 2 Proton Torpedo Launchers: Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 7D 2 Medium Ion Cannons: Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6 km; Damage: 2D 2 Auto Blasters: Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 18/25/40; Atmosphere Range: 100-800/2.5/4 km; Damage: 2D Capsule: The B-TIE Ugly is the ball cockpit from a TIE fighter put in the place of the normal cockpit of a B-Wing. This removes the "rotating cockpit" module from the fighter's repertoire, and at the GM's discretion he may remove 2D of Fire Control from each weapon to compensate for this design mismatch, unless the pilot has specially trained in this fighter. Vanguard-class Heavy Assault Gunship Craft: Corellian Engineering Corporation Vanguard-class Heavy Assault Gunship; Type: Fighter; Scale: Starfighter; Length: 47 meters; Skill: Starfighter Pilot: Vanguard; Crew: 6; Crew Skill: All appropriate skills at 4D+1; Passengers: 6; Cargo Capacity: 220 kilograms; Consumables: 2 weeks; Cost: 115,700 (new), 69,500 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x14; Nav Computer: Yes; Maneuverability: 1D+1; Space: 7; Atmosphere: 350; 1,000 km/h; Hull: 5D+1; Shields: 2D; Sensors: Passive: 20/0D, Scan: 35/1D, Search: 40/2D, Focus: 2/3D 2 Turbolasers (fire-linked): Fire Arc: Front; Scale: Capital; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D 2 Blaster Cannons (fire-linked): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7 km; Damage: 5D 4 Proton Torpedo Launchers (8 missiles each): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100/300/700; Damage: 9D Viper The Viper fighter, developed in secrecy over three years (from DEII), takes full advantage of direct computer to brain linkups. Special implants allow the pilot to literally "feel" the battle as his/her consciousness is projected into the computer. This enables the pilot to directly access the sensor information of all fighters in the squadron and the thoughts of the pilots.

Thoughts are turned into vectors and curves on a tactical overlay of the pilot's vision. Every image is razor sharp - a blind person could fly one if their brain wasn't damaged (that's how Dev got funding for it anyway). The fighter squadron is an extension of the pilot's body. This allows for instant decision making and unmatched response time. The computer system makes educated guesses on enemy fighters, and if one survives long enough, it will learn the pilot's preferences and strategy and make better guesses. It is the ultimate in computer interface tech. (+1D to any fighter that has been in battle for a minute, and +1D for each minute after that) Sorosuub's Motion Interface Package doesn't even compare to this. It is ten times faster, smarter, and directly plunges the pilot into the middle of the action. Better, it is shown to reduce the chances of combat addiction as it only works when jacked into the fighter. This is truly the ultimate in fighter technology. Note: Implants cost 200,000 credits for the units, and 300,000 for the operation. Pilots must make one moderate stamina roll to resist "battle addiction" after five missions. Failure results in a personality that is "addicted" to battle, and only expensive counseling will relieve that character of it. These ships are found on the SuperNova Star Destroyers of the MCDF while A-Wings, X-wings, etc. are used in garrisons and other ships. Craft: MCDF INT-1; Type: Interceptor/Space Superiority fighter; Scale: Starfighter; Length: 12.1 m; Skill: Starfighter piloting: INT-1; Crew: 1; Crew Skill: 5D+ in everything; Passengers: 1; Cargo Capacity: 35kg; Consumables: 1.5 weeks (5 days with passenger); Hyperdrive Multiplier: x1; Hyperdrive Backup: none; Nav Computer: Yes; Cost: 1,000,000 credits; Maneuverability: 3D+2 (6D with mindlink); Space: 11; Atmosphere: 520; 1500km/h; Hull: 3D; Shields: 2D+2; Sensors: Passive: 40/2D (4D with mindlink), Scan: 55/3D (5D with mindlink), Search 75/4D (6D+2 with mindlink), Focus: 3/5D (8D with mindlink) Double Twin Pulse Cannon: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D (6D with mindlink); Range: norm; Damage: 6D Light turbolaser: Scale: Starfighter; Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D (4D+2 with mindlink); Range: 2-7/17/32; Damage: 4D Concussion Missile tube: Fire Arc: front; Skill: starship gunnery; Fire Control: 3D (5D with mindlink); Range: 1-2/8/15; Damage: 8D Note: When jacked into mindlink, pilots receive +2D to initiative and astrogation rolls, as well as automatic coordination with rest of squadron. Whitecloak Fighter This was a form of personal starfighter produced during the last decades of the Old Republic. It was a heavily-modified version of the Kuat Systems Engineering Cloakshape fighter, measuring fifteen meters in length and having a cockpit which had been expanded to accommodate a second passenger. These craft were named for the fact that most Jedi who used them had them painted white to symbolize purity. Each of these Jedi craft was armed with a concussion missile launcher and a pair of light laser cannons. Craft: Modified Kuat Systems Engineering Cloakshape Fighter; Type: Starfighter; Scale: Starfighter; Length: 15 meters; Skill: Starfighter Piloting: Cloakshape; Crew: 1; Crew Skill: 7D in all applicable skills; Passengers: 1 or 2; Cargo Capacity: 40 kilograms; Consumables: 2 weeks; Cost: 150,000 (new), 100,000 (used); Hyperdrive Multiplier: x1.5; Hyperdrive Back-Up: None; Nav Computer: Uses astromech droid programmed with 10 jumps; Maneuverability: 1D+2; Space: 7; Atmosphere: 350; 1,000 km/h; Hull: 4D+2; Shields: 0D+2; Sensors: Passive: 25/1D, Scan: 40/2D, Search: 60/3D, Focus: 4/3D+2 2 Light Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7 km; Damage: 4D 2 Concussion Missile Launchers (8 missiles each): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700; Damage: 8D X-303 Space Superiority Fighter This ship was a test bed of technology from Sienar Fleet Systems. It was designed from the ground up to be the next generation combat starfighter. It includes a miniaturized hyperdrive capable of making .25 past light speed and a hardwired astromech / control computer. This allows the ship to have limited independent mobility and greatly increases the ability to operate for extended periods without outside maintenance facilities. Unfortunately, the prototype is so costly that only one has been built. It is currently stored at an undisclosed private research center. Craft: Sienar Fleet Systems X-303; Type: Advanced Prototype Space Superiority Fighter; Scale: Starfighter; Length: 15.5 meters; Skill: Starfighter Piloting: X-303; Crew: 1, gunners: 1; Cargo Capacity: 250 kg; Consumables: 2 weeks; Cost: N/A; Hyperdrive: x.25 (Backup x8); Nav Computer? See Droid Controller; Maneuverability: 4D+2; Space: 12 (16); Atmosphere: 450; 1,300 km/h (520; 1,500 km/h); Hull: 10D; Shields: 5D; Sensors: Passive 45/0D, Scan 55/1D, Search 90/2D+2, Focus 5/5D; DEX 1D; KNO 1D: Languages 6D, Planetary Systems 7D; MEC 2D: Astrogation 5D, Communications 5D, Sensors 4D, Starfighter Piloting X-303 5D; Starship Shields 4D; PER 1D; STR 1D; TEC 3D: Computer Programming / Repair 4D, Security 4D, Starfighter Repair X-303 6D, Starship Weapon Repair 4D Assault Laser Cannon (2, fire linked): Arc: Front; Skill: Starship gunnery; Fire Control: 2D+2; Space: 13/12/25; Atmosphere: 100-300/1.2/2.5 km; Damage: 8D Medium Ion Cannon (2, fire linked): Arc: Turret; Crew 1 (gunner); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space: 1-10/25/50; Atmosphere: 2-20/50/100 km; Damage: 5D

Sensor Jamming Suite: This advanced suite increases the difficulty of all sensors rolls to detect the X303 by +2D. Quad Ion Engine Booster: The speed of the X-303 in normal flight is listed first. A special set of ion engines can be engaged to boost this speed incredibly, but at the cost of power to certain vital ship systems. When engaged, the ship achieves speeds listed in parenthesis, but sacrifices shields (particle and energy, reducing hull to 8D) as well as all weapons and sensor jamming. Maneuverability is also reduced to 2D when this system is engaged. Droid Controller: This special droid brain acts as the control center for the fighter. It is an advanced RSeries astromech brain tied directly into the ship systems. XJ X-Wing This heavily-modified version of the durable X-Wing starfighter was developed two decades after the Battle of Endor by Incom. Among the enhancements over the original models, the XJ had three proton torpedo launchers, each of which carried three torpedoes. The XJ series ship also had improved fire-linking capability, with the ability to link the four laser cannons in specific patterns of fire, rather than just combinations of the four guns. Thus the weapons could be configuration to fire a pair of dual bursts - from any combination of cannons followed in the cycle by a single quad burst from all four cannons. The XJ was also equipped to use an R7-series astromech droid. Two of these ships found their way into the small fleet maintained by Kyp Durron, and many civilians believed that the "J" in the designation indicated that the ships were produced for the Jedi Knights. Craft: Incom T65XJ X-Wing; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 12.5 meters; Skill: Starfighter Piloting: X-Wing; Crew: 1; Crew Skill: All appropriate skills at 6D; Passengers: None; Cargo Capacity: 25 kilograms; Consumables: 3 days; Cost: 140,000 (new), 125,000 (used); Hyperdrive Multiplier: x1; Nav Computer: Astromech droid programmed with 10 jumps; Maneuverability: 3D+2; Space: 9; Atmosphere: 400; 1,150 km/h; Hull: 5D; Shields: 1D+2; Sensors: Passive: 30/0D, Scan: 60/1D, Search: 90/2D, Focus: 4/4D 4 Heavy Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 7D 3 Proton Torpedo Launchers (3 torpedoes each): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1/3/7; Atmosphere Range: 100/300/700 m; Damage: 9D XJ3 X-Wing This was the latest version of the original X-Wing T-65 starfighter, produced by Incom Industries during the height of the Yuuzhan Vong invasion of the galaxy. Among their many updates, the XJ3 series had variablestutter lasers, decoy-enhanced proton torpedoes, and grab-proof shields. These sophisticated upgrades were all made in an attempt to give the starfighters some kind of advantage over the Yuuzhan Vong coralskippers and gravity-based technologies. They were especially useful when attacking alien ships using the so-called shadow bombs, since one torpedo launcher could be loaded with unguided missiles. Craft: Incom T65XJ3 X-Wing; Type: Space Superiority Starfighter; Scale: Starfighter; Length: 12.6 meters; Skill: Starfighter Piloting: X-Wing; Crew: 1; Crew Skill: All appropriate skills at 6D; Passengers: None; Cargo Capacity: 35 kilograms; Consumables: 3 days; Cost: 315,000 (new), 220,000 (used); Hyperdrive Multiplier: x1; Nav Computer: Astromech droid programmed with 10 jumps; Maneuverability: 4D; Space: 10; Atmosphere: 415; 1,200 km/h; Hull: 5D; Shields: 2D (plus back-up generators); Sensors: Passive: 30/0D, Scan: 60/1D, Search: 90/2D, Focus: 4/4D 4 Heavy Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 7D 3 Proton Torpedo Launchers (4 heavy torpedoes each): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1/3/7; Atmosphere Range: 100/300/700 m; Damage: 10D (14D if loaded with "shadow bombs") X-Wing Common name for the Incom T-65B Starfighter, this is a 12.5 meter snub fighter with two wings that split in two by activating S-foils. This allows for greater maneuverability and firing accuracy; each of the split wings has its own laser cannon (total of four). It is a single-pilot ship, with an R2 astromech droid socket. The R2 unit is used in place of a navigational computer. It is extremely maneuverable, even at its top sublight speed of 110 MGLT. It has also been clocked at 1,050 kilometers per hour in an atmosphere. The X-Wing was designed by Incom just before the Empire stopped contracting out naval construction. The Empire believed that Incom was infiltrated by Alliance sympathizers, and relieved the X-Wing team of duty. The X-Wing team then defected to the Alliance, flying out with all the X-Wing prototypes and the starfighter's plans. Their parting gesture to the Empire was to destroy all records of the X-Wing in Incom and Imperial databases. The Alliance then began to produce the X-Wing themselves, recognizing its potential. It continued to gain acceptance after the Galactic Civil War due to its maneuverability and durability. Several upgrades and modifications from the liberated Incom design team didn't yield major improvements until the advent of the T-65d A1, which eliminated the astromech droid in favor of more computer power to provide the pilot with more in-flight options in terms of maneuverability and management of shipboard resources.

Craft: Incom T-65B X-wing; Type: Space superiority fighter; Scale: Starfighter; Length: 12.5 meters; Skill: Starfighter piloting: X-wing; Crew: 1 and astromech droid (can coordinate); Crew Skill: Starfighter piloting 5D, starship gunnery 4D+2, starship shields 3D; Cargo Capacity: 110 kilograms; Consumables: 1 week; Cost: 150,000 new; Hyperdrive Multiplier: x1; Nav Computer: Uses astromech droid programmed with 10 jumps; Maneuverability: 3D; Space: 6; Atmosphere: 365; 1,050 KMH; Hull: 4D; Shields: 1D; Sensors: Passive: 25/0D, Scan: 50/1D, Search: 75/2D, Focus: 3/4D 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 6D 2 Proton Torpedo Launchers: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 9D X-Wing T-65AC4 This version of the Incom X-Wing starfighter was produced about ten years after the Battle of Endor. It had speed to match an A-Wing, but was still as rugged and sturdy as the original X-Wings. The AC4's incorporated numerous advances in targeting, fire control, and power distribution. Armament remained similar to the original, with four heavy laser cannons mounted on the wingtips and a proton torpedo launcher. Craft: IncomT-65AC4 X-wing; Type: Space superiority fighter; Scale: Starfighter; Length: 12.5 meters; Skill: Starfighter piloting: X-wing; Crew: 1 and astromech droid (can coordinate); Crew Skill: Starfighter piloting 5D, starship gunnery 4D+2, starship shields 3D; Cargo Capacity: 150 kilograms; Consumables: 1 week; Cost: 200,000 new; Hyperdrive Multiplier: x1; Nav Computer: Uses astromech droid programmed with 10 jumps; Maneuverability: 3D+2; Space: 12; Atmosphere: 450; 1,300 KMH; Hull: 4D; Shields: 1D+2; Sensors: Passive: 30/0D, Scan: 60/1D, Search: 85/2D, Focus: 4/4D 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 3D+2; Space Range: 1-4/15/27; Atmosphere Range: 100-400/1.5/2.7KM; Damage: 6D+2 2 Proton Torpedo Launchers: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D+1; Space Range: 1/4/8; Atmosphere Range: 30-100/400/800; Damage: 9D X-Wing T-67C4 Incom Corporation's T-67C4 X-Wing "Advanced" Starfighter is the last stage in the evolution of the famed X-Wing starfighter. The T-67C4 is basically a T-65AC4 with a few improvements that improved overall speed slightly. This model was released a few months after the death of Grand Admiral Thrawn at the Battle of Bilbringi and only saw limited production before the X-Wing began to be replaced by the newer E-Wing starfighters. Craft: Incom T-67C4 X-Wing Starfighter; Type: Space superiority fighter; Scale: Starfighter; Length: 13 meters; Skill: Starfighter piloting: X-Wing; Crew: 1 and astromech droid (can coordinate); Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D+2, starship shields 3D; Cargo Capacity: 150 kilograms; Consumables: 1 week; Cost: 225,000 credits (new); Hyperdrive Multiplier: x1; Nav Computer: Uses astromech droid programmed with 10 jumps; Maneuverability: 3D+2; Space: 13; Atmosphere: 435; 1,250 kmh; Hull: 4D; Shields: 1D+2; Sensors: Passive: 30/0D, Scan: 60/1D, Search: 85/2D, Focus: 4/4D 4 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 3D+2; Space Range: 1-4/15/27; Atmosphere Range: 100-400/1.5/2.7 km; Damage: 7D 2 Concussion Missile Launchers: Fire Arc: Front; Skill: Missile weapons; Ammo: 4 per launcher; Fire Control: 3D+2; Space Range: 1/3/7; Atmosphere Range: 100-500/1/5 km; Damage: 9D Yorik-et Coralskipper This form of Yuuzhan Vong starfighter was created from yorik coral in much the same way as a worldship, only on a much smaller scale. They performed a number of missions, including fighter cover for the worldships as well as maintaining the placement of the membranous organic sails used to propel them. Measuring about thirteen meters in length, on average, the coralskippers were armed with volcano missiles, which it seemed to spit out of its hull. Individual coralskippers could refuel and rearm themselves by "eating" rocks. The pilots of coralskippers were linked directly to their craft by another form of ooglith cloaker, one engineered to resist vacuum and provide life support to the pilot. Individual coralskippers were originally created to act on the instructions of a yammosk, which could coordinate the attack patterns of a multitude of ships while monitoring the ebb and flow of a battle. However, when the New Republic began destroying yammosks as the first course of action in an engagement with the Yuuzhan Vong, coralskippers were gradually given over to living pilots. In this manner, a pilot could fly in concert with a yammosk controller, or independently if needed, allowing the Yuuzhan Vong to remain active in a firefight for longer periods of time. Craft: Yorik-et Coralskipper; Type: Yuuzhan Vong Starfighter; Scale: Starfighter; Length: 13 meters; Skill: Starfighter Piloting: Yorik-et; Crew: 1; Crew Skill: 5D in all appropriate skills; Passengers: None; Cargo Capacity: 1.3 metric tons; Consumables: 1 day ;Cost: Unknown; Maneuverability: 2D+1; Space: 9 ;Atmosphere: 295; 850 km/h ;Hull: 3D+1 ;Shields: 1D+2 (dovin basal); Sensors: Passive: 30/0D, Scan: 60/1D, Search: 90/2D, Focus: 3/4D 2 Volcano Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km.; Damage: 6D

Dovin Basal "Tractor": Fire Arc: Any; Skill: Starship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 100-500/1.5/2.5 km; Damage: Up to 1D+2 (see the entry on "Dovin Basals") Y-Wing & Longprobe This was the common name of the Koensayr BTL Longprobe Starfighter. Originally designed for long range reconnaissance, this J-type snub fighter has twin-propulsion systems behind a single cockpit. The BTL-A4 is a 16-meter-long, one-man fighter with space for an astromech droid. The BTL-S3 is a two-man fighter, also equipped with an astromech droid. They can make 80 MGLT at sublight speeds, and can maneuver at 1,000 kilometers per hour in an atmosphere. Because the Y-Wing required constant repairs, the Alliance - and many other independent parties - stripped off the outer hull covering the craft, aft of the cockpit, to make repairs easier to execute. The durability of the Y-Wing made it a staple in the Alliance's starfighter corps, and it was rumored that the Alliance lost more Y-Wings than any other ship type during the Galactic Civil War. Craft: Koensayr BTL-A4 Y-Wing (LP); Type: Long-range reconnaissance fighter; Scale: Starfighter; Length: 16 meters; Skill: Starfighter piloting: Y-wing; Crew: 1 (plus astromech droid, can coordinate); Crew Skill: Astrogation 3D+2, starfighter piloting 4D+2, starship gunnery 4D+1, starship shields 3D; Cargo Capacity: 80 kilograms; Consumables: 3 weeks; Cost: 142,000 (new), 73,500 (used); Hyperdrive Multiplier: x1; Hyperdrive Backup: x6; Nav Computer: Uses astromech droid programmed with 10 jumps; Maneuverability: 2D; Space: 7; Atmosphere: 350; 1,000 KMH; Hull: 4D; Shields: 1D; Sensors: Passive: 40/0D, Scan: 70/1D, Search: 80/2D, Focus: 4/3D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 5D 2 Proton Torpedo Launchers: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 9D 2 Light Ion Cannons: Fire Arc: Must be fixed to one facing: front, left, right, or back; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6KM; Damage: 4D Craft: Koensayr BTL-S3 Y-Wing; Type: Attack starfighter; Scale: Starfighter; Length: 16 meters; Skill: Starfighter piloting: Y-wing; Crew: 1, gunner: 1, 1 astromech droid (can coordinate); Crew Skill: Astrogation 3D+2, starfighter piloting 4D+2, starship gunnery 4D+1, starship shields 3D; Cargo Capacity: 110 kilograms; Consumables: 1 week; Cost: 135,000 (new), 65,000 (used); Hyperdrive Multiplier: x1; Nav Computer: Uses astromech droid programmed with 10 jumps; Maneuverability: 2D; Space: 7; Atmosphere: 350; 1,000 KMH; Hull: 4D; Shields: 1D+2; Sensors: Passive: 20/0D, Scan: 35/1D, Search: 40/2D, Focus: 2/3D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 5D 2 Proton Torpedo Launchers: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 9D 2 Light Ion Cannons: Fire Arc: Turret (Gun may be fixed to forward to be fired by pilot at only 1D fire control.); Crew: 1 (co-pilot); Skill: Starship gunnery; Fire Control: 3D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6KM; Damage: 4D Y-Wing BTL-M11 Designed as a replacement for Koensayr's famous (and antiquated) Y-Wing starfighter, the BTL-M11 is longer than the original Y-Wing and has more advanced sensors, sublight engines, and a experimental holographic targeting system for the lasers. The M11 also is equipped with an aft proton torpedo launcher in addition to the dual front launchers the BTL-S3 had. The ion cannon on the S3 have been upgraded into medium cannons, and an extra turret has been added so that the cannons can fire at different targets, though this makes it very difficult for the pilot to shoot without a co-pilot. More efficient power generators have increased marginally the ranges of the guns and boosted shield energy. These upgrades have made it possible for the BTLM11 to defeat X-Wings in combat simply. Only twelve squadrons of M11's exist, piloted by crack pilots to defend Ukio, an agricultural planet, from further Imperial attack. Craft: Koensayr BTL-M11 Y-Wing; Type: Attack Starfighter; Scale: Starfighter; Length: 17.1 Meters; Skill: Starfighter Piloting; Crew: 1 or 2 and Astromech Droid; Crew Skill: Starfighter Piloting 5D, Starship Gunnery 5D, Starship Shields 2D+1; Cargo Capacity: 95 kilograms; Consumables: 1 week; Cost: 300,000 (new directly from Koensayr's Garan IV factory); Hyperdrive Multiplier: x1; Nav computer: Uses Astromech Droid; Maneuverability: 3D+1; Space: 9; Atmosphere: 400; 1150 kmh; Hull: 4D; Shields: 2D; Sensors: Passive: 30/0D, Scan: 65/1D, Search: 75/2D, Focus: 2/4D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/13/26; Atmosphere: 100-300 m/1.3 km/2.6 km; Damage: 5D 3 Proton Torpedo Launchers: Fire Arc: 2 front, 1 rear; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere: 100 m/300 m/700 m; Damage: 9D 2 Medium Ion Cannons: Fire Arc: Turret; Crew: 1 (co-pilot); Skill: Starship Gunnery; Fire Control: 3D (can be set to fire forward by pilot at OD fire control); Space Range: 1-3/5/38; Atmosphere: 100-300 m/500 m/3.8 km; Damage: 4D

Z-10 Seeker A Starfeld starship design, the Z-10 was originally targeted for use by scouts and traders. The Z-10 never gained a foothold in that market, however, and Starfeld began selling it in other markets. It was designed to be fast and maneuverable, and many of its systems were poorly adapted for combat use when modified. A sleek ship, the Z-10 had a pair of cargo pods slung below its central fuselage. Measuring 20.3 meters in length, the ship required a pilot to operate and could transport two passengers and up to 45 metric tons of cargo. It was armed with a front-mounted Prm-3 autoblaster which was hardwired into the sensor package. Craft: Starfeld Industries Z-10 Seeker; Type: Small scouting vessel; Scale: Starfighter; Length: 20.3 meters; Skill: Space transports: Z-10 Seeker; Crew: 1; Crew Skill: Varies widely; Passengers: 2; Consumables: 3 months; Cost: 86,000 (new), 69,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 3D; Space: 7; Atmosphere: 350; 1,000 kmh; Hull: 3D; Sensors: Passive 20/1D, Scan 40/1D+2, Search 65/2D, Focus 3/3D Autoblaster: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; 0D if sensors inoperable; Space Range: 1-3/10/20; Atmosphere Range: 100-300/1/2; Damage: 3D+1 Z-130 Thunderbolt With the overwhelming success of the Z-95 Headhunter series, Subpro invested heavily into starfighter research and development for years. While they failed to produce any radical breakthroughs in fighter technology, they did, however, produce a handful of fearsome combat starfighters. With what began as an upgrade to the Z-95, the design team for the Z-130 ended up taking the design development and leading it far from the Z-95 in practically every aspect. In fact, the only thing which remained even slightly similar to the Z-95 was the targeting computers and heads up displays (HUDs). The Z-130 was highly advanced for its time, boasting incredible speed and maneuverability. However, to achieve this performance, Subpro had to sacrifice a lot, including deflector shields and hyperdrive motivators. Armor and weaponry was also sacrificed. The fighter's appearance was ominous, hinting at a durable design. Unfortunately, the armor attached to the vessel would only be on par with that of a standard TIE fighter. A single hit was often times more than enough to cripple or destroy the fragile interceptor. Armed with only a single heavy laser cannon, the Z-130 did not boast well against heavily shielded and armored targets such as corvettes or heavy fighters. Its intended combat role was simple: short range interception. The Z-130 far exceeded in combat with other fighters of its class. In the hands of a skilled pilot, the Z-130 could fly circles around many other fighters. The one downfall of the vessel was that it was not easily stored or maintained. Lacking landing struts, the ship had to be mounted on specialized racks - must like later Imperial TIE models. The Republic mainly kept them onboard of space stations to serve as a defensive interceptor, while a handful of them were assigned to specialized carriers with external racks. Several wings of Z-130s were sold to the Old Republic while limited numbers were sold to private militias across the Core and Colonies. Model: Subpro Z-130 Thunderbolt; Type: Short range interceptor; Scale: Starfighter; Length: 15.6 meters; Skill: Starfighter piloting: Thunderbolt interceptor; Crew: 1; Crew Skill: Varies dramatically; Cargo Capacity: 50 kilograms; Consumables: 1 day; Cost: 120,000 (new), 80,000 (used); Maneuverability: 3D+1; Space: 8; Atmosphere: 400; 1,150 kmh; Hull: 2D; Sensors: Passive 20/1D, Scan 35/2D, Search 70/3D, Focus 3/3D+2 Heavy Laser Cannon: Fire Arc: Front; Skill: Starship gunnery; Fire Control: 2D; Space Range: 12/12/25; Atmosphere Range: 100-200/1.2/2.5 km; Damage: 4D Era Introduced: Yavin -15 years

Space Transports
Action IV Freighter A trapezoidal, medium bulk freighter built by the Corellian Engineering Corporation, the Action IV measures 100 meters in length and can carry 30,000 cubic meters of cargo with a maximum mass of 75,000 metric tons. Its inner holds can be individually adapted to various pressurization and climatic needs. It was sold with no weapons systems and no defensive shielding, but there were plenty of after-market systems which could be fitted to the Action IV's design. They require a dedicated crew of 8, and have no passenger facilities. Note that the Star Wars Adventure Journal, Issue 3 indicates that the Action IV is 110 meters in length, required a crew of ten to operate, and can transport up to 70,000 metric tons of cargo. Craft: Corellian Action IV Transport; Type: Medium Bulk Freighter; Scale: Capital; Length: 100 meters; Skill: Space Transports; Crew: 8; Crew Skill: Astrogation 4D, space transports 4D+1; Cargo Capacity: 75,000 metric tons; Consumables: 3 months; Cost: 945,000 (new), 345,000 (used); Hyperdrive Multiplier: x3; Nav Computer: Yes; Space: 2; Atmosphere: 225; 650 km/h; Hull: 2D; Sensors: Passive: 15/0D, Scan: 20/1D, Search: 30/1D+2

Action V Transport Another starship in the popular Corellian Engineering Corporation Action series, the Action V measure\d 115 meters in length. It required a crew of 10 to operate, and could hold up to 80,500 metric tons of cargo. In its stock form it was unarmed, and had minimal shielding. Craft: Corellian Action V Transport; Type: Medium Bulk Freighter; Scale: Capital; Length: 115 meters; Skill: Space Transports; Crew: 10; Crew Skill: Space transports 3D, Capital ship shields 2D+2; Cargo Capacity: 80,500 metric tons; Consumables: 3 months; Cost: 965,000 (new), 435,000 (used); Hyperdrive Multiplier: x4; Nav Computer: Yes; Space: 2; Atmosphere: 225; 650 km/h; Hull: 2D+2; Shields: 1D; Sensors: Passive: 20/0D, Scan: 30/1D, Search: 40/1D, Focus: 1/1D Action VI Transport Another medium bulk freighter built by the Corellian Engineering Corporation, the Action VI measures 125 meters in length and can carry up to 90,000 metric tons. It has no weapons systems and minimal defensive shielding. It requires a dedicated crew of 10, and has no passenger facilities. Craft: Corellian Action VI Transport; Type: Medium Bulk Freighter; Scale: Capital; Length: 125 meters; Skill: Space Transports; Crew: 10, skeleton: 6/+10; Crew Skill: Space transports 3D, Astrogation 3D, capital ship shields 2D+2, space transports 3D; Cargo Capacity: 90,000 metric tons; Consumables: 3 months; Cost: 1,000,000 (new), 500,000 (used); Hyperdrive Multiplier: x3; Nav Computer: Yes; Space: 2; Atmosphere: 225; 650 km/h; Hull: 3D; Shields: 1D; Sensors: Passive: 20/0D, Scan: 30/1D, Search: 40/1D+1, Focus: 1/2D Aeon Ranger This modified Corellian transport had the main body of a YG-4210 with the engine section of a YG-5000. It was armed with a pair of light ion cannons, two blaster cannons, and a rear-facing heavy concussion missile launcher. The ship, which could serve as a scout ship, assault boat, or patrol ship, required a crew of four to operate. Craft: Modified YG-4210; Type: Light Freighter; Scale: Starfighter; Length: 24 meters; Skill: Space Transports: YG-4210; Crew: 4; Crew Skill: Varies; Passengers: 12; Cargo Capacity: 10 metric tons; Consumables: 1 year; Cost: 40,000 (used); Hyperdrive Multiplier: x3; Hyperdrive Back-Up: None; Nav Computer: Yes; Maneuverability: 1D+1; Space: 4; Atmosphere: 280; 800 km/h; Hull: 7D; Shields: 2D; Sensors: Passive: 10/+2, Scan: 25/1D+2, Search: 40/2D+2, Focus: 2/3D+2 2 Blaster Cannons (fire-linked): Fire Arc: Partial Turret (front, right, left); Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D+1 2 Light Ion Cannons (fire linked): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6km; Damage: 4D+1 Heavy Concussion Missile Launcher (1 missile): Fire Arc: Rear; Skill: Missile Weapons: Concussion Missiles; Fire Control: 4D; Space Range: 1/3/7; Atmosphere Range: 50-500/1/5km; Damage: 9D Note: The hull rating on this monster was converted straight across, and IMO it's a bit on the high side for such a small vessel. Few light freighters are lucky to have a hull rating of 5D, and I can't find a single one in any of my reference with one at 7D. At your option, you might consider reducing the listed value a bit. Barloz Medium Freighter This Corellian Engineering Corporation freighter measured 41 meters in length, and could transport up to 120 metric tons of cargo. The Barloz-class freighter was one of the most popular freighters of the Old Republic, until CEC introduced the YT-series and ushered in the modern era of freighter design. It was manned by a crew of two, with an additional gunner and up to four passengers. It was armed with single forward-firing laser cannon. Propulsion was provided by the NovaQuad-D system, a precursor to the drives used on the YT series. Craft: Corellian Engineering Corporation Barloz-class Freighter; Type: Medium Freighter; Scale: Starfighter; Length: 41 meters; Skill: Space Transports: Barloz; Crew: 2, skeleton: 1/+5; Crew Skill: Varies; Passengers: 4; Cargo Capacity: 85 metric tons; Consumables: 2 months; Cost: 17,500 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: 12; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Atmosphere: 295; 850 km/h; Hull: 4D; Shields: 1D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/2D Laser Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 3D BullbaBong BB-2 Shuttle This in-system shuttle was designed and built by BullbaBong, as both a transport and passenger ship, during the last years of the Old Republic. Craft: BullbaBong BB-2 Shuttle; Type: Space Shuttle; Scale: Starfighter; Length: 13 meters; Skill: Space Transports: BB-2 Shuttle; Crew: 1; Crew Skill: Varies; Passengers: 6; Cargo Capacity: 550 kilograms; Consumables: 3 days; Cost: 25,000 (new), 11,000 (used); Hyperdrive Multiplier: n/a; Maneuverability: 1D; Space: 5; Atmosphere: 295; 850 km/h; Hull: 1D+2; Shields: +1; Sensors: Passive: 15/0D, Scan: 25/1D, Search: 40/2D, Focus: 1/2D 2 Blaster Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7km; Damage: 3D

Citadel Cruiser This was a form of civilian transport craft which was popular during the last years of the Old Republic. The most noted version was the ILH-KK Cruiser developed by Koensayr. Despite the obvious difference in size, the Citadel-class cruiser had many design similarities to the Y-Wing snub fighter, especially in the shape of its cockpit. Craft: Koensayr ILH-KK Citadel Civilian Cruiser; Type: Civilian Transport; Scale: Starfighter; Length: 36 meters; Skill: Space Transports: ILH-KK Citadel; Crew: 1 or 2; Crew Skill: Varies; Passengers: 14; Cargo Capacity: 50 metric tons; Consumables: 6 months; Cost: 205,000 credits; Hyperdrive Multiplier: x2; Hyperdrive Back-Up: None; Nav Computer: Yes ;Maneuverability: 1D+1; Space: 7; Atmosphere: 350; 1,000 km/h; Hull: 4D; Shields: 2D; Sensors: Passive: 15/0D, Scan: 30/1D, Search: 50/3D, Focus: 2/4D 2 Dual Heavy Ion Cannons: Fire Arc: Turrets; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6 km; Damage: 5D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 5D Concussion Missile Tube (12 missiles): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700 m; Damage: 8D Class 580 Freighter This light freighter was produced by Ghtroc Industries, and could transport up to six passengers and 200 metric tons of cargo. It measured 37 meters in length, required a single pilot, and was armed with a single laser cannon. Craft: Ghtroc 580 Light freighter; Type: Light freighter; Scale: Starfighter; Length: 37 meters; Skill: Space transports: Ghtroc 580; Crew: 1; Crew Skill: Varies widely; Passengers: 6; Cargo Capacity: 200 metric tons; Consumables: 6 months; Cost: 20,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Backup: x15; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Atmosphere: 280; 800 kmh; Hull: 4D; Shields: 1D+2; Sensors: Passive 15/0D, Scan 30/1D, Search 50/3D, Focus 2/4D Laser Cannon: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 1D+1; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5; Damage: 4D Cobra Personal Transport This is the ship for the wealthy with enemies. Although designed primarily as an armed transport, it has been very popular with government officials and crime lords as their personal transports. Sporting great defensive capabilities and with a hefty sting in its tail, this craft could quite easily hold off a small starfighter attack. Designed with the rich in mind, this craft is not lacking in luxury, with a lounge, holosuite and vast hololibrary on board. This all comes at a price however, so much so that the Cobra is a sign of status among the well off. Craft: Sienar Fleet Systems Cobra deluxe personal transport; Type: Heavy, multi-purpose personal transport; Scale: Starfighter; Length: 60; Skill: Space Transports - cobra transports; Crew: 6, gunners: 2, skeleton: 2; Crew Skill: Varies; Passengers: 10, up to 30; Cargo Capacity: 210 metric tons; Consumables: 4 months; Hyperdrive: x2; Hyperdrive Backup: x15; Nav Computer: Yes; Maneuverability: 3D; Space: 8; Atmosphere: 365; 1,050 km/h; Availability: 3, F; Cost: 800,000 new 350,000 used; Hull: 4D+2; Shields: 3D; Sensors: Passive: 20/1D, Scan: 40/2D, Search: 50/3D, Focus: 2/1D Two Double Heavy Laser Cannons: Fire Arc: Turret; Crew: 1; Skill: Starfighter Gunnery; Fire Control: 2D; Space Range: 1-3/7/25; Atmosphere Range: 100-300/1.2k/2.5k; Damage: 6D+2 Concussion Missile launcher: Fire Arc: Forward; Crew: 1; Skill: Starfighter Gunnery; Fire Control: 1D; Space Range: 1/5/10; Atmosphere Range: 100/500/1k; Damage: 6D Corona-class Transport Manufactured by Kuat Drive Yards, these 28.4-meter ships could hold up to 80 metric tons of cargo and could accommodate up to six passengers. Manned by three crewmen, the Corona-class had minimal hyperdrive and shield capabilities. These ships were armed with a single laser cannon. The Corona-class was Kuat's attempt to compete with the Corellian Engineering YT-series, but it was generally regarded as overpriced and underpowered for its class. Craft: Kuat Drive Yards Corona Transport; Type: Stock light freighter; Scale: Starfighter; Length: 28.4 meters; Skill: Space transports: Corona transport; Crew: 1 (optional co-pilot); Crew Skill: Varies widely; Passengers: 6; Cargo Capacity: 80 metric tons; Consumables: 2 months; Cost: 105,000 (new), 27,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 1D+2; Space: 4; Atmosphere: 280; 800 kmh; Hull: 3D+2; Shields: 1D; Sensors: Passive 10/0D, Scan 25/1D, Search 40/2D, Focus 2/3D Laser Cannon: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 1D+2; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5; Damage: 4D Courageous This modified YT-1300 freighter was originally purchased for use by pirates, and was later part of a planetary defense force. The Courageous made no pretensions about being a cargo ship: it was designed to be

an offensive force. The front half of the ship was completely removed and replaced with the front sections of a Corellian gunship. A pair of heavy turbolasers, once installed on a Nebulon-B frigate, was installed to give the ship an awesome punch; upgraded power converters were also installed to supply the weapons with power. A turret-mounted double laser cannon completed the armaments. Overall, the Courageous measured 29 meters in length, and required a crew of two officers and two gunners. In its modified configuration, the Courageous could transport just two metric tons of cargo and two passengers. Craft: Modified YT-1300; Type: Light Freighter; Scale: Starfighter; Length: 29 meters; Skill: Space Transports: YT-1300; Crew: 2+2 gunners; Crew Skill: Varies; Passengers: 2; Cargo Capacity: 2 metric tons; Consumables: 1 month; Cost: Likely valued at 150,000; Hyperdrive Multiplier: x3; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 2D; Space: 7; Atmosphere: 350; 1000 km/h; Hull: 5D; Shields: 1D; Sensors: Passive: 20/1D, Scan: 35/1D+1, Search: 80/2D+1, Focus: 2/3D 2 Heavy Turbolasers (fire separately): Fire Arc: Front; Skill: Capital Ship Gunnery; Scale: Capital; Fire Control: 2D; Space Range: 1-5/15/20; Atmosphere Range: 100-500/1.5/2km; Damage: 4D Double Laser Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D Crescent-class Transport A starship manufactured by Hyrotil, the Crescent-class transport measured 30 meters in length and would be operated by a single pilot and up to eight passengers. The Crescent-class ship was a delta-winged craft, with a central fuselage sitting along the centerline of the broad wings. It was designed to appeal to the affluent young beings who wanted to travel among the stars in relative luxury. There were two versions of the Crescent-class produced, a basic civilian version and the Mark II military version. Despite its size, the Crescentclass could only transport up to 80 metric tons of cargo. The civilian version was unarmed, while the Mark II was armed with a light blaster cannon as standard equipment. Craft: Hyrotil Crescent-class Transport; Type: Stock light freighter; Scale: Starfighter; Length: 30 meters; Skill: Space transports: Crescent transport; Crew: 2; Crew Skill: Varies widely; Passengers: 7; Cargo Capacity: 80 metric tons; Consumables: 2 months; Cost: 25,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 330; 950 KMH; Hull: 4D; Sensors: Passive 10/0D, Scan 20/2D, Search 30/3D, Focus 2/4D CU-37 Courier Ship CEC CU-37 Courier Ship originally provided a source of quick communications for low level Republic officials. It was also used for Jedi, and even Senators, on occasion when a larger CEC Republic Cruiser was impractical for various reasons. Although the original design was unarmed, as the ships were sold out of public service, many of their new owners added weapon systems and upgraded defensive systems. Craft: CEC CU-37 Courier Ship; Type: Stock light freighter; Scale: Starfighter; Length: 18.7 meters; Skill: Space Transports: CU-37; Crew: 2; Crew Skill: Astrogation 3D, space transports 4D; Passengers: 2; Cargo Capacity: 50 metric tons; Consumables: 1 month; Cost: 92,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 70; 100 km/h; Hull: 3D; Shields: 1D; Sensors: Passive: 20/0D, Scan: 35/0D, Search: 50/1D, Focus: 2/2D Dawn Beat and Amanda Fallow The Dawn Beat one of Talon Kaarde's smuggling ships, the Dawn Beat served as one of the primary escort ships that made up Karrde's fleet during the early years of the New Republic. Like the Amanda Fallow, the Dawn Beat was a modified YZ-775 that was armed with a pair of turbolasers, two double lasers, and two proton torpedo launchers. This gave the ship exceptional firepower for its size. The vessel could accommodate up to twelve passengers and 400 metric tons of cargo, and required a crew of eight to operate. Craft: Modified Corellian Engineering Corporation YZ-775 Transports; Type: Light Freighter; Scale: Starfighter; Length: 52 meters; Skill: Space Transports: YZ-775; Crew: 8; Crew Skill: Varies; Passengers: 12; Cargo Capacity: 400 metric tons; Consumables: 6 months; Cost: 600,000 (new), 350,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 7D; Shields: 6D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D 2 Turbolaser Cannons (fire-linked): Fire Arc: Partial Turret (front, right, left); Skill: Capital Ship Gunnery; Scale: Capital; Fire Control: 3D; Space Range: 1-5/15/20; Atmosphere Range: 100-500/1.5/2km; Damage: 4D+1 2 Twin Laser Cannons (fire separately): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D 2 Proton Torpedo Launchers (fire separately, 12 torpedoes each): Fire Arc: Front; Skill: Projectile Weapons: Proton Torpedoes; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m; Damage: 9D Notes: The YZ-775 was originally detailed in SWG#2. These two YZ-775s have been modified to allow for more comfortable crew conditions, and not a whole lot else.

DSE-30 Deep Space Explorer The CEC DSE-30 is a holdover from a long gone era of galactic exploration. Originally built to explore new space lanes and develop trade routes during the glory days of the Old Republic. Back then, CECs market strategy fed upon new space lanes and dependable ships. The production of the DSE- 30 design dwindled as expansion of the Republic slowed. Even if the most horrible of circumstances occur with deep space exploration, the ships two escape pods and a hypertransceiver dramatically increase the survivability ratios for the crew. Craft: CEC DSE-30 Starlight Class Deep Space Explorer; Type: Stock light freighter; Scale: Starfighter; Length: 63.5 meters; Skill: Space Transports: DSE-30; Crew: 5; Crew Skill: Astrogation 3D, space transports 4D; Passengers: 30; Cargo Capacity: 200 metric tons; Consumables: 1 year; Cost: 275,000 (new); Hyperdrive Multiplier: x3; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 70; 100 km/h; Hull: 8D; Shields: 1D; Sensors: Passive: 30/1D, Scan: 60/2D+1, Search: 120/3D+2, Focus: 4/4D 1 Escort Quad Laser Cannon: Fire Arc: Turret; Crew: 1; Skill: Starfighter gunnery; Fire Control: 3D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7km; Damage: 5D DSE-30/M Deep Space Explorer Recently CEC officials have decided to pull this old design out of mothballs and start production again. The CEC DES-30/M possesses upgraded weapons and engine systems. While its original exploration is no longer of great concern, growing instability in the galaxy has let to the market for a long range transport with more space for cargo and personnel than the YT series possesses. The extra space allotted to sensor and communications equipment (leftover from the original exploration specs) also makes this ship popular as a covert communications and command ship for both Rebel and Imperial forces. Craft: CEC DSE-30/M Starlight Class Deep Space Explorer; Type: Stock light freighter; Scale: Starfighter; Length: 63.5 meters; Skill: Space Transports: DSE-30; Crew: 5; Crew Skill: Astrogation 3D, space transports 4D; Passengers: 30; Cargo Capacity: 200 metric tons; Consumables: 1 year; Cost: 782,500 (new); Hyperdrive Multiplier: x1; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 70; 100 km/h; Hull: 8D; Shields: 1D; Sensors: Passive: 30/1D, Scan: 60/2D+1, Search: 120/3D+2, Focus: 4/4D 2 Escort Quad Laser Cannon: Fire Arc: Turret; Crew: 1; Skill: Starfighter gunnery; Fire Control: 3D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7km; Damage: 5D 1 Concussion Missile Launcher: Fire Arc: Front; Crew: 1; Skill: Starfighter gunnery; Fire Control: 3D; Space Range: 1/3/7; Atmosphere Range: 100/300/700m; Damage: 7D Dx-9 Transport The Telgorns Dx-9 Transport, also known as a Stormtrooper Transport, is primarily used by the Empire for starship boarding actions and transporting priority personnel. The bulky Dx-9 carries a powerful array of weaponry that includes two quad laser cannons, a quad Ion cannon and a pair of proton torpedo launchers. The torpedo launchers each have a magazine of 8 and are mounted on the front of the engine housing. The pilot and co-pilot control the torpedo launchers, whilst the three gunners control the other weaponry. The Dx-9 is propelled by two Telgorn L3 Ion engines, which are quite fast considering the age of their design, that are mounted on upper left and upper right sides of the starship. Dx-9s have a number of airlocks so that the transport can dock with virtually anything and still allow access for its passengers. Dx-9s usually have forward, rear dorsal and ventral airlocks for the greatest amount of flexibility. Each airlock is equipped with magnetic and mechanical clamps providing the Dx-9 with a versatile docking capability. Due to their durability, offensive/defensive capabilities and hyperdrive a number of the DX-9s have had their passenger area converted into additional cargo space and are used to ferry priority cargo for the Empire. Their success has led to the Alliance acquiring a number of these very useful starships. Craft: Telgorn Corporation Dx-9 Transport Stormtrooper Transport; Type: Assault Fighter/Gunboat; Scale: Starfighter; Length: 20m; Skill: Space Transports: Dx-9 Transports; Crew: 2 Gunners: 3; Crew Skill: Astrogation 3D, Starship Gunnery 4D+1, Space Transports 4D, Starship Shields 3D, Sensors 3D; Passengers: 40; Cargo Capacity: 60 Tons; Consumables: 2 Months; Cost: Not available for sale (Black Market Cost: 575,000 Credits); Hyperdrive Multiplier: x2; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 295; 850 km/h; Hull: 5D; Shields: 2D+2; Sensors: Passive 30/1D, Scan 60/2D, Search 80/3D, Focus 4/4D 2 Quad Laser Cannons: Fire Arc: 2 Front; Crew: 1; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 1-300/1.2/2.5km; Damage: 6D 1 Quad Ion Cannon: Fire Arc: Front; Crew: 1; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/7/36; Atmosphere Range: 1-300/700/3.6km; Damage: 5D 2 Proton Torpedo Launchers (May be linked): Fire Arc: 2 Front; Crew: Pilot or Co-pilot; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100/300/700m; Damage: 9D Emerald Lance This modified YV-330 freighter was originally outfitted to serve in the defense fleet which protected the Corellian Sector. It was later sold at auction to a group of pirate-hunters during the height of the Galactic Civil War. The standard armament of the YV-300 was replaced with an autoblaster, a pair of heavy laser cannons,

four ion cannons, and four concussion missile launchers. The ship's cargo section was left intact, since it had to carry a semi-legitimate cargo in order to attract pirates. Craft: Modified YV-330 Freighter; Type: Light Freighter; Scale: Starfighter; Length: 26 meters; Skill: Space Transports: YV-330; Crew: 1+4 gunners; Crew Skill: Varies; Passengers: 6; Cargo Capacity: 5 metric tons; Consumables: 1 month; Cost: 100,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1050 km/h; Hull: 5D; Shields: 3D; Sensors: Passive: 10/+2, Scan: 25/1D+2, Search: 40/2D+2, Focus: 2/3D+2 2 Heavy Laser Cannons (fire-linked): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D+1 4 Light Ion Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6km; Damage: 5D 1 Autoblaster: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/10/20; Atmosphere Range: 100-300/1/2km; Damage: 3D+1 4 Concussion Missile Launchers (fire-linked, 3 missiles each): Fire Arc: Front; Skill: Projectile Weapons: Concussion Missiles; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m; Damage: 9D (each missile) Etherway and Starry Ice Dubbed "the Flying Hatbox" by Mara Jade, the Etherway was an Action V transport that was part of the smuggler fleet owned by Talon Kaarde during the early years of the New Republic. During this time, it was used by Fynn Torve on his missions to deliver food to the rebels on Abregado-Rae. Like the Starry Ice, the Etherway was armed with three turbolasers. Capable of carrying up to six passengers and 75,000 metric tons of cargo, the ship was crewed by a pilot, a navigator, and three gunners. The ship was impounded on Abregado-Rae just before Han Solo and Lando Calrissian arrived there to try and locate Talon Kaarde, and Torve was forced to leave it there to fly with Han and Lando in the Millennium Falcon to meet with Karrde. Later, Wedge Antilles had it moved and pretended to be its owner to get in touch with Mara Jade. Torve had set up an elaborate identification scheme, which required Mara and Wedge to argue whether or not the ship was actually a Harkners-Balix 903. Karrde maintained the ship over the coming years, and the Etherway was one of the ships which Karrde brought to Yavin 4 to rescue the students at the Jedi praxeum from capture by the Yuuzhan Vong. It was damaged in the battle, but managed to survive. Craft: Modified Corellian Action V Transport; Type: Medium Bulk Freighter; Scale: Capital; Length: 115 meters; Skill: Space Transports: Action V Transport; Crew: 10 (1 pilot, 1 navigator, 3 gunners); Crew Skill: All skills at 6D; Passengers: 6; Cargo Capacity: 75,000 metric tons; Consumables: 3 months; Cost: 2 million (new), 1 million (used); Hyperdrive Multiplier: x3; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 0D; Space: 2; Hull: 2D+2; Shields: 1D+1; Sensors: Passive: 20/0D, Scan: 30/1D, Search: 40/1D, Focus: 1/1D 3 Turbolasers: Fire Arc: 1 front, 1 left, 1 right; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 300-1.5/3.5/7.5km; Damage: 5D Notes: There isn't any text in the article describing either of these vessels, aside from their statistics and a map of the Action V series on SWG#4 page 75. From the listed stats, however, it can be gleaned that upgrades include the weaponry, added shields, an improved hyperdrive, and slightly reduced cargo space. Aside from those additions, the statistics are stock. Fair Gale Craft: Republic Sienar Systems Short Range Transport Shuttle SST-67; Type: Transport Shuttle; Scale: Starfighter; Length: 14 meters; Skill: Space Transport: Transport Shuttle; Crew: 1 pilot, 18 passengers; Crew Skill: astrogation 4D+1, space transports 4D+1 (Worlohp); Cargo Capacity: 1 metric ton; Consumables: 2 days; Cost: 82,000 (new), 20,000 (used); Hyperdrive Multiplier: n/a; Nav Computer: n/a; Maneuverability: 0D; Space: 4; Atmosphere: 280; 800 km/h; Hull: 4D; Shields: None; Sensors: Passive: 20/0D, Scan: 30/1D, Search: 40/1D+2, Focus: 4/3D Free Mandalore This was the name of Fenn Shysa's modified transport ship, a Kubrai-class transport used during the early years of the New Republic. The ship was armed with a pair of blaster cannons and proton torpedo launchers. Craft: Modified Kubrai-class Transportation Kubrai S4; Type: Space Transport; Scale: Starfighter; Length: 20 meters; Skill: Space Transports: Kubrai S4; Crew: 1; Crew Skill: Unique (Fenn Shysa); Passengers: 4; Cargo Capacity: 32 metric tons; Consumables: 1 month; Cost: Not available for sale (590,000 credits estimated value); Hyperdrive Multiplier: x1; Hyperdrive Backup: x4; Nav Computer: Yes; Maneuverability: 2D; Space: 10; Atmosphere: 415; 1,200 km; Hull: 3D+1; Shields: 2D+1; Sensors: Passive: 25/0D, Scan: 50/1D, Search: 75/2D, Focus: 4/4D 2 Blaster Cannons (fire-linked): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7 km; Damage: 5D Proton Torpedo Tubes (4 proton tracking beacons per tube): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700 m; Damage: Special

Goshyn Queen This barely-modified Space Master Medium Transport was Billey's flagship, during the early years of the New Republic. It was distinguished by its well-worn exterior, which showed at least a dozen different paint colors and any number of missing hatches and scratches. The ship was named for the Goshyn Detention Center, where Billey spent a portion of his life. He purchased the ship just after he was freed, but only put credits into the vessel when it absolutely needed repairs. Craft: Kuat Drive Yards Space Master Medium Transport; Type: Medium Freighter; Scale: Starfighter; Length: 80 meters; Skill: Space Transports: Space Master Medium Transport; Crew: 8 (1 pilot, 1 copilot/gunner, 3 gunners); Crew Skill: All skills at 4D; Passengers: 4; Cargo Capacity: 19,000 metric tons; Consumables: 3 months; Cost: 550,000 (new), 175,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x10; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 280; 800 km/h; Hull: 5D+1; Shields: 2D; Sensors: Passive: 30/1D, Scan: 40/2D, Search: 50/2D+1, Focus: 4/3D 4 Twin Laser Cannons: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D Green Palace This was the name of Brasck's smuggling ship, a modified Lantillian GX1 Short Hauler that always looked as if it had seen better days. Armed with a turret-mounted laser cannon, a front-mounted ion cannon, and a concussion missile launcher, the Green Palace had been obtained by Brasck from an orbital scrap yard and refitted to meet his needs. Most of the ship's interior was gutted in favor of cramped cells that could transport slaves. Craft: Modified Lantillan Ship-Wrights GX1 Short Hauler (PP 65); Type: Light Freighter; Scale: Starfighter; Length: 27 meters; Skill: Space Transports: Lantillan Short Hauler; Crew: 4 (1 pilot, 1 copilot/gunner); Crew Skill: All skills at 4D; Passengers: 12; Cargo Capacity: 85 metric tons; Consumables: 2 months; Cost: 200,000 (new), 25,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x8; Nav Computer: Yes; Maneuverability: 1D; Space: 7; Atmosphere: 350; 1000 km/h; Hull: 5D; Shields: 1D+2; Sensors: Passive: 10/0D, Scan: 25/1D,Search: 40/2D, Focus: 2/2D Laser Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D Ion Cannon: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6km; Damage: 4D Concussion Missile Launcher (12 missiles): Fire Arc: Front; Skill: Missile Weapons; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 50-100/3/7km; Damage: 9D Notes: Modifications include better engines, added weaponry (the ion cannon and missile launcher), and increased passenger space (intended for slaves). Guardian-class Patrol Ship XL-3 and XL-5 models of this ship were built for the Empire following the Battle of Endor by Sienar Fleet Systems, which were classified as light cruisers and sometimes referred to as simply Guardian Customs Ships. These 42-meter ships were used as inter-system customs vessels, and could handle up to 200 metric tons of confiscated cargo. They had beefed-up shields and four laser cannons - two mounted in front, and two on freemoving turrets. The ship required a crew of 16, with four gunners, and had room for up to six prisoners in the brig. Tion Mil/Sci also manufactured a 40-meter version of the Guardian-class ship, armed with a pair of blaster cannons. The Tion Mil/Sci ships were used as mobile coordinating stations for the huge Hunter-Killer probots that were used by the Reborn Emperor Palpatine. Craft: Sienar Fleet Systems Guardian-class light cruiser; Type: Inter-system customs vessel; Scale: Starfighter; Length: 42 meters; Skill: Space transports: Guardian cruiser; Crew: 1; Crew Skill: Space transports 5D, starship gunnery 5D+2, starship shields 5D+1; Passengers: 6 (prisoners in brig); Cargo Capacity: 200 metric tons; Consumables: 3 months; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x 10; Nav Computer: Yes; Maneuverability: 1D; Space: 9; Atmosphere: 400; 1,150 KMH; Hull: 5D; Shields: 2D; Sensors: Passive 30/1D, Scan 60/2D, Search 90/4D, Focus 4/4D+1 4 Laser Cannons: Fire Arc: 2 front, 2 turret; Crew: 1; Scale: Scale; Skill: Starship gunnery; Fire Control: 2D+2; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 5D Gymsnor-3 This was a model of CorelliSpace freighter. It was a long, segmented craft, measuring 34.1 meters in length and capable of transporting up to 95 metric tons of cargo. The Gymnsor-3 was armed with a turretmounted laser cannon, and required a single pilot to operate. Like the other ships in the Gymsnor series, the Gymsnor-3 was designed to compete with Corellian Engineering Corporation's freighters. Craft: CorelliSpace Gymsnor-3 Freighter; Type: Light freighter; Scale: Starfighter; Length: 34.1 meters; Skill: Space transports: Gymsnor-3 freighter; Crew: 1; Crew Skill: Varies widely; Passengers: 4; Cargo Capacity: 95 metric tons; Consumables: 1 months; Cost: 19,000 (used); Hyperdrive Multiplier: x2; Nav Computer: Yes; Space: 4; Atmosphere: 280; 800 kmh; Hull: 5D; Shields: 1D; Sensors: Passive 15/0D, Scan 30/1D, Search 45/2D, Focus 3/3D

Laser Cannon: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 1D+2; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5; Damage: 4D Hound's Tooth Bossk's modified YV-666 starship was purchased by the bounty hunter after his previous ship was destroyed on Gandolo IV. Bossk had it highly modified from its origins as a light freighter, including shields and weapons upgrades. Many of these modifications were done by Kuat Drive Yards, which installed a fail-safe code into the computer systems. Much of the ship was rebuilt to accommodate the Trandoshan physiology, and Bossk had a specialized set of controls added to allow him to simply rest his arms in a pair of troughs and control the ship via movements of his body. The Hound's Tooth was also one of the few ships that were capable of changing course while in hyperspace. Bossk also added an X10-D droid brain to control shipboard systems. This brain responds to verbal commands, which allows Bossk to have access to ship's systems from anywhere on the ship. Note that while the Star Wars: Customizable Card Game: Dagobah says that X10-D is the computer system, Tales of the Bounty Hunters indicates that X10-D was a huge service droid used by Bossk to move cargo. The droid X10-D had no built-in computer, but took commands from the Hound's Tooth. Bossk also keeps the Nashtah Pup hidden in one of the holds for emergency use. The Hound was a temperamental ship, as the main computer worked to control every on-board system while reacting to Bossk's verbal commands. When Bossk allowed Chenlambec and Tinian I'att to pilot the ship, they introduced the ship's computer to Flirt. Flirt eventually insinuated herself into the computer core, and showed it that Bossk was willing to sacrifice the ship in order to keep Chen's pelt intact. The computer rebelled, locking out Bossk from making any verbal commands while keeping the Trandoshan locked in a freezer-locker. After delivering Bossk to Imperial Governor Io Desnand, Chen and Tinian took control of the Hound for themselves. The Trandoshan eventually recovered his ship, and used it on many hunts until he became entangled with Boba Fett, during the other hunter's search of Kuat of Kuat. When Bossk tried to steal the Slave I, drifting above Tatooine after Fett was consumed by the Sarlacc, he was shocked to discover that Fett was still alive. He had loaded the computer system of a mock-up of Slave I to send out a false self-destruct alarm if someone boarded the ship, and Bossk fell for the bait. He fled the scene in an escape pod, and Boba Fett took control of the Hound's Tooth. He then traveled to the remains of Kud'ar Mub'at's web to find answers, but was fired upon by Balancesheet. The ship was nearly destroyed, but was repaired and used by Dengar and Neelah to draw off Kodir of Kuhlvult's forces. It was eventually captured by the Kuati nobles in the Oranessan System, who used the fail-safe code to shut her down, and left to drift. Fett and Dengar managed to restart it and return to Kuat, where they finally put all the pieces of the puzzle together. Craft: Modified YV-666 Light Freighter; Type: Transport; Scale: Starfighter; Length: 41 meters; Skill: Space Transports: YV-666; Crew: 1; Crew Skill: Unique; Passengers: 4 (prisoners); Cargo Capacity: 20 metric tons; Consumables: 6 months; Cost: Not available for sale (480,000 estimated); Hyperdrive Multiplier: x1.5; Hyperdrive Back-Up: x6; Nav Computer: Yes; Maneuverability: 1D+2; Space: 7; Atmosphere: 350; 1,000 km/h; Hull: 6D; Shields: 4D; Sensors: Passive: 25/0D, Scan: 50/1D, Search: 75/2D, Focus: 4/4D Quad Laser Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D Concussion Missile Launcher (6 missiles): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700; Damage: 9D Notes: The Hound's Tooth carries a small scout ship, the Nashtah Pup, which has statistics identical to that of a Z-95 Headhunter (SWD6, page 250). HT-2200 Transport Corellian Engineering Corporation's medium freighter, the HT-2200 was 54.8 meters in length. It had a unique, double-hulled forward cargo section which was mounted to a series of engines. It had a trimantium armored hull, which contributed to its low lift-to-mass ratio. Overall the HT-2200 wasn't nearly as maneuverable as its cousins, and was considered to be "pirate bait" to many spacers and a commercial failure to the business beings. Despite the perceptions, the HT-2200 was able to provide spacers with a variety of environmental options within each cargo hold, and innovation for CEC. The HT-2200 required a pilot and co-pilot to operate, and could transport up to eight passengers and 800 metric tons of cargo. It was armed with a pair of turretmounted Queldor pulse laser cannons. Craft: Corellian Engineering Corporation HT-2200 Transport; Type: Medium freighter; Scale: Starfighter; Length: 54.8 meters; Skill: Space Transports: HT-2200; Crew: 2; Crew Skill: Varies; Passengers: 8; Cargo Capacity: 800 metric tons; Consumables: 3 months; Cost: 240,000 (new), 110,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x15; Nav Computer: Yes; Space: 3; Atmosphere: 260; 750 km/h; Hull: 5D; Shields: 1D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D 2 Pulse Laser Cannons: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D Notes: Since this vessel is easily modified, engineers gain a +5 bonus to their space transports repair rolls when performing modifications on an HT-2200.

IG-2000 IG-88's needle-shaped Aggressor assault fighter, the IG-2000 was a twenty-meter-long craft which was heavily modified from its original condition. The ship was refitted on Mechis III, where IG-88 installed a Galaxy15 ion engine that was forced-fed with three Quadex power cores. IG-88 also added weapons upgrades and a pair of tractor beam generators mounted on the forward mandibles. The droid also disabled the ship's inertial compensators, for it felt none of the effects experienced by organics. The IG-2000 was equipped with a Class 2 hyperdrive, and could attain speeds of 1,200 kilometers per hour in atmosphere. The forward mandibles were equipped with magnetic locking pads, allowing the droid to grab hold of target ships in preparation for boarding. IG-88 used it to follow the beacon he had placed on Boba Fett's Slave I at Cloud City. IG-88 had followed Fett all the way to Tatooine, in an effort to steal Han Solo from him. The droid tried to fool Fett by placing a decoy of IG-2000 in orbit near Tatooine, but Fett didn't fall for it. Fett was able to evade the real IG-2000 and blast it from the heavens. It was unknown if IG-88 survived the explosion. Craft: Modified Trilon, Inc. Aggressor Assault Fighter; Type: Transport; Scale: Starfighter; Length: 20 meters; Skill: Space Transports: Aggressor; Crew: 1; Crew Skill: Unique; Passengers: 8 (prisoners); Cargo Capacity: 465 kilograms; Consumables: 1 week; Cost: Not available for sale (650,000 estimated); Hyperdrive Multiplier: x1; Nav Computer: Yes; Maneuverability: 2D+1; Space: 9; Atmosphere: 400; 1,150 km/h; Hull: 5D; Shields: 3D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 60/2D, Focus: 3/3D 2 Assault Lasers (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 8D Ion Cannon: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6 km; Damage: 4D 2 Tractor Beams: Fire Arc: Front; Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 15/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 4D Jade Sabre This custom-built and modified shuttle was designed by Luke Skywalker and given to his wife, Mara Jade, as a gift shortly after they were married. It had a shape like a pointed fish-head, with swept-back wings and flared side pods protecting its ion drives. Mara believed that Luke had the ship constructed to thank her for sacrificing the Jade's Fire on Nirauan. The Jade Sabre measured fifty meters in length, and required a pilot to operate. It could accommodate up to fifteen passengers and 100 metric tons of cargo, and was armed with four quad laser cannons and a tractor beam projector. Mara and Anakin Solo flew the ship to Dantooine, after the initial battle of the Yuuzhan Vong invasion, so that Mara could get some rest. Unfortunately for all, the Vong were already on Dantooine, and they destroyed the Jade Sabre before Anakin and Mara could recover it. Craft: Jade Sabre; Type: Custom Space Transport; Scale: Starfighter; Length: 50 meters; Skill: Space Transports; Crew: 1; Crew Skill: Unique (Mara Jade); Passengers: 15; Cargo Capacity: 100 metric tons; Consumables: 6 months; Cost: Not available for sale (1,675,500 estimated); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x4; Nav Computer: Yes; Maneuverability: 3D; Space: 9; Atmosphere:400; 1,150 km/h; Hull: 6D; Shields: 6D+2; Sensors: Passive: 30/1D, Scan: 60/2D, Search: 75/3D, Focus: 4/4D 4 Quad Laser Cannons: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 13/15/25; Atmosphere Range: 100-300/1.5/3 km; Damage: 6D Tractor Beam Projector: Fire Arc: Front; Skill: Capital Ship Gunnery; Scale: Capital; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3 km; Damage: 4D+2 Notes: As this is a direct conversion, the Shield rating of the Jade Sabre seems just a wee bit excessive. If I were to use the ship, I'd cut the Shield rating down by at least 2D, giving it a final rating of 4D+2. Jade Shadow This was the Horizon-class luxury yacht purchased by Lando Calrissian and presented to Mara Jade Skywalker as a gift. The ship had a number of significant modifications, including retractable AG-1G laser cannons, camouflaged torpedo launchers, and enhanced shielding systems obtained by Talon Karrde. The stock hyperdrive was replaced with a Class 0.5 unit, and its upgraded sublight drives allowed the ship to attain speeds of 1,000 kilometers per hour in atmosphere. The name Jade Shadow was coined by Tendra Risant, and denoted the ship's non-reflective gray hull. Lando had picked out the ship because of its aft cargo bay, which was wide enough to accommodate Luke Skywalker's X-Wing fighter. Craft: Sorosuub Horizon-class Yacht; Type: Space transport; Scale: Starfighter; Length: 55 meters; Skill: Space Transports: Horizon yacht; Crew: 1 or 2; Crew Skill: Unique (Mara Jade); Passengers: 10; Cargo Capacity: 100 metric tons; Consumables: 2 months; Cost: 230,000 (new), 80,000 (used); Hyperdrive Multiplier: x0.5; Hyperdrive Back-Up: x10; Nav Computer: Yes; Maneuverability: 1D; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 6D+2; Shields: 4D; Sensors: Passive: 30/1D, Scan: 60/2D, Search: 90/3D, Focus: 3/4D+1 2 Quad Laser Cannons: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D Concussion Missile Tube (4 missiles): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1/3/7; Atmosphere Range: 100/300/700 m; Damage: 9D

Jedi Courier Ship These craft were developed for use by the Jedi Knights of the Old Republic, during the years following the Great Sith War. The Vanya-class ship had more cargo space than the Delaya-class ship, which allowed Jedi Masters to transport and train a larger number of students. Measuring seventy meters in length and carrying up to eight beings and ten metric tons of cargo, the Vanya-class courier was armed with a pair of laser cannons and a proton torpedo launcher. After the Battle of Ruusan, when the Jedi Council declared that a Master could train no more than a single apprentice, ships such as the Vanya-class were no longer needed. Craft: Hoersch-Kessel Vanya-class Jedi Courier Ship; Type: Space Transport; Scale: Starfighter; Length: 70 meters; Skill: Space Transports: Jedi Courier; Crew: 2; Crew Skill: 4D in all appropriate skills; Passengers: 6; Cargo Capacity: 10 metric tons; Consumables: 1 month; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Atmosphere: 280; 800 km/h; Hull: 4D; Shields: 4D; Sensors: Passive: 30/0D, Scan: 50/1D, Search: 75/2D, Focus: 4/4D+1 2 Laser Cannons (fire-linked): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D Proton Torpedo Launcher (14 torpedoes): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100/300/700 m; Damage: 10D Jedi Justice Cruiser Developed by Republic Shipyards for the express use of the Jedi Knights, these 68-meter-long gunboats were heavily-armed and protected. Each Jedi Justice Cruiser carried a turret-mounted double turbolaser cannon, an ion cannon, and a pair of concussion missile launchers. Requiring a crew of five Jedi to operate, each of these ships could accommodate up to seven passengers and 100 metric tons of cargo. After the events of the Stark Hyperspace Conflict, many of the Jedi Justice Cruisers in service were decommissioned by order of the Jedi Council, which eliminated the ships in an effort to eliminate the Senate's fear of the Jedi Order's military might. Craft: Republic Shipyards Jedi Justice Cruiser; Type: Space Transport; Scale: Capital; Length: 68 meters; Skill: Starfighter Pilot: Jedi Justice Cruiser; Crew: 5; Crew Skill: 7D in all applicable skills; Passengers: 7; Cargo Capacity: 100 metric tons; Consumables: 3 months; Cost: 775,000 (new), 525,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x6; Nav Computer: Yes; Maneuverability: 2D+1; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 2D+2; Shields: 1D+2; Sensors: Passive: 40/1D, Scan: 60/2D, Search: 85/2D+2, Focus: 5/4D Double Turbolaser Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Scale: Starfighter; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 5D Ion Cannon: Fire Arc: Front; Skill: Starship Gunnery; Scale: Starfighter; Fire Control: 2D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6 km; Damage: 5D 2 Concussion Missile Launchers (16 missiles each): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100/300/700 m; Damage: 9D Jermagium-class Light Cruiser Manufactured by Sorosuub, this 25-meter light freighter was unremarkable in design and popularity. It required a crew of two, and could transport up to 8 passengers and 85 metric tons of cargo. They were armed with a single laser cannon. Craft: Sorosuub Jermagium-class Light freighter; Type: Light freighter; Scale: Starfighter; Length: 25 meters; Skill: Space transports: Jermagium freighter; Crew: 2; Crew Skill: Varies widely; Passengers: 8; Cargo Capacity: 85 metric tons; Consumables: 2 months; Cost: 28,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 330; 950 kmh; Hull: 4D; Shields: 1D+1; Sensors: Passive 15/1D, Scan 30/1D, Search 50/3D, Focus 2/4D Laser Cannon: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 1D+1; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5; Damage: 4D Kazellis Light Freighter Developed by Kazellis Corporation, this transport ship measured 28 meters in length, and was armed with a turret-mounted quad laser cannon. The ship found a following among the spacers who plied the Rimma Trade Route, and Kazellis expanded its operations to meet the demand. The light freighter design required a pilot and gunner to operate, and could transport up to eight passengers and 100 metric tons of cargo. Its semicircular design gave it an organic look and feel, making it visually different than most other transports available during the early years of the New Order. Craft: Kazellis Corporation Light Freighter; Type: Stock light freighter; Scale: Starfighter; Length: 28 meters; Skill: Space transports: Kazellis freighter; Crew: 1; Crew Skill: Varies widely; Passengers: 3; Cargo Capacity: 100 metric tons; Consumables: 2 months; Cost: 23,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 2D; Space: 5; Atmosphere: 350; 1,000 kmh; Hull: 4D; Shields: 2D; Sensors: Passive 20/1D, Scan 50/2D, Search 70/2D+1, Focus 4/3D Quad Laser Cannon: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5; Damage: 4D+1

L19 Light Freighter This is a Surronian transport ship design, part of a "limited edition" of starship designs produced by Surron StarTech when the Surronians were deep in an economic depression. The 'L' in the name indicated that the L19 was from one of these limited editions. At 50 meters in length, the L19 was a flattened sphere of a craft which could transport up to 150 metric tons of cargo while comfortably accommodating a crew of four and up to seven passengers. In its stock configuration, the L19 was armed with two turret-mounted blaster cannons. Craft: Surron StarTech L19 Heavy Freighter; Type: Short-range heavy freighter; Scale: Starfighter; Length: 50 meters; Skill: Space transports: L19 freighter; Crew: 1; Crew Skill: Varies widely; Passengers: 10; Cargo Capacity: 150 metric tons; Consumables: 8 weeks; Cost: 28,500 (used); Hyperdrive Multiplier: x2; Hyperdrive Backup: x16; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Atmosphere: 330; 950 KMH; Hull: 5D; Shields: 1D; Sensors: Passive 30/1D, Scan 80/2D, Search 120/3D, Focus 4/4D Twin Blaster Cannon: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 5D Lambda-class Shuttle This three-winged transportation was used by the Empire during the height of the Galactic Civil War. The Lambda-class shuttle was designed to swiftly transport personnel and cargo between ships in the Imperial fleet. Sienar Fleet Systems built the original shuttles to carry up to twenty passengers in relative safety, as the Lambda-class has standard reinforced hull plating and multiple shield generators. The Lambda-class is also fitted with a hyperdrive for travel between fleets. The basic Sienar Lambda-class shuttle measured 20 meters in length, and was armed with three double blaster cannons and two double laser cannons. It was designed to have a crew compliment of four, with two additional positions for communications and power regulation. Equipped with a Class 1 hyperdrive and a powerful sublight drive system the shuttle could attain speeds of 850 kilometers per hour in atmosphere. After Sienar stopped production on the Lambda-class shuttle, it was subcontracted out to Cygnus Spaceworks, who built a number of variations on the basic design, including a military configuration as the T-4a shuttle. Craft: Sienar Fleet Systems Imperial Shuttle; Type: Lambda-class Shuttle; Scale: Starfighter; Length: 20 meters; Skill: Space transports: Lambda Shuttle; Crew: 2; 2 can coordinate; gunners: 4; skeleton: 1/+5; Crew Skill: Space transports 5D, starship gunnery 4D+2, starship shields 4D+1; Passengers: 10 (can be modified for 20); Cargo Capacity: 80 metric tons; Consumables: 2 months; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x5; Nav Computer: Yes; Space: 5; Atmosphere: 330; 950KMH; Maneuverability: 1D; Hull: 4D; Shields: 1D+2; Sensors: Passive 30/0D, Scan 45/1D, Search 80/2D, Focus 4/2D+2 3 Double Blaster Cannons: Fire Arc: 2 front, 1 back; Scale: Starship; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/28; Atmosphere Range: 100-300/1.2/2.8KM; Damage: 4D 2 Double Laser Cannons: Fire Arc: Turret; Scale: Starship; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1-8/14/30; Atmosphere Range: 100-800/1.4/3KM; Damage: 4D+1 Lambda Command Shuttle The Lambda-class shuttle is a cargo and passenger shuttle that is used by the Imperial fleet. The vessel has a stationary top wing and two folding bottom wings. In flight, the Lambda resembles an inverted Y, and the two lower wings fold up when the ship lands. The shuttle rests on two retractable landing legs located just inside the folding wings. A ramp telescopes from below the forward fuselage for loading and debarking. Lambda-class shuttles were originally designed for Sienar Fleet Systems. Sienar manufactures the shuttles, while Cygnus Spaceworks is subcontracted to manufacture a more heavily armed military version of the ship. Cygnus recently has begun producing more lightly armed shuttles that are virtually identical to the Sienar model. The Cygnus military version of the shuttle boasts and incredible ten laser cannons and still can carry up to twenty passengers or eighty tons of cargo. The ten laser cannons are fire linked in pairs, four pairs forward and another rear. Craft: Cygnus Spaceworks Lambda-class Shuttle; Type: Military Shuttle; Scale: Starfighter; Length: 20 meters; Skill: Space Transports: Lambda; Crew: 2, gunners: 4, skeleton: 1/+10; Crew Skill: Space transports 5D, Starship gunnery 5D, Starship shields 4D, Astrogation 4D; Passengers: 20; Cargo Capacity: 80 metric tons; Consumables: 2 months; Cost: Not available for sale to civilians; Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x10; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Atmosphere: 295; 850 km/h; Hull: 4D; Shields: 1D+2; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 80/2D, Focus: 4/2D+2 10 Laser Cannons (fire-linked in pairs): Arc: 4 pairs front, 1 pair rear; Crew: 1; Skill: Starship gunnery; Fire Control: 2D; Space: 1-3/12/25; Atmosphere: 100-300/1.2/2.5km; Damage: 4D+2 Lantillian Short Hauler This 27-meter ship was the pleasure version of the Lantillian Deluxe. Designed and manufactured by the Lantillian ShipWrights corporation, this craft was designated GX1 by the corporation. This two-person craft can transport up to 80 metric tons of cargo and up to six passengers. The ship had a bulbous cockpit at the front, with a flattened fuselage behind. A pair of stabilizing wings is connected to the rear portion of the fuselage. It was designed to bring affordable luxury to the average citizen. The Short Hauler required a crew of four to

operate, and had enough space for six passengers. The basic version was also armed with a civilian-grade turbolaser cannon. While the craft was considered to be a rugged, durable ship, the Short Hauler suffered from finicky landing gear, which had to be routinely cleaned and lubricated. Also, a number of Short Haulers were recalled for faulty sensor suites, when it was learned that a shipment of Fabritech 7Y4 sensors were found to be bad. Craft: Lantillian Short Hauler; Type: Light freighter; Scale: Starfighter; Length: 27 meters; Skill: Space transports: Lantillian short hauler; Crew: 2; Crew Skill: Varies widely; Passengers: 6; Cargo Capacity: 85 metric tons; Consumables: 1 months; Cost: 20,500 (used); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Atmosphere: 280; 800 kmh; Hull: 4D; Shields: 1D; Sensors: Passive 10/0D, Scan 25/1D, Search 40/2D, Focus 2/2D Laser Cannon: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5; Damage: 3D Mark I Bulk Transport This 50-meter-long starship was manufactured by Sienar Ships during the Old Republic. It was a bulletshaped craft with some 40,000 metric tons of cargo capacity, despite its relatively small size. It required a crew of four to operate, and could carry up to twenty additional passengers. Updated models produced during the New Order were reconfigured to carry up to 60,000 metric tons of cargo, reducing its passenger capacity to just five beings. These newer craft were also armed with a turret-mounted laser cannon. Craft: Sienar Ships Mark I Bulk Transport; Type: Bulk transport; Scale: Starfighter; Length: 50 meters; Skill: Space transports: Mark I bulk transport; Crew: 4; Crew Skill: Varies widely; Passengers: 5; Cargo Capacity: 60,000 metric tons; Consumables: 5 months; Cost: 500,000 (used); Hyperdrive Multiplier: x3; Hyperdrive Backup: x20; Nav Computer: Yes; Maneuverability: 1D; Space: 3; Atmosphere: 260; 750 kmh; Hull: 5D; Sensors: Passive 20/0D, Scan 50/1D, Search 80/2D, Focus 4/3D Laser Cannon: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-3/5/10; Atmosphere Range: 100-300/500/1 km; Damage: 2D Mercuric-Class Light Courier The Mercuric-Class Light Couriers sleek design is reminiscent of Sienars long standing military and civilian heritage. The ships layout is a spherical cockpit/living quarters that tapers into a long, billed fuselage. The ships incredible propulsion is provided by two elegantly curving ion engines -- inspired by the seminal TIE Interceptor-- that hug the cockpit. Everything about the Mercuric speaks speed, from its flowing lines to chromium outer hull. [Authors Note: it looks like a Sith Interceptor with a larger fuselage to accommodate the increased cargo hold]. The Mercuric is intended to be a primarily Core to Outer Core vessel. The refined captain who pilots this ship will not be hauling google-tons of seed grain and scrap parts to dingy Outer Rim colonies, but transporting expensive luxury goods--wines, rare cuisine, or fabrics, possibly-- to the Empires best and brightest citizens within the safety of the Core regions. In the inexplicably and unimaginable event that some barbarous pirate craft should make it past Lord Vaders protective veil of Star Destroyers and patrol craft, the Mercurics fantastic speed and respectable quad-laser cannon will see even the below-average pilot through the encounter and into the safety of Hyperspace. Designers Note taped to top of press release - We totally realize that no self-respecting Mid-to-Outer Rim freighter pilot or smuggler would pilot this pansy as-is. We designed the Mercuric with the Core Regions filthy rich inhabitants in mind. Sure, some entrepreneur with more cash than common sense might use this thing to haul wine and rare cuisine in between Coruscant and Corulag, but our target consumer is typical rich Moffs son or nobleman that wants to impress his peers with a ship that could go nose to nose with a TIE Interceptor. You know how many requests we get a month from the private sector for weapons-stripped and customized Interceptors? One guy wanted a wood panel and leather interior in one. Yeesh! No, no, the Mercuric should net us a healthy profit from the wealthy and bored population. It should hit it off really well with the teenagers: what vac-brain sixteen-year-old wouldnt want a ship that pulls twelve space units? Our market research even indicates that a sizable portion will buy the ship just to be the only guy at the club with a quadlaser cannon. It should also be mentioned that the cargo bays entry ramp has been designed to accommodate most of the popular high end luxury speeders. Lets just hope none of them get brave enough to take a Light Courier outside of the safe and well-patrolled space lanes of the Core Regions. Because of the massive amounts of conduit and space that the engines and power plant take up we couldnt find a place to shoe-horn in an escape pod... Craft: Sienar Fleet Systems Mercuric Light Courier; Type: Courier vessel; Scale: Starfighter; Length: 23 meters; Skill: Space Transports: Mercuric Light Courier; Crew: 1; Crew Skill: Astrogation 4D, space transports 4D+1, starship gunnery 4D; Passengers: 3; Cargo Capacity: 50 metric tons; Consumables: 2 months; Cost: 119,500 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 2D+1; Space: 10; Atmosphere: 415; 1200 km/h; Hull: 3D; Shields: 1D; Sensors: Passive: 30/1D, Scan: 60/2D, Search: 75/3D, Focus: 4/4D Quad Laser Cannon: Fire Arc: Turret; Crew: 1; Skill: Starship gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 1003/1.2/2.5km; Damage: 6D

MT-100 Long Haul After the success of CECs YT series (the most popular light freighters on the past 100 years), and its success in the small Capitol Market (the Republic Cruisers, Corellian Corvette, & Gunship), CEC has decided to enter the market in between: Medium Bulk Freighters. The MT-100 Long Haul is the first step in that direction. The MT-100 comes standard with enough cargo space to make a profit hauling most cargo, engine systems fast enough to make deliveries on time, and a set of twin laser cannons to give any pirates it might encounter pause before attacking. More important than what the MT-100 has, is what it can have. The MT series continues the flexibility of its YT cousins. Its cargo capacity is divided into three holds. Two of the holds are in large pontoon like structures forward and either side of the cockpit. The third (50 metric tons) is positioned directly below the engine compartment. This allows for easy (and significant) expansion of Hyperdrive, sunlight engines, reactor, shield, and maneuvering systems. The existing weapons turrets are designed for weapons to be easily replaceable (Including extra power lines for larger weapons systems). Also power and control connections are run to forward hard points that could easily be configured for either missile launchers or forward mount laser cannons. Finallythe life support systems of the MT-100 are modular, and easily moved to any of the cargo holds. This allows the normal mounting position to carry disguised cargo (approximately 10 metric tons). Craft: CEC MT100 Long Haul; Type: Medium freighter; Scale: Capital; Length: 98 meters; Skill: Space transports: Corellian MT100; Crew: 3; gunners: 2; Crew Skill: Astrogation 4D, space transports 4D+1, starship gunnery 4D; Passengers: 11; Cargo Capacity: 200 metric tons; Consumables: 2 months; Cost: 222,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: yes; Maneuverability: 0D; Space: 4; Atmosphere: 480; 800 km/h; Hull: 2D; Shields: 1D; Sensors: Passive: 15/0D, Scan: 30/1D, Search: 50/3D, Focus: 2/4D 2 Laser Cannons (fire separately): Fire Arc: Turret; Crew: 1; Skill: Starship gunnery; Fire Control: 1D; Space Range: 13/12/25; Atmosphere Range: 1003/1.2/2.5km; Damage: 4D * The CEC MT-100 Long Haul is equipped with a Comm. and Subspace Transceiver. Mystic Burn Craft: Corellian Engineering Corporation YT-1200 Transport; Type: Light Freighter; Scale: Starfighter; Length: 35 meters; Skill: Space Transports: YT-1200; Crew: 2 crew, 6 passengers; Crew Skill: Varies; Cargo Capacity: 75 metric tons; Consumables: 2 months; Cost: 20,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x16; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Atmosphere: 280; 800 km/h; Hull: 4D; Shields: 1D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D Laser Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D Nashtah Pup Bossk's short-range scout ship, the Nashtah Pup was secured within a dorsal hold on the Hound's Tooth. The Nashtah Pup was released by opening a dorsal hatch. The Nashtah Pup was an emergency-use ship, being large enough for only two passengers and no cargo. Craft: Modified CEC SCT-3aX Scouter; Type: Modified scout ship; Scale: Starfighter; Length: 5 meters; Skill: Space transports: SCT-3aX; Crew: 1; Crew Skill: Sensors 3D+1, SS shields 3D+1, ST 4D; Cargo Capacity: 3 kilograms; Consumables: 5 days; Cost: Not available for sale; Maneuverability: 1D; Space: 5; Atmosphere: 300; 900 km/h; Hull: 1D+2; Shields: 1D; Sensors: Passive: 5/0D, Scan: 15/0D, Search: 45/1D Neimoidian Shuttle Resembling a giant, clawed beetle native to Neimoidia, these small transport ships were designed to carry up to five Neimoidians between their freighters and a ground-based installation. These shuttles measured just fifteen meters in length, and were piloted by two droids. Each shuttle was armed with a single blaster cannon. These craft were often referred to as Sheathipede-class shuttles. Craft: Neimoidian Shuttle; Type: Transport Shuttle; Scale: Starfighter; Length: 15 meters; Skill: Space Transports: Neimoidian Shuttle; Crew: 2 pilot droids; Crew Skill: As pilot droid; Passengers: 5; Cargo Capacity: 500 kilograms; Consumables: 5 days; Cost: 22,000 (new), 9,000 (used); Hyperdrive Multiplier: None; Maneuverability: 0D; Space: 5; Atmosphere: 295; 850 km/h; Hull: 2D; Shields: 1D; Sensors: Passive: 15/0D, Scan: 25/1D, Search: 40/2D, Focus: 1/2D Blaster Cannon: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7km; Damage: 3D No Luck Required This starship was owned and operated by Uldir Lochett, during the early decades of the New Republic. The chassis of the craft was that of an old Corellian YZ-775 medium transport, which had been refitted and updated to more modern technologies and weapons. Inside the ship's hangar were several snub fighters, four modified A-Wings with room for a single passenger and emergency medical supplies. The two weapons emplacements had been heavily modified; one to hold a cesium-vapor turbolaser and a proton torpedo launcher, and the other simply removed to make room for the hangar. The targeting computer added for the turbolaser also served to help fire proton torpedoes. The slots for escape pods were removed to make more room for the

hangar, but the A-Wings in the hangar served as escape craft in a pinch. The ship was badly damaged when Uldir managed to locate the rogue Jedi Knight Klin-Fa Gi, who used her lightsaber to slash through bulkheads to reach the hangar bay. She then stole a starfighter and blasted her way out, leaving the ship venting atmosphere. Uldir's crew managed to patch the leak and travel to Wayland, in an effort to recapture Gi. Craft: Modified Corellian Engineering Corp YZ-775 Medium Transport; Type: Light Freighter; Scale: Starfighter; Length: 52 meters; Skill: Space Transports: YZ-775; Crew: 4; Crew Skill: Unique; Passengers: 8; Cargo Capacity: 150 tons; Consumables: 6 months; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 7D; Shields: 6D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D Double Turbolaser Cannon: Fire Arc: Partial Turret (front, right, left); Skill: Capital Ship Gunnery; Scale: Capital; Fire Control: 3D; Space Range: 1-5/15/20; Atmosphere Range: 100-500/1.5/2km; Damage: 4D 2 Proton Torpedo Launchers (fire separately, 12 torpedoes each): Fire Arc: Front; Skill: Projectile Weapons: Proton Torpedoes; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m; Damage: 9D Notes: The No Luck Required has been modified with a revolving A-Wing launch bay cylinder that can accommodate four of the little starfighters. Every other round, the ship may launch an A-Wing fighter. All but one of the A-Wings has been modified to accept an additional passenger at the cost of hyperdrive capability. The fourth A-Wing, however, retains its hyperdrive, and can also carry an additional passenger. Nova Guardian X-Ship and Variants Base Model (Prototype 179,400/ Production 89,700) Craft: NGX-01; Type: Multi-Role Transport; Scale: Starfighter; Length: 25 Meters; Skill: Space Transports; Crew: 3; Skeleton 1/+10; Crew Skill: Varies; Passengers: 2; Cargo Capacity: 15 metric tons; Consumables: 2 weeks; Cost: 160,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes (limited to 5 jumps); Maneuverability: 2D; Space: 7; Atmosphere Speed: 350; 1000 km/h; Hull: 2D; Shields: 7D; Sensors: Passive 10/0D; Scan 25/1D; Search 40/2D+1; Focus 2/3D+1 2 Blaster Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D Chaff Launchers (+10 to difficulty to hit with missiles, ten shots) Anti-Starfighter Model (Prototype 286,400/ Production 143,200) Craft: NGX-01(AS); Type: Anti-Starfighter; Scale: Starfighter; Length: 25 Meters; Skill: Space Transports; Crew: 3, gunners: 2; Skeleton 1/+10; Crew Skill: Varies; Passengers: 0; Cargo Capacity: 15 metric tons; Consumables: 2 weeks; Cost: 260,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes (limited to 5 jumps); Maneuverability: 2D; Space: 7; Atmosphere Speed: 350; 1000 km/h; Hull: 2D; Shields: 7D; Sensors: Passive 10/0D; Scan 25/1D; Search 40/2D+1; Focus 2/3D+1 2 Blaster Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D 2 Concussion Missile Launchers (8 Missiles Each); Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100/300/700; Damage: 8D 2 Medium Ion Cannons: Fire Arc: Front; Scale: Capital; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-4/8/40; Atmosphere Range: 100-400/800/4km; Damage: 4D 2 Quad Laser Cannons: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 6D Chaff Launchers (+10 to difficulty to hit with missiles, ten shots) Atmospheric Bomber Model (Prototype 388,900/ Production 194,450) Craft: NGX-01(AT); Type: Planetary Bomber; Scale: Starfighter; Length: 25 Meters; Skill: Space Transports; Crew: 3, gunners: 2; Skeleton 1/+10; Crew Skill: Varies; Passengers: 0; Cargo Capacity: 15 metric tons; Consumables: 2 weeks; Cost: 350,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes (limited to 5 jumps); Maneuverability: 2D; Space: 7; Atmosphere Speed: 350; 1000 km/h (500, 1350 km/h for 20 rounds with booster pods); Hull: 2D; Shields: 7D; Sensors: Passive 10/0D; Scan 25/1D; Search 40/2D+1; Focus 2/3D+1 2 Blaster Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D 2 Concussion Missile Launchers (8 Missiles Each); Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100/300/700; Damage: 8D 2 Autocannons: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 3D Ion Cannon: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D Quad Laser Cannon: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 6D

Concussion Bombs (12): Fire Arc: Down; Skill: Missile Weapons; Fire Control: 0D; Space Range: 1/2/3; Atmosphere Range: 1-100/300/500 km; Blast Radius: 5/15/30/45m; Damage: 12D/10D/6D/2D Chaff Launchers (+10 to difficulty to hit with missiles, ten shots) Combat Cutter Model (Prototype 272,900/ Production 136,450) Craft: NGX-01(CU); Type: Customs Cutter; Scale: Starfighter; Length: 25 Meters; Skill: Space Transports; Crew: 3, gunners: 1; Skeleton 1/+10; Crew Skill: Varies; Passengers: 11; Cargo Capacity: 20 metric tons; Consumables: 2 weeks; Cost: 250,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes (limited to 5 jumps); Maneuverability: 2D; Space: 7; Atmosphere Speed: 350; 1000 km/h; Hull: 2D; Shields: 7D; Sensors: Passive 10/0D; Scan 25/1D; Search 40/2D+1; Focus 2/3D+1 2 Blaster Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D 2 Concussion Missile Launchers (8 Missiles Each); Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100/300/700; Damage: 8D 2 Medium Ion Cannons: Fire Arc: Front; Scale: Capital; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-4/8/40; Atmosphere Range: 100-400/800/4km; Damage: 4D Tractor Beam: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 1-300/1.2/2.5km; Damage: 4D Airlock Chaff Launchers (+10 to difficulty to hit with missiles, ten shots) Missile Boat Model (Prototype 295,400/ Production 147,700) Craft: NGX-01(MB); Type: Missile Boat; Scale: Starfighter; Length: 25 Meters; Skill: Space Transports; Crew: 3, gunners: 2; Skeleton 1/+10; Crew Skill: Varies; Passengers: 0; Cargo Capacity: 20 metric tons; Consumables: 2 weeks; Cost: 270,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes (limited to 5 jumps); Maneuverability: 2D; Space: 7; Atmosphere Speed: 350; 1000 km/h; Hull: 2D; Shields: 7D; Sensors: Passive 10/0D; Scan 25/1D; Search 40/2D+1; Focus 2/3D+1 2 Blaster Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D 6 Assault Concussion Missiles; Fire Arc: Front; Scale: Capital; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 9D 2 Quad Laser Cannons: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 6D Chaff Launchers (+10 to difficulty to hit with missiles, ten shots) Scout Ship Model (Prototype 285,800/ Production 142,900) Craft: NGX-01(SC); Type: Scout Ship; Scale: Starfighter; Length: 25 Meters; Skill: Space Transports; Crew: 3, gunners: 1; Skeleton 1/+10; Crew Skill: Varies; Passengers: 1; Cargo Capacity: 10 metric tons; Consumables: 2 months; Cost: 260,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 2D; Space: 7; Atmosphere Speed: 350; 1000 km/h; Hull: 2D; Shields: 7D; Sensors: Passive 15/0D; Scan 35/1D+1; Search 75/3D; Focus 5/4D+1 2 Blaster Cannons (fire linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D 2 Concussion Missile Launchers (8 Missiles Each); Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 100/300/700; Damage: 8D Quad Laser Cannon: Fire Arc: Turret; Skill: Starship gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 6D Probe Launchers (Launches sensor probes, range 1/3/5) Planet Express Ship This lime green with purple trim space ship is the property of one Professor Hupert Farnsworth to help his interstellar delivery service which is called Planet Express. The ship seems to be modeled after old 1950's style of spaceships in it's sleek and aerodynamic form with a cluster of six heavy duty ion engines along with three bright purple fins which are two on the bottom on the left and right with one on top that bears the planet express logo all three within a few feet of the engine. Also amidships is a small turret that has one laser cannon used to ward off pirates, interstellar monsters, the occasional alien attack and of course to avenge one of the crew's martinis. The ship is normally crewed by Planet Express employees a human named Phillip J. Fry, a stage five droid with a stage two body by the name of Bender, and a near-human named Leela who's species isn't exactly known to the galaxy at large. Sometimes the crew is augmented by Planet Express' chief medical doctor in Doctor Zoidberg, P.E. intern and college student in Amy Wong, P.E. chief of operations Hermes Conrad, Leela's pet Nibbler, and of course, Professor Farnsworth. The ship has a number of other features which includes a wench so that it can raise and lower packages with either a grappling claw or a magnet, a somewhat functional

galley complete with a slightly larger storage unit for perishables and a large cargo bay area. It is not known if the ship features any form of semi-permanent living quarters but it is known that it has a rearview mirror complete with fuzzy dice though. Craft: The Planet Express; Type: Custom Space Transport; Scale: Starfighter; Length: 50 meters; Skill: Space Transports; Crew: 1; Crew Skill: See Leela, Fry and Amy Wong; Passengers: 15; Cargo Capacity: 110 metric tons; Consumables: 6 months; Cost: N/A (1,300,000 estimated for scrap); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x4; Nav-Computer: Yes; Maneuverability: 6D; Space: 9; Atmosphere: 400, 1,150 km/h; Hull: 5D; Shields: 4D+2; Sensors: Passive: 30/1D, Scan: 60/2D, Search: 75/3D, Focus: 4/4D Laser Cannon: Fire Arc: Turret; Fire Control: 1D; Space Range: 1-4/15/30; Atmosphere Range: 100400/1.5/3 km; Damage: 5D Queen Amidala's Royal Starship This is the name give to the chrome-plated, sleek transport ship used by the royalty of the Naboo. Created by the Theed Palace Space Vessel Engineering Corps from a Nubian substructure and components, the 76-meter-long space frame was designed around a J-type configuration. Equipped with a pair of Headon-5 sublight engines, a Nubian 327 hyperdrive, and a Nubian T-14 hyperdrive generator, the Royal Starship was easily recognized by its highly reflective chromium plating and distinctive, dagger-like shape. The Royal Starship was equipped with stations for up to 8 astromech droids that were used to perform a variety of functions, including repair and navigation. The ship, completed six years before the Battle of Naboo, was equipped with heavy-duty shields, but no weapons. It required a command crew of two, with six auxiliary crewers and eight astromech droids. It measured 76 meters in length. Craft: Theed Palace Space Vessel Engineering Corps J-type Royal Starship; Type: Royal Starship; Scale: Starfighter; Length: 76 meters; Skill: Space Transports: J-type Royal Starship; Crew: 1 pilot, 1 navigator/shield operator, 1 communications/security officer, 1 engineer, and 8 astromech droids; Crew Skill: Varies, usually 4D in all applicable skills; Passengers: 10; Cargo Capacity: 4 metric tons; Consumables: 3 months; Cost: Not available for sale; Hyperdrive Multiplier: x.5; Hyperdrive Back-Up: None; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 6D; Shields: 3D; Sensors: Passive: 30/1D, Scan: 60/2D, Search: 75/3D, Focus: 4/4D Rabbit's Foot This was the N-class freighter, a modified WUD-5000, owned by Jaxxon. The ship was refitted with a pair of quadlaser cannons and two ion cannons for weaponry, along with improved hull plating and shields. Jaxon first purchased the ship on Nar Shaddaa, but even after refitting it was a troublesome ship to operate. Mechanical problems forced Jaxxon to land on the planet Aduba-3, where he was stranded until he could scrounge up replacement parts. It was on Aduba-3 that Jaxxon met Han Solo and Amaiza, and helped them defeat Serji-X Arrogantus. He and Amaiza then teamed up to make several smuggling runs with the Rabbit's Foot before being jumped by Valance's goons. They raced Valance to Aduba-3, shortly after the Battle of Yavin, but the Rabbit's Foot was shot down in a brief firefight over the planet. Craft: Modified WUD-500 Star Yacht; Type: Star Yacht; Scale: Starfighters; Length: 18.5 meters; Skill: Space Transports: WUD-500; Crew: 1 pilot, 1 gunner; Crew Skill: Unique; Passengers: 7; Cargo Capacity: 3 metric tons; Consumables: 4 months; Cost: Not available for sale (90,000); Hyperdrive Multiplier: x.5; Hyperdrive Back-Up: x8; Nav Computer: Yes; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1050 km/h; Hull: 3D+2; Shields: 2D; Sensors: Passive: 30/1D, Scan: 60/2D, Search: 75/3D, Focus: 4/4D 2 Quad Laser Cannons (fire separately): Fire Arc: 1 left, 1 right; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 6D Dual Ion Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6km; Damage: 4D Roughneck Light Freighter The Roughneck was designed for independent trader captains who desire a light transport with enough speed; endurance; and firepower to escape pirate attacks (and Imperial Entanglements) that are all too common in these troubled times. Unlike most freighters the Roughneck requires a crew of three to function properly, the vessel can be flown solo if the captain desires, but such action would reduce the laser cannon turrets to hood ornaments. The vessel has its cockpit located front and center, with a triangular section extending to the rear of the vessel 45 degrees to a width of 20 meters where the ship extends straight back to the ion engines that occupy the last 3 meters of the ship; curving to form one-third of a circle. Craft: Orwain Shipwright Co. Roughneck; Type: Light freighter; Scale: Starfighter; Length: 38 meters; Skill: Space Transports: Roughneck; Crew: 3; Crew Skill: Astrogation 4D, space transports 4D+1, starship gunnery 4D; Passengers: 12; Cargo Capacity: 100 metric tons; Consumables: 2 months; Cost: 120,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: yes; Maneuverability: 1D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 4D; Shields: 1D; Sensors: Passive: 15/0D, Scan: 30/1D, Search: 50/3D, Focus: 2/4D 2 Laser Cannons (fire separately): Fire Arc: Turret; Crew: 1; Skill: Starship gunnery; Fire Control: 1D; Space Range: 13/12/25; Atmosphere Range: 1003/1.2/2.5km; Damage: 4D

Selonian Cone Ship Craft: Selonian Cone Ship; Type: Space Transport; Scale: Starfighter; Length: 20 meters; Skill: Space Transports: Selonian Cone Ship; Crew: 1; Crew Skill: 2D in all applicable skills; Passengers: 4; Cargo Capacity: 50 tons; Consumables: 1 month; Cost: Not available for sale; Maneuverability: 0D; Space: 4; Atmosphere: 168; 480 km/h; Hull: 2D; Sensors: Passive: 15/1D1, Scan: 25/0D1, Search: 40/0D+2, Focus: 1/0D+2 Sith Infiltrator One of Sienar Advanced Projects Laboratories' prototype designs, this ship was eventually modified for use by Darth Maul. Originally designed from the Star Courier platform, the 26.5-meter-long Infiltrator was given advanced weaponry, propulsion systems, and a full-effect stygium-based cloaking device for invisibility on command. The sublight engines were X-C 2 ion arrays, while the hyperdrive was an SSDS 11-A power plant. Weapons included six prototype laser cannons which were concealed along the side of the craft, and which could be deployed in seconds. The craft had a long, main fuselage to which was attached the ball-shaped control center aft. The wings of the craft were used to radiator the intense heat of its engines, and could be folded down during landings. The designs of the control center and the wings were later incorporated into the TIE Advanced prototype produced for Darth Vader. Darth Maul named his ship the Scimitar. It could attain speeds of 1,180 kilometers per hour in atmosphere, and was equipped with a Class 3 hyperdrive. After the Battle of Naboo, the Scimitar disappeared, and its whereabouts were never discovered. Craft: Sith Infiltrator; Type: Heavily modified Republic Sienar Systems Star Courier; Scale: Starfighter; Length: 26.5 meters long; Skill: Space Transports: Star Courier; Crew: 1; Crew Skill: Varies; Passengers: 6; Cargo Capacity: 2.5 metric tons; Consumables: 30 days; Cost: Not available for sale; Hyperdrive Multiplier: x1.5; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 3D; Shields: 2D; Sensors: Passive: 25/2D+1, Scan: 40/3D+1, Search: 60/4D+1, Focus: 4/5D 6 Light Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/25 km.; Damage: 7D Note: Darth Maul's Infiltrator is equipped with a stygium crystal cloaking device. This device bestows a 3D+1 penalty to any Sensors rolls made to detect it. This penalty also reduces bonuses granted by Fire Control systems to a minimum of 0D, and the difficulty to hit the Infiltrator is increased as if it were under cover (SWD6, page 93) due to the Infiltrator's indistinct lines. Sith Terminator The Sith Terminator is Lord Rive's personal transport, crafted based on schematics found in a Holocron for the traditional transports used by Sith Lords. The ship employs a traditional style often used in the time period between the death of Darth Bane and the rise of Lord Sidious. It is intended solely as the Sith Apprentice's personal transport, and contains no frivolous space. It could almost be a starfighter if it were smaller, but was made larger to install larger and more efficient shield generators and engines. Similar in design to the TIE model of starfighters that would grace the galaxy many years later, the Terminator is much like its own master in that it focuses on speed and agility rather than raw power. The light transport is armed only with a pair of wing-mounted laser cannons, intended to merely provide enough resistance so that the ship can escape using its incredible speed and agility. The ship does not boast a cloaking device of any kind, due to the limits of Darth Oz's influence at the time. Without the great resource access that made Sidious so powerful, the Sith Terminator is a suitable transport, if lacking in superior technology. Craft: Custom Sith Terminator; Type: Space Transport; Scale: Starfighter; Length: 23.2 meters (width); Skill: Space Transports: Sith Terminator; Crew: 1; Crew Skill: See Lord Rive; Passengers: 0; Cargo: 100 kg; Consumables: 3 weeks; Cost: Not Available for Sale; Hyperdrive Multiplier: x2; Nav Computer: Programmed with 10 Jumps; Maneuverability: 4D+1; Space: 13; Atmosphere: 470/1350 km/h; Hull: 3D+2; Shields: 2D+1; Sensors: Passive 20/1D, Scan 60/2D, Search 90/2D+2, Focus 4/3D 2 Laser Cannons (Fire Linked): Fire Arc: Front; Crew: Pilot; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 1-300/1.2/2.5km; Damage: 4D Superlift Ore Hauler Designed and manufactured by Corellian Engineering Corporation, this 155-meter-long starship was known to be slow, sluggish, barely armored, and poorly protected. Thus, it was often escorted from its prospecting runs. The Superlift required a crew of 10, and could transport up to five passengers and 90,000 metric tons of ore. Craft: Corellian Engineering Superlift Ore Hauler; Type: Medium Ore Hauler; Scale: Capital; Length: 115 meters; Skill: Space Transports: Superlift; Crew: 10, skeleton: 5/+5; Crew Skill: Varies widely; Passengers: 5; Cargo: 90,000 metric tons; Consumables: 3 weeks; Cost: 1,500,000 (new), 500,000 (used); Hyperdrive Multiplier: x4; Hyperdrive Backup: x20; Nav Computer: Limited to four jumps; Space: 2; Atmosphere: 225; 650 km/h; Hull: 2D+2; Shields: 1D; Sensors: Passive 20/0D, Scan 30/1D, Search 40/1D+2, Focus 1/2D Svelte-class Shuttle This Imperial shuttle was built by Silvuit Corporation after the death of Grand Admiral Thrawn, in an effort to replace the aging Lambda-class shuttles. A sleek, fast, and highly maneuverable ship, the Svelte-class shuttle was beetle-shaped and coated with gloss black plating. Measuring 17 meters in length, it required a pilot and co-pilot, 4 gunners, and could accommodate 15 passengers and 50 metric tons of cargo. The wings of the

Svelte-class can be raised - similar to the Lambda-class - when under attack. The shuttle is armed with a pair of double blaster cannons and a pair of laser cannons. They were also equipped with hyperdrives. Because of their black finish and unusual looks, these craft were sometimes referred to as the Vader-class shuttle, in reference to Darth Vader's black armor. Craft: Silvuit Corporation Imperial Shuttle; Type: Svelte-class Shuttle; Scale: Starfighter; Length: 17 meters; Skill: Space transports: Svelte Shuttle; Crew: 2; 2 can coordinate; gunners: 4; skeleton: 1/+5; Crew Skill: Space transports 5D, starship gunnery 4D+2, starship shields 4D+1; Passengers: 15; Cargo Capacity: 50 metric tons; Consumables: 2 months; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x5; Nav Computer: Yes; Space: 6; Atmosphere: 330; 950KMH; Maneuverability: 2D; Hull: 4D+2; Shields: 2D; Sensors: Passive 30/0D, Scan 45/1D, Search 80/2D, Focus 4/2D+2 2 Double Blaster Cannons: Fire Arc: 1 front, 1 back; Scale: Starship; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/28; Atmosphere Range: 100-300/1.2/2.8KM; Damage: 5D 2 Double Laser Cannons: Fire Arc: Back; Scale: Starship; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1-8/14/30; Atmosphere Range: 100-800/1.4/3KM; Damage: 4D+1 Uwana Buyer This was the name of Talon Kaarde's personal yacht, used by Kaarde and Tapper Quelev when they went to Tropis-on-Varont. It was a modified Sorosuub Luxury 5000 pleasure yacht, which Kaarde had completely gutted and rebuilt. Only the original superstructure remained to indicate its roots. Easily the most luxurious and extravagant ship in his fleet, the Uwana Buyer was equipped with a full kitchen, gaming area, four staterooms, and its own spa. An upgraded hyperdrive and a set of Starchaser Mk. III sublight drives gave the incredible speed. It was armed with a pair of heavy laser cannons and an ion cannon. The Uwana Buyer could accommodate up to fourteen passengers and 150 metric tons of cargo, and required a crew of five to operate. Like most of the names used by Kaarde during this period, it was a somewhat farcical name meaning, "You want to buy her?" Craft: Modified Sorosuub Luxury 5000; Type: Private Space Yacht; Scale: Starship; Length: 65 meters; Skill: Space Transports: Luxury 5000; Crew: 5 (1 pilot, 1 co-pilot/gunner, 3 gunners); Crew Skill: All skills at 6D; Passengers: 16; Cargo Capacity: 150 metric tons; Consumables: 6 months; Cost: 1 million (new), 500,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x8; Nav Computer: Yes; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1050 km/h; Hull: 6D; Shields: 4D; Sensors: Passive: 25/1D, Scan: 50/2D, Search: 75/2D+2,Focus: 3/3D 2 Heavy Laser Cannons (fire separately): Fire Arc: 1 left, 1 right; Skill: Starship Gunnery; Fire Control: 4D; Damage: 5D Ion Cannon: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6km; Damage: 4D Note: The article mentions that Kaarde has installed proton torpedo launchers on the Uwana Buyer, but there is no mention of them in the ship's statistics. The converted shield rating seems a bit much at 4D. VCX-350 Freighter The VCX-series of transports was developed by the Corellian Engineering Corporation in the wake of the Battle of Endor. The VCX-350, like other ships in the VCX line, was designed with enhanced shields, engines, and weapons that were almost military-grade. At 31 meters in length, the VCX-350 was created to be the workhorse of CEC's new line of transports, but its steep price tag kept it out of reach of most independent spacers. Because of its high-profile clientele, CEC designed the VCX-350 with luxurious appointments for its crew of two plus a gunner, as well as up to eight passengers. It was armed with a pair of laser cannons to keep pirates at bay, and could carry up to 250 metric tons of cargo. The main section of the ship was wide and flat, with a rounded cockpit mounted along the center spine. The engine section was reminiscent of the YG-5000, with three large sublight engines mounted just aft of the main section. Craft: VCX-350 Light Freighter; Type: Light Freighter; Scale: Starfighter; Length: 31 meters; Skill: Space Transports: VCX-350; Crew: 2+1 gunner; Crew Skill: Varies; Passengers: 8; Cargo Capacity: 250 metric tons; Consumables: 6 months; Cost: 300,000 (new), 175,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x11; Nav Computer: Yes; Maneuverability: 1D+1; Space: 8; Atmosphere: 365; 1050 km/h; Hull: 5D; Shields: 2D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D+1 VCX-700 Heavy Courier Designed by the Corellian Engineering Corporation as a heavy courier, the VCX-700 continued the VCX series' paramilitary design standard. At 26 meters in length, the VCX-700 was armed with four light ion cannons, two heavy laser cannons, four concussion missile launchers, and a front-mounted autoblaster. It required a pilot to operate as well as four gunners, and could carry up to six passengers and five metric tons of cargo. The VCX-700's heavy armor plating gave it substantial protection against pirates, but it sacrificed cargo space to allow for the increased protection. The hull configuration of the VCX-700 was similar to the Trade Federation's AAT battle tank, with a hemispherical main section situated below and in front of the secondary

drive section. The two main drives were located at the rear of the main hull. The cockpit was mounted atop the main hull, allowing continuous access to the drives. Craft: VCX-700 Heavy Courier; Type: Light Freighter; Scale: Starfighter; Length: 26 meters; Skill: Space Transports: VCX-700; Crew: 1+4 gunners; Crew Skill: Varies; Passengers: 6; Cargo Capacity: 5 metric tons; Consumables: 1 month; Cost: 350,000 (new), 250,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 2D; Space: 7; Atmosphere: 350; 1000 km/h; Hull: 5D; Shields: 3D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D 2 Heavy Laser Cannons (fire-linked): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D+1 4 Light Ion Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6km; Damage: 5D 1 Autoblaster: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/10/20; Atmosphere Range: 100-300/1/2km; Damage: 3D+1 4 Concussion Missile Launchers (fire-linked, 2 missiles each): Fire Arc: Front; Skill: Projectile Weapons: Concussion Missiles; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m; Damage: 9D (each missile) VCX-820 Escort Freighter Designed by the Corellian Engineering Corporation as an escort freighter, the VCX-820 was named to admit that it was built to military specifications without directly labeling it as a warship. It was first produced shortly before the Yuuzhan Vong invaded the galaxy, and found instant popularity in the Mid and Outer Rim Territories as a true escort. At 20.2 meters in length, the VCX-820 was a small ship, but its heavy weaponry and enhanced shielding gave it more than enough advantage in a firefight. Originally developed to patrol the border with the Imperial Remnant, the VCX-820 was armed with a pair of twin heavy laser cannons, eight autoblasters, and a proton torpedo launcher. It required a pilot and co-pilot to operate, as well as six gunners to handle the weapons. Because of the ship's small size, no passenger space was found aboard the VCX-820, and a minimal one-metric-ton of cargo space was provided, thereby giving it freighter status. Visually, the VCX-820 took many cues from the old YT-1300, with two forward-facing mandibles jutting at the front. These mandibles connected to the thin center section, with the cockpit mounted between the mandibles and the engine section along the rear. Craft: VCX-820 Escort Freighter; Type: Light Freighter; Scale: Starfighter; Length: 20.2 meters; Skill: Space Transports: VCX-820; Crew: 2+6 gunners; Crew Skill: Varies; Passengers: None; Cargo Capacity: 1 metric ton; Consumables: 6 months; Cost: 450,000 (new), 300,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: Space: 6; Atmosphere: 330; 950 km/h; Hull: 5D; Shields: 6D; Sensors: Passive: 20/1D, Scan: 35/1D+1, Search: 80/2D+1, Focus: 2/3D 2 Twin Heavy Laser Cannons (fire separately): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D+1 8 Autoblasters (4 groups of 2, fire separately): Fire Arc: Partial Turrets (front, left, right); Skill: Starship Gunnery; Fire Control: 4D; Space Range: 1-3/10/20; Atmosphere Range: 100-300/1/2km; Damage: 3D+2 1 Proton Torpedo Launcher (16 torpedoes): Fire Arc: Front; Skill: Projectile Weapons: Proton Torpedoes; Fire Control: 3D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m; Damage: 9D V-R800 Light Freighter Sorosuub hopes to start off its new line of light freighters with a great hit. It has the same hull points as the YT-1300, with the added protection of a shield generator. It moves at the same speed as a 1300, but it doesnt have the same offensive punch. It has a faster backup hyperdrive, but the main hyperdrive is the same as a 1300. It has more consumables and the same cargo capacity. This ship is the right choice for pilots that want survivability over offensive power. Craft: Sorosuub VR800; Type: Light freighter; Scale: Starfighter; Length: 35 meters; Skill: Space transports: VR800; Crew: 2; Crew Skill: Astrogation 4D, space transports 4D+1, starship gunnery 4D; Passengers: 6; Cargo Capacity: 100 metric tons; Consumables: 3 months; Cost: 118,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: yes; Maneuverability: 1D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 4D; Shields: 1D; Sensors: Passive: 15/0D, Scan: 30/1D, Search: 50/3D, Focus: 2/4D Light Laser Cannon: Fire Arc: Turret; Crew: 1; Skill: Starship gunnery; Fire Control: 1D; Space Range: 13/12/25; Atmosphere Range: 1003/1.2/2.5km; Damage: 3D Wayfarer-class Medium Transport Craft: Kuat Systems Engineering Wayfarer-class Medium Transport; Type: Space Transport; Scale: Starfighter; Length: 82 meters; Skill: Space Transports: Wayfarer; Crew: 8, gunners: 2, skeleton: 2/+5; Crew Skill: All appropriate skills at 4D; Passengers: 6; Cargo Capacity: 220 metric tons; Consumables: 3 months; Cost: 202,500 (new), 130,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x14; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Atmosphere: 295; 850 km/h; Hull: 5D+1; Shields: 2D; Sensors: Passive: 20/0D, Scan: 40/1D, Search: 50/2D, Focus: 3/3D

Laser Cannon: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D Quad Laser Cannon: Fire Arc: Left; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D X-23 StarWorker A space barge designed by Incom, it has a modular shape and Incom sublight engines attached to its cargo hold. It measured 38 meters in length, and can hold 2,000 cubic meters of cargo with a maximum mass of 5,000 metric tons. They have no weapons systems, and no shielding. They require only 2 crewmen to run, plus a fifth-degree labor droid. Craft: Incom X-23 StarWorker; Type: Intra-system space barge; Scale: Starfighter; Length: 38 meters; Skill: Space transports: X-23; Crew: 2, plus labor droid, skeleton 1/+10; Crew Skill: Space transports 3D+2; Cargo Capacity: 5,000 metric tons; Consumables: 1 week; Cost: 325,000 (new), 145,000 (used); Nav Computer: Yes; Space: 2; Atmosphere: 225; 650 KMH; Hull: 3D; Sensors: Passive 5/0D, Scan 10/1D, Search 15/2D 1 Laser Cannon: Fire Arc: Front; Crew: 1; Scale: Scale; Skill: Starship gunnery; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 4D XS-800 Light Freighter A Corellian Engineering Corporation starship design, the XS-800 was a small-scale version of the CR90 corvette which was designed for civilian use. It retained the hammerhead configuration, but measured just 30.2 meters in length. The XS-800 required a pilot and co-pilot to coordinate its operation, and could transport up to eight passengers and 115 metric tons of cargo. In its basic configuration, the XS-800 was armed with a frontmounted double laser cannon. Craft: Corellian Engineering Corporation XS-800 Light Freighter; Type: Light Freighter; Scale: Starfighter; Length: 30.2 meters; Skill: Space Transports: XS-800; Crew: 1 or 2 (can coordinate); Crew Skill: varies widely; Passengers: 8; Cargo Capacity: 115 metric tons; Consumables: 2 months; Cost: 37,500 (new); Hyperdrive Multiplier: x3; Hyperdrive Back-Up: x15; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 3D; Shields: 1D+2; Sensors: Passive: 15/0D, Scan: 30/1D, Search: 50/3D, Focus: 2/4D Double Laser Cannon: Arc: Front; Crew: 1; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D Yorik-trema Transport This was a form of landing craft developed by the Yuuzhan Vong. Formed of vastiv membranes covering a skeleton of yorik coral, these craft were designed to transport forces to the surface of a planet. Most of these were unarmed, and had to be escorted by coralskippers during their descent. Yorik-trema was shaped to have a number of sensitive eye, which were trained to maintain contact with the coralskipper escort during the descent. These craft were equipped with ablative shields formed from living scales, which would be burned off during descent but later regenerated like skin tissue. The ground forces transported within the Yorik-trema were discharged to the surface of a planet via modified molleung worms. The average Yorik-trema measured 34 meters in length, and was sometimes armed with a pair of volcano cannons and several dovin basals. Note that The New Essential Guide to Vehicles and Vessels indicates that the Yorik-trema was forty-eight meters in length. This craft required a crew of four to operate, and could transport up to 36 troops and 35 metric tons of cargo. Craft: Yuuzhan Vong Yorik-trema Transport Carrier; Type: Yuuzhan Vong Troop Transport; Scale: Starfighter; Length: 48 meters; Skill: Space Transports: Yorik-trema; Crew: 4; Crew Skill: 5D in all applicable skills; Passengers: 36; Cargo Capacity: 35 metric tons; Consumables: 3 days; Cost: Unknown; Maneuverability: 1D+2; Space: 6; Atmosphere: 330; 950 km/h; Hull: 5D+1; Shields: 2D; Sensors: Passive: 30/0D, Scan: 60/1D, Search: 90/2D, Focus: 3/4D 2 Volcano Cannons: Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km.; Damage: 6D Dovin Basal "Tractor": Fire Arc: Any; Skill: Starship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 100-500/1.5/2.5 km; Damage: Up to 2D (see the entry on "Dovin Basals") Special: The Yorik-trema can punch through the hull of an opposing ship (by ramming, I assume) and clamp its "mouth" over the resulting breach. The troops aboard the ship can then use the resulting hole to board the enemy ship. Yorik-vec Assault Cruiser This was the primary Yuuzhan Vong assault cruiser, filling the gap between the coralskippers and the corvettes of their unusual fleet. These ships were dedicated warships, used for space combat more than transporting troops to battle arenas. On average, the Yorik-vec cruiser measured thirty meters in length, and required a crew of two pilots and three gunners to operate. The ship also had the capacity to handle eight additional passengers and up to 100 metric tons of materiel. The Yorik-vec cruiser was armed with turretmounted quad volcanic cannon, as well as four twin volcanic cannons.

Craft: Yorik-vec Assault Cruiser; Type: Transport; Scale: Starfighter; Length: 30 meters; Skill: Space Transports: Yorik-vec; Crew: 2 pilots, 3 gunners; Crew Skill: Up to 8D in all applicable skills; Passengers: 8; Cargo Capacity: 100 metric tons; Consumables: 1 month; Cost: Not available for sale; Hyperdrive Multiplier: x3; Hyperdrive Back-Up: None; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 5D; Shields: 2D; Sensors: Passive: 30/0D, Scan: 60/1D, Search: 90/2D, Focus: 3/4D Quad Volcanic Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 4D; Space Range: 13/12/25; Atmosphere Range: 100-300/1.2/2.5 km.; Damage: 7D 2 Twin Volcanic Cannons: Fire Arc: 1 left, 1 right; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 6D YT-1300 Freighter This series of Corellian light stock freighter was built by the Corellian Engineering Corporation. Originally designed and manufactured some 30 years before the Battle of Yavin, it was a 2-man craft, and can accommodate up to six passengers. The YT-1300 measures 26.7 meters in length, and can hold 100 metric tons of cargo. The YT-1300 is armed with a single laser cannon, but carries to defensive shielding. The main hull is disk-shaped, with two trapezoidal pods extending from the front. The cockpit is offset-mounted on the right side of the disk. The top sublight speed of a YT-1300 is around 65 MGLT. 100-SBD shields protect a 50-RU hull. One of the primary drawbacks of this model transport is the off-center cockpit placement. While the cockpit can be positioned on either the left or right side, this positioning leaves a great deal of the ship out of the pilot's view. While this is common for larger ships, the off-center placement makes it much harder to maneuver in tight spaces for many new pilots. The more skittish of these captains often install five-axis, laser-ranging pods near the front mandibles, in order to provide them real-time information about the parts of the ship they can't see. Craft: Corellian Engineering Corporation YT-1300 Transport; Type: Stock light freighter; Scale: Starfighter; Length: 24 meters; Skill: Space transports: YT-1300 Transports; Crew: 1 (1 can coordinate), gunners: 1; Crew Skill: Varies tremendously; Passengers: 6; Cargo Capacity: 100 metric tons; Consumables: 2 months; Cost: 100,000 (new), 25,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Space: 4; Atmosphere: 480; 800 KMH; Hull: 4D; Sensors: Passive 10/0D, Scan 25/1D, Search 40/2D, Focus 2/3D 1 Laser Cannon: Fire Arc: Turret; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 4D YT-1300f Freight Transport This was a modification to the basic YT-1300 freighter produced by the Corellian Engineering Corporation. It was given a slightly better hyperdrive, allowing the freighter to reach its destination faster than the standard model. Because of this upgrade, the YT-1300f found a niche among transport operations shipping medical supplies to the battlefronts of the Clone Wars. Craft: Corellian Engineering Corporation YT-1300f Freight Transport; Type: Space Transport; Scale: Starfighter; Length: 26.7 meters; Skill: Space Transports: YT-1300f; Crew: 1 to 2; Crew Skill: Varies widely; Passengers: None; Cargo Capacity: 150 tons; Consumables: 2 months; Cost: 100,000 (new), 25,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 480; 800 km/h; Hull: 4D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D Laser Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D YT-1300p Passenger Transport Craft: Corellian Engineering Corporation YT-1300p Passenger Transport; Type: Space Transport; Scale: Starfighter; Length: 26.7 meters; Skill: Space Transports: YT-1300p; Crew: 1 to 2; Crew Skill: Varies widely; Passengers: 9; Cargo Capacity: 50 tons; Consumables: 2 months; Cost: 100,000 (new), 25,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 480; 800 km/h; Hull: 4D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D Laser Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D YT-1760 Small Transport This was one of the many varieties of YT-series freighters and transports produced by the Corellian Engineering Corporation. Measuring 20 meters in length, the YT-1760 incorporated the saucer-shaped hull of the YT-1300 with a center-mounted cockpit. Three sublight engines were arranged along the rear of the round hull. However, the YT-1760 lacked the durability of the earlier members of the YT-series, and it didn't take well to upgrades and modifications. It was produced without standard armament, and could transport up to eight passengers and 10 metric tons of cargo. Craft: Modified YT-1760; Type: Light Freighter; Scale: Starfighter; Length: 20 meters; Skill: Space Transports: YT-1760; Crew: 1 or 2; Crew Skill: Varies; Passengers: 8; Cargo Capacity: 10 metric tons; Consumables: 2 months; Cost: 80,000 (new), 20,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x15; Nav Computer: Yes; Maneuverability: 1D; Space: 8; Atmosphere: 365; 1050 km/h; Hull: 3D; Shields: 1D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D

2 Laser Cannons (fire-linked): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D+1 YT-1930 This variant on the successful YT-1300 series was only moderately successful for the Corellian Engineering Corporation. From the central passageway forward, the YT-1930 was an exact duplicate of the YT1300, with the exception being that the rounded cockpit was mounted between the forward mandibles. However, from the centerline back, the ship was unique. A pair of wing-like cargo bays flared outward from each side, while the drives were situated between them. The ship resembled a flying V. It measured 35 meters in length, and required a pilot and co-pilot to operate. It could transport up to six passengers and 200 metric tons of cargo with ease. It could be armed with a single, turret-mounted laser cannon. Craft: Corellian Engineering Corporation YT-1930; Type: Freighter; Scale: Starfighter; Length: 35 meters; Skill: Space Transports: YT-1930; Crew: 2; Crew Skill: Varies; Passengers: 6; Cargo Capacity: 200 metric tons; Consumables: 4 months; Cost: 135,000 (new); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Space: 4; Atmosphere: 280; 800 km/h; Hull: 5D; Shields: 1D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D Laser Cannon: Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D YT-2000 The Corellian YT-2000 Transport is an evolutionary development of the popular series of light freighters from the renowned shipbuilders of Corellia. At 29 meters length it bears an obvious family resemblance to its predecessor the YT-1300. Unlike the YT-1300, the YT-2000s cockpit is located in between its forward mandibles, giving the pilot a much better exterior view. The starship also has two additional decks, on top and beneath the main body, where the passenger and crew cabins are located. The 2000 also boasts increased storage capacity making it more profitable for cargo haulers. The standard model comes equipped with a dorsal turret quad laser cannon, which can be controlled by the pilot, in a fixed forward position, or a gunner can man the turret. Like the YT-1300, the YT-2000 is prized for its ready adaptability to a variety of duties. Craft: Corellian Engineering Corporation YT-2000 Transport; Type: Light Freighter; Scale: Starfighter; Length: 29m; Skill: Space Transports: YT-2000; Crew: 1 or 2 (Can Co-ordinate); Passengers: 6; Cargo Capacity: 110 Tons; Consumables: 2 Months; Cost: 130,000 Credits; Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 1D+2; Space: 6; Atmosphere: 330; 950 kHz; Hull: 4D; Shields: 1D; Sensors: Passive 15/0D, Scan 35/1D, Search 60/2D, Focus: 3/3D 1 Quad Laser Cannon; Fire Arc: 1 Dorsal Turret (Turret may be fixed to forward to be fired by the Pilot at only 1D Fire Control); Crew: 1 or Pilot; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7km; Damage: 5D YT-2400 Transport Following upon our earlier successes with the wildly popular YT-1300 and YT-2200 freighters, Corellian Engineering is proud to announce the arrival of our latest model, the Corellian Engineering YT-2400 light freighter! The YT-2400 is a departure from our earlier styling, abandoning the familiar saucer and crew pod in favor of a more integrated design, reminiscent of a predatory bird in flight. The YT-2400 comes standard with the new Corellian Starcruiser Ion Drive and one of the most advanced non-military sensor packages available to the general public. Sit back in the form-fitting pilot seat and feel the rumble of the Starcruiser Ion Drive as you open the throttle, shrugging off the gravity well as if were a mere inconvenience. You'll find the YT-2400 handles better than anything else this side of a TIE fighter, with its redesigned lateral thrusters! You'll be able to watch out for bloodthirsty pirates and Rebels, with the help of Corellian Engineering's Sentinel sensor suite! And if you have the need to protect yourself and your new investment, you'll have the power of Corellian twin-laser cannons on your side, standard with every ship! The new YT-2400 is made with the same quality that you have come to expect of Corellian Engineering and comes with a limited 1 year guarantee (1). With a list price of only 150,000 credits (2), how can you resist?! We are accepting advance orders for the YT-2400 at all of our registered dealerships now! What are you waiting for? Stop by today and test-pilot the YT-2400 at your local dealer's flightsimm and you'll receive a complimentary Corellian Engineering caffek mug! Orders received within the month will be eligible for an incredible rebate and surprise gift! Buy now! Game Notes: the YT-2400 hasn't been seen much yet in my campaign. In fact, my characters havent even seen it/heard of it... Yet. This should be considered the latest model and not be common yet. Hope you like it Type: Stock light freighter; Scale: Starfighter; Length: 28.2 meters; Skill: Space Transports: YT-2400; Crew Skill: Varies Tremendously; Passengers: 6; Cargo Capacity: 120 metric tons; Consumables: 2 months; Hyperdrive Multiplier: x2; Backup: x10; NavComp: Yes; Maneuverability: 1D+2; Space: 6; Atmosphere: 330, 950km/h; Hull: 4D; Shields: 0D; Sensors: Passive: 15/0D, Scan: 30/1D+2, Search: 45/2D+2, Focus: 3/3D+1 Twin Laser Cannon: Fire arc: turret; Crew: 1; Scale: starfighter; Skill: starship gunnery; Fire control: 2D+2; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7km; Damage: 3D+2

YU-410 Light Freighter This Corellian Engineering Corporation transport was part of the YU series, which was introduced after the YT-1300 became so popular. Unfortunately, the YU series lacked the YT's modularity and ease of upgrading, and didn't sell well. The YU-410 was no exception, and also suffered from underpowered drives. However, it was twice the size of the YT-1300 and was heavily armored, and it found favor among small businesses which made regular runs through dangerous star systems. It was also heavily armed in its standard configuration, with four double laser cannons. The YU-410 measured 44 meters in length, and required a crew of four officers and four gunners. It could transport up to 250 metric tons of cargo and twelve passengers. Craft: YU-410 Light Freighter; Type: Light Freighter; Scale: Starfighter; Length: 44 meters; Skill: Space Transports: YU-410; Crew: 4+4 gunners; Crew Skill: Varies; Passengers: 12; Cargo Capacity: 250 metric tons; Consumables: 2 months; Cost: 200,000 (new), 80,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 280; 800 km/h; Hull: 4D+2; Shields: None; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D 4 Double Laser Cannons (fire separately): Fire Arc: 2 in turrets, 2 in partial turrets (front right, and front left); Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100300/1.2/2.5km; Damage: 5D YV-100 This was the first of Corellian Engineering Corporation's YV-series transports, produced during the early years of the New Order. Technically, the YV-series was superior to the popular YT-series, but lacked the YT's upgradeability. The YV-100 was shaped like an arrowhead, with a box-like cockpit mounted on a central spine. The main hull resembled that of the YT-1300, while two large sublight engines and two ion engines were mounted across the flatten rear section. Although the ship was moderately powered, this allowed CEC to sell the ships at a reduced cost. At 46.5 meters in length, the YV-100 was one of the larger ships produced in this YV series, and it required a pilot and co-pilot to operate. It could transport up to ten passengers and 150 metric tons of cargo, and was armed with a pair of blaster cannons and two laser cannons. Craft: YV-100; Type: Light Freighter; Scale: Starfighter; Length: 46.5 meters; Skill: Space Transports: YV-100; Crew: 2; Crew Skill: Varies; Passengers: 10; Cargo Capacity: 150 metric tons; Consumables: 6 months; Cost: 150,000 (new), 50,000 (used); Hyperdrive Multiplier: x3; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 5D; Shields: 1D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D 2 Blaster Cannons (fire-linked): Fire Arc: Partial Turret (front, right, left); Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D+1 2 Laser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D+1 YV-929 Armed Freighter This was the last of the YV-series transports produced by the Corellian Engineering Corporation. At 22 meters in length, the YV-929 was a small ship that was marketed as an "armed freighter," designed to give small shippers and merchants a fighting chance to survive pirate raids and ambushes. Built on the same keel as the original YV-100, the fuselage of the YV-929 was enhanced with a pair of external bays that increased its cargo capacity. A domed "parlor" was added below the cockpit, in an effort to make the ship appeal to a more civilian audience. Unfortunately, all of these structural modifications left the YV-929 with little integrity. Many of these ships started popping their seems as soon as the shields were breached, limiting the ship's ability to survive a firefight. The YV-929 was armed with a pair of double turbolaser cannons, two ion cannons, two triple blasters, and four concussion missile launchers. The basic crew included a pilot and three gunners, and could carry up to six passengers and 150 metric tons of cargo. Craft: YV-929 Armed Freighter; Type: Light Freighter; Scale: Starfighter; Length: 22 meters; Skill: Space Transports: YV-929; Crew: 1+3 gunners; Crew Skill: Varies; Passengers: 6; Cargo Capacity: 150 metric tons; Consumables: 3 months; Cost: 250,000 (new), 100,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Atmosphere: 350; 1000 km/h; Hull: 1D; Shields: 4D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D 2 Double Turbolaser Cannons (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/15/20; Atmosphere Range: 100-500/1.5/2km; Damage: 5D+1 2 Ion Cannons (fire-linked): Fire Arc: Partial Turret (front, left, right); Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/7/36; Atmosphere Range: 100-300/700/3.6km; Damage: 4D+1 2 Triple Blasters (fire-linked): Fire Arc: Front; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7km; Damage: 4D+2 8 Concussion Missile Launchers (4 sets of 2, each set fire-linked, 10 missiles each set): Fire Arc: 2 front, 2 rear; Skill: Projectile Weapons: Concussion Missiles; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m; Damage: 9D (each missile) YZ-775 Transport This Corellian Engineering Corporation transport was promoted as a ship that would allow merchants to protect their cargoes from ambushes and raids. However, this claim was taken with a grain of salt when it came

to its actual design. The YZ-775 was adapted from the design of the Corellian Gunship, measured 52 meters in length, and was armed with a pair of turbolaser cannons, two twin laser cannons, and two proton torpedo tubes. Its crew of eight handled all shipboard systems, and the YZ-775 could transport up to fourteen passengers and 400 metric tons of cargo. Its huge sublight engines and enhanced shield systems made the YZ-775 more of a paramilitary transport than a shipping vessel. Despite its military appearance, the YZ-775 found its greatest acceptance among independent cargo haulers. Craft: YZ-775 Transport; Type: Light Freighter; Scale: Starfighter; Length: 52 meters; Skill: Space Transports: YZ-775; Crew: 8; Crew Skill: Varies; Passengers: 14; Cargo Capacity: 400 metric tons; Consumables: 6 months; Cost: 500,000 (new), 350,000 (used); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 7D; Shields: 6D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D 2 Turbolaser Cannons (fire-linked): Fire Arc: Partial Turret (front, right, left); Skill: Capital Ship Gunnery; Scale: Capital; Fire Control: 3D; Space Range: 1-5/15/20; Atmosphere Range: 100-500/1.5/2km; Damage: 4D+1 2 Twin Laser Cannons (fire separately): Fire Arc: Turret; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D 2 Proton Torpedo Launchers (fire separately, 12 torpedoes each): Fire Arc: Front; Skill: Projectile Weapons: Proton Torpedoes; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700m; Damage: 9D ZE-101 Transport The ZE series of ships moves away from CECs more recent saucer shaped vessels to a no-nonsense, three part linear layout. The cockpit (still in the ever-popular truncated cone fashion) is situated in the front, preceding the mid-ship belly. This portion, containing the cargo hold and crew living areas, is shaped in an elongated octagon reminiscent of the venerable Corellian Corvette and Corellian Space Cruiser. The third and final portion of the craft is the engineering and engines section. The engines are comprised of three cylindrical, high output thrusters situated in a traditional A stack. Though the ship comes equipped with no weapons, two pre-installed turrets are located in the exact central axis of the ship on the dorsal and posterior hulls. After an exhaustive three hundred-year study of the aftermarket applications and modifications of their most popular light freighters (such as the YT-1300 and YT-2400) the Corellian Engineering Corp came to a rather disturbing conclusion. Few CEC light freighters were more than sixty percent stock compatible three years after their purchase. CEC knew that their ships were desirable due to their solid design that allowed for easy customization, but they didnt realize that owners were literally tearing them apart and putting them back together. After the ranting, raving, and accusations ended in the CEC design offices, cooler heads prevailed and realized that there was a whole new market and consumer population to exploit: the Aftermarket Gearhead. So was born the ZE series. The ZE-101 is the first in a new line of innovative light freighters. The ZE combines everything that is desirable about the YT-1300 and similar models--such as cargo capacity, speedy engines, durable hull, and ease of modification-and leaves out everything that the owner will want to change anyway. The three main systems to be replaced or modified in a freighter are the shields, weapons, and hyperdrive and thus the ZE-101 is manufactured with a marginal hyperdrive, no shields, and plenty of empty weapon slots. The x3 hyperdrive can be removed in less than and day with no special tools and the hyperdrive compartment itself is large enough to accommodate a x.75 unit. Though there are no shields, there is ample space to install up to the Empires legal limit (60 shields points, though more can be shoehorned in with little consternation). The ZE-101 has 32 open emplacement points, allowing for a varied and powerful weapons configuration. The three hundred-year study also concluded that most owners install double turrets and thus the ZE-101 comes equipped with two preinstalled turret mounts (the actual turret assembly is included, for sake of clarification). In the case that the owner does not install turret weapons in these mounts they are capped with observation blisters. Craft: CEC ZE-101 Transport; Type: Stock light freighter; Scale: Starfighter; Length: 40 meters; Skill: Space Transports: ZE-101; Crew: 1 to 2; Crew Skill: Astrogation 3D, space transports 4D; Passengers: 8; Cargo Capacity: 100 metric tons; Consumables: 2 months; Cost: 119,000 (new); Hyperdrive Multiplier: x3; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 480; 800 km/h; Hull: 5D ;Shields: 0D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D

Capital Ships
AA9 Starfreighter Originally designed as simple freighters for transporting cargo, several AA-9 Starfreighters were converted into refugee ships during the Clone Wars. As citizens of the Republic fled seceding home worlds, the need to transport refugees away from Coruscant became so great that these massive freight haulers had the bulk of their cargo space converted into passenger space. Bearing no weapons, moving slowly and sluggishly, and with limited defenses, these starfreighters were able to plod through space unnoticed as any sort of threat, which is exactly the kind of cover that Anakin Skywalker and Senator Amidala needed to escape Coruscant unnoticed.

Craft: AA9 Refugee Ship; Type: Starfreighter; Scale: Capital; Length: 330 Meters; Skill: capital ship piloting: starfreighter; Crew: 70; Crew Skill: Astrogation 2D, capital ship piloting 2D, capital ship shields 2D, capital ship repair 2D, sensors 2D; Passengers: 30,000; Cargo Capacity: 90 metric tons; Consumables: 2 years; Cost: 740,000 (new), 407,000 (used); Hyperdrive Multiplier: x3; Hyperdrive Backup: x10; Nav Computer: Yes; Space: 2; Maneuverability: 0D; Hull: 3D; Shields: 1D 1; Sensors: Passive: 40/0D, Scan: 60/1D, Search: 90/2D, Focus: 4/3D Abyss Star Destroyer The Abyss Star Destroyer was actually one of the earlier warship designs used by the Imperial Navy. Smaller and slower than the later Imperial Star Destroyer, it never became popular among the admiralty. At the time it was developed, it was considered a step up from the older Rendili Victory-class destroyer, which, despite being a fine combat starship, was beginning to show its age. However, the Imperial Navy was not quite ready to settle into this new class of vessel, the high construction and maintenance costs just didn't seem right at the time. The decision not to hold off mass production and deployment of the Abyss proved to be wise when Kuat offered up the Imperator just a year later. Technologically, the Abyss was indeed more advanced than the Victory star destroyer and had the capability to maintain three full starfighter squadrons, as opposed to the two that the Victory could carry. In a ship-to-ship conflict, the Abyss was more apt to dish out continued punishment than the Victory, due highly in part to the Victory relying on its numerous missile launchers, which had only a finite amount of ammunition whereas turbolasers could continually operate under ideal conditions. While it was never very popular, Kuat Drive Yards did produce several hundred of these vessels, most of which served the Empire in lower priority sectors once the Imperial Star Destroyers became the backbone of the fleet. Craft: Kuat Drive Yards' Abyss-class Star Destroyer; Type: Star destroyer; Scale: Capital; Length: 1,100 meters; Skill: Capital ship piloting: Abyss Star Destroyer; Crew: 11,085, gunners: 206, skeleton 2,020/+15; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D; Passengers: 4,400 (troops); Cargo Capacity: 15,000 metric tons; Consumables: 2 years; Hyperdrive Multiplier: x2; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Hull: 4D; Shields: 2D+2; Sensors: Passive: 60/1D, Search: 100/3D, Scan: 200/4D, Focus: 6/4D+2 60 Heavy Turbolasers: Fire Arc: 30 front, 10 left, 10 right, 10 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 5D 35 Ion Cannons: Fire Arc: 15 front, 10 left, 10 right; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 3D 5 Concussion Missile Launchers: Fire Arc: 2 front, 1 left, 1 right, 1 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D 6 Tractor Beam Projectors: Fire Arc: 2 front, 2 left, 2 right; Crew: 1; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 6D Starfighter Compliment: 24 TIE/ln, 12 TIE bombers; Ground/Air Compliment: 15 AT-ATs, 25 AT-STs AEFS-34 Fleet Replenisher The AEFS-34 "Ecco" Fleet Replenisher is a new idea for the Empire. It used to be that ships would stay out years at a time, never going back to base. This was especially true for Star Destroyers. Now, with the Rebellion gaining support, and rumors that the Empire may fall (totally unsubstantiated), IMS has taken a precaution: the Ecco FRC. It is used for running war materiel, food, water, etc. to ships, as fast as possible. They are also used in combat zones, where supplies are used quickly. Nearly 1/3 of the Ecco is engines and power generation, due to the spec requirements of being able to sustain a Space of 10 at all times. IMS technicians took this a step further: they installed an x0.5 hyperdrive, making them nearly the fastest ships in the Empire. This comes at a cost, however: only 1,000 metric tons of supplies can be carried at one time, and only two turbolasers can accept the remaining energy the engines cannot use. Tactical Deployment: The Ecco is deployed in support lines where combat is at a minimum, venturing into the front lines to deposit supplies only. It is also being tested for use as a rudimentary customs craft. Craft: IMS' AEFS-34 "Ecco" Fleet Replenisher; Type: Fleet replenishment craft; Length: 142 meters; Scale: Capital; Skill: CS piloting: Ecco Replenisher; Crew: 124, skeleton 62/+10; Crew Skill: Astrogation 3D, CS gunnery 4D (computer only), CS piloting 5D, sensors 3D+1; Passengers: up to 700 if no cargo carried; Cargo Capacity: 1,000 metric tons (fleet stores); Consumables: 8 weeks; Hyperdrive Multiplier: x0.5; Hyperdrive Backup: x3; Nav Computer: Yes; Maneuverability: 1D+1; Space: 10; Atmosphere: 350; 1000 km/h; Hull: 2D; Shields: 1D; Sensors: Passive: 10/1D, Scan: 25/1D+2, Search: 40/2D+1, Focus: 3/3D 2 Turbolasers: Fire Arc: Front; Crew: Computer targeting system; Skill: CS gunnery; Fire Control: 3D (0D if computer non-operational); Space Range: 3-10/20/45; Atmosphere Range: 6-20/40/90km; Damage: 3D AH-12B Hospital Vessel With the advent of increased Imperial casualties from more frequent and intense battles, a solution is needed by the Imperial Navy and Army to reduce casualty rates and provide an increased troop turnover rate. The answer: the AH-12B "Recovery" Military Hospital Vessel.

Complete with droid support staff, medevac shuttles, and backup shields, the Recovery is the perfect solution. It is designed for close support for medevac operations, as a fleet hospital ship, and as a battlefield medical ship. Because of these often dangerous roles, the Recovery boasts strong armor and shields, plus a set of backup shields that can be rotated in when the primary ones fail. However, these shields are not to be used for extended periods - field tests have shown that they have a tendency to fail under heavy stress conditions. In addition to the defenses, the Recovery carries six turbolasers and two rear-facing proton torpedo launchers for defense purposes. The key to the Recovery is the medical section. Spanning over one hundred decks and with over 5,000 doctors, nurses, EMTs, droids, and other support staff, a Recovery medbay is the best mobile medbay in the galaxy. It contains over 3,000 bacta tanks, 1,500 surgery wards, six quarantine wards (capable of holding up to 2,000 total patients), four cybernetic organ/limb replacement wards, a microsurgery operating room, over 25,000 recovery wards and other rooms, over 500 labs and research areas, and four separate triage centers (capable of holding 10,000 total patients temporarily). In addition, the Recovery carries with it six medevac shuttles (for support operations involving an outside base, whose craft are unable to reach the Recovery) and a TIE/rc for a large view of an operational theater. Tactical Deployment: The Recovery is to be deployed with any ship groups rated squadron or better. It is also going to be deployed with Army/Navy joint operations, and at least one will be available in each sector for battlefield support operations. Craft: IMS' AH-12B "Recovery" Military Hospital Vessel; Type: Hospital/recovery craft; Scale: Capital; Length: 815 meters; Skill: CS piloting: AH-2B; Crew: 210; gunners: 10, skeleton 50/+10; Crew Skill: Astrogation 3D+1, CS gunnery 4D, CS piloting 5D, CS shields 3D+2, sensors 3D; Passengers: 5,170 (doctors, nurses, and droids); Cargo Capacity: 550 metric tons; Consumables: 1 year; Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 2D; Space: 5; Atmosphere: 295; 850 km/h; Hull: 5D; Shields: 3D (plus 2D of backup shields: can be used for 2D minutes); Sensors: Passive: 30/1D+2, Scan: 60/2D+2, Search: 120/4D, Focus: 4/4D+2 Six Turbolaser Cannons: Fire Arc: 2 front, 2 left, 2 right; Crew: 1; Skill: CS gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 0.3-1.5/3.5/7.5km; Damage: 5D Two Proton Torpedo Launchers (fire-linked): Fire Arc: Back; Crew: 2; Skill: CS gunnery; Fire Control: 3D; Space Range: 2-12/30/60; Atmosphere Range: 0.4-1.2/3/7km; Damage: 9D Carried Craft: 6 Unarmed Lambda medevac shuttles, 1 TIE/rc reconnaissance craft Akorec Strike Cruiser This was a form of attack cruiser which was popular in the Centrality during the height of the New Order. Designed and manufactured by Scillal Designs as the 891c, this ship measured 250 meters in length, and was crewed by 220 officers and gunners. It was armed with twelve laser cannons and a tractor beam projector, and could carry up to 4,000 metric tons of cargo and up to 700 passengers or troops. Craft: Akorec Strike Cruiser; Type: Scillal Designs 89lc Akorec Strike Cruiser; Scale: Capital; Length: 250 meters; Skill: Capital Ship Piloting: Akorec Strike Cruiser; Crew: 205, gunners: 15, skeleton 70/+10; Crew Skill: Typically 4D in all relevant skills; Passengers: 700 (100-200 troops as standard); Cargo Capacity: 4,000 metric tons; Consumables: 1 year; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 7; Hull: 4D+1; Shields: 1D+2; Sensors: Passive: 40/1D, Scan: 60/2D, Search: 120/3D, Focus: 5/4D 12 Laser Cannons: Fire Arc: 6 front, 2 right, 2 left, 2 rear; Scale: Starfighter; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km.; Damage: 4D Tractor Beam Projector: Fire Arc: Front; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3 km.; Damage: 5D AP-13A Heavy Troop Transport The AP-13A "Broadsword" Heavy Troop Transport was developed during the height of the Empire, but was repeatedly interrupted, and the first ship of the class was never built until the Reborn Emperor's short-lived term of power. This ship was the first design produced by IMS, and was an excellent design - but Imperial bureaucracy prevented its construction until it was too late. This probably could be seen as a boon to the Rebellion. The Broadsword class carries 10,000 troops, which is more than sufficient to overwhelm any world short of Coruscant or others like it. These troops are ferried down to the surface by standard Imperial Drop-Ships, which plummet to the ground, then move slowly back to the surface after the job is done. The 4 TIE/rc recons fighters are for patrol only, and their data is transmitted back to the ship, so that the troops may be located and brought back before an assault force arrives. These fighters are not for combat. In fact, they are unarmed to make room for more sensors. A Broadsword's armament is strictly for emergency defense only; not for an intentional assault, although the turbolasers may be used to soften up an area before troop deployment. The lasers can also be used to shoot down enemy transports - but tracking starfighters are beyond the targeting computer's abilities. Tactical Deployment: Usually paired with a VSD or 2 with an ISD; 4 or more are paired with a torpedo sphere for planets with planetary shields. As escorts, Broadswords are typically assigned 2 M/CRV escorts in the

Imperial OB. However, due to strength of units diminishing, a troop transport usually must go it alone. Currently the Hell's Hammers unit has one of these craft called the TT Thor. Craft: IMS' AP-13A "Broadsword" Heavy Troop Transport; Type: Heavy troop transport; Scale: Capital; Length: 1,475 meters; Skill: CS piloting: "Broadsword" Troop Transport; Crew: 8,163, gunners: 53, skeleton 1,200/+20; Crew Skill: Astrogation 3D, CS Gunnery 5D, CS Piloting 4D+1, CS Shields 3D+2, SS Gunnery 3D, Sensors 3D; Passengers: 10,000 (troops); Cargo Capacity: 15,000 metric tons; Consumables: 6 months; Cost: Not Available For Sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 1D+1; Space: 5; Hull: 6D; Shields: 3D; Sensors: Passive: 45/1D, Scan: 90/2D+1, Search: 150/3D+2, Focus: 6/4D 15 Turbolaser Batteries: Fire Arc: 5 front, 5 left, 5 right; Crew: 1 (5), 2 (10); Skill: CS Gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/72/150 km; Damage: 5D 10 Laser Cannons: Fire Arc: Turret; Crew: 2; Scale: Starfighter; Skill: SS gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 2-6/24/50 km; Damage: 2D+2 4 Tractor Beam Projectors (one for each hangar): Fire Arc: 2 left, 2 right; Crew: 2; Skill: CS gunnery; Fire Control: 3D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 4D Carried Craft: 20 Drop-Ships, 4 Modified TIE/rc recon fighters, 2 Lambda-class Shuttles ARS-12 Military Salvager The ARS-12 "Reclaimer" Military Salvager is the latest offering from IMS. An independent government study team reported to Imperial High Command that over 800 trillion credits in supplies, starships, and information had been stolen by Rebels and pirates from abandoned battlefields last year. This was staggering to the Navy, who immediately requested that salvager vessels be put in operation. Previous salvage craft had shown good progress, but they were inappropriate for high-security tasks (such as computer core retrieval). Smaller, less expensive craft had been pressed into salvage duties, but they were either too small or too unmaneuverable (nearly 100 salvage ships had been destroyed from collision with debris in a month of operation in Seswenna sector alone). The Reclaimer fits the Navy's view of the perfect military-class salvage vessel. With a strong hull, large cargo capacity, and fast hyperdrive, it is quite suited to its task. In order to fit several Star Destroyer computer cores into its interior without damaging them, the Reclaimer has the ability to have its holds form one massive bay. This bay (as well as each individual hold) can have customized air and gravity as the crew sees fit in order to reduce harm to the components therein. The Reclaimer also comes standard with recon probe droids, salvage remotes, and numerous other tools for humans to remove the salvaged item. A salvager isn't effective without defenses, however - and the Reclaimer is no exception. It comes with shielding comparable to an Imperial Star Destroyer, along with a hull stronger than that of a Nebulon-B Frigate. The Reclaimer also has two twin laser cannons for defending against possible pirate intrusions. Tactical Deployment: The Reclaimer is designed for long-term deployment away from friendly support. However, if resistance is likely, or high-security components are likely to be salvaged, starfighter or Corvette support is recommended. Craft: IMS' ARS-12 "Reclaimer" Military Salvager; Type: Military salvage ship; Length: 93.5 meters; Scale: Capital; Skill: CS piloting: Reclaimer; Crew: 48, gunners: 4; Crew Skill: Astrogation 3D+1, CS piloting 4D+1, sensors 4D+2, SS gunnery 4D, CS shields 3D+2; Passengers: 28 (salvage crews); Cargo Capacity: 1,500 metric tons; Consumables: 6 months; Cost: NAFS; Hyperdrive Multiplier: x1; Hyperdrive Backup: x8; ;Nav Computer: Yes Maneuverability: 2D; Space: 7; Hull: 4D+2; Shields: 3D+2; Sensors: Passive: 25/1D+2, Scan: 60/2D+1, Search: 110/3D+2, Focus: 4/4D+1 Two Twin Laser Turrets: Fire Arc: Turret; Crew: 2; Skill: SS gunnery; Fire Control: 3D; Space Range: 16/12/25; Atmosphere Range: 2-12/24/50km; Damage: 4D+2 Assassin Corvette The Corellian Corvette was a common multipurpose vessel. It was a modular design and could be configured for cargo transport, passenger liner service, or even military duty. The Corellian Corvette was so common among legitimate shipping, passenger, and government interests that many pirates and smugglers had taken to using it for their own purposes. The Empire, vastly dependent on its numerous short-ranged TIE starfighters, often found itself inventing new ways of transporting TIEs in situations that were not important enough to warrant the deployment of a carrier or escort frigate. Convoys often times fell under Rebel and pirate attack, sometimes with little to no protection, simply due to the fact that the Imperial Navy did not wish to divert any capital ships for escort duty. Those convoys lucky enough to have at least minimal Imperial protection had much higher survival rates. Why was this? Imperial TIE fighters. TIEs outmatched many of the ragtag starfighters which were commonly used by many pirate and Rebel outfits. If the TIEs could hold of attacking starfighters and serve as a nice distraction against any larger vessels, the convoy could usually escape into hyperspace. After the Imperial Navy began deploying the Corellian corvette and Corellian gunship as convoy escorts it soon began experimentally outfitting a handful of corvettes with starfighter racks to carry TIEs. Corporate bigwigs at CEC, being aware of the Empire's need for a light starfighter carrying starship, offered up a more combat-oriented version of its famed corvette, the Assassin.

The Assassin resembled the original corvette but with a more streamlined hull. The dorsal and ventral double turbolaser turrets remained, as they had proven to be highly effective in combat. However, the four turbolaser cannons were replaced by four laser cannons for anti-starfighter work to support its own carried starfighters. In addition, increased hull armor and a more efficient shield generator made the Assassin and overall better combat starship. What really made the Assassin worthy of the Imperial Navy was its ability to carry a flight of four TIE starfighters. The small hangar bay was modularly designed and only required slight modification to enable the Assassin to carry larger starfighters like the assault gunboat. The bay could also be fitted to carry an assortment of light transports or shuttles should the mission call for it. Assassins were most commonly seen being deployed as convoy escorts, although some commanders used them in combat lines. They were typically deployed in groups ranging from two to four. Model: Corellian Engineering Corporation CR-95 Corvette; Type: Corvette; Scale: Capital; Length: 156 meters; Skill: Capital Ship piloting: Corellian corvette; Crew: 56, gunners: 6, skeleton: 12/+15; Crew Skill: Astrogation 3D, capital ship piloting 3D+2, capital ship gunnery 4D+1, capital ship shields 3D, sensors 3D+1, starship gunnery 4D+1; Cargo Capacity: 500 metric tons; Consumables: 1 year; Cost: 4 million (new), 1.8 million (used); Hyperdrive Multiplier: x2; Nav Computer: Yes; Maneuverability: 1D+2; Space: 6; Atmosphere: 330; 950 kmh; Hull: 4D+1; Shields: 2D+2; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 100/3D, Focus: 5/4D 2 Double Turbolaser Cannons: Fire Arc: 1 dorsal turret, 1 ventral turret; Crew: 1; Skill: Capital ship gunnery; Fire Control: 3D; Space Range 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D+2 4 Laser Cannons: Fire Arc: 2 left dorsal turret, 2 right dorsal turret; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 3D+2; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 3D+2 Starship Capacity: 4 TIE fighters (or fighters of equivalent size) OR 1 light transport (no more than 30 meters long and 10 meters tall) Assault Frigate Basically a modified 700-meter-long Dreadnaught-class starship, the assault frigate was stripped of its outer shell to increase engine capacity and fuel efficiency. Two dorsal solar fins were also added, increasing maneuverability and energy production. There were no docking bays on an assault frigate, but there were 20 retractable docking tubes that could be extended from the ship's holds. The assault frigate was also equipped with a great deal of droid and computer-automated systems. Thus, crew requirements for the assault frigate are just 5,000 beings, down from the 16,000 required on the original Dreadnaught. Craft: Rebel Assault Frigate; Type: Modified Imperial Dreadnaught; Scale: Capital; Length: 700 meters; Skill: Capital ship piloting: assault frigate; Crew: 4,882, gunners: 118, skeleton: 1,500/+20; Crew Skill: Capital ship gunnery 4D+2, capital ship piloting: Assault Frigate 5D, capital ship shields 4D, sensors 3D; Passengers: 100 (troops); Cargo Capacity: 7,500 metric tons; Consumables: 1.5 years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 1D+2; Space: 6; Hull: 5D; Shields: 3D; Sensors: Passive 20/1D, Scan 40/2D, Search 80/3D, Focus 5/3D+2 15 Laser Cannons: Fire Arc: 5 front, 5 left, 5 right; Crew: 1 (4), 2 (8), 3 (3); Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 3-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 2D 20 Laser Cannon: Fire Arc: 8 front, 6 left, 6 right; Crew: 3; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7KM; Damage: 4D 15 Turbolaser Batteries: Fire Arc: 5 front, 5 left, 5 right; Crew: 1 (8), 3 (7); Skill: Capital ship gunnery; Fire Rate: 1/3; Fire Control: 1D; Space Range: 3-10/30/60; Atmosphere Range: 300-1/3/6KM; Damage: 7D A-vek Iiluunu Fighter Carrier This 800-meter-long Yuuzhan Vong warship was similar in appearance to a flat, ovoid stone. A collection of branch-like appendages studded the exterior surface of the A-vek Iiluunu, each of which could hold up 144 coralskippers. The mission profile of this ship was to deposit its complement of coralskippers into a battle zone and then retreat to the fringes, where it awaited the end of the fighting. Coralskippers could return to the A-vek Iiluunu to be rejuvenated at any time. Each of these carriers required a crew of 320 to operate, and could accommodate up to 480 pilots and 280 metric tons of cargo. Twenty plasma projectors and several dovin basals gave the A-vek Iiluunu adequate protection. Craft: Yuuzhan Vong A-vek Iiluunu Fighter Carrier; Type: Fighter Carrier; Scale: Capital; Length: 800 meters; Skill: Capital Ship Piloting: A-vek Iiluunu Fighter Carrier; Crew: 320; Crew Skill: All appropriate skills at 6D*; Passengers: 480; Cargo Capacity: 280 metric tons; Consumables: 6 months; Cost: Unknown; Hyperdrive Multiplier: x3; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Hull: 6D+1; Shields: 2D; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 120/3D, Focus: 4/3D+2 20 Plasma Projectors: Fire Arc: 8 front, 4 left, 4 right, 4 rear; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D Dovin Basal "Tractor": Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 2-10/30/60 km; Damage: Up to 2D (see the entry on "Dovin Basals") * The +2D bonus from the ship's yammosk has been applied to this total.

Bastion Planetary Defense Cruiser A Bastion cruiser can be flown by a Command Crew of 10 people. If more Skilled crew are available or security personnel necessary, the craft can accommodate 120. The ship is basically a mobile space station, designed to wait in orbit for the enemy to come to it, hopefully gaining the edge with its sensor mask. It has two cargo bays, a 240 metric ton starfighter cargo bay and a standard 100 metric ton cargo bay. Craft: KSE Bastion-class Planetary Defense Cruiser; Type: Planetary Defense Cruiser; Scale: Capital; Length: 242 meters; Skill: Capital ship piloting: Bastion-class Planetary Defense Cruiser; Crew: 70; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D, sensors 3D; Passengers: 340 (troops); Cargo Capacity: 340 metric tons; Consumables: 1 month; Cost: 4,713,000 (new); Hyperdrive Multiplier: None; Hyperdrive Backup: None; Nav Computer: No; Maneuverability: 2D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 6D; Shields: 2D (The Bastion-class Cruiser has 4D of backup shields. When a die of shields is lost, if the shield operators can make an Easy capital ship shields total, one of the back-up die codes of shields can be brought up to increase the shield back to 2D); Sensors: Passive: 30/0D, Scan: 50/1D, Search: 100/2D, Focus: 4/3D 2 Heavy Turbolasers (fire-linked): Fire Arc: Turret; Crew: 3; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 8D 8 Light Turbolasers: Fire Arc: 4 left, 4 right; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 3D 10 Heavy Ion Cannons: Fire Arc: 4 front, 2 left, 2 right, 2 rear; Crew: 3; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100km; Damage: 5D 5 Proton torpedo tubes (16 each): Fire Arc: 2 front, 1 left, 1 right, 1 rear; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 30-100/300/700; Damage: 9D Sensor Mask: Fire Arc: All; Crew: 4; Skill: Sensors; Fire Control: 0; Space Range: 1-3/7/15; Atmosphere Range: 100-300/700/1.5km; Damage: +3D against sensor rolls to detect Bastion-class Cruiser Blockade Carrier This version of the Corellian Engineering Corporation's Corvette replaces large portions of the port and starboards hull portions with deck-sections enabling the Corvette to carry fighters (3 each side of the hullspine). A shift in the Corvette's gravity fields (similar to the gravity-shift in the gunnery-stations of a YT-1300) enables fighters to be mounted on the underside of the deck-sections also, increasing its fighter compliment to a full squadron of 12 fighters (6 above and 6 below). The reduction in hull space does limit the Corvette's cargo capacity and necessitated the removal of some shield generators. The variant was introduced just prior to the battle of Endor. Craft: Corellian Engineering Corporation Corvette-Carrier; Type: Mid-sized fighter carrier; Scale: Capital; Length: 150 meters; Skill: Capital ship piloting: Corellian Corvette; Crew: 30, gunners: 6, skeleton: 10/+10; Crew Skill: Astrogation 3D, capital ship gunnery 4D+1, capital ship piloting 3D+2, capital ship shields 3D, sensors 3D+1, starfighter repair 4D, capital ship repair 4D; Passengers: Fighter crews + 12 techs; Cargo: 200 metric tons; Consumables: 8 months; Cost: 3.7 million (new); Hyperdrive: x2; Nav computer: yes; Maneuverability: 1D+2; Space: 6; Atmosphere: 330; 950kmh; Hull: 4D; Shields: 1D+2; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 100/3D, Focus: 5/4D, 2 Double Turbolaser Cannons: Arc: 2 turret; Crew: 3; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D+2 Fighter Compliment: 12 fighters (usually Rebel X, A or Y-Wings, though racks can be installed to hold TIEs) Bothan Assault Cruiser This warship was developed by the Bothan military, for use by the New Republic, shortly before the Yuuzhan Vong invaded the galaxy. At 850 meters in length, the Bothan Assault Cruiser was designed to fill the mission profile of a Victory-class Star Destroyer on the front lines of a space battle. It was crewed by 1,240 beings, and could accommodate up to 250 additional troops and gunners. 5,000 metric tons of cargo space was provided for supplies and ordnance, and the ship was armed with twenty turbolasers, twenty-four heavy turbolaser cannons, ten ion cannons, twenty proton torpedo launchers, and four tractor beam projectors. Two hangar space was set aside to handle up to four full squadrons of fighters. Its design incorporated some of the most modern technologies. Craft: Bothan Assault Cruiser; Type: Assault Cruiser; Scale: Capital; Length: 850 meters; Skill: Capital Ship Piloting; Crew: 1,240; Crew Skill: Typically 6D in applicable skills; Passengers: 250 (troops and pilots); Cargo Capacity: 5,000 metric tons; Consumables: 2 years; Cost: Not available for sale (97 million estimated); Hyperdrive Multiplier: x1; Hyperdrive Back-Up: x8; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Hull: 7D; Shields: 4D+2; Sensors: Passive: 50/2D+1, Scan: 100/3D+1, Search: 200/4D+1, Focus: 6/5D 20 Turbolasers: Fire Arc: 8 front, 4 left, 4 right, 4 rear; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D 24 Heavy Double Turbolaser Cannons: Fire Arc: 1 battery front, 2 batteries left, 2 batteries left, 1 battery rear; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 630/70/150 km; Damage: 4D

10 Ion Cannons: Fire Arc: 4 front, 3 left, 3 right; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 4D 20 Proton Torpedo Launchers (16 torpedoes each): Fire Arc: 10 front, 5 right, 5 left; Skill: Starship Gunnery; Scale: Starfighter; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700 m; Damage: 9D 4 Tractor Beam Projectors: Fire Arc: 1 front, 1 left, 1 right, 1 rear; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 6D CA-429F Heavy Cruiser The CA-429F "Annihilator" Heavy Cruiser is the most unique ship off of the drawing board. The original ship, the CA Annihilator, served as the test bed for an experiment in modulated laser strip weaponry. It is now ready for full deployment, however, and will serve as a testimony to weapons engineering. Containing the latest in starship weaponry, the Annihilator uses a new strip-like laser array. It allows multiple laser firings to occur (up to 10 on each strip) in nearly any direction. In order for this to occur, each strip is controlled by computer using exact coordinates. This requires an incredible amount of computer processing power, however - each strip has a dedicated computer core the size of an ISD's. This serves to limit troop and carried craft capacity. However, the Annihilator is designed to act as a heavy assault craft in battle situations, not as a supporting fighter carrier. The "unexplainable problems" with the laser arrays detailed in the prototype have been solved. It turns out that it was caused by a reflexing power loop, similar to that intentionally imposed upon a lightsaber blade to make it stay at a fixed length. However, this power loop kept more than a trickle of energy from actually entering the firing system. Now that this problem has been corrected, the Navy has purchased several to act as fleet support vessels in the Outer Rim. Tactical Deployment: This craft is designed for independent operations, and field testing has begun. However, the Navy has ordered few, and those that are in services are in the Outer Rim Territories against pirates and Rebels. Craft: IMS' CA-429F "Annihilator" Heavy Cruiser; Type: Heavy cruiser; Scale: Capital; Length: 950 meters; Skill: CS Piloting: "Annihilator" Heavy Cruiser; Crew: 1,800, gunners: 208, skeleton 600/+15; Crew Skill: Astrogation 3D+1, CS piloting 5D, CS gunnery 5D+1, CS shields 4D, sensors 4D+1, SS gunnery 5D+2; Passengers: 800; Cargo Capacity: 15,000 metric tons; Consumables: 3 years; Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 2D+2; Space: 8; Hull: 5D; Shields: 4D; Sensors: Passive: 25/1D, Scan: 40/2D, Search: 80/3D, Focus: 4/4D+1 4 Laser Arrays (each can shoot up to 10 beams at once): Fire Arc: 1 l/f/r, 1 l/f/b, 1 r/f/b, 1 l/r/b; Crew: 2; Skill: CS gunnery (difficulty must be passed or shot will miss); Fire Control: 4D; Space Range: 2-12/30/50; Atmosphere Range: 400-2.5km/3/10 km; Damage: 3D (5-10 beams), 4D (2-4 beams), 5D (1 beam) 100 Concussion Missile Tubes: Fire Arc: 30 front, 25 left, 25 right, 20 back; Scale: Starfighter; Crew: 2; Skill: SS gunnery; Fire Control: 3D+1; Space Range: 4-24/60/140; Atmosphere Range: 400-2.4km/6/14km; Damage: 9D Cantwell-class Star Destroyer The Cantwell-class Star Destroyer is one of the earliest predecessors to the Imperial Star Destroyer design. During the Clone Wars, this ship was designed to act as a reconnaissance capital ship; deep behind enemy lines, the Cantwell was often isolated from the rest of the Republic fleet, and as such was forced to survive on its own for extended periods. When encountering enemy forces, the ship had to be powerful enough to survive a sustained attack and bring back information intact. The ship, though smaller and less heavily armed than the modern Star Destroyer, was crafted in the now-familiar wedge design, which gives it the designation of Star Destroyer. Craft: Rendili StarDrive's Cantwell-class Star Destroyer; Type: Star Destroyer; Scale: Capital; Length: 750 meters; Skill: Capital Ship piloting: Cantwell; Crew: 4,110, gunners: 91, skeleton: 1,400/+10; Passengers: 1,800 troops; Cargo Capacity: 6,500 metric tons; Consumables: 2 years; Hyperdrive Multiplier: x2; Hyperdrive Backup: x8; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 4D; Shields: 2D+1; Sensors: Passive: 50/1D, Scan: 100/2D+1, Search: 180/3D+1, Focus: 6/4D 40 Turbolasers: Fire Arc: 16 front/left, 16 front/right, 8 rear; Crew: 1 (20), 2 (20); Fire Control: 2D+1; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 4D 20 Ion Cannons: Fire Arc: 5 front, 5 left, 5 right, 5 rear; Crew: 1 (15), 2 (5); Fire Control: 2D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100km; Damage: 3D 4 Tractor Beam Emplacements: Fire Arc: 2 front, 1 left, 1 right; Crew: 1 (2), 2 (2); Fire Control: 3D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 5D Carrack-class Cruiser An Imperial capital ship, the Carrack-class cruiser was built by Damorian Manufacturing. At 350 meters in length, the Carrack-class is larger than a Lancer-class ship but smaller than a Dreadnaught. It is manned by a crew of 1,092, with room for up to 142 troops. It was built to counteract the effectiveness of the Corellian Corvette, for the Empire could not obtain many of those. The Carrack ships carry up to four TIE Fighters on a set

of external racks. They are also the fastest Imperial capital ships, rated at 18 MGLT. However, it was lightly armored near its power generators, which posed a problem in battle. Craft: Damorian Manufacturing's Carrack class light cruiser; Type: Light cruiser; Scale: Capital; Length: 350 meters; Skill: Capital ship piloting: Carrack; Crew: 1,007, gunners; 85, skeleton: 500/+10; Crew Skill: Astrogation 3D+2, capital ship gunnery 4D+2, capital ship piloting 4D+1, capital ship shields 4D, sensors 4D+1; Passengers: 142 troops; Cargo Capacity: 3,500 metric tons; Consumables: 1 years; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 2D; Space: 8; Hull: 5D; Shields: 2D+2; Sensors: Passive 30/0D, Scan 50/1D, Search 100/2D, Focus 4/3D 10 Heavy Turbolasers: Fire Arc: 2 front, 3 left, 3 right, 3 back; Crew: 3; Scale: Capital; Skill: capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 3-15/35/75KM; Damage: 2D 20 Laser Cannons: Fire Arc: 4 front, 4 left, 4 right, 4 back; Crew: 2; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 2D 5 Tractor Beam Emplacements: Fire Arc: 1 front, 2 left, 2 right; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 1-5/15/30KM; Damage: 4D Carrack II Light Cruiser Starfighters pose a significant threat to capital warships, when used in large numbers. It is not difficult to amass such a number of starfighters because of their insignificant cost. The Empire considered this threat long and hard after the loss of the first Death Star and came up with the "Lancer" frigate. The "Lancer" design was an utter failure. It lacked the defenses and speed which make a good warship. The Lancer's armament, however, was not. The Quad Laser Cannons made the "Lancer" the bane of every starfighter pilot ever born, but did not make up for the Lancer's other deficiencies. Damorian Manufacturing proposed that the inadequate Laser Cannons on its "Carrack" light cruiser be replaced with an improved version of the Lancers Quad Lasers to produce a more effective anti-starfighter vessel. The Carrack's Turbolasers gave it good anti-capital abilities, and its powerful engines meant that it could pursue retreating starfighters. The laser substitution and an increase in shield strength lead to what is now known as the "Carrack II". Craft: Damorian Manufacturing's "Carrack II"-class light cruiser; Type: Anti-Starfighter cruiser; Scale: Capital; Length: 350m; Skill: Capital Ship Piloting: Carrack; Crew: 1,007 gunners: 105 skeleton: 500/+10; Crew Skill: Astrogation 3D+2, Capital Ship Gunnery 4D+2, Starship Gunnery 5D, Capital Ship Piloting 4D+1, Capital Ship Shields 4D, Sensors 4D+1; Passengers: 142 (troops); Cargo Capacity: 3,500 metric tons; Consumables: 1 year; Hyperdrive Multiplier: x1; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 2D; Space: 8; Hull: 5D; Shields: 3D ("Carrack II" has 2D backup shields); Sensors: Passive: 30/0D, Scan: 50/1D, Search: 100/2D, Focus: 4/3D 20 Quad Laser Cannons: Fire Arc: 5 front, 5 left. 5 right, 5 back; Crew: 3; Skill: Starship Gunnery; Scale: Starfighter; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D 10 Heavy Turbolaser Cannons: Fire Arc: 2 front, 3 left, 3 right, 2 back; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 3-15/35/75km; Damage: 7D 5 Tractor Beam Projectors: Fire Arc: 1 front, 2 left, 2 right; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 1-5/15/30km; Damage: 4D Carried Vessels: 4 TIE/rc (or later recon. fighters) Chu'unthor This ancient Republic Fleet Systems cruiser was huge, at nearly two kilometers in length and forty meters in height, and was constructed in orbit around the planet Abhean. The Chu'unthor, named for the Cerean word meaning "academy", was the brainchild of Fin-So-Rowan, Ivixa Delbaeth, and a number of other forwardthinking Jedi Masters. It was designed to serve as a sort of mobile space station used by the ancient Jedi Knights, and was the primary ship in the Exploration Corps of the ancient Jedi. It provided ample space for 10,000 Jedi, along with hundreds of exercise rooms, training areas and medical facilities. The ship was shaped like an arrow, with its training facilities located in the wings. Medical facilities were located in the main fuselage, just behind the command center, while classrooms were located at the front of the ship. The Chu'unthor was basically unarmed, having just eight tractor beam projectors in its "arsenal". The ship's cargo capacity was rated as 40,000 metric tons, and it was propelled through space by a huge array of hyperdrive engines. It could be dispatched to anywhere in the galaxy to help resolve conflicts, and it was hoped that the success of the Chu'unthor would keep the Jedi Order from stagnating by visiting new worlds with new ideas. Many of its corridors and training centers had clear, transparisteel covers that allowed the Jedi to have a full view of the galaxy. The Chu'unthor served faithfully for many decades, but plans for additional ships never came to fruition. Just after passing 100 years of service, the Chu'unthor was dispatched to the planet Dathomir, where the Jedi were in battle with the Force-wielding Nightsisters. During the fighting, the ship took heavy damage, and was forced to crash-land in the swamps. After a truce was formed between the two sides, the Chu'unthor - which held a good deal of Jedi lore and teachings - was abandoned by the Jedi, who left the planet. One of the creators of the truce, the Jedi Master Yoda, asked that the ship be left alone until a young Jedi came to free the planet from the Nightsisters. Three hundred years later, Luke Skywalker fulfilled this prophecy.

Craft: Chu'unthor; Type: Mobile Jedi Academy; Scale: Capital; Length: 2 kilometers; Skill: Capital Ship Piloting: Chu'unthor; Crew: 4,000; Crew Skill: 4D in all applicable skills; Passengers: 10,000; Cargo Capacity: 40,000 tons; Consumables: 1 month; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive BackUp: x10; Nav Computer: Yes; Maneuverability: 0D; Space: 2; Hull: 8D; Shields: 3D; Sensors: Passive: 50/1D, Scan: 100/3D, Search: 200/4D, Focus: 6/4D+2 8 Tractor Beam Projectors: Fire Arc: 4 front, 1 left, 1 right, 2 rear; Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 7D Chuun M'arh Frigate This was the fastest of the Yuuzhan Vong warships, serving as reconnaissance vessels as well as supporting roles in battle. Measuring an average of 440 meters in length, the Chuun M'arh was crewed by 225 dedicated Yuuzhan Vong warriors, and could accommodate up to 370 troops and 980 metric tons of cargo or ordnance. These ships were armed with thirty plasma weapons and a host of dovin basals, but they were not equipped with interdiction bio-technology. Craft: Yuuzhan Vong Chuun M'arh Frigate; Type: Frigate; Scale: Capital; Length: 440 meters; Skill: Capital Ship Piloting: Chuun M'arh Frigate; Crew: 225; Crew Skill: 6D* in all appropriate skills; Passengers: 370; Cargo Capacity: 980 metric tons; Consumables: 3 months; Cost: Unknown; Hyperdrive Multiplier: x3; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 4D+1; Shields: 1D+1; Sensors: Passive: 35/1D, Scan: 70/2D, Search: 105/3D, Focus: 3/3D+2 30 Plasma Projectors: Fire Arc: 15 front, 5 left, 5 right, 5 rear; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D Dovin Basal "Tractor": Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 2-10/30/60 km; Damage: Up to 1D+1 (see the entry on "Dovin Basals") * The +2D bonus from the ship's yammosk has been applied to this total. Conqueror Star Destroyer The Conqueror Star Destroyer was a short lived experiment by Kuat Drive Yards to incorporate backup shield generators into a main line warship, something that the Mon Calamari had thought of first. By taking the already combat-proven space frame of the Imperator Star Destroyer, known commonly as the Imperial-class, Kuat found itself with what appeared to be a relatively easy task. However, they were soon proven wrong. Constant problems plagued the project, the largest being that designers had a hard time finding room to install the extra power generators for the backup shield generators. The decision was finally made to fill in the forward launch bay, sacrificing much of the internal vehicle and starship storage as well as the main bay used for landing craft and drop ships. To compensate for this sacrifice, Kuat opted to "chop" off the first two hundred meters of the vessel and install new launch bay facilities. The resulting ship resembled an Imperial Star Destroyer with a flat, open nose. Other alterations to the basic Imperator-class space frame included the thinning of the hull armor to make the vessel lighter, in an attempt to increase the maneuverability. The vessel's armaments were also altered, with more powerful weapons being installed. The exact number of Conquerors that ever left the Kuat staryards was officially classified as a "handful" by Alliance Intelligence. Only one was ever officially cataloged during a skirmish in the Harmai system, but several more were thought to be in service across the galaxy. Chances are that most were destroyed during the Imperial civil war prior to the return of Palpatine. Craft: Kuat Drive Yards' Conqueror-class Star Destroyer; Type: Star Destroyer; Scale: Capital; Length: 1,400 meters; Skill: Capital ship piloting: Star Destroyer; Crew: 36,085, gunners: 304, skeleton 5,000/+20; Crew Skill: Astrogation 4D, capital ship gunnery 6D, capital ship piloting 6D, capital ship shields 5D, sensors 4D; Passengers: 9,350 (troops); Cargo Capacity: 15,000 metric tons; Consumables: 4 years; Hyperdrive Multiplier: x2; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 1D+2; Space: 6; Hull: 6D+1; Shields: 3D (Conqueror Star Destroyers have 3D of back-up shields. When a die of shields is lost, if the shield operators can make an easy starship total, one of the backup die codes of shields can be brought up to increase the shield back to 3D); Sensors: Passive: 50/1D, Scan: 75/3D, Search: 150/4D, Focus: 5/4D+2 20 Heavy Turbolaser Cannons: Fire Arc: 10 front, 5 left, 5 right; Crew: 3; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D 50 Turbolaser Cannons: Fire Arc: 20 front, 10 left, 10 right, 10 back; Crew: 1 (20), 2 (30); Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 5D 50 Ion Cannons: Fire Arc: 20 front, 10 left, 10 right, 10 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 3D 2 Concussion Missile Launchers: Fire Arc: 2 front; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D 10 Tractor Beam Projectors: Fire Arc: 6 front, 2 left, 2 right; Crew: 1 (2), 4 (2), 10 (6); Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 6D Era Introduced: Endor -1 year

Starship Complement: 60 starfighters, typically: 36 TIE/ln, 12 TIE interceptors, 12 TIE bombers; 8 Lambda-class shuttles; 15 stormtrooper transports; 5 Alpha-class assault gunboats; Variable number of Skipray blastboats and Gamma-class assault shuttles Ground/Air Complement: 15 AT-ATs, 20 AT-STs Corellian Corvette A hammer headed, fast transport ship built by the Corellian Engineering Corporation, often used as blockade runners because of their speed and mobility. They have a modular interior, which can be modified for specific needs. They have a standard crew complement of 46-104, depending on the mission. Some military missions require a crew upwards of 165 men. These ships are 150 meters in length, and can make 60 MGLT at sublight speeds. They are regarded as extremely vulnerable, however, since the primary solar collector and stabilizer fin are located dorsally, and when disabled can cripple the ship's ability to maneuver. During the Galactic Civil War, many Corellian Corvettes were modified to make up for the original design's weaknesses. The main solar collectors and stabilizer fins were incorporated into the hull, creating a long, pod-like shape instead of the angular shape of the original design. Most other shipboard components remained intact. Craft: Corellian Engineering Corporation CR-90 Corvette; Type: Multi-purpose mid-sized vessel; Scale: Capital; Length: 150 meters; Skill: Capital ship piloting: Corellian corvette; Crew: 30-165 depending on configuration; Crew Skill: Astrogation 3D, capital ship gunnery 4D+1, capital ship piloting 3D+2, capital ship shields 3D, sensors 3D+1; Passengers: Up to 600 depending upon configuration; Cargo Capacity: 3,000 metric tons; Consumables: 8 months; Cost: 3.5 million (new), 1.5 million (used); Hyperdrive Multiplier: x2; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 330: 950 KMH; Hull: 4D; Shields: 2D; Sensors: Passive 40/1D, Scan 80/2D, Search 100/3D, Focus 5/4D 6 Turbolaser Cannons: Fire Arc: 3 front, 1 left, 1 right, 1 rear; Crew: 1 (3), 3 (3); Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 4D+2 Corellian Gunship Designed and manufactured by the Corellian Engineering Corporation, these expensive combat ships measured 120 meters in length, and were heavily armed with 8 dual turbolaser batteries, 6 quad laser batteries, and 4 concussion missile tubes. The remainder of the ship was made up of its fast engine plant and a small crew quarters. The Corellian Gunship required a crew of 91 officers and gunners to operate, and had cargo space for up to 300 metric tons of supplies and ordnance. Craft: Corellian Engineering Corporation Gunship; Type: Mid-sized anti-starfighter warship; Scale: Capital; Length: 120 meters; Skill: Capital ship piloting: Corellian gunship; Crew: 45, gunners: 46, skeleton: 10/+15; Crew Skill: Astrogation 3D+1, capital ship gunnery 4D+2, capital ship piloting 4D, capital ship shields 4D+1, sensors 3D; Cargo Capacity: 300 metric tons; Consumables: 8 months; Cost: 4.8 million (new), 2.4 million (used); Hyperdrive Multiplier: x2; Hyperdrive Backup: x16; Nav Computer: Yes; Maneuverability: 2D+1; Space: 7; Atmosphere: 350: 1,000 KMH; Hull: 4D+2; Shields: 2D+1; Sensors: Passive 20/0D, Scan 40/0D, Search 80/1D, Focus 2/2D 8 Turbolaser Cannon: Fire Arc: 2 front, 3 left, 3 right; Crew: 2; Skill: Starship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 300-1.5/3.5/7.5KM; Damage: 4D+2 6 Quad Laser Cannons: Fire Arc: 3 left, 3 right; Crew: 3; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1/1.7KM; Damage: 2D 4 Concussion Missile Tubes: Fire Arc: 2 front, 2 rear; Crew: 3; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-12/30/60; Atmosphere Range: 200-1.2/3/6KM; Damage: 9D Corellian Space Cruiser This Corellian Engineering Corporation starship was the precursor of the Republic Cruiser, the Corellian Gunship and the CR-90 corvette. Measuring 115 meters in length, the cruiser had three Dyne 577 sublight engines and a Longe Voltran Tri-arc CD-3.2 hyperdrive. It was produced without weaponry, since its primary market was to provide safe, dependable transport for diplomats and couriers. The Space Cruiser was also sold to wealthy civilians, which eventually led to the designation of the Republic Cruiser. Craft: Corellian Engineering Corporation Space Cruiser; Type: Diplomatic Transport; Scale: Capital; Length: 115 meters; Skill: Capital Ship Piloting: Corellian Space Cruiser; Crew: 8; Crew Skill: Typically 6D in applicable skills; Passengers: 16; Cargo Capacity: 1,000 metric tons; Consumables: 6 months; Cost: 1.25 million; Hyperdrive Multiplier: x2; Hyperdrive Back-Up: None; Nav Computer: Yes; Maneuverability: 0D+2; Space: 6; Atmosphere: 330; 950 km/h; Hull: 4D+2; Shields: 2D; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 100/3D, Focus: 5/4D Corellian Star Shuttle Developed by the Corellian Engineering Corporation during the last decades of the Old Republic, this lozenge-shaped craft was designed to transport large groups of beings safely and luxuriously. The Star Shuttle was popular with the Senators and diplomats of the Old Republic, and was one specially outfitted for use by the Supreme Chancellor. The hull of the craft was shaped like a long hill or mound, with a flat base and a rounded upper section. The engine systems were borrowed from the Republic Cruiser, having the distinguishing

triangular configuration. At eighty meters in length, the Star Shuttle had space for up to 200 passengers and 900 metric tons of cargo. These ships were heavily armored, and as diplomatic craft, were unarmed. Craft: Corellian Star Shuttle; Type: Transport; Scale: Capital; Length: 80 meters; Skill: Capital Ship Piloting: Star Shuttle; Crew: 8; Crew Skill: Varies; Passengers: 200; Cargo Capacity: 900 metric tons; Consumables: 3 years; Cost: 2,650,000 (new); Hyperdrive Multiplier: x1.5; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 280; 800 km/h; Hull: 4D; Shields: 2D; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 100/3D, Focus: 5/4D Corellian Support Frigate This ship is the precursor to the immensely popular Corellian Corvette. Introduced early in the Clone Wars, this ship proved to be immensely valuable to the Republic. It boasts a very similar style to the Corvette, but with a larger "Ithorian-head" bow and a 4-engine configuration, with larger engines rather than the many small ones that the Corvette has. The Corellian Support Frigate was designed to provide cover and backup to larger ships during combat, but its easily adaptable design lends itself to other functions. For a capital ship, it is relatively small, and can slip in and out of a dangerous system with less difficulty than other starships. It can function as a scout ship, a troop transport, perform diplomatic and consular missions, provide close support, or even reinforce the picket line if so needed. In some rare cases, these ships were retrofitted with medical equipment and served as emergency medical support for injured troops. They carry a single, low-power tractor beam to help with starfighter recovery and other miscellaneous missions, but may be refitted as the particular case dictates. The main advantage of this ship is its versatility, which the Republic put to good use during the Clone Wars. Craft: Corellian Engineering Corporation Support Frigate; Type: Support Frigate; Scale: Capital; Length: 185 Meters; Skill: capital ship piloting: assault frigate; Crew: 40 to 180, depending on configuration, 13 gunners; Crew Skill: Astrogation 3D, capital ship gunnery 3D+2, capital ship piloting 3D, capital ship shields 3D, capital ship repair 3D, sensors 3D+1; Passengers: Up to 600 (troops), depending on configuration.; Cargo Capacity: 2300 metric tons; Consumables: 1 years; Cost: 1.3 million (new); Hyperdrive Multiplier: x2; Nav Computer: Yes; Space: 5; Maneuverability: 1D; Hull: 4D; Shields: 2D; Sensors: Passive: 40/1D, Scan: 70/2D, Search: 100/3D, Focus: 4/3D+2 6 Turbolaser Cannons (fire-linked by pairs): Fire Arc: Forward (4), Turret (2); Crew: 3 (4), 2 (2); Skill: Capital Ship Gunnery; Fire Control: 2D+1; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 4D 1 Tractor Beam Projector: Fire Arc: Turret; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D+2; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 4D Crescent-Class Star Cruiser The Crescent-class Star Cruiser was designed and began production in the months just preceding the Battle of Naboo. They were, however, deemed to aggressive for use by the Trade Federation, and were leased out cheaply to Outer Rim rebels in order to keep any eyes off their trade franchise. After the Republic disbanded the Trade Federation following the Battle of Naboo, Hoersch-Kessel began selling these large starships to system governments and insurgent forces throughout the Galaxy, raking in a greater profit than they ever had by selling exclusively to the Trade Federation while still producing relatively few craft. These ships were some of the most critical craft in the Clone Wars, as their heavy firepower dealt out a punishing blow to the enemies of the Republic. Unfortunately they were also the targets of the most attacks, and few survived the Clone Wars. Craft: Hoersch-Kessel Drive Inc. Crescent-class Star Cruiser; Type: Star Cruiser; Scale: Capital; Length: 1930 Meters; Skill: capital ship piloting: Crescent Star Cruiser; Crew: 1250, 13 gunners; Crew Skill: Astrogation 3D, capital ship gunnery 3D+2, capital ship piloting 3D, capital ship shields 3D; Passengers: 700; Cargo Capacity: 4500 metric tons; Consumables: 1 year; Cost: 10.8 million (new); Hyperdrive Multiplier: x2; Nav Computer: Yes; Space: 5; Maneuverability: 1D; Hull: 4D; Shields: 4D; Sensors: Passive: 30/1D, Scan: 70/2D, Search: 100/3D, Focus: 5/3D+2 30 Turbolaser Batteries: Fire Arc: Forward (14), Sides (16); Crew: 3 (14), 2 (16); Skill: Capital Ship Gunnery; Fire Control: 2D+1; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 6D 20 Quad Laser Batteries: Fire Arc: Rear (10), Turret, Dorsal (5), Turret, Ventral (5); Crew: 2 (10), 1 (10); Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Damage: 4D 3 Tractor Beam Projectors: Fire Arc: Turret (2), Front (1); Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D+2; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 4D DarkStar Battle Cruiser KDY's DarkStar battle cruiser is a testament to their sheer building capability and the genius of the Jer`segan race. A group of Jer`segan refugees began to work for KDY and created new phase disruption weapons. Phase disruption weapons turn an energy shield's own energy against it. Twelve quantum torpedo tubes lay out across the bow ventral surface, able to lay waste to enemy ships in a single salvo. In various positions along the ship phase disruptor cannons sweep out in their arcs of continuous energy. The ship is also equipped with many conventional weapons: turbolasers, ion cannons, proton torpedoes, and tractor beams. The ship is broad jutting out like a blunt sword, similar to industrial age aircraft carriers with a smooth underside with short broad wings sweeping out in the back with drive nacelles. The ship also holds three Manta-

Class light cruisers, seven landing craft and a squadron of fighters. The ship is incredibly huge and its cost is rather high. These ships have been seen in the hands of several factions including the empire. They are excellent heavy assault cruisers. Craft: Kuat Drive Yards DarkStar Battle Cruiser; Type: Battle Cruiser; Scale: Capital; Length: 1100 meters; Skill: Capital Ship Piloting: DarkStar; Crew: 12,000; Crew Skill: Astrogation 4D, Capital Ship Piloting 5D Capital Ship Shields 4D, Capital Ship Gunnery 4D+2 Sensors 4D; Passengers: 900 (troops); Cargo Capacity: 8000 metric tons; Consumables: 5 years; Hyperdrive Multiplier: x3; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Hull: 6D; Shields: 3D; Sensors: Passive: 50/1D, Search: 200/4D, Scan: 100/3D, Focus: 6/4D+2 50 Turbolaser Batteries: Fire Arc: 20 Front, 15 Left, 15 Right; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 1D; Space/Orbit Range: 3-15/35/75, 6-30/70/150 km; Damage: 7D 25 Heavy Phase Disruptors: Fire Arc: 12 Front, 5 left, 5 right, 3 rear; Crew: 1; Scale: Capital; Skill: Capital Ship Gunnery; Fire Control: 3D; Space/Orbit Range: 4-11/20/35, 6-14/29/43 km; Damage: 6D (+1D for every 2D shields the target has); Note: may be kept on constant fire releasing a steady stream, to keep the beam on the target requires another roll but this is a free action if the target is not maneuvering. 10 Ion Cannons: Fire Arc: 4 Front, 2 Left, 2 Right, 2 Rear; Crew: 4; Skill: Capital Ship Gunnery; Fire Control: 4D; Space/Orbit Range: 1-10/25/50, 2-20/50/100 km 5 Tractor Beam Projectors: Fire Arc: 3 Front, 1 Left, 1 Right; Crew: 4; Skill: Capital Ship Gunnery; Fire Control: 2D; Space/Orbit Range: 1-5/15/30, 2-10/30/60 km; Damage: 6D 12 Ventral Quantum Torpedo Tubes: Fire Arc: Front; Crew: 4; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D (+2 pips to damage for every 1D of shielding the target has) 30 Proton Torpedo Tubes: Fire Arc: Turret; Crew: 4; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 7D Dead Reckoning This modified Corellian Space Cruiser was the smuggling ship owned and operated by Rif Taranu. Most of the original luxury accommodations were stripped out to make room for more cargo space, and the ship was armed with a pair of double turbolaser cannons and a concussion missile launcher. The missile launcher was placed where the salon pod had been. Craft: Modified Corellian Engineering Corporation Space Cruiser; Type: Modified Transport; Scale: Capital; Length: 115 meters; Skill: Capital Ship Piloting: Corellian Space Cruiser; Crew: 6; Crew Skill: Typically 6D in applicable skills; Passengers: 8; Cargo Capacity: 1,000 metric tons; Consumables: 6 months; Cost: Not available for sale (1,673,000 estimated); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Space: 6; Atmosphere: 330; 950 km/h; Hull: 4D+2; Shields: 2D+2 ;Sensors: Passive: 40/1D, Scan: 80/2D, Search: 100/3D, Focus: 5/4D 2 Double Turbolaser Cannons: Fire Arc: Partial Turrets (front, left, right); Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D+2 2 Small Concussion Missile Launchers (8 missiles each): Fire Arc: Front; Skill: Starship Gunnery; Scale: Starfighter; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700 m; Damage: 8D Notes: The text indicates that the Dead Reckoning has been modified with less passenger space and increased cargo capacity, though this is not accounted for in the d20 statistics. Feel free to add 500 metric tons of additional cargo space to reflect this modification. Decimator Star Destroyer The Decimator-class Super Star Destroyer was made popular by Admiral Daelor Libicond in the Cle'unt system. Admiral Libicond was in the need for a new flagship and had the Decimator built in the shipyards over Ne'kaye. The ship is a modified version to the Wraith-class Star Destroyer which Libiconds commanding officer uses. The ship is 10,170 meters long, ninety percent of the size of the Wraith-class Star Destroyer. This type of Super Star Destroyer was created to eliminate the weaknesses in the Wraith-class. The Decimator carries over twenty-five starfighter squadrons, making up for its lack of size compared to the Wraith. It also carries the popular Axis Superlaser like many of the newer Super Star Destroyers. The Decimator also outdoes the Wraith carrying more Ground ships. The Decimator looks exactly like the Wraith except for its shorter length. Craft: Kuat Drive Yards' Decimator-class Super Star Destroyer; Type: Super Star Destroyer; Scale: Capital; Length: 10,170 meters; Skill: Capital ship piloting: Super Star Destroyer; Crew: 279,000, gunners: 1,702, skeleton: 45,000/+10; Crew Skill: Astrogation 4D, capital ship gunnery 6D, capital ship piloting 6D+2, capital ship shields 5D+2, sensors 5D; Passengers: 73,728 (troops); Cargo Capacity: 315,000 metric tons; Consumables: 4 years; Hyperdrive Multiplier: x2; Hyperdrive Backup: x8; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 9D+2; Shields: 8D+2; Sensors: Passive: 250/2D, Scan: 350/3D, Search: 500/4D, Focus: 70/5D Axial Superlaser: Fire Arc: Front; Crew: 75; Scale: Death Star; Skill: Capital ship piloting: superlaser; Fire Control: 5D; Space Range: 5-25/75/150; Damage: Gradational output can fire once every minute at minimum energy (1D damage). It can fire once a minute at minimum energy (1D damage). It can also build up a charge of 1D per minute up to 8D.

360 Heavy Turbolaser Batteries: Fire Arc: 135 front, 90 left, 90 right, 45 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 0D; Space Range: 5-20/40/60; Atmosphere Range: 10-20/80/120 km; Damage: 10D 180 Turbolaser Batteries: Fire Arc: 90 front, 45 left, 45 right; Crew: 2; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D 200 Ion Cannons: Fire Arc: 65 front, 45 left, 45 right, 45 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-50/50/100 km; Damage: 4D 125 Concussion Missile Tubes: Fire Arc: 50 front, 30 left, 30 right, 15 back; Crew: 1; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-5/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D 20 Tractor Beam Projectors: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 1; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 9D 2 Gravity Well Projectors: Fire Arc: Turret; Crew: 1; Skill: Capital ship gunnery; Fire Control: 6D; Space Range: 1-5/75/150; Damage: Blocks hyperspace travel Starfighter Complement: 12 TIE Defenders, 24 TIE Advanced, 144 TIE Interceptors, 72 Scimitar Assault Bombers, 24 Assault Gunboats, 24 Missile Boats Ground/Air Vehicle Complement: 50 AT-ATs, 75 AT-STs Other Ships: 35 Lambda Shuttles, 100 Stormtrooper Transports Discril-class Attack Cruiser This warship was built on the planet Daupherm, for use in the Daupherm defense fleet. The Discril-class measured 85 meters in length, and required a crew of 150 with 51 gunners. It could also transport up to 60 troops and 7,800 metric tons of cargo. It was armed with five turret-mounted laser cannons, four tri-particle beamers, and three tri-laser cannons. Craft: Daupherm Discril-class Attack Cruiser; Type: System attack cruiser; Scale: Capital; Length: 85 meters; Skill: Capital class piloting: Discril cruiser; Crew: 150, gunners; 51, skeleton; 75/+10; Crew Skill: Varies widely; Passengers: 60 (troops); Cargo Capacity: 7,800 tons; Consumables: 2 weeks; Cost: 500,000 (used); Hyperdrive Multiplier: x3; Hyperdrive Backup: x20; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Hull: 4D; Sensors: Passive 30/0D, Scan 60/1D+2, Search 90/2D, Focus 3/3D Five Laser Cannons: Fire Arc: Turret; Crew: 4; Skill: Capital ship gunnery; Fire Control: 1D+1; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D Four Tri-Particle Beamers: Fire Arc: Front; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 3D Three Tri-Laser Cannons: Fire Arc: Front; Crew: 6; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D Dominion Star Destroyer At the Empire's height, the basic rule of warship design was "bigger is better." While Super Star Destroyers were excellent tools of terror, they were a bit excessive and wasteful in terms of construction, repair and maintenance. It took entirely too long to turn out even a single one of these majestic warships, so the Empire had to find an alternative command ship to temporarily fill in until super star destroyers could become a common site in every sector. One of these new classes of command ship was the Dominion-class. Four hundred meters longer than the Imperial Star Destroyers which made up the backbone of the Imperial Fleet, they were quite intimidating. The Dominion, unlike every other star destroyer designed and fielded by the Empire, was not intended to be used to transport mass numbers of troops and combat vehicles to target worlds, however, it was an excellent choice for an extended planetary siege. Equipped with numerous turbolasers for planetary bombardment, it could lay waste to any civilized world in a relatively short period of time. In addition, by the Emperor's own suggestion, the Dominions were specially equipped with one of the Empire's most devastating special weapons systems, the orbital night cloak. The orbital night cloak wasn't a very well known weapon, as most planets chose not to resist the Emperor's will to the point that such a weapon needed to be used in order to "persuade" the local government to reconsider. The night cloak system consisted of thousands of small satellites, which would position themselves in a geosynchronous orbit. Once in position, they would create an energy field that blocked all light and communications from passing through, leaving a planet in complete darkness and with no way of signaling for help. And to completely destroy a planet's hope at defeating the night cloak, it was designed to operate with up to 25% of the satellites either missing or inoperable. So if the target world was able to deploy spacecraft in an attempt to take out the satellites, they would more than likely not succeed in destroying a sufficient amount before being intercepted by swarms of TIE fighters. Without the warmth of sunlight, a planet begins to cool rapidly. The average world would freeze over in a week or less, depending upon several factors. Most planets would yield to the Empire's wishes rather than having their world turned into a frozen wasteland. For fleet actions, the Dominion's weaponry made it a force to be reckoned with. In a direct ship-to-ship confrontation, the Alliance had nothing which could stand up to it on an equal basis. Capable of carrying two full wings (twelve squadrons of twelve fighters each) of TIE starfighters, the Dominion could easily support any fleet and deploy its TIEs on almost any mission and come out victorious due

to sheer numbers alone. Other support craft, including escort and assault shuttles, stormtrooper transports and blastboats, gave the Dominion enough support that it could often operate without escort for prolonged combat operations. Two Dominions were constructed before the death of Emperor Palpatine, the Dominion and the Maelstrom. While the Alliance would have loved to get their hands on or eliminate these vessels, it never had the chance. Both vanished after the Battle of Endor only to turn up again in the clone emperor's fleet some six years later. Craft: Kuat Drive Yards' Dominion-class Star Destroyer; Type: Heavy star destroyer; Scale: Capital; Length: 2,000 meters; Skill: Capital ship piloting: Dominion Star Destroyer; Crew: 42,085, gunners: 274, skeleton 7,320/+15; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D; Passengers: 1,000 (troops); Cargo Capacity: 42,000 metric tons; Consumables: 7 years; Hyperdrive Multiplier: x1; Hyperdrive Backup: x6; Nav Computer: Yes; Maneuverability: 1D+2; Space: 7; Hull: 8D+1; Shields: 4D+2; Sensors: Passive: 50/1D, Scan: 100/2D, Search: 150/3D, Focus: 6/4D 70 Heavy Turbolasers: Fire Arc: 20 front, 20 left, 20 right, 10 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 6D+2 25 Ion Cannons: Fire Arc: 10 front, 5 left, 5 right, 5 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 3D 5 Concussion Missile Launchers: Fire Arc: 1 front, 2 left, 2 right; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D 10 Tractor Beam Projectors: Fire Arc: 2 front, 4 left, 4 right; Crew: 4; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 6D Orbital Night Cloak System: Crew: 34; Effect: Once deployed and activated, the thousands of satellites which make up the night cloak system create an energy field which prohibits any and all light, sensors and communications from passing through. A target world begins to cool under the absolute darkness. The average planet is rendered "frozen" within a period of just under a week. Full deployment usually takes as long as four hours for satellite alignment. Starship Complement: 144 starfighters, typically: 72 TIE/ln, 36 TIE interceptors, 24 TIE bombers, 8 TIE/rc or TIE Vanguards, 4 TIE/fc; 12 Lambda shuttles, 4 Delta escort shuttles, 5 Stormtrooper transports, 6 Skipray blastboats, 2 Gamma assault shuttles * The orbital night cloak is discussed in the Second Edition Imperial Sourcebook as well as the Courtship of Princess Leia. Dreadnaught-class Heavy Cruiser Manufactured by Rendili StarDrive prior to the Clone Wars, these Old Republic ships required a huge number of crewmembers (16,000+) to run. They were about 600 meters in length, with a roughly cylindrical shape. The basic idea behind the dreadnaught is that it can deployed to maintain a planetary occupation. Six weapons blisters were arranged around its midsection and it had a clamshell-shaped bow. They have been rated to speeds of .4 past light speed, with a top speed of 14 MGLT. The Dreadnaught is armed with 10 turbolaser batteries, 20 quad laser cannons, 10 laser cannons, one warhead launcher, 160 SBD shields, and a 80 RU hull. Note that The Essential Guide to Vehicles and Vessels says the Dreadnaught had a slow, Class Two hyperdrive rating and weak shields, facts supported by the West End Games sourcebooks but not by Dark Force Rising. Craft: Rendili StarDrive's Dreadnaught; Type: Heavy cruiser; Scale: Capital; Length: 600 meters; Skill: Capital ship piloting: Dreadnaught; Crew: 16,113, gunners; 97, skeleton: 9,000/+10; Crew Skill: Astrogation 4D+1, capital ship gunnery 4D+2, capital ship piloting 4D+2, capital ship shields 4D+2, sensors 4D; Passengers: 3,000 troops; Cargo Capacity: 9,000 metric tons; Consumables: 2 years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x18; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 5D+2; Shields: 2D; Sensors: Passive 30/0D, Scan 50/1D, Search 100/2D, Focus 4/3D 10 Turbolaser Cannons: Fire Arc: 5 left, 5 right; Crew: 1 (5), 2 (5); Scale: Capital; Skill: capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Damage: 2D 20 Quad Turbolasers Cannons: Fire Arc: 6 front, 7 left, 7 right; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-20/40/80; Damage: 4D 10 Turbolasers Batteries: Fire Arc: 5 front, 5 back; Crew: 1 (2), 2 (4), 3 (4); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-10/30/60; Damage: 7D Eclipse-class Star Destroyer This huge warship was designed by Emperor Palpatine himself, and was years in the planning at the Kuat Drive Yards. Twice the size of its forerunner, the Super-class Star Destroyer, the Eclipse-class was 17,500 meters in length. Manned by 708,470 crewers and 4,175 gunners, the Eclipse-class was designed to instill fear, much like the Death Star. It was the first Imperial ship to use the awesome axial superlaser. This immense weapon, a single laser based on the eight-laser Death Star superlaser, was capable of destroying an entire planet from orbit. It employed a series of focusers and generators to form the single laser. The Eclipse-class was also equipped with 550 heavy laser cannons, 500 turbolaser batteries, 75 ion cannons, 100 tractor beam projectors, and 10 gravity well projectors. Fifty TIE Interceptor squadrons, eight TIE Bomber squadrons, and 100 AT-ATs were nestled in hangars that could hold an entire Victory-class Star Destroyer. It was made from allblack hull components, making it nearly invisible to the naked eye.

Craft: KDY's Eclipse-class Super Star Destroyer; Type: Super Star Destroyer; Scale: Capital; Length: 17,500 meters; Skill: Capital ship piloting: Super Star Destroyer; Crew: 708,470, gunners: 4,175, skeleton: 88,500/+10; Crew Skill: Astrogation 5D, capital ship gunnery 5D, capital ship piloting 6D, capital ship shields 4D+2, sensors 4D+1; Passengers: 150,000 troops; Cargo Capacity: 600,000 metric tons; Consumables: 10 years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x6; Nav Computer: Yes; Space: 4; Maneuverability: 1D; Hull: 15D+2; Shields: 11D+1; Sensors: Passive 250/2D, Scan 350/3D, Search 500/4D, Focus 75/5D Axial Superlaser: Fire Arc: Front; Crew: 75; Scale: Death Star; Skill: Capital ship gunnery: superlaser; Fire Control: 5D; Space Range: 5-25/75/150; Damage: Gradational output can fire once every minute at minimum energy (1D damage). It can also build a charge of 1D per minute up to 8D. Current reactor can only generate 11D total per day. 550 Heavy Laser Cannons: Fire Arc: 200 front, 150 left, 150 right, 50 back; Crew: 4; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6001.5/72/150KM; Damage: 8D 500 Turbolaser Batteries: Fire Arc: 150 front, 125 left, 125 right, 100 back; Crew: 2; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/36/75; Atmosphere Range: 600-1.5/7/15KM; Damage: 5D 75 Ion Cannon: Fire Arc: 25 front, 25 left, 25 right; Crew: 4; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100KM; Damage: 3D 100 Tractor Beam Emplacements: Fire Arc: 55 front, 20 left, 20 right, 5 back; Crew: 5; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60KM; Damage: 6D 10 Gravity Well Projectors: Fire Arc: 3 front, 2 left, 2 right, 3 back; Crew: 10; Scale: Capital; Skill: Capital ship gunnery: gravity well projector; Fire Control: 4D; Space Range: 1-5/15/30; Damage: To prevent Escape into Hyperspace Emancipator The Emancipator was the first joint venture by Mon Calamari starship designers and an outside corporation. After the Black Fleet Crisis, the New Republic realized just how close they came to taking extremely heavy losses due to insufficient firepower. After tearing a part the only Super Star Destroyer they acquired from the Empire and turning it into a museum more or less, the Republic was left at a serious disadvantage against the massive fleet of the genocidal Duskhan League. The New Republic military budget didn't have the funds to spend on contracting Kuat Drive Yards to construct any new Executor-class warships to serve as command vessels for the New Republic Navy so they took the cheaper alternative, designing their own smaller and cheaper vessel. The Emancipator left the construction yards above Calamari nearly three years later to serve as the command ship of the Fifth Fleet, but not the flagship of the New Republic Navy (Navy Command worried about it being seen as a sign of aggressive power if it were showed off too much). The Emancipator was essentially a massive floating combat platform, equipped with the most advanced weaponry in the New Republic's arsenal and carrying a complement of twelve starfighter squadrons (composed mainly of the new E-wings and K-wings) as well as enough ground forces to mount a small planetary assault. Craft: Mon Calamari/Kuat Drive Yards Emancipator-class Command Cruiser; Era Introduced: Endor+15 years; Type: Command Ship; Scale: Capital; Length: 4,500 meters; Skill: Capital Ship Piloting: Emancipator; Crew: 198,056 Gunners: 933; Skeleton: 40,000/+10; Crew Skill: Capital ship piloting 6D, capital ship shields 5D, capital ship gunnery 5D+2, astrogation 6D, sensors 8D, communications 7D; Passengers: 15,050 (troops); Cargo Capacity: 150,000 metric tons; Consumables: 5 Years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x6; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Hull: 12D; Shields: 8D; Sensors: Passive: 150/2D, Scan: 250/4D, Search: 400/5D+2, Focus: 15/7D 150 Heavy Turbolaser Batteries: Fire Arc: 50 Front, 35 Right, 35 Left, 30 Back; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 5-20/40/60; Atmosphere Range: 10-20/80/120 km; Damage: 10D 100 Turbolaser Batteries: Fire Arc: 25 Front, 25 Left, 25 Right, 25 Back; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere: 6-30/70/150 km; Damage: 7D 100 Ion Cannons: Fire Arc: 25 Front, 25 Right, 25 Left, 25 Back; Crew: 1; Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 6D 75 Quad Laser Cannons: Fire Arc: 25 Front, 20 Right, 20 Left, 10 Back; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 5D 50 Proton Torpedo Launchers (60 torps each): Fire Arc: 20 Front, 10 Right, 10 Left, 10 Back; Crew: 5; Skill: Capital ship gunnery; Fire Control: 3D+2; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 6D+1 8 Tractor Beam Projectors: Fire Arc: 2 Front, 2 Right, 2 Left, 2 Back; Crew: 1; Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 9D

Starfighter Complement: 2 A-Wing squadrons, 1 B-Wing squadrons, 5 E-Wing squadrons, 3 K-Wing squadrons, 1 Recon X-Wing squadron Support Starship Complement: 5 drop ships, 2 shuttles, 10 landing craft, and 4 other light transports/freighters Ground/Air Complement: 2 prefabricated garrisons, 20 NR-AWs (New Republic Assault Walkers), 30 Freerunners OR 2 prefabricated garrisons, 5 V-Wing Speeder Transports Type A, 20 V-Wing Airspeeders, 10 Republic AT-ATs (different than NR-AWs) Escort Carrier This box-like, 500-meter transport ship was designed and built at the Kuat Drive Yards. Escort Carriers were developed to transport an entire wing of TIE fighters (72 fighters in all) and a limited number of support craft. They have minimal armaments, but are equipped with a hyperdrive system for easy entrance to, and exit from, a battle site. Each carrier has a crew complement of 3,505, and has been rated at a maximum speed of 12 MGLT. They are also equipped with a limited repair facility. Craft: Kuat Drive Yards' Escort Carrier; Type: Heavy starfighter/shuttle carrier; Scale: Capital; Length: 500 meters; Skill: Capital ship piloting: KDY Escort Carrier; Crew: 3,485, gunners; 20, skeleton: 1,500/+10; Crew Skill: Astrogation 3D+2, capital ship gunnery 4D, capital ship piloting 4D+1, capital ship shields 3D+2, sensors 3D+2; Passengers: 800 troops; Cargo Capacity: 500 metric tons; Consumables: 9 months; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Hull: 7D+1; Shields: 2D+2; Sensors: Passive 30/0D, Scan 50/1D, Search 100/2D, Focus 4/3D 10 Twin Laser Cannons: Fire Arc: 2 front, 3 left, 3 right, 2 back; Crew: 2; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 2-6/25/50KM; Damage: 3D FFLS-19 ASF Gunship A fast, light anti-fighter vessel, the FFLS-19 "Renegade" Anti-Starfighter Gunship is superbly suited to its task. However, the ship's interior is 3/4 power generation, fire control computers, and gunnery stations. This means that no passengers can be carried, and only 100 metric tons of cargo space is available. The ship's ten quad lasers were specifically designed to combat starfighter attacks on capital starships. The four concussion missile launchers are for long range defense, because the quad lasers cannot fire nearly as far as can the missile launchers. The targeting systems for both are very modern and excel in their field. Tactical Deployment: Usually sent out as a picket or part of the advance attack waves, but also used to defend Strike Cruisers and up from attack. Also used in tandem with other Renegades or the less successful Lancer Frigate. Craft: IMS' FFLS-19 "Renegade" Anti-Starfighter Gunship; Type: Anti-starfighter defense vessel; Scale: Starfighter; Length: 155 meters; Skill: Space Transports: Renegade Gunship; Crew: 15, gunners: 12, skeleton: 5/+15; Crew Skill: Astrogation 4D, sensors 3D+1, space transports 5D, SS gunnery 5D, SS shields 4D+2; Passengers: None; Cargo Capacity: 100 metric tons; Consumables: 2 months; Cost: NFS; Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 2D+2; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 5D; Shields: 3D+2; Sensors: Passive: 30/1D, Scan: 70/2D+1, Search: 100/4D, Focus: 5/4D+2 Eight Quad Laser Cannons: Fire Arc: Turret; Crew: 1; Skill: SS gunnery; Fire Control: 4D; Space Range: 1-3/10/22; Atmosphere Range: 100-300/1.0/2.2 km; Damage: 5D Four Concussion Missile Launchers (fire separately): Fire Arc: 2 front, 2 back; Crew: 1; Skill: SS gunnery; Fire Control: 3D; Space Range: 2-6/18/35; Atmosphere Range: 200-600/1.8/3.5 km; Damage: 7D FFX-7C Medium Frigate In short, the FFX-7C "Narwhal" Medium Frigate is expensive, small for its task, and single purposed. But it serves that purpose well. The Narwhal frigate is a feat of engineering that took 5 years to develop at IMS R&D, and another 2 years to build. After a decade, though, only 3 have been built - the Narwhal, Orca, and Nautilus. These ships are 250 meters long, and another 230 meters for the ramming pole, or "spike." The spike has incredibly heavy armor and shields, and the ship itself has a special bank of 4 engines to be used when the Narwhal rams another ship. Under lab conditions, the tests have proved excellent, but they have yet to prove themselves under actual combat conditions. The Empire is expected to purchase several of these for use as terror weapons. Tactical Deployment: Current field tests have proven the Narwhal is a potent weapon, whether alone or with escorts. If engaging craft of Victory-class Star Destroyer size and higher, escorts and support are recommended. Craft: IMS' FFX-7C "Narwhal" Medium Frigate; Type: Medium frigate; Scale: Capital; Length: 487 meters (252 meters + 235 meters for the ramming pole); Crew: 915, gunners: 24, skeleton: 300/+10; Crew Skill: Astrogation 4D+1, CS gunnery 5D, CS piloting 4D+2, CS shields 3D+2, sensors 3D+1; Cargo Capacity: 2,000 metric tons; Consumables: 6 months; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 1D+2; Space: 6 (10 when ramming); Hull: 4D (8D on ram); Shields: 3D+2 (6D on ram); Sensors: Passive: 30/2D, Scan: 50/2D+2, Search: 100/3D+1, Focus: 5/4D+2 12 Turbolaser Cannons: Fire Arc: 3 front, 3 right, 3 left, 3 back; Crew: 2; Skill: CS gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 0.3-1.5/3.5/7.5 km; Damage: 5D

Ramming Pole: Fire Arc: Front; Skill: CS piloting; Range: Special; Damage: When used (counts as a CS piloting action), Space increases to 10, Maneuverability drops to 0D, and Damage ratings for weaponry drop to 0D. Damage of ram is 8D (Hull) + 6D (Shields) + effect of speed (4D) = 18D damage, capital scale, which is sufficient to break any capital ship short of a Death Star in two. This damage can change depending on how much damage the ram takes. It can only be used 4 times before the ship must be sent back to dry-dock for a refit of the spike. Freejack This modified IPV-1 system patrol craft was captured from an Old Republic planetary defense network by Frei Aycen, around the time of the Clone Wars. She refitted the ship to have additional cargo space, and removed several shield generators in order to make room and power available for a hyperdrive. The Freejack had room for 400 metric tons of cargo, and was armed with four light turbolasers and a tractor beam projector. Craft: Modified Sienar Fleet Systems IPV 1; Type: Inter-System Patrol/Customs Craft; Scale: Capital; Length: 120 meters; Skill: Capital Ship Piloting: IPV 1; Crew: 4, gunners: 8, skeleton: 3/+5; Crew Skill: Typically 8D in applicable skills; Passengers: 20; Cargo Capacity: 400 metric tons; Consumables: 9 months; Cost: Not available for sale (3,342,000 estimated); Hyperdrive Multiplier: x1.5; Hyperdrive Back-Up: None; Nav Computer: Yes; Maneuverability: 2D+1; Space: 7; Atmosphere: 350; 1,000 km/h; Hull: 3D+1; Shields: 2D ;Sensors: Passive: 40/1D, Scan: 80/1D+2, Search: 130/2D, Focus: 4/3D 4 Turbolaser Cannons: Fire Arc: Turret; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 315/35/75; Atmosphere Range: 5-30/70/150; Damage: 4D Tractor Beam Projector: Fire Arc: Front; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 15/15/30; Atmosphere Range: 100-500/1.5/3 km; Damage: 4D+1 Gallofree Heavy Transport This good-sized ship, often called 'the flying brick', is very popular for ferrying huge quantities of goods. It is sometimes converted to a flying fortress by using cargo space as space for shield and turbolaser power generators. (Examples of the latter include the flagship of the Ronat Pirates, the "Last Gamble") Such modified ships will probably have a higher price resold than a stock new one. Craft: Gallofree Corporation Heavy Transport A; Type: Bulk freighter; Scale: Capital; Length: 220 m x 150 m x 120 m; Skill: Space transports : Gallofree medium transport; Crew: 10; Skeleton: 4/+5; Skill codes: Varies; Passengers: 10; Cargo Capacity: 750,000 metric tons ; 300,000 cubic meters; Cost: 1,000,000 (250,000 used); Consumables: 1 year; Hyperdrive x: x3; Hyperdrive backup: x18; Nav computer: Yes; Maneuverability: 0; Space: 2; Atmosphere: 235; 650 km/h; Hull: 3D; Shields: None; Sensors: Passive: 15 / 0, Scan: 30 / 1D, Search: 60 / 2D, Focus: 3 / 2D+2 Gallofree Medium Transport Developed and manufactured by Gallofree Yards, this clamshell-hulled craft was noted for its ability to carry virtually any type of cargo. The upper and lower sections of the hull could be opened independently, so that modular cargo crates could be loaded in a variety of configurations. At ninety meters in length, the Gallofree Medium Transport could accommodate up to 19,000 metric tons of cargo. It required a crew of six to operate, and was originally designed with quarters for up to forty passengers. In its basic configuration, the Gallofree Medium Transport was armed with four turret-mounted twin laser cannons, and was giving an enhanced shielding package to handle the various cargo configurations. A Class 4 hyperdrive gave the ship sufficient hyperspace capabilities, and its engine array allowed the ship to reach a top speed of 650 kilometers per hour in atmosphere. Craft: Gallofree Yards Transport; Type: Medium transport; Scale: Capital; Length: 60 meters; Skill: Space transport: Gallofree Yards transport; Crew: 6, gunners: 1, skeleton: 3/+10; Crew Skill: Astrogation 4D, space transports 4D, starship gunnery 3D+1, starship shields 3D; Passengers: 200 (troops); Cargo Capacity: 19,000 metric tons; Consumables: 6 months; Cost: 350, (new), 125,000 (used); Hyperdrive Multiplier: x4; Nav Computer: Uses droid interface; Atmosphere: 225; 650KMH; Space: 2; Hull: 1D; Shields: 1D; Sensors: Passive 10/0D, Scan 25/1D, Search 40/2D, Focus 2/3D 4 Twin Laser Cannons: Fire Arc: Turret; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere: 100-300/1.2/2.5 km; Damage: 4D Gamma-class Assault Shuttle Heavily armored fighters with a good deal of armament, these ships often required a droid to perform navigation. Manufactured by Telgorn Corporation for the Empire, these 30-meter ships were among the heaviest-shielded craft in the fleet. They were used to shuttle zero-G troops into battle, and were equally capable in an atmosphere, deep space, or hyperspace. Craft: Telgorn Corp Assault Shuttle; Type: Gamma-class assault shuttle; Scale: Capital (due to power output); Length: 30 meters; Skill: Capital ship piloting: Gamma-class assault shuttle; Crew: 2, gunners: 3, skeleton: 1/+10; Crew Skill: Capital ship gunnery 3D+2, capital ship piloting 5D, capital ship shields 4D; Passengers: 40 (Spacetroops); Cargo Capacity: 5 metric tons; Consumables: 1 week; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x18; Nav Computer: Limited to 3 jumps; Maneuverability: 2D; Space: 8; Hull: 3D+2; Shields: 4D+2; Sensors: Passive 40/1D, Scan 80/1D+2, Search 130/2D, Focus 4/3D

4 Laser Cannons: Fire Arc: Turret; Crew: Two guns are handled by "gunner 1," two guns are handled by "gunner2"; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 2D Tractor Beam Projector: Fire Arc: Front; Crew: 1 (Gunner 3); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3 KM; Damage: 5D+2 Concussion Missiles: Fire Arc: Front; Crew: 1 (Gunner 3); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D+1; Space Range: 1-2/8/15; Atmosphere Range: 100-200/800/1.5KM; Damage: 4D Hapan Battle Dragon These huge, red-hued, saucer-shaped capital ships are armed with forty ion cannons, forty turbolasers, dorsal- and ventral-mounted triple ion gun batteries, ten proton torpedo launchers, a tractor beam projector, and four pulse-mass generator tubes. This is not a large amount of firepower for such a large ship, and Battle Dragons must work in concert to throw up a wall of energy against their enemies. They are about 600 meters in diameter. The ship has two circular main sections linked by sixteen rotation support struts. The triple ion gun batteries rotate freely, allowing fresh cannons to fire while the other recharge. They have hangar space for three squadrons of Miy'til fighters, but many often carry a complement of X-Wings. There are 63 Battle Dragons at any time in the Hapan fleet, one representing each of the 63 Hapan stars and their life-supporting planets. The Hapan Battle Dragon was produced by Olanji/Charubah, at the direction of the Hapan royal family. Each Battle Dragon carried three squadrons of Miy'til fighters, up to 500 troops, a crew of 1,200, and a gunnery crew of 190. In the wake of the Battle of Fondor, the New Republic provided the Hapans with up-to-date turbolaser technology, allowing them to replace the aging energy weapons of the Battle Dragon. This made the Battle Dragon a much more effective force in a star fight. Craft: Olanji/Charubah Battle Dragon; Type: Battle Cruiser; Scale: Capital; Length: 500 Meters in diameter; Skill: Capital ship piloting: Hapan Battle Dragon; Crew: 6,705, gunners: 232, skeleton 1,250/+15; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 4D, capital ship shields 3D+2, sensors 4D; Passengers: 500 troops; Cargo Capacity: 20,000 metric tons; Consumables: 3 year; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Hull: 6D; Shields: 2D; Sensors: Passive: 20/1D, Scan: 50/2D, Search: 70/3D, Focus: 4/4D 40 Turbolaser Batteries: Fire Arc: Rotational*; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 3D; Fire Rate: 1/3; Space Range: 15/15/75; Atmosphere Range: 30/70/150 km; Damage: 5D 40 Ion Cannons: Fire Arc: Rotational; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 2D+2; Space Range: 10/25/50; Atmosphere Range: 20/50/100 km; Damage: 4D 6 Triple Ion Cannons: Fire Arc: Turret; Crew: 5; Skill: Capital Ship Gunnery; Fire Control: 2D+2; Space Range: 20/50/80; Atmosphere: 20/50/100 km; Damage: 6D+2 10 Proton Torpedo Launchers: Fire Arc: 3 front, 3 left, 3 right, 1 rear; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 3D+2; Space Range: 12/30/60; Atmosphere: 24/60/120 km; Damage: 8D 4 Pulse Mass Generator Tubes: Fire Arc: Turret; Crew: 5; Skill: Capital Ship Gunnery: Pulse Mass Generator; Fire Control: 5D; Space Range: 5/10/20; Damage: Blocks hyperspace travel, each mine equals a 30 unit diameter 16 Pulse Pass Mines: Fire Arc: All; Scale: Starfighter; Skill: Starship Gunnery; Fire Control 4D; Space Range: 5/15/30; Damage: Blocks Hyperspace Travel Tractor Beam Projector: Fire Arc: Turret; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 5/15/30; Atmosphere: 10/30/60 km; Damage: 6D *Hapan Battle Dragons have rotating saucers on which the turbolasers and ion cannons are mounted. At any one time, there are only ten turbolasers and ten ion cannons in each fire arc. A Battle Dragon may fire in one arc, the rotate the next fire arcs weapons into position and fire them in the next round. Saucers rotate clockwise and turbolaser charging takes three full rounds. Hapan Battle Dragon Mark II Following the Battle of Fondor, in which a large portion of a Hapan battle fleet was destroyed by the blast from Centerpoint Station, the New Republic turned over the long-withheld quick-recharge turbolaser technology the Hapans had sought for many years. Though the Hapans were dealt a terrible blow on the battle, the newly reconfigured and redesigned Battle Dragons are a formidable force which is being wielded by the allied forces of the New Republic and the Hapans against the Yuuzhan Vong fleet. The rotational nature of the Battle Dragon's turbolaser batteries are a particularly effective weapon against the Yuuzhan Vong dovin basals, overloading them with a rapid succession of turbolaser blasts. The quick-recharge rate of the turbolasers does have its drawbacks, such as reducing the overall power of the turbolasers themselves, and detracting from shield strength in order to power the recharge cells. The new Battle Dragons have also been outfitted with the upgraded sensor packages used by the New Republic to track Yuuzhan Vong spacecraft, retrofitting them in preparation for front-line combat Craft: Olanji/Charubah Battle Dragon II; Type: Heavy Assault Warship; Scale: Capital; Length: 500 Meters in diameter; Skill: Capital ship piloting: Hapan Battle Dragon; Crew: 1,210, gunners: 190, skeleton 700/+10; Crew Skill: Astrogation 5D, capital ship gunnery 5D+2, capital ship piloting: Hapan Battle Dragon 6D, capital ship shields 6D+2, communications 5D+2, sensors 4D+2; Passengers: 500 troops; Cargo Capacity: 4000 metric tons; Consumables: 1 year; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup:

x14; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 7D+2; Shields: 2D+1; Sensors: Passive: 50/1D, Scan: 100/3D, Search: 200/4D, Focus: 6/4D+2 40 Turbolaser Batteries: Fire Arc: Rotational*; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D; Fire Rate: 1; Space Range: 3-15/35/75; Atmosphere Range: 30-150/350/750; Damage: 6D 40 Ion Cannons: Fire Arc: Turret; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100km; Damage: 3D 4 Pulse Mass Generator Tubes: Fire Arc: 1 front, 1 right, 1 left, 1 rear; Crew: 3; Skill: Capital Ship Gunnery: Pulse Mass Generator; Fire Control: 5D; Space Range: 1-5/75/150; Ammo: 16; Damage: Blocks hyperspace travel, each mine equals a 30 unit diameter 2 Triple Ion Cannons: Fire Arc: Turret; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 2-20/50/80; Damage: 3D+2 10 Tractor Beam Projectors: Fire Arc: Turret; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Damage: 6D *Hapan Battle Dragons have their turbolasers on a rotational track, which spins to replace previously fired turbolasers with fresh ones. If used in this manner, a particular fire arc may receive up to three times the normal amount of fire from a Battle Dragon's turbolasers in a single round. Hapes Supernova Battle Cruiser While the Hapan Battle Dragons got an upgrade following the Battle of Fondor, the Hapes Nova Battle Cruisers underwent significant design changes in order to better support the newly improved Battle Dragons. The new ships were classified as Hapes Supernovas, signifying a step up from earlier models. The craft now sports not only the faster recharging turbolasers, but also an array of proton torpedo tubes and a pair of triple ion cannons similar to those seen on the Battle Dragons. Though overall the ship's design remained largely unchanged, the armament was significantly strengthened in preparation for the grueling battles with the Yuuzhan Vong. Craft: Hapes Consortium Hapes Supernova Battle Cruiser; Type: Heavy combat frigate; Scale: Capital; Length: 400 Meters; Skill: Capital ship piloting: Hapes Supernova; Crew: 1,710, gunners: 90; Crew Skill: Astrogation 5D, capital ship gunnery 5D+2, capital ship piloting: Hapes Supernova 6D, capital ship shields 6D+2, communications 5D+2, sensors 4D+2; Passengers: 600 troops & support personnel; Cargo Capacity: 4000 metric tons; Consumables: 1 month; Cost: Not available for sale; Hyperdrive Multiplier: x1.5; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 1D+1; Space: 4; Hull: 5D; Shields: 2D*; Sensors: Passive: 40/1D, Scan: 55/2D, Search: 90/3D, Focus: 6/4D 25 Turbolaser Batteries: Fire Arc: 5 front, 5 right, 5 left, 5 back, 5 turret; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D; Fire Rate: 1; Space Range: 3-15/35/75; Atmosphere Range: 30-150/350/750; Damage: 6D 10 Ion Cannons: Fire Arc: Front; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100km; Damage: 3D 10 Proton Torpedo Tubes: Fire Arc: 5 front, 2 right, 2 left, 1 rear; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 2-12/30/60; Damage: 9D 2 Triple Ion Cannons: Fire Arc: Turret; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 2-20/50/80; Damage: 3D+2 Hapes Star Destroyer After the success with the NeoDragon Battle Cruiser, Verdant was given a new specific project. The Hapes allowed Verdant onto captured Imperial Star Destroyers. Verdant went ecstatic, they had tried to get Star Destroyers to pull apart for years. They had plans, sure, but there was nothing like taking a real one apart. They soon learned it wasn't as great as they thought. Both the Imperial Star Destroyer Mark I and Mark II were engineering nightmares. Their study of the craft went on into the time of the Reborn Emperor. Finally they began work on a Hapan Star Destroyer, the Titan-class. The titan-class was built around the frame of an ISD Mark II. They took the heavy turbolaser batteries out, despite their punch they drained so much energy they weren't deemed worth the expense. The 20 Ion Cannons were replaced with the Mark I's compliment of 60, and 6 concussion missile tubes were added to make up for the punch lost from the heavy batteries. There was still energy left over from the removal of the heavies though, and this was put to use in a set of backup shields which increased the ship's survivability even further. Extra fighter capacity was also included in the Titan-class so that it could field a wing and a half of the newest and most advanced fighters. There was a loss in space on board, for both cargo and troops but it was relatively small compared to the gains. Craft: Verdant Spaceworks Titan Star Destroyer; Type: Star Destroyer; Era: 7 Years Post Endor +; Scale: Capital; Length: 1,600 meters; Skill: Capital ship piloting: Star Destroyer; Crew: 36,755, gunners: 330, skeleton 5,000 /+10; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D; Passengers: 8,000 (troops); Cargo Capacity: 25,000 metric tons; Consumables: 6 years; Hyperdrive Multiplier: x1; Hyperdrive Backup: x8; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Hull: 7D+2; Shields: 2D (The Hapes Destroyer has a set of backup shields (4D). When a die of shields is lost,

the shield operators can make an Easy capital ship shields roll to use one of the backup dice to bring the shields back to a full 2D.); Sensors: Passive: 50/1D, Scan: 100/3D, Search: 200/4D, Focus: 6/4D+1 50 Heavy Turbolaser Cannons: Fire Arc: 20 front, 10 left, 10 right, 10 back; Crew: 3; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D 60 Ion Cannons: Fire Arc: 20 front, 15 left, 15 right, 10 back; Crew: 1 (15), 2 (45); Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 4D 6 Concussion Missile Tubes: Fire Arc: Front; Crew: 1; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 200-1.2/3/6 km; Damage: 9D 10 Tractor Beam Projectors: Fire Arc: 6 front, 2 left, 2 right; Crew: 1 (2), 4 (2), 10 (6); Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 6D Starfighter Complement: 36 Miy'til Fighters, 36 E-Wings, 24 A-9 Vigilances, 12 B-Wings Hive Fleet Carrier While the backbone of the Imperial Fleet was the Imperial Star Destroyer, it could not realistically perform every mission profile to the utmost efficiency. Imperial Star Destroyers carried a full wing of starfighters which could be called upon for a variety of reasons. However, in a pitched conflict, a wing of starfighters often times proved to be too few. The need for a dedicated fleet carrier - a vessel capable of transporting numerous starfighters and support craft - soon arose. The Empire's first attempt was the Imperial Fleet Carrier, a variant of the Imperial Star Destroyer. While effective, the Imperial Fleet Carrier still tended to behave more like a Star Destroyer than a carrier. Shortly before the Battle of Yavin - and after the Imperial Fleet Carrier had become a rather common sight - Kuat introduced an alternative, the Hive. The Hive-class carriers were smaller than their predecessors, the Imperial Fleet Carriers, and were designed specifically for the transportation and deployment of other combat starships. In form, the Hive resembled an elongated version of KDY's earlier escort carrier with four massive ion drives mounted in a diamond configuration at the rear. A massive command tower, similar to that appearing on larger KDY destroyer designs, appeared on the dorsal side of the vessel at midships. The ship's main hangar - dedicated to servicing and launching shuttles, blastboats, freighters and other transports - was located at the nose of the vessel, much like the smaller escort carrier. Launch bays dedicated to TIE fighters could be found on either side of the vessel - each containing a full wing of TIEs - and were equipped with armored blast doors to protect the fighters from enemy fire. The Hive was well armed for its class, sporting fifteen turbolaser batteries, twenty quad laser cannons, twenty ion cannons, two concussion missile launchers and four tractor beam projectors to assist in the launching and retrieving of starships. The Hive never became excessively popular in the Imperial Navy was only found in a handful of battle groups, usually in higher priority sectors. The New Republic originally intended to continue production of a modified Hive for its fleet but never followed through on it. Craft: Kuat Drive Yards' Hive-class Fleet Carrier; Type: Fleet carrier; Scale: Capital; Length: 1,250 meters; Skill: Capital ship piloting: Hive fleet carrier; Crew: 12,854; gunners: 110; skeleton: 2,724/+15; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D; Passengers: 900 (troops); Consumables: 2 years; Cargo Capacity: 20,000 metric tons; Hyperdrive Multiplier: x2; Hyperdrive Backup: x16; Nav Computer: Yes; Space: 6; Maneuverability: 1D; Hull: 6D; Shields: 3D; Sensors: Passive: 50/1D, Scan: 75/3D, Search: 150/4D, Focus: 5/4D+2 15 Turbolaser Batteries: Fire Arc: 4 front, 5 left, 5 right, 1 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 5D 20 Quad Laser Cannons: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D 20 Ion Cannons: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 3D 2 Concussion Missile Launchers: Fire Arc: 1 ventral turret, 1 dorsal turret; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D 4 Tractor Beam Projectors: Fire Arc: 2 front, 1 left, 1 right; Crew: 4; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 6D Starship Complement: 144 starfighters, typically: 72 TIE/ln, 36 TIE interceptors, 24 TIE bombers, 8 TIE/rc or TIE Vanguards, 4 TIE/fc; 2 Lambda shuttles, 6 Delta escort shuttles, 6 Stormtrooper transports, 6 Skipray blastboats, 6 Assault gunboats, 2 Gamma assault shuttles, I'Friil Ma-Nat Corvette This Yuuzhan Vong corvette analog resembled a multi-sided pyramid of gloss-black yorik coral. These craft, measuring just 315 meters in length, were developed to serve as light assault craft. The primary mission for the IFriil Ma-Nat corvette was supporting wings of coralskippers in battle, providing cover and ensuring escape routes back to the main fleet. Each of these ships required a crew of 110 Yuuzhan Vong warriors, and could transport up to 225 troops and 510 metric tons of cargo. Unlike the other capital ship analogs of the Yuuzhan

Vong fleet, the IFriil Ma-Nat did not carry its own complement of coralskippers. It was armed with twenty volcano cannons and several dovin basals, but lacked sufficient power to generate an interdiction field. Craft: Yuuzhan Vong I'Friil Ma-Nat Corvette; Type: Corvette; Scale: Capital; Length: 315 meters; Skill: Capital Ship Piloting: I'Friil Ma-Nat Corvette; Crew: 110; Crew Skill: 6D* in all applicable skills; Passengers: 225; Cargo Capacity: 510 metric tons; Consumables: 1 month; Cost: Unknown; Hyperdrive Multiplier: x3; Nav Computer: Yes; Maneuverability: 2D; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 3D; Shields: 1D; Sensors: Passive: 30/0D, Scan: 60/1D, Search: 90/2D, Focus: 3/4D 20 Volcano Cannons: Fire Arc: 8 front, 4 left, 4 right, 4 rear; Scale: Starfighter; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km.; Damage: 6D Dovin Basal "Tractor": Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 2-10/30/60 km; Damage: Up to 1D (see the entry on "Dovin Basals") Note: Due to a misprint or typo, the d20 statistics regarding the I'Friil Ma-Nat corvette's Hyperdrive and Maximum Speed are not included in the ship's entry. The values given here are estimates. * The +2D bonus from the ship's yammosk has been applied to this total. Immobilizer 418 The Immobilizer 418 was Sienar Fleet Systems' most successful Interdictor-class heavy cruiser. This 600-meter-long capital ship was developed from the hull of a Vindicator-class heavy cruiser, and was crewed by a complement of 2,807 with capacity for 80 troops. Immobilizer 418 Interdictor-class ships were equipped with four gravity-wave generators to simulate large, planet-sized masses in hyperspace. These were useful for a number for things, such as for trapping fleeing spacecraft and for bringing ships out of hyperspace at a specific point in real space. Immobilizer 418 Interdictor-class ships have been rated at 8 MGLT, with 180 SBD shields and 70 RU hulls. The Immobilizer 418 was equipped with 1 TIE Fighter Squadron and 1 TIE Interceptor Squadron. It also contained 1 Lambda-class Shuttle and 3 Stormtrooper Transports. Craft: Sienar Fleet Systems' Immobilizer 418; Type: Interdictor-class heavy cruiser; Scale: Capital; Length: 600 meters; Skill: Capital ship piloting: Interdictor cruiser; Crew: 2,783, gunners; 24, skeleton: 1,500/+10; Crew Skill: Astrogation 5D, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 4D; Passengers: 80 troops; Cargo Capacity: 5,500 metric tons; Consumables: 1.2 years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x8; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Hull: 5D; Shields: 3D; Sensors: Passive 30/1D, Scan 75/2D, Search 150/3D, Focus 5/4D 20 Quad Laser Cannons: Fire Arc: 10 front, 5 left, 5 right; Crew: 1; Scale: Starfighter; Skill: starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 2-6/24/50KM; Damage: 4D 4 Gravity Well Projectors: Fire Arc: Turret; Crew: 1; Scale: Capital; Skill: Capital ship gunnery: gravity well projector; Fire Control: 6D; Space Range: 1-5/75/150; Damage: To prevent Escape into Hyperspace Imperial Star Destroyer Built at the Kuat Drive Yards, this heavy-duty Imperial capital ship is the version used in the Emperor Palpatine's Navy. The wedge-shaped Imperial-I class Star Destroyer measured 1,600 meters in length, and was manned by 36,810 crewers and 275 gunners. It could also transport up to 1,200 troops. Jedi Search quotes the Imperial-I class is manned by 37,000 crewers and can carry 9,700 troops. Its top sublight speed is 60 MGLT, and its hull has been rated at 150 RU. Despite its formidable appearance, Talon Kaarde once stated that the Imperial-class had 174,000 design flaws waiting to be exploited. It contains 12 Landing Barges, 20 AT-ATs and 30 AT-STs. Its fighter compliment consists of 3 TIE Fighter Squadrons, 2 TIE Interceptor Squadrons and 1 TIE Bomber Squadron. It also carries 5 Assault Gunboats, 8 Lambda-class Shuttles and 15 Stormtrooper Transports. Craft: Kuat Drive Yards' Imperial I Star Destroyer; Type: Star Destroyer; Scale: Capital; Length: 1,600 meters; Skill: Capital ship piloting: Star Destroyer; Crew: 36,810, gunners: 275, skeleton: 5,000/+20; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D; Passengers: 9,700 troops; Cargo Capacity: 36,000 metric tons; Consumables: 6 years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x8; Nav Computer: Yes; Space: 6; Hull: 7D; Shields: 3D; Sensors: Passive 50/1D, Scan 100/3D, Search 100/4D, Focus 6/4D+2 60 Turbolaser Batteries: Fire Arc: 20 front, 20 left, 20 right; Crew: 1 (20), 2 (40); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/36/75; Atmosphere Range: 6-30/70/150KM; Damage: 6D 60 Ion Cannon: Fire Arc: 20 front, 15 left, 15 right, 10 back; Crew: 1 (15), 2 (45); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100KM; Damage: 3D 10 Tractor Beam Emplacements: Fire Arc: 6 front, 2 left, 2 right; Crew: 1 (2), 4 (2), 10 (6); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 210/30/60KM; Damage: 6D Imperial II Star Destroyer A modification to the incredibly effective Imperial-I class, the Imperial-II class only had 36,755 crewers, but 300 gunners and nearly 10,000 troops. These 1,600-meter ships were equipped with 50 heavy turbolaser batteries, 50 heavy turbolaser cannons, 20 ions cannons, and 10 tractor beam projectors. Among the primary differences in terms of structure were the heavily reinforced hull and the presence of a second docking bay on

the belly of the Imperial-II class ship. This second bay allowed this Star Destroyer to deploy up to seventy-two TIE fighters into battle. Craft: Kuat Drive Yards' Imperial II Star Destroyer; Type: Star Destroyer; Scale: Capital; Length: 1,600 meters; Skill: Capital ship piloting: Star Destroyer; Crew: 36,755, gunners: 330, skeleton: 5,000/+10; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D; Passengers: 9,700 troops; Cargo Capacity: 36,000 metric tons; Consumables: 6 years; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x8; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Hull: 7D+1; Shields: 2D+2; Sensors: Passive 50/1D, Scan 100/3D, Search 200/4D, Focus 6/4D+2 50 Turbolaser Batteries: Fire Arc: 20 front, 15 left, 15 right; Crew: 1 (20), 2 (30); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 0D; Space Range: 3-15/36/75; Atmosphere Range: 6-30/70/150KM; Damage: 10D 50 Heavy Turbolaser Cannons: Fire Arc: 20 front, 10 left, 10 right, 10 back; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 7D 20 Ion Cannon: Fire Arc: 10 front, 5 left, 5 right; Crew: 1 (10), 2 (10); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100KM; Damage: 4D 10 Tractor Beam Emplacements: Fire Arc: 6 front, 2 left, 2 right; Crew: 1 (2), 4 (2), 10 (6); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 210/30/60KM; Damage: 6D Imperial III Star Destroyer The first operational Imperial III Star Destroyers were presented to the Emperor approximately six months prior to the Battle of Endor. The result of years worth of research and development by Kuat Drive Yards, the ISD3 was supposed to put modern Imperial warships more on par with the Rebel's Mon Calamari star cruisers and their extensive backup shielding. While the Imperial III didn't carry the backup shielding of the Mon Calamari cruisers, it did boast more firepower, strengthened shields, reinforced armor and a number of additional combat support craft. Kuat Drive Yards intended to incorporate a few classic design elements from older warships into the Imperial III, mainly an enlarged hangar and vehicle storage area in order to adequately carry more combat vehicles and vessels. Doing so would not only lowers the need for escorting starships but also would make it more apt to conduct planetary assaults without the support of other Star Destroyers or carriers. In order to make room for these extra ships and vehicles, designers removed a lot of the internal barracks and crew quarters and relocated them elsewhere - most commonly by adding an extra bunk in other existing quarters. However, additional automation and droid crewers also reduced the overall crew numbers and made the move easier. The Imperial III Star Destroyers were intended to serve as in multiple combat roles ranging from full planetary assault to pitched deep space combat, thus eliminating the need for specialized ISD variants such as those modified for planetary assault or as fleet carriers. Several of the Imperial IIIs within the Imperial Fleet were present at the Battle of Endor, one of which was destroyed, another two taking moderate to heavy damage while the remaining retreated from the scene upon the Death Star's destruction. The few that were actually constructed at this point in time would remain the only ones to ever be built. The shipyards of Kuat halted construction upon word of the Emperor's death and those ISD3s remaining would eventually be pitted against each other in the hands of feuding warlords. Craft: Kuat Drive Yards' Imperial III Star Destroyer; Type: Star destroyer; Scale: Capital; Length: 1,728 meters; Skill: Capital ship piloting: Star destroyer; Crew: 29,743; gunners: 360; skeleton: 6,430/+15; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D; Passengers: 11,200 (troops); Cargo Capacity: 35,000 metric tons; Consumables: 6 years; Hyperdrive Multiplier: x1; Hyperdrive Backup: x8; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Hull: 7D+2; Shields: 4D; Sensors: Passive: 50/1D+2, Scan: 100/3D, Search: 200/4D, Focus: 6/4D+1 50 Heavy Turbolaser Batteries: Fire Arc: 20 front, 15 left, 15 right; Crew: 1 (20), 2 (30); Skill: Capital ship gunnery; Fire Control: 0D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 10D 45 Heavy Turbolaser Cannons: Fire Arc: 15 front, 10 left, 10 right, 10 back; Crew: 3; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D 25 Ion Cannons: Fire Arc: 13 front, 5 left, 5 right, 2 back; Crew: 1 (15), 2 (10); Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 4D 20 Concussion Missile Launchers: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D 10 Tractor Beam Projectors: Fire Arc: 6 front, 2 left, 2 right; Crew: 1 (2), 4 (2), 10 (6); Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 6D Starship Complement: 84 starfighters: 48 TIE/ln starfighters, 24 TIE interceptors, 12 TIE bombers; 4 Skipray blastboats; 6 Assault gunboats; 6 Lambda shuttles; 12 MT/191 drop ships; 6 landing barges; 4 Sentinel landing ships; 2 DX-9 stormtrooper transports; 2 Delta escort shuttles; 2 Gamma assault shuttles Ground/Air Complement: 1 prefabricated garrison; 40 AT-ATs; 60 AT-STs; 50 Imperial repulsortanks (assorted 1-L, 1-M and 1-H variants); 40 CAVs

Imperial IV Star Destroyer The Imperial IV Star Destroyer was in reality what Kuat had intended to be the Imperial III, but design problems set it behind schedule by several months and only a pair of operational prototypes were ever produced. The ISD4 was to be the end of the Rebel Alliance according to the chief design engineer on the project. Boasting a very similar back-up shield array like the one found on a Mon Calamari star cruiser, it would be able to take the same punishment while dishing out a staggering amount of firepower. Being slightly shorter than the ISD3, the ISD4 boasts a frame more similar to the original Imperial Star Destroyer. With the older frame, the hangar space on the Imperial IV was limited to that found on the original ISD making it inferior to the ISD3 in this aspect. However, an advanced sublight engine array gives the ISD4 incredible speed at the expense of overall maneuverability. The bridge superstructure is greatly resembles that of a Victory Star Destroyer, rather than an Imperial Star Destroyer, with the extended command and crew area housing additional scanning and tactical equipment as well as a luxurious yet militant briefing room complete with a massive holoprojector. The Imperial IV Star Destroyer was intended to take the role of a command vessel in task forces and fleets of lower priority where the larger Super Star Destroyers weren't yet available. The pair that was presented to the Emperor only four months after the Imperial IIIs were presented to him were to later find their way back into the Emperor's service upon his return in a clone body some six years later. As for their location during these six years, no one seems to know. Craft: Kuat Drive Yards' Imperial IV Star Destroyer; Type: Star destroyer; Scale: Capital; Length: 1,600 meters; Skill: Capital ship piloting: Star destroyer; Crew: 22,413; gunners: 340; skeleton: 6,300/+15; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D; Passengers: 10,000 (troops); Cargo Capacity: 40,000 metric tons; Consumables: 7 years; Hyperdrive Multiplier: x1; Hyperdrive Backup: x48; Nav Computer: Yes; Maneuverability: 1D+2; Space: 8; Hull: 8D; Shields: 4D (The ISD4 has 8D of back-up shields. When a die of shield is lost, if the shield operators can make an Easy capital ship shields total, one of the back-up die codes of shields can be brought up to increase the shield back to 4D.); Sensors: Passive: 50/1D, Scan: 100/3D+2, Search: 200/4D+1, Focus: 6/5D 50 Heavy Turbolaser Batteries: Fire Arc: 15 front, 15 left, 15 right, 5 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 5-20/40/60; Atmosphere Range: 10-20/80/120 km; Damage: 10D 25 Quad Turbolaser Batteries: Fire Arc: 10 front, 5 left, 5 right, 5 back; Crew: 3; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/36/75; Atmosphere Range: 6-15/72/150 km; Damage: 8D 15 Double Laser Cannons: Fire Arc: 3 front, 5 left, 5 right, 2 back; Crew: 1; Skill: Capital ship gunnery; Scale: Starfighter; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D 40 Ion Cannons: Fire Arc: 10 front, 15 left, 15 right, 10 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 4D+2 25 Concussion Missile Launchers: Fire Arc: 10 front, 5 left, 5 right, 5 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 200-1.2/3/6 km; Damage: 9D 10 Tractor Beam Projectors: Fire Arc: 6 front, 2 left, 2 right; Crew: 2; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 6D+2 Starship Complement: 72 starfighters: 12 TIE Defenders, 24 TIE/ln starfighters, 24 TIE interceptors, 12 TIE bombers; 2 Skipray blastboats, 6 Lambda shuttles, 8 MT/191 drop ships, 4 landing barges, 2 Sentinel landing ships, 2 DX-9 stormtrooper transports, 1 Delta escort shuttle, 1 Gamma assault shuttle Ground/Air Complement: 1 prefabricated garrison, 20 AT-ATs, 30 AT-STs InterGalactic Banking Clan Starship The primary capital ship of the InterGalactic Banking Clan, this ship functions as one of the central ships of the Confederate Fleet. Acting as both a combat support vessel and a vehicle/troop deployment vessel, the IBC starships are, like many other ships of the Confederacy, converted transports and freighters now made to do the work of naval combat starships. The sleek, aesthetic design of the InterGalactic Banking Clan starship is belied by the turbolasers and point-defense cannons that conveniently hide beneath the surface; in fact, the ship's primary function is to act as a screen for the larger and more heavily armed capital ships so that they can eliminate much of the starfighter threat with their point defense cannons. Each ship carries several Hailfire Droids as well as a compliment of battle droids supplied by the Techno Union, allowing them to land on a planet and begin subjugation without having to wait on other ships to arrive in the system. Craft: InterGalactic Banking Clan Starship; Type: Space Cruiser; Scale: Capital; Length: 235 Meters; Skill: capital ship piloting: IBC Starship; Crew: 120; Crew Skill: Astrogation 3D, capital ship gunnery 3D+2, capital ship piloting 3D, capital ship shields 3D, capital ship repair 3D, sensors 3D+1; Passengers: 400 troops; Cargo Capacity: 100 metric tons; Consumables: 3 months; Cost: Not Available for Sale (estimated cost 2.64 million credits); Hyperdrive Multiplier: x2; Hyperdrive Backup: x10; Nav Computer: Yes; Space: 5; Maneuverability: 1D; Hull: 3D+1; Shields: 1D+2; Sensors: Passive: 40/1D, Scan: 70/2D, Search: 100/3D, Focus: 4/3D+2 20 Turbolaser Cannons: Fire Arc: Forward (1 battery), Sides (2 batteries); Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 2D+1; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 6D

16 Point Defense Laser Cannons: Fire Arc: Forward (4), Sides (12); Scale: Starfighter; Crew: 2; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/7/10; Atmosphere Range: 100-300/700/1 km; Damage: 4D 3 Tractor Beam Projectors: Fire Arc: 1 Front, 2 Sides; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D+2; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 4D IPV-1 System Patrol Craft Following the success of the IR-3F, Sienar Fleet System produced this System Patrol Craft measuring 150 meters in length. Note that Pirates and Privateers document the length at just 120 meters. These fast, maneuverable craft were well-armed for intercepting criminals along border regions where Star Destroyers are not present. They lacked hyperdrives, and so they were restricted to patrolling specific areas of space. They have been rated at a top speed of 80 MGLT, and have a crew compliment of 12 - four officers and eight gunners. They had cargo capacity to transport up to 200 metric tons of supplies or equipment, and could accommodate ten additional troops or prisoners. The standard IPV-1 was armed with four Taim & Bak XV7 light turbolasers, a Krupx VL-4a warhead launching system, front- and rear-projecting Novaldex shields (rated at 150 SBD), and a 60-RU titanium alloy hull. Craft: Sienar Fleet Systems IPV 1; Type: Inter-system patrol/customs craft; Scale: Capital; Length: 120 meters; Skill: Capital ship piloting: IPV 1; Crew: 4, gunners: 8, skeleton: 3/+5; Crew Skill: Capital ship gunnery 4D, capital ship piloting 5D, capital ship shields 4D, sensors 3D; Passengers: 10 (troops); Cargo Capacity: 200 metric tons; Consumables: 3 month; Cost: Not available for sale; Maneuverability: 2D+1; Space: 7; Atmosphere: 350; 1,000 KMH; Hull: 3D+1; Shields: 3D; Sensors: Passive 40/1D, Scan 80/1D+2, Search 130/2D, Focus 4/3D 4 Turbolaser Cannons: Fire Arc: Turret; Crew: 2; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 300-1.5/3.5/7.5KM; Damage: 4D Ithorian SkyYards Herd Ship Craft: Ithorian SkyYards Herd Ship; Type: Ithorian Herd Ship; Scale: Capital; Length: 1,800 meters; Skill: Capital Ship Piloting: Ithorian Herd Ship; Crew: 1,500 to 3,000; Crew Skill: Capital Ship Piloting 4D; Passengers: 10,000; Cargo Capacity: 20,000 metric tons; Consumables: 5 years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x9; Nav Computer: Yes; Maneuverability: 0D; Space: 2; Hull: 5D; Shields: 3D; Sensors: Passive: 40/1D, Scan: 60/2D, Search: 120/3D, Focus: 5/4D 20 Laser Cannons: Fire Arc: 5 front, 5 left, 5 right, 5 back; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-4/13/28; Atmosphere Range: 100-400/1.3/2.8km; Damage: 4D 4 Tractor Beam Projectors: Fire Arc: 1 front, 1 left, 1 right, 1 back; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3km; Damage: 5D+2 Kern's Pride Samuel Tomas Gillespee's personal freighter, the Kern's Pride was a modified CR90 corvette that had seen more than its fair share of combat and fighting. Many of Gillespee's team wondered why he kept the ship around, as it was easily the most beat-up ship in his small fleet. Gillespee, however, refused to accept another command, and once claimed that the way he'd leave the Kern's Pride was when the ship itself finally died. He first acquired the ship some twenty-five years before the Battle of Endor, and reconfigured the ship almost annually to meet his changing needs. It even helped transport Alliance soldiers into battle during the Galactic Civil War. The Kern's Pride was armed with six double turbolaser cannons and a pair of ion cannons. It required a crew of 145 to operate, and could carry up to forty passengers and 10,000 metric tons of cargo. Craft: Modified Corellian Engineering Corporation Corvette (RAS 63); Type: Multi-Purpose Mid-Sized Vessel; Scale: Capital; Length: 150 meters; Skill: Capital Ship Piloting: Corellian Corvette; Crew: 145; Crew Skill: All skills at 6D; Passengers: 45; Cargo Capacity: 10,000 metric tons; Consumables: 9 months; Cost: 3.5 million (new), 1.5 million (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x8; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 4D; Shields: 2D; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 100/3D, Focus: 5/4D 6 Double Turbolaser Cannons: Fire Arc: 3 front, 1 left, 1 right, 1 rear; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 300-1.5/3.5/7.5km; Damage: 4D+2 2 Ion Cannons (fire separately): Fire Arc: Partial Turret (front/left/right); Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100km; Damage: 3D Kor Chokk Grand Cruiser This was the name used to describe the "grand cruisers" of the Yuuzhan Vong. These ships, like other Yuuzhan Vong starships, were literally grown from yorik coral, and had a form of sentience which allowed them to survive. Measuring an average of 8,180 meters in length, the Kor Chokk was first formed as a small cruiser, which was then placed into service by the Yuuzhan Vong. As an individual Kor Chokk gained more experience in battle, more and more smaller ships were grafted to it, allowed the Kor Chokk to grow into a huge monstrosity which was more space station that actual cruiser. Each Kor Chokk could transport up to 216 coralskippers, as well as 30 Yorik-trema landing craft. Armed with 120 plasma projectors and huge dovin basal, a Kor Chokk cruiser could also generate a huge interdiction field, similar to the Interdictor-class cruisers developed by the

Empire. Each of these ships required a crew of 2,140 Yuuzhan Vong warriors, and could transport up to 4,640 passengers and 26,880 metric tons of cargo. Craft: Yuuzhan Vong Kor Chokk Grand Cruiser; Type: Yuuzhan Vong Grand Cruiser; Scale: Capital; Length: 8,180 meters; Skill: Capital Ship Piloting: Kor Chokk; Crew: 2,140; Crew Skill: 8D* in all applicable skills; Passengers: 4,640; Cargo Capacity: 26,880 metric tons; Consumables: 1 year; Cost: Unknown; Hyperdrive Multiplier: x3; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Hull: 11D+2; Shields: 6D+2; Sensors: Passive: 60/2D, Scan: 120/3D, Search: 240/4D, Focus: 6/5D+2 120 Plasma Projectors: Fire Arc: 40 front, 30 left, 30 right, 20 rear; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D Dovin Basal "Tractor": Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 15/15/30; Atmosphere Range: 2-10/30/60 km; Damage: Up to 6D+2 (see the entry on "Dovin Basals") * The +2D bonus from the ship's yammosk has been applied to this total. Lancer-class Frigate An Imperial capital ship built by Kuat Drive Yards, the Lancer-class was proposed by Admiral Drez following the Battle of Yavin. KDY built a limited number of them as test prototypes, but found that they were very expensive to build. The Lancer's primary mission was to screen off enemy starfighters early in an engagement, paving the way for large ship-to-ship combat which Imperial-class Star Destroyers were more than capable of winning. The Lancer-class didn't get a fair chance to prove its worth until Grand Admiral Thrawn appeared from the Unknown Regions. He was able to put the Lancers to work in key raiding missions on New Republic worlds. These 250-meter-long ships normally have a crew of 850, with room for 40 additional troops. They are equipped with 20 quad-laser cannon batteries. Craft: KDY's Lancer-class Frigate; Type: Anti-starfighter screening vessel; Scale: Capital; Length: 250 meters; Skill: Capital ship piloting: Lancer; Crew: 810, gunners; 40, skeleton: 375/+10; Crew Skill: Astrogation 3D+2, capital ship gunnery 3D+2, capital ship piloting 4D, starship shields 4D; Passengers: 800 troops; Cargo Capacity: 500 metric tons; Consumables: 1 week; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x15; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 4D; Shields: 2D+2; Sensors: Passive 35/1D, Scan 60/1D, Search 100/2D, Focus 3/2D+1 20 Quad Laser Cannons: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 1 (5), 2 (10), 3 (5); Scale: Starfighter; Skill: starship gunnery; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100300/1.2/2.5KM; Damage: 4D Lastri's Ort One of Talon Kaardes ships, this Star Galleon was active during the New Republic's struggle against Grand Admiral Thrawn. Kaarde acquired the ships from a former Imperial Moff who wanted to sell the ship to gather more operating capital, and he did little more than convert the troop barracks to cargo space before putting it to use. Kaarde kept the Lastri's Ort stationed in the Outer Rim, hoping to avoid other Imperial vessels whose captains might question how he obtained it. The Lastri's Ort could accommodate up to twelve passengers and 125,000 metric tons of cargo, and required a crew of 150 to operate. It was armed with five turbolasers on each flank, and a front-mounted concussion missile launcher. Craft: Modified Kuat Drive Yards Star Galleon; Type: Cargo/Escort Frigate; Scale: Capital; Length: 300 meters; Skill: Capital Ship Pilot: Star Galleon; Crew: 150; Crew Skill: All skills at 4D; Passengers: 12; Cargo Capacity: 125,000 metric tons; Consumables: 6 months; Cost: 6.2 million (new), 2.4 million (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 3; Hull: 4D; Shields: 1D; Sensors: Passive: 15/1D, Scan: 45/1D+1, Search: 90/2D, Focus: 3/2D+1 10 Turbolasers: Fire Arc: 5 left, 5 right; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 315/35/75; Atmosphere Range: 300-1.5/3.5/7.5km; Damage: 4D Concussion Missile Launcher: Fire Arc: Front; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 200-1.2/3/6km; Damage: 5D Notes: The stock star galleon listed in "Pirates & Privateers," page 70, lists a hull rating of 5D+2 and a shield rating of 2D. The article mentions that Kaarde has done little refitting to the Lastri's Ort, only replacing the troop barracks with cargo space, so the difference in hull rating between the original listing and this one might be inaccurate. At your option, you might consider replaced the converted Hull and Shield ratings with the original ratings. Liberator Cruiser Designed and built by Sorosuub, this small capital ship was often underestimated by its enemies. The sleek, V-shaped design was compact, yet was heavily armed with ion cannons and heavy turbolaser batteries. The interior of the Liberator was large enough to transport three full regiments of troops and six starfighter squadrons, making the Liberator one of the most advanced warships produced during the height of the New Order. Craft: Sorosuub Liberator-class battle cruiser; Type: Battle Cruiser; Scale: Capital; Length: 450 meters; Skill: Capital ship piloting: Liberator Cruiser; Crew: 929, gunners 100, skeleton 400/+10; Crew Skill: Astrogation 3D, capital ship gunnery 5D, capital ship piloting 4D, capital ship shields 3D+2, sensors 3D+1; Passengers: 10,590 (3 troop regiments), 80 (6 fighter squadrons); Cargo Capacity: 8,00 metric tons;

Consumables: 1 year; Cost: not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Atmosphere: 295; 850 km/h; Hull: 4D; Shields: 4D; Sensors: Passive: 40/0D, Scan: 75/1D, Search: 150/3D, Focus: 4/4D+2 120 Turbolaser Batteries: Fire Arc: 30 fore, 10 aft, 40 port, 40 starboard; Crew: 1 (120); Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D 100 Ion Cannons: Fire Arc: 40 fore, 30 port, 30 starboard; Crew: 1 (100); Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 4D Lictor-class Dungeon Ship Based on a Mandalorian design, Rendili StarDrive's Lictor-class dungeon ship is a 764-meter-long prisoner transport vessel. Sections were designed with variable environments to create conditions which were as uncomfortable as possible. Other will-breaking devices present were sirens, electric shockers, and various gas emission systems. When the Empire began using these ships to transport captured Jedi Knights, they installed energy shields based on the Universal Energy Cage around each partition. Life support systems were also run at minimal levels. Each Lictor-class ship was given enough of a navigational computer to hold two jump coordinates: the prisoner transfer planet and the final destination. This provided a defense against prisoners hijacking the ship. Each Lictor-class ship was equipped with 10 quad turbolaser batteries a 2 tractor beam projectors. They were manned by a crew of 860, 46 gunners, and 800 security wardens. They could transport up to 9,000 prisoners; 1,000 of them could be housed in special holding cells. Craft: Rendili StarDrive's Lictor-class; Type: Mandalorian Dungeon Ship; Scale: Capital; Length: 764 meters; Skill: Capital ship piloting: Lictor-class; Crew: 860, gunners: 46, skeleton: 370:/+15; Crew Skill: Astrogation 2D, capital ship gunnery 4D+1, capital ship piloting 4D, capital ship shields 4D, sensors 3D; Passengers: 400 (security wardens), 8,000 (prisoners in standard cells), 1,000 (prisoners in special holding cells); Cargo Capacity: 1,500 metric tons; Consumables: 2 months; Cost: 7.8 million credits; Hyperdrive Multiplier: x2; Nav Computer: Limited to two jumps; Space: 3; Maneuverability: 3D; Hull: 5D; Shields: 1D+2; Sensors: Passive 40/0D, Scan 75/1D, Search 150/3D, Focus 4/4D+2 10 Quad Turbolaser Batteries: Fire Arc: 2 front, 4 left, 4 right; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 4D 2 Tractor Beam Projectors: Fire Arc: 1 front/left, 1 rear/right (May be used on only one fire arc per round); Crew: 8; Scale: Capital; Skill: Capital ship gunnery: gravity well projector; Fire Control: 2D; Space Range: 1-15/15/35; Atmosphere Range: 2-10/30/60KM; Damage: 4D Loronar MOD-17 Freighter This Loronar container freighter measured some 550 meters in length, and was made up of four distinct, modular cargo sections. Requiring a crew of fifty to operate, the MOD-17 had room for up to thirty passengers and 200,000 metric tons of cargo. Each of the cargo sections could be modified to provide a variety of environments, from basic shielded space to aquatic or gaseous habitats, depending on the types of cargo to be transported. These ships were capable of hyperspace flight. Type: Loronar MOD-17 Container Freighter; Scale: Capital; Length: 550 meters; Skill: Capital Ship Piloting: MOD-17; Crew: 50; Crew Skill: All applicable skills at 4D; Passengers: 30 (troops); Cargo Capacity: 200,000 metric tons; Consumables: 6 months; Cost: 6 million (new), 3 million (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 0D; Space: 3; Atmosphere: 260; 750 km/h; Hull: 4D; Shields: 1D; Sensors: Passive: 30/1D, Scan: 40/2D, Search: 50/2D+2, Focus: 4/3D Loronar Pursuit Cruiser The Loronar Huntress-class Pursuit Cruiser was designed for the Galactic Republic in the years following the Battle of Naboo, just preceding the Clone Wars. With the increasing unrest during the reign of Chancellor Palpatine, the need for a more powerful capital ship by the Republic Navy became evident. Pirate raids became increasingly bolder and more ruthless, mercenary attacks became more frequent, and Republic citizens became outraged and demanded more military protection. Of course, Chancellor Palpatine agreed to commission these new craft for the Republic Navy. While the majority of the newer ships began to come from Republic Sienar Systems, Loronar's designs for a smaller, yet powerful, capital ship caught the eye of the power-hungry Palpatine. It is designed to serve multiple functions, from system patrol craft, supplementary assault craft, pursuit vessel (this was its most common function, earning its common name), and even on occasion escort ship. It was outfitted to carry a compliment of a single squadron of starfighters, troops and troop transports, ground vehicles and support equipment, and even prefabricated buildings. This predecessor to the Strike-class Cruiser was employed all throughout the Republic, and was one of the first warning signs to Republic Citizens that Palpatine's taste for military control was a threat to all peoples, not just pirates or smugglers. Craft: Loronar Huntress-class Pursuit Cruiser; Type: Pursuit Cruiser; Scale: Capital; Length: 375 Meters; Skill: capital ship piloting: pursuit cruiser; Crew: 845, 13 gunners; Crew Skill: Capital ship gunnery 3D+2, capital ship piloting 4D, capital ship shields 3D; Passengers: 200 Troops; Cargo Capacity: 3100 metric tons; Consumables: 1 year; Cost: Not Available for Sale; Hyperdrive Multiplier: x3; Hyperdrive Backup: x12; Nav Computer: Yes; Space: 6; Maneuverability: 1D+2; Hull: 5D; Shields: 2D; Sensors: Passive: 30/0D, Scan: 50/1D, Search: 100/2D, Focus: 3/3D

20 Turbolaser Batteries: Fire Arc: Forward (1), Left (8), Right (8), Rear (3); Crew: 3 (19), 2 (1); Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 4D 5 Quad Laser Batteries: Fire Arc: Front (1), Turret (4); Crew: 1; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Damage: 4D 1 Tractor Beam Projector: Fire Arc: Turret; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D+2; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 4D The Maiden Celestial When Emperor Palpatine began his assent to power, the most wealthy and affluent members of Coruscant Society began to fear for their life. A group of about 500 of them secretly began to fund the StarTrip Cruise Lines. They made a deal with the owner of the company: the company would create a "cruise" ship with their specifications for 1.4 trillion credits, plus the cost of the ship. Scared for their lives the group agreed. The result was the Maiden Celestial. It was as fast as any Imperial ship, and had enough armor and weapons to defend it from pirates. Exactly 8 months after Palpatine declared himself emperor, the Celestial launched. It headed towards the outermost fringes of the rim. The Celestial contained the combined wealth 500 of Coruscant's riches members. It also contained the tools, crew, and materials to start a self-sufficient colony--one befitting a king of course. The Celestial was seen only three times after its launch. Once in the Akraad Sector for refueling, once in the Nedrin Sector, and once (very far out in the rim) in the Belomit Sector. Then it disappeared. Considering all the valuables aboard, thousands of men tried to find it. None succeeded, even the Emperor. There was one especially important passenger on this cruise: a Jedi knight named Cyrus Fireseed. He was on Coruscant, monitoring the Emperors activities. By the unfortunate luck of the draw, his cover was working for StarTrip Cruise Lines. He was one of their pilots. And he was aboard the Celestial... Type: Cruise Ship; Scale: Capital; Length: 275 meters; Crew: 200; + 175 robotic attendants, + 100 Security Guards; Passengers: 550; Cargo Capacity: 2,000 metric tons; Consumables: 12 years; Hyperdrive Multiplier: x3; Backup: x20; Nav Computer: Yes; Maneuverability: 2D; Space: 8; Atmosphere: 350/1,050mph; Hull: 4D; Shields: 1D; Sensors: Passive: 20/1D, Scan: 50/2D, Search: 100/3D+1, Focus: 8/4D + 2 3 Turbolaser Batteries: Fire Arc: 1 front, 1 right, and 1 left; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 3-15/25/75; Atmosphere Range: 6-30/70/150 km; Damage: 5D 4 "Asteroid Smasher" Cannons: Fire Arc: Turret; Crew: 1; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-25/75/105; Atmosphere Range: 100-2.5/7.5/10.5 km; Damage: 3D (Doesn't work against shields. +1D damage when used against asteroids) 3 Tractor Beams: Fire Arc: Turret; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 5D Fighter Bays: 2 stock Z-95's + room for 2 Light Freighters Cargo contents: 41 million credits, 500 tons personal belongings (approximately 75 million in value), 950 tons colonization equipment (includes pre-fabricated housing, vehicles, communication equipment, computers), 150 tons in data chips and pads and books (might be some pre-empire Jedi stuff)--400 free Miid Ro'ik Warship This immense, ovoid warship was grown by the Yuuzhan Vong to serve as the standard vessel in their fleet. Measuring some 1,620 meters in length, the Miid Ro'ik warship resembled a striped stone, with alternately smooth and rough surfaces. The rough surface of the ship was studded with hundreds of dovin basals and sixty plasma projectors. Emerging from the ship's main body were arms of red and blue coral that acted as docking bays for the coralskippers it transported into battle. These arms ran from the nose of the ship toward its rear, on the left, right, and dorsal flanks of the ship. The Miid Ro'ik warship required a dedicated crew of 1,280 Yuuzhan Vong warriors, and could accommodate up to 1,950 troops and 8,200 metric tons of cargo or ordnance. Note that The New Essential Guide to Vehicles and Vessels indicates that the Miid Ro'ik could transport up to 3,000 troops. In order to remain viable, a Miid Ro'ik needed to feed and gain sustenance. Thus, the Yuuzhan Vong often fed the organic refuse created from dead warships to their Miid Ro'ik, in order to keep the warships alive. Craft: Miid Ro'ik Warship; Type: Yuuzhan Vong Warship; Scale: Capital; Length: 1,620 meters; Skill: Capital Ship Piloting: Miid Ro'ik; Crew: 1,280; Crew Skill: 7D* in all applicable skills; Passengers: 1,950; Cargo Capacity: 8,200 metric tons; Consumables: 1 year; Cost: Unknown; Hyperdrive Multiplier: x3; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Hull: 7D+2; Shields: 3D; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 120/3D, Focus: 4/3D+2 60 Plasma Projectors: Fire Arc: 20 front, 15 left, 15 right, 10 rear; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D Dovin Basal "Tractor": Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 2-10/30/60 km; Damage: Up to 3D (see the entry on "Dovin Basals") * The +2D bonus from the ship's yammosk has been applied to this total. Modular Taskforce Cruiser Manufactured by Tagge Industries Shipyards, the modular taskforce cruiser has an underlying structure that allows it to be built for any number of uses. Basic functional modules can be added to a single framework, making the ship economical for everyone. The basic structure includes the drive system, crew quarters, life

support, and command compartments. The functional modules include a hospital module, a survey module, an observation module, a rescue module, and an inquisition module. The basic frame is 1,150 meters long, and is armed with fifteen medium turbolasers. The crew of a taskforce cruiser depends upon its configuration. Craft: Tagge Industries shipyards ltd. Modular Taskforce Cruiser; Type: Multi-task medium transport; Scale: Capital; Length: 1,150 meters; Skill: Capital ship piloting: taskforce cruiser; Crew: Varies according to mission profile; Crew Skill: Varies according to mission profile; Passengers: Varies according to mission profile; Cargo Capacity: Varies according to mission profile; Consumables: 6 months; Cost: 2.5 million (base cruiser), additional cost for individual; Hyperdrive Multiplier: x3; Hyperdrive Backup: x7; Nav Computer: Yes; Atmosphere: 280; 800KMH; Space: 4; Maneuverability: 2D; Hull: 3D+1; Shields: 2D; Sensors: Standard sensor suite; more advanced sensors can be installed as needed Passive 40/1D, Scan 60/2D, Search 120/3D, Focus 5/4D 15 Medium Turbolasers: Fire Arc: 10 forward, 5 back; Crew: 2; Scale: Starfighter; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere: 6-30/70/150KM; Damage: 5D Mon Calamari MC40a The MC40a was designed shortly after the Battle of Hoth to serve as a support ship for its larger cousin the MC80. The MC40a carries a squadron of T-65C-A2 Starfighters for anti-starfighter defense and had room in its hanger bay for up to four light transports (size class small). Even fully loaded, the MC40a has at least 8,000 metric tons of cargo space. Craft: Mon Calamari MC40a; Type: Light Star Cruiser; Scale: Capital; Length: 505 meters; Skill: Capital ship piloting: MC40a; Crew: 3758; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D, sensors 3D; Passengers: 650 (troops); Cargo Capacity: 8,600 metric tons; Consumables: 1.5 years; Cost: 36,610,000 (new); Hyperdrive Multiplier: x1; Hyperdrive Backup: x9; Nav Computer: Yes; Maneuverability: 2D; Space: 2; Atmosphere: Not applicable; Hull: 3D+2; Shields: 2D; Sensors: Passive: 30/0D, Scan: 50/1D, Search: 100/2D, Focus: 4/3D 8 Light Turbolaser Batteries: Fire Arc: 2 front, 2 left, 2 right, 2 rear; Crew: 2; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 300-1.5/3.5/7.5km; Damage: 5D+1 2 Ion Cannon Batteries: Fire Arc: 1 left, 1 right; Crew: 5; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100km; Damage: 4D 2 Tractor Beam Projectors: Fire Arc: 1 left, 1 right; Crew: 3; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 4D Mon Calamari MC78 Specially designed for long-term, deep-space scout and exploration missions. Carries all equipment needed to scan newly discovered planet, along with transports to conduct more detailed exploration and scout craft to examine whole star system at once. After the Civil War broke, Calamarians started converting these ships into battle cruisers, adding heavy weapons, shielding and so forth. At the time of the battle of Yavin almost all of them were battle ready, excluding maybe three or four that didn't come back from their journeys. Type: Deep space exploration ship; Scale: Capital; Length: 1 050 meters; Skill: Capital ship piloting: Mon Cal Exploration Vessel; Crew: 4,273, gunners: 12; skeleton: 1,200; Crew Skill: Astrogation 4D+2, CSP 4D+1, CSS 4D, CSG 3D+2, Sensors 4D; Passengers: 750; Cargo Capacity: 40k metric tons; Consumables: 4 years; Cost: not for sale, but around 1 billion. After Yavin all existing modified; to MC-85/80; Hyper Mod: x3; Hyper Backup: x12; Maneuverability: 2D+1; Space: 6; Hull: 5D; Shields: 3D; Sensors: Passive 40/0D, Scan 80/1D, Search 160/3D, Focus 4/4D Six Laser Cannons: Fire arc: 2 front, 1 right, 1 left, 1rear/left, 1 rear/right; Crew: 2; Skill: CSG; Fire control: 2D; Space: 1-3/12/25; Damage: 2D Carried Ships: 6 transports, 18 scout ships, 6 shuttles Mon Calamari Evacuation Ship These modified MC80 cruisers were stripped down to allow for the evacuation of large numbers of sentient beings. Craft: Modified Mon Calamari MC80 Star Cruiser; Type: Evacuation carrier; Scale: Capital; Length: 1,200 meters; Skill: Capital ship piloting: Mon Cal cruiser; Crew: 1,011, skeleton 429/+10; Crew Skill: Astrogation 3D+2*, capital ship piloting 5D+2*, capital ship shields 5D*, sensors 3D+1*; Passengers: 75,000 (safely; this number can be doubled if absolutely necessary, but is extremely risky); Cargo Capacity: 16,000 metric tons; Consumables: 6 weeks; Cost: Not available for sale; Hyperdrive Multiplier: x4; Hyperdrive Backup: x14; Nav Computer: Yes; Maneuverability: 0D; Space: 6; Atmosphere: 210; 600KMH; Hull: 3D; Shields: 3D*; Sensors: Passive: 10/1D, Scan: 20/2D, Search: 30/3D Mon Calamari MC90 Cruiser This was the first truly military starship designed by the Mon Calamari. They were more modular than the MC80-series, designed to be more consistent with other, non-MC-class starships. The ship's displays were given multiple wavelength settings so that other species could read them. The MC90 had an improved drive system, increased shielding, and better maneuverability. The power generators were upgraded, and interior cargo space was expanded for carrying more starfighters. The Defiance was the first MC90 to see action, during

the first Battle of Calamari. These 1,255-meter ships were manned by 5,860 crewmen and 605 gunners, and could transport up to 1,700 troops. They were armed with 75 turbolaser batteries, 30 ion cannon batteries, 8 tractor beam projectors, and 6 proton torpedo/missile tubes. Craft: Mon Calamari MC90 Star Cruiser; Type: Star Cruiser; Scale: Capital; Length: 1,255 meters; Skill: Capital ship piloting: Mon Cal cruiser; Crew: 5,860, gunners: 605, skeleton: 1,350/+10; Crew Skill: Astrogation 4D*, capital ship piloting 6D*, capital ship gunnery 6D*, capital ship shields 5D+1*, sensors 4D*; Passengers: 1,700 (troops); Cargo Capacity: 30,000 metric tons; Consumables: 2 years; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x9; Nav Computer: Yes; Maneuverability: 3D; Space: 7; Hull: 7D; Shields: 6D*; Sensors: Passive 40/1D, Scan 60/2D, Search 120/3D, Focus 5/4D 75 Turbolaser Batteries: Fire Arc: 30 front, 15 left, 15 right, 15 back; Crew: 3; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 4D 30 Ion Cannon Batteries: Fire Arc: 10 front, 8 left, 8 right, 4 back; Crew: 10; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-10/15/30; Atmosphere Range: 2-20/30/60KMH; Damage: 4D 8 Tractor Beam Projectors: Fire Arc: 5 front, 1 left, 1 right, 1 rear; Crew: 10; Skill: Capital ship gunnery; Fire Control: 3D+2; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60KMH; Damage: 4D 6 Proton Torpedo/Missile Tubes: Fire Arc: 6 front; Crew: 15; Skill: Capital ship gunnery; Fire Control: 3D+2; Space Range: 2-12/30/60; Atmosphere Range: 200-1.2/3/6KMH; Damage: 6D+1 Note: The MC-90 has 12D of backup shields. Crew bonuses reflect a Mon Calamari crewer in a moist environment. Mon Calamari MC91 Star Cruiser The Mon Calamari's MC91 star cruiser was one of the last great Mon Calamarian warship designs to be fielded by the New Republic. The legendary Rebel Alliance depended highly upon the handful of converted Mon Calamari luxury liners to make up the bulk of their heavy cruisers. However, after the New Republic stabilized and sector after sector joined up, there was no longer a need for modified luxury liners to serve as main line warships. After the remarkable performance of the Defiance, an MC90 star cruiser, the Mon Calamari immediately began working upon a larger vessel with comparable characteristics - including the multi-ethnic friendliness which allowed the mighty ships to be crewed by most sapient species. The MC91 was, at the time, the largest starship ever to be constructed in the shipyards orbiting Calamari - the MC95 would break this record several years later. Only a single MC91 was ever constructed after the Calamari were able to rebuild some of the damage brought upon by the Imperial assault of the planet. Most of the planet's cities and manufacturing facilities were completed demolished by TIE fighters and the world devastators. Craft: Mon Calamari MC91 Star Cruiser; Type: Star cruiser; Scale: Capital; Length: 1,500 meters; Skill: Capital ship piloting: Mon Calamari Star Cruiser; Crew: 5,955, gunners: 640, skeleton: 1,350/+10; Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship piloting 6D, capital ship shields 5D+1, sensors 3D+1; Passengers: 1,600 (troops); Cargo Capacity: 35,000 metric tons; Consumables: 2 years; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 2D+2; Space: 8; Hull: 6D+2; Shields: 4D (Mon Calamari star cruisers have 8D of back-up shields. When a die of shields is lost, if the shield operators can make an easy starship total, one of the backup die codes of shields can be brought up to increase the shield back to 4D.); Sensors: Passive: 40/1D+1, Scan: 60/2D+1, Search: 120/3D+1, Focus: 7/4D+2 70 Turbolasers: Fire Arc: 30 front, 15 left, 15 right, 10 back; Crew: 3; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D 50 Ion Cannons: Fire Arc: 12 front, 14 left, 14 right, 10 back; Crew: 7; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 3D 8 Tractor Beam Projectors: Fire Arc: 5 front, 1 left, 1 right, 1 back; Crew: 10; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 4D Starfighter Complement: 3 squadrons; 7 light transports Mon Calamari MC95 Star Cruiser During the years of the Rebel Alliance, the Mon Calamari's majestic star cruisers made up the bulk of main line warships used against the Imperial Navy. However, into the days of the New Republic, the Mon Calamari cruisers become an increasingly rare sight. The New Republic began designing and fielding more combat oriented starships - most Mon Calamari cruisers were converted luxury liners or exploration vessels. Warships such as the Majestic heavy cruiser and Defender star carrier soon made up the bulk of the fleet, and some of the more classic starships used during the Rebellion such as the Corellian gunship and Nebulon-B escort frigate were being replaced by more modern conveyances of war. However, the Mon Calamari continued to produce their streamlined cruisers in limited numbers approximately one every six to eight months. The MC95 was a late model star cruiser produced by the Mon Calamari, designed to serve as a main line warship in any fleet formation. Stretching for nearly two kilometers in length, the MC95 was perhaps one of the largest star cruisers ever constructed at the Mon Calamari shipyards. Its armaments were typical of most Calamari star cruisers of

the Rebellion, with the addition of ten ion torpedo launchers intended to disable larger starships with an increased efficiency over traditional ion cannons. Additionally, the MC95 was equipped with extensive primary and secondary shield generators, allowing it to take heavy punishment without receiving critical damage. This attribute made the MC95 a most valuable asset during any prolonged space conflict. The MC95s carried a seven full starfighter squadrons which typically consisted of the New Republic's Ewing starfighters and K-wing bombers. The starfighters were stored in a ventral hangar bay, not unlike those found on the Empire's famed star destroyers. All the transports and support vessels were stored in a secondary hangar bay, also located along the ventral surface, near the bow of the vessel. Due to the limited production capacity of the Mon Calamari shipyards, only three of vessels of this class were ever constructed: the Revelation, the Liberation and the Alderaan (named in memory of those lost on Alderaan). Craft: Mon Calamari MC95 Star Cruiser; Type: Heavy star cruiser; Scale: Capital; Length: 1,900 meters; Skill: Capital ship piloting: Mon Calamari MC95; Crew: 9,523, gunners: 690, skeleton: 1,350/+10; Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship piloting 6D, capital ship shields 5D+1, sensors 3D+1; Passengers: 10,000 (troops); Cargo Capacity: 50,000 metric tons; Consumables: 5 years; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x8; Nav Computer: Yes; Maneuverability: 2D; Space: 7; Hull: 8D+2; Shields: 5D (Mon Cal star cruisers have 10D of back-up shields. When a die of shields is lost, if the shield operators can make an easy starship total, one of the backup die codes of shields can be brought up to increase the shield back to 5D.); Sensors: Passive: 60/1D, Scan: 120/2D, Search: 165/3D, Focus: 5/4D 60 Heavy Turbolasers: Fire Arc: 20 front, 15 left, 15 right, 10 back; Crew: 3; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 6D 40 Ion Cannons: Fire Arc: 10 front, 10 left, 10 right, 10 back; Crew: 3; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 3D 20 Quad Laser Cannons: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 5D 10 Ion Torpedo Launchers: Fire Arc: 4 front, 2 left, 2 right, 2 back; Crew: 15; Skill: Capital ship gunnery; Fire Control: 3D+2; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 6D (ionization) 40 Concussion Missile Launchers: Fire Arc: 10 front, 12 left, 12 right, 6 back; Crew: 3; Fire Control: 3D+2; Skill: Capital ship gunnery; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D 10 Tractor Beam Projectors: Fire Arc: 4 front, 2 left, 2 right, 2 back; Crew: 10; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 4D Starship Complement: 7 starfighter squadrons, typically: 3 E-wing squadrons, 2 K-wing squadrons, 1 Bwing squadron, 1 A-wing squadron or 1 recon X-wing squadron; 23 light transports or shuttles Era Introduced: Endor + 12 years Mon Calamari Star Cruiser A series of Mon Calamari space cruiser originally designed as a luxury ship, but later overhauled to become Alliance warships. Each of these ships is a hand-crafted work of art, unique from all others. They appear to be organic in nature, because the Mon Calamari built them with sleek, rounded pods and bulges to contain sensor arrays, weapons batteries, and shield generators. Since they were designed as luxury ships, they have a large number of view ports. This was a problem when they were refitted for military duty, as the large number of view ports reduced the ship's structural integrity. To further protect the MC80, the Mon Calamari covered the view ports with hull components and heavy blast doors. These ships were built specifically for use by Mon Calamari crewmen, and required a great deal of refitting for use by other species. These ships are 1200 meters in length and carry a normal crew of 5,156 officers and 246 gunners, with the ability to transport 1,200 troops. It has been rated at 60 MGLT at sublight speeds. They were designed with triply-redundant shielding, and most other systems had at least double redundancy. This made them extremely battle-effective, but required a great deal of maintenance. The MC80a has 6 Fighter Bays (3 Y-wing Squadrons, 2 X-wing Squadrons, and 1 A-wing Squadron). Craft: Mon Calamari MC80a Star Cruiser; Type: Star Cruiser; Scale: Capital; Length: 1,200 meters; Skill: Capital ship piloting: Mon Cal cruiser; Crew: 5,156, gunners: 246, skeleton: 1,230/+10; Crew Skill: Astrogation 3D+2*, capital ship piloting 5D+2*, capital ship gunnery 5D*, capital ship shields 5D*, sensors 3D+1*; Passengers: 1,200 (troops); Cargo Capacity: 20,000 metric tons; Consumables: 2 years; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x9; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Hull: 6D; Shields: 3D*; Sensors: Passive 40/1D, Scan 60/2D, Search 120/3D, Focus 4/4D 48 Turbolaser Batteries; Fire Arc: 12 front, 12 left, 12 right, 12 back; Crew: 1 (12), 2 (10), 3 (26); Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 4D

20 Ion Cannon Batteries; Fire Arc: 8 front, 4 left, 4 right, 4 back; Crew: 1 (6), 4 (6), 12 (8); Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-10/15/30; Atmosphere Range: 2-20/30/60KMH; Damage: 3D 6 Tractor Beam Projectors; Fire Arc: 4 front, 1 left, 1 right; Crew: 1 (2), 5 (2), 10 (2); Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60KMH; Damage: 4D Note: The MC-80a has 6D of backup shields. Crew bonuses reflect a Mon Calamari crewer in a moist environment. Nebulon-B Frigate The designation of the Kuat Drive Yards EF76B Escort ship, it is a strangely-shaped ship that has a long, thin hull with its main decks hanging off the front end and the engines hanging off the rear. It measured 300 meters in length. They are slow, unwieldy ships, and were designed to carry a number of TIE Fighters as protection. Originally built for Imperial escort duty just after the Battle of Yavin, the Alliance was able to capture a number of them intact, and used these frigates as medical ships. They had a normal crew of 920, but could be operated with as little as 850. They were built at a cost of 194,000,000 credits, not quite a fifth the cost of an Imperial-class Star Destroyer. The Nebulon-B Frigate boasts two carrying 1 X-wing or 1 A-wing Squadron and 1 Y-wing Squadron. Craft: Kuat Drive Yards' Nebulon-B Frigate; Type: Escort Starship; Scale: Capital; Length: 300 meters; Skill: Capital ship piloting: Nebulon-B; Crew: 854, gunners: 66, skeleton: 307/+10; Crew Skill: Astrogation 3D, capital ship gunnery 4D+1, capital ship piloting 3D+2, capital ship shields 3D, sensors 3D+1, starship gunnery 4D+1; Passengers: 75 (troops); Cargo Capacity: 6000 metric tons; Consumables: 2 years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Atmosphere: 280: 800 KMH; Hull: 3D+2; Shields: 2D; Sensors: Passive 40/0D, Scan 75/1D, Search 150/3D, Focus 4/4D+2 12 Turbolaser Batteries: Fire Arc: 6 front, 3 left, 3 right; Crew: 1 (2), 2 (8), 4 (2); Skill: Starship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-130/70/150KM; Damage: 4D 12 Laser Cannons: Fire Arc: 6 front, 2 left, 2 right, 2 back; Crew: 1 (8), 2 (4); Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-3/12/30; Atmosphere Range: 2-6/24/50KM; Damage: 2D 2 Tractor Beam Projectors: Fire Arc: Front; Crew: 12; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60KM; Damage: 4D Neutron Star-class Bulk Cruiser Rendili Star Drive's modified bulk cruiser, the Neutron Star was a 600-meter long capital ship known to be slow and in frequent need of repair. The Alliance, recognizing that these could be unreliable starships at best, usually assigned them to transport duty. Crewed by 2,050 and capable of carrying up to 200 troops, the Neutron Star was armed with 30 quad-laser cannons and two tractor beam generators. Craft: Rendili StarDrive's Neutron Star Bulk Cruiser; Type: Modified bulk cruiser; Scale: Capital; Length: 600 meters; Skill: Capital ship piloting: bulk cruiser; Crew: 1,993, gunners: 57, skeleton: 840/+10; Crew Skill: Capital ship piloting 4D+1, capital ship shields 4D, sensors 3D+2, astrogation 3D+2, capital ship gunnery 4D; Passengers: 200 (troops); Cargo Capacity: 5,000 metric tons; Consumables: 1 years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 5D; Shields: 2D; Sensors: Passive 40/1D, Scan 80/2D, Search 125/3D, Focus 5/3D+2 30 Quad Laser Cannon: Fire Arc: 10 front, 10 left, 10 right; Crew: 1 (15), 2 (10), 3 (5); Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-5/10/17; Damage: 4D 2 Tractor Beam Projectors: Fire Arc: Front; Crew: 1 (1), 6 (1); Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Damage: 4D OM-3 Ore Processor The OM-3C "Reclamator" Mobile Ore Processor is the latest idea of the IMS R&D department. The Reclamator was based off of the venerable Imperator-class Star Destroyer chassis. Its appearance from a topdown view is of a truncated wedge, with the first 450 meters of the craft sliced off. There are 5 high power tractors to pull apart asteroids into smaller chunks that can enter the Reclamator. A hole approximately 300 meters in width allows broken up pieces of asteroid to pass into the ship's interior. There, the power of the fusion reactor is put to the test. 500 plasma drills, each with a specific target, drill into each asteroid chunk, breaking it up further. These drills are powered directly from the reactor, and have a specially designed cooling system (comprised of Freezium chemical concentrate running through a tube system) to keep the drills running as fast as possible and as long as possible. To separate the ore from the rest of the useless rock, the bits of asteroid pass through a mineral separation system, where ore detectors scan the chunks inside and out to find traces of ore used in modern-day technology. The remaining pieces of useless rock pass through what was once the center engine on an ISD, to float off into space. The size of these chunks is typically fist-sized or smaller, thanks to the innovative system through which ore is gathered. The atypical pieces, which can end up being 20 meters to 40 meters, are blasted to smaller pieces with the 4 aft turbolasers. The other turbolasers are used primarily for self defense, as one of the main points of the Reclamator is its ability to travel independently.

All in all, the Reclamator is the most efficient method of gathering space borne materials for construction known today. Tactical Deployment: The primary deployment of the three Reclamators currently in service is in the duranium-rich Churban Asteroid Field, in between the sixth and seventh planets. The reports of their progress have been outstanding. The Imperial Mining and Ore Processing division of the Imperial Navy has ordered two dozen so far. Craft: IMS' OM-3 "Reclamator" Ore Processor; Type: Ore processor; Scale: Capital; Length: 1150 meters; Skill: CS piloting: ISD; Crew: 5,237; gunners: 30, skeleton 2,256/+15; Crew Skill: Astrogation 3D+2, CS gunnery 4D+2, CS piloting 6D, CS shields 5D+1, sensors 4D; Cargo Capacity: 400,000 metric tons; Consumables: 1 year; Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 1D+1; Space: 6; Hull: 6D; Shields: 4D; Sensors: Passive: 50/1D+1, Scan: 140/2D+2, Search: 325/4D, Focus: 5/6D 20 Turbolasers: Fire Arc: 8 front, 4 left, 4 right, 4 back; Crew: 1; Skill: CS gunnery; Fire Control: 3D; Space Range: 5-25/40/90; Damage: 6D 5 High-Power Tractor Beams: Fire Arc: Front; Crew: 2; Skill: CS gunnery; Fire Control: 4D; Space Range: 1-15/25/40; Damage: 8D Ranger Gunship Part of the New Republic's new effort against pirates in the Outer Rim, the Ranger Gunship is serving admirably against the Yuuzhan Vong invaders. With both powerful turbolaser cannons and hi-track quad laser cannons, the Ranger can take on most any small to mid-sized ship and win. However, some of the new coralskippers are stressing even its ability to engage and destroy the enemy. Craft: Republic Fleet Systems' Mark I Ranger Gunship; Type: Assault gunship; Scale: Capital; Length: 135 meters; Skill: CS piloting: Ranger gunship; Crew: 56, gunners: 16, skeleton: 21/+15; Crew Skill: Astrogation 3D, CS piloting 4D+2, CS gunnery 5D, CS shields 3D+2, SS gunnery 5D+2, sensors 3D+1; Passengers: None; Cargo Capacity: 60 metric tons; Consumables: 3 months; Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 2D+2; Space: 9; Atmosphere: 400; 1150 km/h; Hull: 3D+1; Shields: 2D; Sensors: Passive: 20/1D, Scan: 45/2D, Search: 80/3D+2, Focus: 4/4D Six Turbolaser Turrets: Fire Arc: 3 dorsal turrets, 3 ventral turrets; Crew: 2; Skill: CS gunnery; Fire Control: 3D; Space Range: 3-15/30/65; Atmosphere Range: 300-3000/3.0/6.5 km; Damage: 6D Four Quad Laser Cannons: Fire Arc: Turret; Crew: 1; Scale: Starfighter; Skill: SS gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.3/2.5 km; Damage: 6D RCA-5C Deep Space Picket Cruiser The RCA-5C "Bright Star" Deep Space Picket Cruiser is specifically designed for deep picket and dangerous survey missions, where its powerful sensor arrays (which add an extra 50 meters onto the ship's length) can map out huge portions of space at a time, and its weaponry can defend itself against most foes. The Bright Star also includes an experimental hyperdrive - a x0.5 hyperdrive, twice the top speed of any Imperial military ship in the Empire. This allows it to conduct lightning-fast reconnaissance missions, keeping intelligence updated. The Bright Star's speed has also been increased, but at the loss of several weapons, the hangar bay, tractor beams, cargo capacity and passenger capacity. Tactical Deployment: The Bright Star is usually sent out as a picket ship, where its high sublight speed and blindingly fast hyperdrive allow it to complete mapping tasks quickly. It is also used as a reconnaissance craft, picket vessel, and for fast supply transport. Craft: IMS' RCA-5C "Bright Star" Deep Space Picket Cruiser; Type: Deep space picket/patrol craft; Length: 550 meters; Scale: Capital; Skill: CS piloting: RCA-5D Bright Star; Crew: 2,564, gunners: 144, skeleton: 750/+15; Crew Skill: Astrogation 4D, CS gunnery 4D+2, CS piloting 5D, sensors 5D+2; Passengers: 750 (technicians and survey crew); Cargo Capacity: 2,000 metric tons; Consumables: 2 years; Hyperdrive Multiplier: x0.5; Hyperdrive Backup: x6; Nav Computer: Yes; Maneuverability: 1D+2; Space: 9; Hull: 5D; Shields: 4D; Sensors: Passive: 55/3D, Scan: 90/4D, Search: 210/5D, Focus: 10/6D 32 Turbolaser Turrets: Fire Arc: 10 front, 8 right, 8 left, 6 back; Crew: 2; Skill: CS gunnery; Fire Control: 3D; Space Range: 3-15/30/65; Atmosphere Range: 6-30/60/130km; Damage: 4D 40 Ion Cannons: Fire Arc: 10 front, 10 left, 10 right, 10 back; Crew: 2; Skill: CS gunnery; Fire Control: 3D; Space Range: 1-10/25/40; Atmosphere Range: 2-20/50/80km; Damage: 4D Republic Assault Ship Developed and manufactured by Rothan Heavy Engineering, the 752-meter-long Acclamator-class transgalactic military transport ship was designed in support of the Army of the Republic. Measuring 752 meters in length, the Acclamator could carry up to 16,000 clone troopers, 320 speeder bikes, 80 LAAT/c or LAAT/i gun ships, 48 AT-TE walkers, and 36 SPHA-T vehicles. The ship was created for the Republic, rather than the Trade Federation or the Separatists, after several Kuati officials were murdered by the Federation at the Eriadu Conference. The Acclamator-class ship was the first ship produced, and was designed to carry huge numbers of troops and support materiel into battle anywhere in the galaxy. What made them unusual for a capital ship was that the Acclamator-class could move through planetary atmospheres as well as the vacuum of deep space. This meant that separate drop ships were not required. Each of these massive ships was armed with 12 quad

turbolaser turrets, 24 laser cannons, and four projectile launchers. It was crewed by 700 officers, and was equipped with a Class 0.6 hyperdrive in order to get troops into battle arenas with maximum swiftness. The Acclamator was distinguished as the first ship capable of carrying out a Base Delta Zero order, something never seen in the Old Republic until the onset of the Clone Wars. In most design respects, the Acclamator was the predecessor of the Victory- and Imperial-class Star Destroyers. Craft: Rothana Heavy Engineering Acclamator-class Military Transport; Type: Assault Ship; Scale: Capital; Length: 752 meters; Skill: Capital Ship Piloting: Acclamator-class; Crew: 700; Crew Skill: All skills typically at 4D; Passengers: 16,000 (troops); Cargo Capacity: 2,000 metric tons; Consumables: 20 days; Cost: 29 million (new), 19 million (used); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x10; Nav Computer: Yes; Maneuverability: 0D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 3D+1; Shields: 2D+1; Sensors: Passive: 40/1D, Scan: 70/2D, Search: 150/3D, Focus: 4/3D+2 12 Turbo Quadlasers: Fire Arc: Partial Turret (6 front/left, 6 front/right); Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 6D 4 Assault Concussion Missile Tubes (20 missiles each): Fire Arc: 4 Front; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120km; Damage: 9D 24 Point Laser Cannons: Fire Arc: 2 Batteries Front, 2 Batteries Left, 2 Batteries Right; Skill: Starship Gunnery; Scale: Starfighter; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km.; Damage: 4D+1 Resurgence Star Destroyer The invasion of the Yuuzhan Vong sounded the death knell of the "Imperial"-class Star Destroyer. The "Imperial"-class could not deal with the weight of fire delivered by the Vong cruisers. It is a great testimony to Imperial training that the "Imperial" remained in service as long as it did. Fortunately, a replacement was already on the way. The "Resurgence"-class Star Destroyer is built on all of the combat lessons learned since the design of the "Imperial II". The Imperial R&D specialists on Bastion included everything they possibly could in the new design. The "Resurgence" has backup shields, more armour, increased maneuverability, and a novel new weapons fit. The new Star Destroyer appears to be a slightly scaled-up "Imperial" with a pair of gravity well generator globes where bridge superstructure should be. In actual fact, the "Resurgence" is an entirely new, and far more capable, design. Craft: Kuat Drive Yards' Resurgence Star Destroyer; Type: Star Destroyer; Scale: Capital; Length: 1,800m; Skill: Capital Ship Piloting: Star Destroyer; Crew: 38,064 gunners: 332 skeleton: 9,000/+10; Crew Skill: Astrogation 4D, Capital Ship Gunnery 5D+2, Capital Ship Piloting 5D+1, Capital Ship Shields 4D+1, Sensors 4D; Passengers: 9,700 (troops); Cargo Capacity: 32,000 metric tons; Consumables: 6 years; Hyperdrive Multiplier: x1; Hyperdrive Backup: x8; Nav Computer: Yes; Maneuverability: 1D+1; Space: 6; Hull: 8D; Shields: 4D (the "Resurgence" has 4D of backup shields); Sensors: Passive: 50/1D, Scan: 100/3D, Search: 200/4D, Focus: 6/4D+2 50 Heavy Turbolaser Batteries: Fire Arc: 20 front, 15 left, 15 right; Crew: 1(20), 2(30); Skill: Capital Ship Gunnery; Fire Control: 0D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 10D 50 Heavy Turbolaser Cannons: Fire Arc: 25 front, 10 left, 10 right, 5 back; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 7D 20 Dual Mode Cannons*: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 1(10), 2(10); Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: Laser: 3-15/35/75, Ion: 1-10/25/50; Atmosphere Range: Laser: 630/70/150km, Ion: 2-20/50/100km; Damage: Laser: 5D, Ion: 4D 10 Tractor Beam Projectors: Fire Arc: 6 front, 2 left, 2 right; Crew: 1(2), 4(2), 10(6); Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 6D 2 Gravity Well Projectors: Fire Arc: Turret; Crew: 1; Skill: Capital Ship Gunnery; Fire Control: 6D; Space Range: 1-5/75/150; Damage: Blocks hyperspace travel Carried Vessels: 48 TIE/ln (or later fighters), 12 TIE Bomber, 12 TIE Interceptor *=Dual Mode Cannons can switch between laser and ion blasts. 2 turns preparation and a Very Easy Starship Repair roll are necessary to switch. Performance differences for each mode are noted in the stats. A hit on the gun mount affects both modes of fire. Sh'rip Sh'pa Spawn Ship This was the name given to Yuuzhan Vong spawn ships, which were similar in appearance to gargantuan gemstones. These ships were essentially freighters or cruisers that had been refitted to transport terraforming biotechnology to newly-conquered planets. Measuring about 810 meters in length, the Sh'rip Sh'pa required a crew of 525 Yuuzhan Vong warriors to operate, and could accommodate up to 2,044 passengers - usually from the Shaper caste - and 2,460 metric tons of cargo. These ships were armed with forty plasma cannons, any of which could be moved to a different facet of the hull to provide an infinite range of fire. A specialized dovin basal provided enhanced protection, helping to ensure that the Sh'rip Sh'pa reached its destination intact. Craft: Sh'rip Sh'pa Spawn Ship; Type: Yuuzhan Vong War Freighter; Scale: Capital; Length: 810 meters; Skill: Capital Ship Piloting: Sh'rip Sh'pa Spawn Ship; Crew: 525; Crew Skill: 7D* in all applicable skills; Passengers: 2,044; Cargo Capacity: 2,460 metric tons; Consumables: 1 year; Cost: Unknown; Hyperdrive

Multiplier: x3; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 280; 800 km/h; Hull: 7D; Shields: 2D+2; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 120/3D, Focus: 4/3D+2 40 Plasma Projectors: Fire Arc: Any (no more than 20 in any one direction); Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D Dovin Basal "Tractor": Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 2-10/30/60 km; Damage: Up to 2D+2 (see the entry on "Dovin Basals") Note: The Sh'rip Sh'pa can configure the fire arcs of its plasma projectors. Moving a plasma projector from one fire arc to another takes one turn, during which that projector cannot fire. * The +2D bonus from the ship's yammosk has been applied to this total. SH-1000 Planetary Defender The SH-1000 Shield Class Planetary Defender is INCOMs newest solution to System Defense. While not a particularly large ship, the SH-1000 should be quite capable of handling most pirate threats, and even slowing a full scale invasion fleet long enough to call for assistance. But in this era of Imperial prosperity, how often does a law abiding system see an invasion fleet? With as much armor and shielding as a ship this size can carry without impeding its maneuverability, the SH-1000 should be able to stay in the fight as long as necessary. Its 12 Medium Turbolasers and 3 Assault Concussion Missile launchers (along with their impressive targeting systems) should be enough to destroy all but the most heavily armored pirate ships in short order. The SH-1000 also has room for 300 troops to board enemy vessels. Finally the SH-1000 carries fighter craft. While it can be retrofitted to provide hanger space for most starfighters, the SH-1000 is designed to carry INCOMs CR-14 or CR-14/H Twin Pod Interceptor Starfighters (as detailed on page 13). These fighters are small, fast, and pack a punch. More importantly their size allows the SH-100 to carry 300 of them. This is 4 times the size of the fighter wing found on an ISD. With this combination of protection, firepower, and fighters, the SH-1000 will make an excellent planetary defense craft for any system. The Incom SH-1000 is equipped with a Holonet Transceiver and 20 Escape Pods. Craft: Incom SH-1000 Shield-Class Planetary Defender; Type: Planetary Defense Cruiser; Scale: Capital; Length: 248 meters; Skill: Capital ship piloting: Shield-Class Planetary Defender; Crew: 100;Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D, sensors 3D; Passengers: 300 (troops); Cargo Capacity: 4,982 metric tons; Consumables: 2 months; Cost: 4,131,200 (new); Hyperdrive Multiplier: x3 ;Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 3D+1; Space: 6; Atmosphere: 220; 500 km/h; Hull: 5D; Shields: 2D; Sensors: Passive: 30/0D, Scan: 50/1D, Search: 100/2D, Focus: 4/3D 12 Medium Turbolasers: Fire Arc: 4 front, 4 left, 4 right; Crew: 4; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 5D 3 Assault concussion missile tubes (30 each): Fire Arc: Forward; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120km; Damage: 9D Shieldship A huge, umbrella-shaped craft used to shield spacecraft from the heat of Nkllon's sun. It was one of the first creations of the Republic Engineering Corporation. The design specifications were originally formed by Lando Calrissian. It is basically a curved, 800-meter dish on top, with a 400-meter long cylinder extending from the bottom. The underside of the dish is packed with various cooling systems, while the cylinder contains the main drive. The shieldships proved to be hard to pilot, because of their unique configuration and the rigors of keeping the large ships in place to protect smaller craft. Also, due to the harsh conditions in which they operation, shieldships require constant maintenance of their shields and cooling systems. Lando originally purchased twelve shieldships, allowing him to make three trips from the shieldship depot on Qat Chrystac to Nkllon per day. This allowed plenty of downtime for the repairs necessary to keep the ships running well. After the destruction of Nomad City by Grand Admiral Thrawn, no other shieldships have been built. Craft: Shieldship; Type: Shieldship; Scale: Capital; Length: 550 meters; Skill: Capital Ship Piloting; Crew: 16; Crew Skill: Varies, typically 4D in all applicable skills; Passengers: None; Cargo Capacity: 20 metric tons; Consumables: 3 months; Cost: 13,180,000 (new); Maneuverability: 0D; Space: 3; Hull: 7D; Shields: 3D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D Note: The statistics and descriptions of the shieldship in the SOG Web Enhancement differs quite a bit from the one presented in the TTS (page 239). As such, I'm presenting the Web Enhancement's version, and you can use whichever one suits you. Sith Battle Cruiser This immense, 215-meter-long warship was developed by the ancient Sith Empire to serve as the flagship of its naval fleets. Each Battle Cruiser was armed with six blaster cannons and three concussion missile launchers, and required a crew of 25 officers and gunners to operate. It could transport up to 850 troopers and 5,000 metric tons of cargo, and was equipped with a Class-4 hyperdrive. Craft: Sith Battleship; Type: Sith Battle Cruiser; Scale: Capital; Length: 215 meters long; Skill: Capital Ship Piloting: Sith Battleship; Crew: 25; Crew Skill: 6D in relevant skills; Passengers: 850; Cargo Capacity: 5,000 metric tons; Consumables: 1 year; Cost: Not available for sale; Hyperdrive Multiplier: x4; Hyperdrive

Back-Up: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 4D+1; Shields: None; Sensors: Passive: 25/1D, Scan: 50/2D 6 Blaster Cannons: Fire Arc: 3 left, 3 right; Scale: Starfighter; Skill: Starship Gunnery; Fire Control: 1D+2; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5; Damage: 4D 3 Concussion Missile Launchers: Fire Arc: Front; Skill: Missile Weapons: Concussion Missiles; Fire Control: +2 pips; Space Range: 1/3/7; Atmosphere Range: 50-500/1/5 km; Damage: 8D Note: Being as the Sith Battleship is an older model, I've only given it two sensor modes: passive and scan. For more information on ships in the time of the Sith Empire, please see ToJC, pages 111-112. Sith Gunship This 75-meter-long attack craft was the primary warship of the ancient Sith naval fleet. Armed with six autoblasters can capable of carrying 30 troops into battle, the Sith Gunship was built for speed and maneuverability. These ships required a dedicated crew of eighteen Sith warriors, could also carry up to 250 metric tons of cargo. Craft: Sith Gunship; Type: Sith Escort Gunship; Scale: Capital; Length: 75 meters; Skill: Capital Ship Piloting: Sith Gunship; Crew: 18; Crew Skill: Typically 6D in all relevant skills; Passengers: 30; Cargo Capacity: 250 metric tons; Consumables: 1 year; Cost: Not available for sale; Hyperdrive Multiplier: x4; Hyperdrive BackUp: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Atmosphere: 330; 950 km/h; Hull: 3D+2; Shields: None; Sensors: Passive: 30/1D, Scan: 60/2D 6 Autoblasters: Fire Arc: 3 front, 1 left, 1 right, 1 rear; Scale: Starfighter; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-8/25/40; Atmosphere Range: 100-800/2.5/4 km; Damage: 3D Note: Being as the Sith Gunship is an older model, I've only given it two sensor modes: passive and scan. For more information on ships in the time of the Sith Empire, please see ToJC, pages 111-112. Sith Personnel Carrier This ancient craft was developed by the Sith Empire, more than 5,000 years before the Battle of Yavin, to carry troops and smaller craft into battle. Very few of these ships survived the Great Hyperspace War, and those that did were quickly outdated. The 215-meter-long Personnel Carrier was armed with eight light laser cannons, and normal hull plating and shielding, with most of its protection coming from the Sith magic of its operators. It could transport up to 360 troops or 24 Sith Mammoths, and had space for 1,000 metric tons of war materiel. Each of these ships required a command crew of twelve Sith officers. When deploying troops or vehicles, the Personnel Carrier hovered in the atmosphere, using massive chains to lower troop containers to the ground. It was during the delivery or pick-up of troops that the Personnel Carrier was most vulnerable. Each of these troop containers could accommodate 60 troops, a Sith Slayer, or a War Behemoth. Craft: Sith Personnel Carrier; Type: Space Transport; Scale: Capital; Length: 215 meters; Skill: Capital Ship Piloting: Sith Personnel Carrier; Crew: 12; Crew Skill: Typically 6D in all relevant skills; Passengers: 360 (troops); Cargo Capacity: 1000 metric tons (6 troop containers, see below); Consumables: 6 months; Cost: Not available for sale; Hyperdrive Multiplier: x6; Hyperdrive Back-Up: x12; Nav Computer: Yes; Maneuverability: 0D+2; Space: 5; Atmosphere: 295; 850 km/h; Hull: 3D+2; Shields: None; Sensors: Passive: 20/0D+1, Scan: 40/1D 8 Light Blaster Cannons: Fire Arc: 1 front, 3 left, 3 right, 1 rear; Scale: Walker; Skill: Vehicle Blasters; Fire Control: 1D; Space Range: 1-3/5/10; Atmosphere Range: 100-300/500/1 km; Damage: 3D Note: Being as the Sith Personnel Carrier is an older model, I've only given it two sensor modes: passive and scan. For more information on ships in the time of the Sith Empire, please see ToJC, pages 111-112. Skipray Blastboat Series The Skipray Blastboat is the Empires standard gunship. Its primary mission profile includes patrol duty and light defense assignments. The Skipray is the smallest vessel of the Imperial navy which is equipped with a hyperdrive unit. Skiprays feature a large weapons complement and require a crew of two pilots and two gunners. They are fairly maneuverable and thus are suitable for space as well as atmospheric flight. Several configurations of the Skipray Blastboat exist. The most common models are the GAT-12h (detailed below) and the GAT-12j (see Imperial Sourcebook). The only difference is in gunner duty. In addition to these configurations, there are w lesser known configurations detailed below as well. GAT-12g The 12g is one of the older models of the Skipray series. It features a tractor beam instead of the common concussion missile launcher of the newer models. The 12g is mostly used for picket duty, but Sienar realized that a missile launcher would be more effective than a tractor beam. They made this standard in later models.Craft: Sienar Fleet Systems' GAT-12g; Type: Defense and patrol blastboat; Scale: Capital (due to power output); Length: 25 meters; Skill: Capital ship piloting: Skipray Blastboat; Crew: 2 (1 can coordinate), gunners: 2, skeleton: 1/+5; Crew Skill: Astrogation 4D, starship gunnery 5D+1, starship piloting 4D, starship shields 4D+1; Cargo Capacity: 20 metric tons; Consumables: 1 month; Cost: 285,000 (new), 150,000 (used); Hyperdrive Multiplier: x2; Nav Computer: Limited to four jumps; Maneuverability: 1D+2 (2D+2 in atmosphere);

Space: 8; Atmosphere: 415; 1,200 km/h; Hull: 2D+1; Shields: 2D; Sensors: Passive 35/1D, Scan 60/1D+2, Search 100/2D, Focus 3/2D+2 3 Medium Ion Cannons (fire linked): Fire Arc: Front; Crew: 1; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 4D Proton Torpedo Launcher: Fire Arc: Front; Crew: 1 (same gunner as Ion Cannon); Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700KM; Damage: 9D 2 Laser Cannons; Fire Arc: Turret; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 5D Tractor Beam Projector: Arc: Front; Crew: 1 (same gunner as ion cannon); Skill: Starship gunnery; Scale: Starfighter; Fire Control: 3D; Space: 1-5/15/30; Atmosphere: 100-500/1.5/3 km; Damage: 5D GAT-12h The Sienar Fleet Systems designation for the Skipray Blastboat, a 25-meter-long defense and patrol ship built for use by the Empire. Although small, it had the power output to rank it as a capital ship. It was an exceptionally well-armed craft equally suited for atmospheric and deep-space use. The rear section, containing the main drive, lasers, and stabilizing wings, rotated around the axis of the ship on a specially-designed sleeve, allowing the ship to have both speed and maneuverability. The GAT-12h was introduced shortly before the Battle of Yavin, and was not immediately purchased by the Empire. So, Sienar Fleet Systems began selling them on the open market, where they were snapped up quickly by pirate and mercenary fleets. Craft: Sienar Fleet Systems' GAT-12h; Type: Defense and patrol blastboat; Scale: Capital (due to power output); Length: 25 meters; Skill: Capital ship piloting: Skipray Blastboat; Crew: 2 (1 can coordinate), gunners: 2, skeleton: 1/+5; Crew Skill: Astrogation 4D, starship gunnery 5D+1, starship piloting 4D, starship shields 4D+1; Cargo Capacity: 20 metric tons; Consumables: 1 month; Cost: 285,000 (new), 150,000 (used); Hyperdrive Multiplier: x2; Nav Computer: Limited to four jumps; Maneuverability: 1D+2 (2D+2 in atmosphere); Space: 8; Atmosphere: 415; 1,200 km/h; Hull: 2D+1; Shields: 2D; Sensors: Passive 35/1D, Scan 60/1D+2, Search 100/2D, Focus 3/2D+2 3 Medium Ion Cannons (fire linked): Fire Arc: Front; Crew: 1; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 4D Proton Torpedo Launcher: Fire Arc: Front; Crew: 1 (same gunner as Ion Cannon); Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700KM; Damage: 9D 2 Laser Cannons; Fire Arc: Turret; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 5D Concussion Missiles Launcher: Fire Arc: Front; Crew: 1 (same gunner as ion cannon); Scale: Starship; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 1-50/100/250; Damage: 6D GAT-12k (Republic Skipray Blastboat) Blastboats are a combination of fast starfighters and heavily-armed capital ships. They are swift enough to overtake most intruders, and come equipped with powerful ship-board armaments. They operate equally well in atmosphere, on patrol duty in the far reaches of a solar system, or performing fleet point duties with or without starfighter support. Sienar's GAT Blastboat series was the Empire's standard gunship for demanding point missions and patrol assignments. It never became popular with the Fleet, although some are in use; Sienar dumped the excess ships on the open market, and many found their way into local militias, smuggler camps and other small military and paramilitary forces. To take advantage of its exceptional armament, blastboats are deployed in areas where combat is likely. The GAT was the smallest Imperial Naval vessel to be equipped with hyperdrives. Although these craft are usually planet- or space station-bound, they routinely patrol entire sectors. Lately the New Republic has taken an interest in the old Imperial blastboats and even contracted Sienar Fleet Systems to develop an updated version for use in the Republic Navy. Blastboats in the Republic serve the same purpose as those in the Imperial Navy did. The aerodynamic Skipray performs exceptionally well in atmosphere, easily executing maneuvers normally only possibly by high-performance airspeeders. In space combat it suffers in the maneuverability department, relying on speed and surprise to deliver devastating first attacks. The Skipray has two stabilizer fins, one located dorsally and one ventrally. They are attached to the main body of the Skipray by a rotating sleeve around the sublight engine. The fins are rotated to the horizontal plane for landing, although they locking the vertical for combat and flight. Model: Sienar Fleet Systems' GAT-12k Skipray; Type: Defense/patrol Skipray blastboat; Scale: Capital (due to armament power); Length: 25 meters; Crew: 4; Crew Skill: Astrogation 4D, capital ship gunnery 5D, Starfighter piloting 4D, starship gunnery 5D+1, starship shields 4D+1; Cargo Capacity: 20 metric tons; Consumables: 1 month; Hyperdrive Multiplier: x2; Nav Computer: Limited to 4 jumps; Maneuverability: 2D (3D in atmosphere); Space: 8; Atmosphere: 415; 1,200 kmh; Hull: 2D+1; Shields: 2D+1; Sensors: Passive: 35/1D, Scan: 60/2D, Search: 100/2D+2, Focus: 3/3D

3 Medium Ion Cannons (fire-linked): Fire Arc: Front; Crew: 1; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D 2 Laser Cannons: Fire Arc: Turret; Crew: 1; Skill: Starship gunnery; Scale: Starfighter; Fire Control: 1D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 5D Proton Torpedo Launcher: Fire Arc: Front; Crew: 1 (same gunner as ion cannon); Skill: Starship gunnery; Scale: Starfighter; Ammo: 12; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50100/300/700; Damage: 9D Concussion Missile Launcher: Fire Arc: Turret; Crew: 1 (same gunner as ion cannon); Skill: Starship gunnery; Scale: Starfighter; Ammo: 18; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 150/100/250; Damage: 6D GAT-12m A new mission profile was introduced for the Skipray when Sienar developed the 12m. This configuration of the Skipray features a better hyperdrive and better sublight engines as well as slightly improved maneuverability. Thus, this variant is used for interception and courier duty. A reduction of cargo space was necessary to gain room fro the better engines. Craft: Sienar Fleet Systems' GAT-12m; Type: Defense and patrol blastboat; Scale: Capital (due to power output); Length: 25 meters; Skill: Capital ship piloting: Skipray Blastboat; Crew: 2 (1 can coordinate), gunners: 2, skeleton: 1/+5; Crew Skill: Astrogation 4D, starship gunnery 5D+1, starship piloting 4D, starship shields 4D+1; Cargo Capacity: 10 metric tons; Consumables: 1 month; Cost: 285,000 (new), 150,000 (used); Hyperdrive Multiplier: x1; Nav Computer: Yes; Maneuverability: 2D (3D in atmosphere); Space: 10; Atmosphere: 415; 1,200 km/h; Hull: 2D+1; Shields: 2D; Sensors: Passive 35/1D, Scan 60/1D+2, Search 100/2D, Focus 3/2D+2 3 Medium Ion Cannons (fire linked): Fire Arc: Front; Crew: 1; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 4D Proton Torpedo Launcher: Fire Arc: Front; Crew: 1 (same gunner as Ion Cannon); Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700KM; Damage: 9D 2 Laser Cannons; Fire Arc: Turret; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 5D Concussion Missiles Launcher: Fire Arc: Front; Crew: 1 (same gunner as ion cannon); Scale: Starship; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 1-50/100/250; Damage: 6D GAT-12p Another variant of the Skipray is the 12p. This configuration features and upgraded sensor array. Its primary mission is mainly reconnaissance, although it still contains the full weapons compliment of a standard Skipray. The cargo space was slightly reduced to make room for the powerful sensor array which allows the crew to scan planets thoroughly and execute research operations. Due to the different mission profile, the crew has slightly different skills compared to a standard Skipray crew. The crew of the 12p is specially trained to make the most use of the sensors. Craft: Sienar Fleet Systems' GAT-12p; Type: Defense and patrol blastboat; Scale: Capital (due to power output); Length: 25 meters; Skill: Capital ship piloting: Skipray Blastboat; Crew: 2 (1 can coordinate), gunners: 2, skeleton: 1/+5; Crew Skill: Astrogation 4D+1, starship gunnery 4D+2, starship piloting 4D, starship shields 4D+1, sensors 5D; Cargo Capacity: 15 metric tons; Consumables: 1 month; Cost: 285,000 (new), 150,000 (used); Hyperdrive Multiplier: x2; Nav Computer: Limited to four jumps; Maneuverability: 1D+2 (2D+2 in atmosphere); Space: 8; Atmosphere: 415; 1,200 km/h; Hull: 2D+1; Shields: 2D; Sensors: Passive 50/1D, Scan 100/2D, Search 150/3D, Focus 4/4D 3 Medium Ion Cannons (fire linked): Fire Arc: Front; Crew: 1; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 4D Proton Torpedo Launcher: Fire Arc: Front; Crew: 1 (same gunner as Ion Cannon); Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1/3/7; Atmosphere Range: 50-100/300/700KM; Damage: 9D 2 Laser Cannons; Fire Arc: Turret; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5KM; Damage: 5D Concussion Missiles Launcher: Fire Arc: Front; Crew: 1 (same gunner as ion cannon); Scale: Starship; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1/3/7; Atmosphere Range: 1-50/100/250; Damage: 6D Sovereign-class Star Destroyer These huge, 15-kilometer-long warships were to be the penultimate Imperial weapon, surpassed only by the Eclipse-class Star Destroyer. Designed to instill fear, the Sovereign-class ships were equipped with an axial superlaser designed to destroy planets in much the same way the Death Star's laser eye would. Manned by 601,670 crewers and 4,075 gunners, the Sovereign-class also boasted 500 heavy turbolaser cannons, 500 turbolaser batteries, 75 ion cannons, 100 tractor beam projectors, and 5 gravity well projectors.

Craft: KDY's Sovereign-class Super Star Destroyer; Type: Super Star Destroyer; Scale: Capital; Length: 15,000 meters; Skill: Capital ship piloting: Super Star Destroyer; Crew: 601,670, gunners: 4,075, skeleton: 86,000/+10; Crew Skill: Astrogation 4D+1, capital ship gunnery 4D+1, capital ship piloting 4D, capital ship shields 4D, sensors 3D+1; Passengers: 130,100 troops; Cargo Capacity: 400,000 metric tons; Consumables: 5 years; Cost: Not available for sale; Hyperdrive Multiplier: x3; Hyperdrive Backup: x8; Nav Computer: Yes; Space: 3; Maneuverability: 1D; Hull: 11D; Shields: 8D; Sensors: Passive 250/2D, Scan 350/3D, Search 500/4D, Focus 70/5D Axial Superlaser: Fire Arc: Front; Crew: 75; Scale: Death Star; Skill: Capital ship gunnery: superlaser; Fire Control: 5D; Space Range: 5-25/75/150; Damage: Gradational output can fire once every minute at minimum energy (1D damage). It can also build a charge of 1D per minute up to 8D. Current reactor can only generate 8D total per day. 500 Heavy Laser Cannons: Fire Arc: 200 front, 150 left, 150 right, 50 back; Crew: 4; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6001.5/72/150KM; Damage: 8D 500 Turbolaser Batteries: Fire Arc: 150 front, 125 left, 125 right, 100 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/36/75; Atmosphere Range: 600-1.5/7/15KM; Damage: 5D 75 Ion Cannon: Fire Arc: 25 front, 25 left, 25 right; Crew: 4; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100KM; Damage: 3D 100 Tractor Beam Emplacements: Fire Arc: 55 front, 20 left, 20 right, 5 back; Crew: 5; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60KM; Damage: 6D 10 Gravity Well Projectors: Fire Arc: 3 front, 2 left, 2 right, 3 back; Crew: 10; Skill: Capital ship gunnery: gravity well projector; Fire Control: 4D; Space Range: 1-5/15/30; Damage: To prevent Escape into Hyperspace SSL-1H Light Frigate The SSL-1H "Guise" Light Frigate has been nearly a decade in the making. However, IMS' hard work has paid off - the Guise is the only frigate-size vessel to have the ability to cloak for limited periods of time. The Guise is lightly armed for a frigate of her size, but this makes sense when you consider the enormous power drain the cloaking shield has on the ship's reactor - nearly 7.2 GW even when not in operation. Still, the cloaking shield provides something the Imperial Navy has been after for years - total secrecy. Now they can hide entire shipyard if they desire. Cloaking shields are not without drawbacks, and the Guise is no exception. The Guise's cloaking shield blocks ALL electromagnetic radiation from passing through, including comm signals, sensors, and light - it has a double-blind effect. Also, since the Imperial DMR holds the exclusive rights to the cloaking shield, they retain the right to halt production of the Guise whenever they choose. Because of the secrecy of this project, this decision cannot be fought in a court of law. Tactical Deployment: The Guise is being produced at a rate of one every year, and that is all the Navy can afford at this moment in time - DMR is funneling large amounts of government funding into a secret project. These craft are incredibly rare and are most likely going to be found in areas of totally secure Imperial operation. Craft: IMS' SSL-1H "Guise" Light Frigate; Type: Custom special-duty light frigate; Scale: Capital; Length: 375 meters; Skill: CS piloting: Guise Light Frigate; Crew: 865, gunners: 10, skeleton: 450/+10; Crew Skill: Astrogation 3D, cloaking shield ops 5D, CS piloting 4D+2, CS shields 3D+1, sensors 3D+2, SS gunnery 4D; Passengers: 55 (technicians and engineers); Cargo Capacity: 1,500 metric tons; Consumables: 1 year; Hyperdrive Multiplier: x1; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Hull: 4D; Shields: 2D; Sensors: Passive: 30/1D, Scan: 70/2D, Search: 110/3D, Focus: 5/4D Cloaking Shield: makes craft invisible to naked eye; adds +4D to difficulty to ALL sensors, communications, CS piloting, CS/SS gunnery, and astrogation rolls (both incoming and outgoing) 10 Laser Cannons: Fire Arc: 2 front, 3 right, 3 left, 2 rear; Crew: 1; Skill: SS gunnery; Fire Control: 1D+2; Range: 2-4/12/25; Damage: 3D Star Destroyer Concepts The immense cost of Star Destroyers and the Empires growing trouble with the Rebellion prompted a number of starship designers to pitch the next evolution of the feared battleship. The Empire wanted new ideas and fresh thinking. While most of these designs exist only on the draft board, a few prototypes were field tested. The needs of the Empire included a lower cost while retaining the Star Destroyers efficacy. Some designs are meant to shoulder the ISDs roles entirely, while others are meant to supplement and reinforce an ISD fleet. Corellian Engineering Corporation Rapier-class Star Destroyer By Iain Kysler, Jedi Apprentice The Rapier-class Star Destroyer, submitted by Corellian Engineering Corporation, can be constructed in 41.25 weeks and is intended as a low cost, non-personnel-intensive design. Most may look at the vessels smaller size and be put off by this. However, when one compares the stats of the Rapier and other comparable vessels, survivability is much improved. With heavier shields than a Nebulon-B frigate, matching those of an Interdictor class cruiser and an ISD and surpassing specs from the Imperial-II-class star destroyer, this design is

meant to take a pounding. The flight wing of 48 TIE fighters and its ability to carry 4,000 troops with all of their heavy equipment allows a flexible mission profile. The hypertransceiver allows fast, efficient communication and the military grade hyperdrive ensures rapid deployments from almost any base. Also integrated into the ship is an excellent maneuvering system. Fully stocked, this design still has room for 300 metric tons of additional cargo. Craft: Prototype Star Destroyer; Type: Star Destroyer; Scale: Capital; Length: 248 meters; Skill: Capital ship piloting: Star Destroyer; Crew: 200; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting; 5D+1, capital ship shields 4D; Passengers: 4,000; Cargo Capacity: 1,000 metric tons; Consumables: 5 years; Cost: 28,040,000 (new); Hyperdrive Multiplier: x1; Hyperdrive Backup: x4; Nav Computer: Yes; Maneuverability: 2D+1; Space: 4; Atmosphere: 280; 800 km/h; Hull: 4D+2; Shields: 3D; Sensors: Passive: 40/1D, Scan: 75/2D, Search: 150/2D+2, Focus: 4/4D 12 Medium turbolaser cannons: Fire Arc: 4 front, 4 left, 4 right; Crew: 1; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 315/35/75; Atmosphere Range: 630/70/150km; Damage: 5D 8 Heavy ion cannons: Fire Arc: 2 front, 2 left, 2 right, 2 rear; Crew: 1; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 110/25/50; Atmosphere Range: 220/50/100km; Damage: 5D 4 Point defense laser cannons: Fire Arc: Turret; Crew: 1; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 2D 2 Tractor Beam Projectors: Fire Arc: 1 front, 1 rear; Crew: 1; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 5D *Backup shield generators restore shield points at double the normal rate per minute (16 instead of 8). Kuat Drive Yards Prototype Interceptor Star Destroyer By Thomas E. McCarthy The Interceptor Class Star Destroyer is built by Kuat Drive Yards and takes 26 weeks to build. While designed for fast assault tactics against Rebel ships, it also works quite well as a fighter support ship for a fleet of Star Destroyers. The Interceptors weapon systems are comparable in strength to its older cousin the Victory Star Destroyer, and defensive systems comparable to the bigger Imperial Star Destroyer. The big bonuses of this class in comparison to its older cousins are its speed, maneuverability, and fighter capacity. With an x.75 Hyperdrive, and a sub-light speed more than twice its predecessors it can quickly close the gap with an enemy fleet. The Interceptors fighters though are its real strength; It can carry more than twice the fighters of an Imperial Star Destroyer. Also due to the concerns expressed by the Imperial Judges Newly Revised Interceptor Class SD now carries almost as many troops as the Victory II Class Star Destroyer. Also the number of fighter craft has been revised downward (Cut by about a third) to allow for a small mechanized landing force of 10 AT-ATs and 6 AT-STs. The Interceptor also has enough space for 1 wing of TIE Interceptors, 1 wing of TIE Bombers and 50 TIE Escort (see TIE Concept Designs page 3) fighters. Craft: Star Destroyer Prototype; Type: Star Destroyer; Scale: Capital; Length: 987 meters; Skill: Capital ship piloting: Star Destroyer; Crew: 1,000; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting; 5D+1, capital ship shields 4D; Passengers: 1,500 (troops); Cargo Capacity: 9800 metric tons; Consumables: 3 years; Cost: 57,065,014; Hyperdrive Multiplier: x.75; Hyperdrive Backup: x12; Nav Computer: yes; Maneuverability: 1D+2; Space: 8; Atmosphere: 210; 600 km/h; Hull: 7D; Shields: 3D+1; Sensors: Passive: 40/1D, Scan: 75/2D, Search: 150/3D, Focus: 4/4D 36 Turbolaser batteries: Fire Arc: 12 front, 12 left, 12 right; Crew: 2; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/36/75; Atmosphere Range: 6-15/72/150km; Damage: 7D 30 Point defense quad laser cannons: Fire Arc: 10 front, 10 left, 10 right; Scale: Starfighter; Crew: 1; Skill: Starship gunnery; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 4D 15 Heavy ion cannons: Fire Arc: 4 front, 4 left, 4 right, 3 rear; Crew: 1; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100km; Damage: 5D 6 Tractor beam projectors: Fire Arc: 2 front, 2 left, 2 right; Crew: 2 (4), 6 (2); Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 5D Kuat Drive Yards Prototype Light Assault Star Destroyer By Andy Rouge8 Freeland The Light Assault Star Destroyer was developed by Kuat Drive Yards was built for stealth, agility and power. The designers took advantage of advances in stealth technology, equipping this ship with a cloaking device and sensor mask. They also put the most powerful engines they could find on this relatively small frame. A smaller size was a must for the design team, as that dropped production costs, and the vessel could maneuver quicker. The drawback of a lighter frame was a weaker shield generators. The ship is sturdier than the standard Imperial Star Destroyer, and has just as much shield power. The designers were still concerned about its lasting power, as this model has fewer weapons than its predecessor, so multiple shield generators were added. This ship is an ideal ship for escort, because with the stealth capabilities it can maneuver towards the weak spots of a Rebel cruiser and open up with its weaponry. Craft: Star Destroyer Prototype; Type: Star Destroyer; Scale: Capital; Length: 500 meters; Skill: Capital ship piloting: Star Destroyer; Crew: 65; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting; 5D+1, capital ship shields 4D; Passengers: 7,000 (troops); Cargo Capacity: 20,000 metric tons; Consumables: 4 years; Cost: 47,110,000** (new); Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav

Computer: Yes; Maneuverability: 1D; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 8D; Shields: 3D; Sensors: Passive: 50/1D, Scan: 100/2D+1, Search: 200/3D, Focus: 4/4D+1 24 Turbolaser cannons: Fire Arc: 8 front, 8 left, 8 right; Crew: 1; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 315/35/75; Atmosphere Range: 630/70/150km; Damage: 7D 8 Ion Cannons: Fire Arc: 2 front, 2 left, 2 right, 2 rear; Crew: 1; Skill: Capital ship gunnery; Fire Control: 2D+1; Space Range: 110/25/50; Atmosphere Range: 220/50/100km; Damage: 3D 5 Assault concussion missile tubes (30 each): Fire Arc: Front; Crew: 1; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 212/30/60; Atmosphere Range: 424/60/120km; Damage: 8D Notes: The Light Assault Star Destroyer is equipped with *3D of backup shields, and possessed a powerful cloaking device** that provides a 4D sensor mask. Kuat Drive Yards Prototype Star Dominator By Einar Errin Orwain Richter In an effort to produce a new class of capital ship to replace the aging Victory Class Star Destroyers, a Kuat Drive Yards design team drew up the Star Dominator. The ship is small enough to enter a planets atmosphere to deliver its 15,000 troops (and 4,500 tons of AT-ATs and other support equipment); possesses a strong hull and shields as well as a formidable weapons array that includes 48 TIE/IN fighters; 24 TIE Bombers; and 2 Lambda class shuttles. The Star Dominator does not carry any Ion Cannons as the designers felt that it was better to maximize its firepower by fielding as many Turbo Quadlasers and Assault Concussion Missile tubes as possible while the TIE fighters protect the ship from close-in attacks. The Star Dominator looks very much like a scaled-down Imperial class Star Destroyer with the exception that the bottom of the vessel is curved outward instead of the classic angular bottom. Craft: Star Dominator Prototype; Type: Assault Star Cruiser; Scale: Capital; Length: 350 meters; Skill: Capital ship piloting: Star Dominator; Crew: 750; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D; Passengers: 15,000 (troops); Cargo Capacity: 5,000 metric tons; Consumables: 4 years; Cost: 49,575,000 (new); Hyperdrive Multiplier: x1; Hyperdrive Backup: x8; Nav Computer: Yes; Maneuverability: 1D; Space: 8; Atmosphere: 365; 1,050 km/h; Hull: 8D; Shields: 2D+1; Sensors: Passive: 50/1D, Scan: 100/2D+1, Search: 200/3D, Focus: 4/4D 25 Quad turbolaser cannons: Fire Arc: 5 front, 10 left, 10 right; Crew: 1; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 315/35/75; Atmosphere Range: 630/70/150km; Damage: 6D 10 Assault concussion missile tubes (30 each): Fire Arc: Front; Crew: 1; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 212/30/60; Atmosphere Range: 424/60/120km; Damage: 9D Kuat Drive Yards Prototype Light Star Destroyer By Red5_5 Built by Kuat Drive Yards, it takes the shipyard 28 weeks to build a Light Star Destroyer. The designers have beefed up the armor plating and downgraded the shields. Since this is less than half the size of a Star Destroyer, it is able to fly into the atmosphere and deploy its troops. The Light Destroyer doesnt carry many weapons, but it adds ten assault missile tube launchers. It has a maneuvering system making it more agile on the battlefield. It carries 36 TIE fighters, half the amount a regular Star Destroyer can field. It carries a little 6,000 more troops than an Imperial Star Destroyer, making it a major troop carrier. Craft: Light Star Destroyer Prototype; Type: Assault Star Cruiser; Scale: Capital; Length: 500 meters; Skill: Capital ship piloting: Light Star Destroyer; Crew: 65; Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D, sensors 3D; Passengers: 16,000 (troops); Cargo Capacity: 500 metric tons; Consumables: 6 years; Cost: 36,610,000 (new); Hyperdrive Multiplier: x1; Hyperdrive Backup: x4; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 105; 300 km/h; Hull: 10D; Shields: 2D; Sensors: Passive: 30/0D, Scan: 50/1D, Search: 100/2D, Focus: 4/3D 1 Ion Cannon Battery: Fire Arc: Turret; Crew: 4; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100km; Damage: 6D+1 4 Turbolaser Batteries: Fire Arc: Turret; Crew: 3; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 7D 10 Assault concussion missile tubes (30 each): Fire Arc: Turret; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120km; Damage: 9D Starfighter Research Carrier During the Empire's reign, much effort was put into the research and development of new weapons to be used against both the Rebellion and subjugated planets. Out of such projects arose ships such as the fairly common TIE Advanced and Interceptor, as well as more unconventional craft such as the TIE Defender and Assault Gunboats. Sienar Fleet Systems produced a special capital ship capable of acting as a mobile research facility for such projects, allowing them to field test their prototype starfighters while observing them firsthand. This was a great boon to the development of more powerful starfighters, as it not only drastically cut down on the lag between Research and Development and the results of experimental tests, but also allowed the Empire to do live-fire testing against their enemies and gauge their actual combat effectiveness. These mobile research carriers were relatively uncommon, however; usually, only one or two existed at any one time, with a lifespan of several years meaning that there were merely a few dozen of these capital ships in existence.

When Raith Sienar and his R&D staff set about creating this laboratory/weapon, they made sure to give the ship enough firepower and defenses so as not to become an easy target for enemy capital ships; after all, all would be for naught if the ship's experiments and records were destroyed. Fortunately, the ship also boasts a powerful holocomm transceiver which allows them to send their data back to Lianna to be backed up at regular intervals. With their extensive resources (and, thanks to the relatively small number of the craft created), Sienar was able to put a decent number of turbolaser batteries and point defense weapons on the ship, freeing up the experimental TIEs for whatever function they are intended to serve. Additionally, the ship boasts four massive docking bays arrayed throughout the ship, allowing for quick launch and recovery of the experimental vessels. The ship could disgorge several squadrons of TIEs in less than a minute, giving the ship strong armament and an edge in reaction time. As the Empire waned and the New Republic rose, only a handful of these research vessels survived. However, the Imperial Remnant is known to have at least two of these vessels. One ship, the Zaarin's Shield, was actually converted from its original research function into a mobile manufacturing plant for TIE Defenders. Due to the massive resources involved in constructing the Defenders, the ship mostly acts as an escort carrier, or, when making a delivery, a cargo vessel to store the Defenders in. Craft: Sienar Fleet Systems' Starfighter Research Carrier; Type: Starfighter Carrier; Scale: Capital; Length: 651 meters; Skill: capital ship piloting: research carrier; Crew: 3,560; skeleton: 1,000/+20; Passengers: 12,000 (starfighter research & support crew), 3,000 (troops); Cargo Capacity: 6,000 metric tons; Consumables: 1 year; Hyperdrive Multiplier: x2; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 5D; Shields: 2D; Sensors: Passive: 45/1D, Scan: 90/2D, Search: 180/3D+1, Focus: 6/4D+2 18 Turbolaser Batteries: Fire Arc: 4 batteries front/rear, 5 batteries right/left; Crew: 2; Fire Control: 2D; Space Range: 3-15/35/70; Atmosphere Range: 300m-1.5/3.5/7km; Damage: 5D 25 Point Defense Laser Cannons: Fire Arc: 10 Front, 5 Left, 5 Back, 5 Right; Crew: 1; Fire Control: 2D; Space Range: 1-10/20/45; Atmosphere Range: 100m-1/2/4.5 km; Damage: 5D 25 Tractor Beam Emplacements: Fire Arc: 10 front, 5 left, 5 right, 5 rear; Crew: 2; Fire Control: 3D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Strength: 6D Notes: Carries two squadrons of TIE fighters (of varying standard configurations), 56 TIEs (of varying experimental configurations), plus 30 larger starfighters and shuttles (such as Lambda-class shuttles, Assault Gunboats, Skipray Blastboats, etc.) Star Galleon-class Frigate Built by the Kuat Drive Yards in an effort to help transport cargo and defend it at the same time, the Star Galleon is a 300-meter military cargo ship. It is capable of dropping its cargo section, which can fly on its own. It is fairly well-armed, boasting 10 turbolaser batteries and concussion missile launchers, and therefore does not require an escort. The interior of the ship is also equipped with anti-intrusion defenses. The cargo section is equipped with a small hyperdrive that can be activated by the main ship's NavComp unit in case of emergency. The Star Galleon is manned by a crew of 150, with room for up to 300 troops. Craft: Kuat Drive Yards' Star Galleon; Type: Cargo/escort frigate; Scale: Capital; Length: 300 meters; Skill: Capital ship piloting: Star Galleon; Crew: 130, gunners; 20, skeleton: 50/+10; Crew Skill: Astrogation 3D, capital ship gunnery 4D, capital ship piloting 5D, capital ship shields 5D, sensors 3D; Passengers: 300 troops; Cargo Capacity: 100,000 metric tons; Consumables: 6 months; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x15; Nav Computer: Yes; Maneuverability: 1D; Space: 3; Hull: 5D+2; Shields: 2D; Sensors: Passive 15/1D, Scan 45/1D+1, Search 90/2D, Focus 3/2D+1 10 Turbolasers: Fire Arc: 5 left, 5 right; Crew: 1 (6), 2 (2), 3 (2); Scale: Capital; Skill: capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 4D Concussion Missile Launcher: Fire Arc: Front; Crew: 4; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 5D; Space Range: 2-12/30/60; Atmosphere Range: 200-1.2/3/6KM; Damage: 5D Strike-class Cruiser A medium-duty battle ship produced by Loronar for the Empire, they have a modular design which allows them to be configured for specific missions. These ships measure 450 meters in length, and can transport enough troops to support an assault company, two AT-STs, one AT-AT, and several support speeders. Slight modifications will allow them to carry a complete squadron of TIE fighters or a planetary assault cruiser packed with five AT-ATs. They are well-armed, carrying 20 turbolasers, 10 turbolaser batteries, 10 ion cannons, and 10 tractor beam projectors. They use 160-SBD shields to protect a 100-RU hull, and have a top speed of 18 MGLT. Craft: Loronar Strike Cruiser; Type: Strike-class medium cruiser; Scale: Capital; Length: 450 meters; Skill: Capital ship piloting: Strike-class cruiser; Crew: 1,972, gunners: 140, skeleton: 800/+15; Crew Skill: Capital ship gunnery 4D+2, capital ship piloting 5D, capital ship shields 3D+2; Passengers: 340 troops; Cargo Capacity: 6,000 metric tons; Consumables: 1.5 years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Hull: 6D; Shields: 2D+2; Sensors: Passive 30/0D, Scan 50/1D, Search 100/2D, Focus 4/3D 20 Turbolaser: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 2; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 5D 10 Turbolaser Batteries: Fire Arc: 4 front, 3 left, 3 right; Crew: 4; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 7D

10 Tractor Beam Emplacements: Fire Arc: 2 front, 3 left, 3 right, 2 back; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 1-5/15/30KM; Damage: 4D 10 Ion Cannons: Fire Arc: 4 front, 3 left, 3 right; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60KM; Damage: 4D Strike II Cruiser With the Strike cruiser being the economical powerhouse that it is The New Empire envisioned it as the center of its Navy. However, the Strike cruiser exhibited some short falls, including its vulnerability due to its modular design and its inability to overcome New Republic battle cruisers effectively. So a second generation Strike cruiser was ordered to be constructed. In the Strike II cruiser the entire turbolaser batteries have been replaced by thirty heavy turbolaser batteries for increased offensive capabilities against Republic cruisers. Furthermore, shielding capabilities have been bolstered and auxiliary shields have been installed to make better its defensive faculties. Additionally, system reroutes have been installed to ensure that a well placed hit does not disable entire systems, a previous vulnerability with the type of modular design used in the Strike I cruiser. The Strike II still has all the optional designs that the Strike I had and carries an equal amount of ground assault units. The real difference lies in its ship-to-ship superiority. The New Empire rightfully placed the strike cruiser at the focal point of its Navy not only are they formidable opponents in space they can also serve as planetary assault vessels. Additionally they are easily modified for numerous specialized operations and this is probably their greatest asset. Craft: Loronar Strike II Cruiser; Type: Strike II-class Medium Cruiser; Scale: Capital Ship; Length: 450 meters; Skill: Capital ship piloting: Strike cruiser; Crew: 1,900; Gunners: 80, Skeleton: 750/+10; Crew Skill: Astrogation 4D, Capital ship piloting 5D+1, Capital ship shields 4D, Sensors 4D+2, Capital ship gunnery 5D; Passengers: 340 (troops); Cargo Capacity: 6,000 metric tons; 1,500 cubic meters; Consumables: 2 years; Hyperdrive Multiplier: x1; Hyperdrive Backup: x9; Nav Computer: Yes; Maneuverability: 2D; Space: 6; Atmosphere: 330; 950 kmh; Hull: 6D; Shields: 3D (3D backup); Sensors: Passive: 50/1D, Scan: 100/3D, Search: 200/4D, Focus: 6/4D+2 30 Heavy Turbolaser Batteries: Fire Arc: 15 front, 6 right, 6 left, 3 back; Crew: 1 (15), 2 (15); Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 10-30/60/90; Atmosphere Range: 20-60/120/180 km; Damage: 9D 10 Tractor Beam Projectors: Fire Arc: 3 front, 3 left, 3 right, 1 back; Crew: 3; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/ 15/ 30; Atmosphere Range: 2-10/30/60 km; Damage: 6D 10 Ion Cannons: Fire Arc: 6 front, 2 left, 2 right; Crew: 2; Skill: Capital ship gunnery; Fire Control: 5D; Space Range: 12-35/70/100; Atmosphere Range: 24-70/140/200 km; Damage: 4D Sunulok Flagship Interdictor This Yuuzhan Vong warship, a greater version of the Vua'spar interdictor, was the flagship of Warmaster Tsavong Lah. Like most of the Yuuzhan Vong forces, the Sunulok had been en route to the galaxy for many years, and certain parts of the ship had begun to die off. Nevertheless, the ship still maintained all its weapons and shielding systems, and served well as the Warmaster's vessel. Primary among the ship's operative systems was the collection of dovin basals it used as a gravity well projector and tractor beam. These dovin basals were used to drag New Republic starships out of hyperspace for boarding. Shortly after the Battle of Duro, the Sunulok found itself under attack from Han Solo and the Millennium Falcon. Solo had been running a series of privateer missions for Luke Skywalker's Great River, and ambushed the Sunulok. In a bold maneuver, Han released a cargo of liquid hydrogen in the vicinity of the Sunulok and began firing into it. The hydrogen didn't burn, lacking oxygen in the vacuum of space. However, when exited by the blaster bolts and drawn into the gravity wells of the dovin basals, the hydrogen became quickly compressed. This caused each blasted glob of hydrogen to become a miniature fusion reactor, dumping incredible amounts of energy into the Sunulok's systems. This overloaded the ship, shutting down the organic tractor beam and allowed Han to escape. The Yuuzhan Vong were able to regroup, and eventually the Warmaster launched Battle Plan Coruscant. In the first wave of ships to attack the planet, the Sunulok led an assault from a position hidden in the OboRin Comet Cluster. However, the initial response from the New Republic forces was formidable, and the Sunulok was disabled early in the battle. The ship was badly damaged as the Republic's forces struggled to capture the yammosk hidden inside, and their efforts were ultimately successful. The Warmaster and his crew were forced to abandon the Sunulok and leave it for dead. (BP, EVR, SBS, NJOSB) Craft: Yuuzhan Vong Sunulok Flagship Interdictor; Type: Yuuzhan Vong Interdictor; Scale: Capital; Length: 908 meters; Skill: Capital Ship Piloting: Vua'spar Interdictor; Crew: 638; Crew Skill: 7D* in all appropriate skills; Passengers: 1,144; Cargo Capacity: 17,450 metric tons; Consumables: 9 months; Cost: Unknown; Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x6; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Atmosphere: 350; 1000 km/h; Hull: 7D+1; Shields: 3D; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 120/3D, Focus: 4/3D+2 20 Plasma Projectors: Fire Arc: 8 front, 4 left, 4 right, 4 rear; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D

Heavy Plasma Projector: Fire Arc: Front; Skill: Capital Ship Gunnery; Fire Control: 6D; Space Range: 310/25/50; Atmosphere Range: 6-20/50/100 km; Damage: 10D 4 Gravity Well Projectors: Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 15/75/150; Damage: Blocks hyperspace travel Note: Not only do the Yuuzhan Vong gravity well projectors force ships out of hyperspace, but they also short out electronic components (including droids) and cause intense brain-wave distortion in living creatures. Both living and droid characters aboard a ship that is forced out of hyperspace by a Yuuzhan Vong interdictor must attempt a Very Difficult Strength check or lose consciousness for 10D rounds. * The +2D bonus from the ship's yammosk has been applied to this total. Super-class Star Destroyer An immense, heavy-duty Imperial Star Destroyer designed and built just before the destruction of the first Death Star, the Super-class Star Destroyer is an 8-kilometer-long battle station. Note that the official Star Wars Databank indicates the Super-class Star Destroyer measured 12,800 kilometers in length. Four of these huge capital ships were initially built by Kuat Drive Yards, displaying the depths of the Emperor's coffers and his desire to flaunt his power. The initial Super-class design was created by Lira Wessex, and although it was militarily impractical - several smaller ships could have performed the same job - it was ultimately successful in support of the Tarkin Doctrine. It was most often used as a command ship, and was manned by a crew of 279,144 accompanied by 1,590 gunners. Its weapons systems included 250 heavy turbolaser batteries, 250 turbolaser batteries, 250 concussion missile tubes, 250 ion cannons, and 40 tractor beam projectors. Darth Vader's command ship Executor was the first Super-class Star Destroyer, presented to the Dark Lord to assist in his search for the Alliance. Craft: Kuat Drive Yards' Super Star Destroyer; Type: Super-class Star Destroyer; Scale: Capital; Length: 8,000 meters; Skill: Capital ship piloting: Super Star Destroyer; Crew: 275,144, gunners: 1,590, skeleton: 50,000/+10; Crew Skill: Astrogation 4D, capital ship gunnery 6D, capital ship piloting 6D+2, capital ship shields 5D+2, sensors 5D; Passengers: 38,000 troops; Cargo Capacity: 250,000 metric tons; Consumables: 6 years; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Backup: x10; Nav Computer: Yes; Space: 4; Hull: 10D; Shields: 8D; Sensors: Passive 75/1D+1, Scan 150/3D+2, Search 300/5D, Focus 8/6D+2 250 Turbolaser Batteries: Fire Arc: 100 front, 75 left, 75 right; Crew: 1 (100), 2 (150); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/36/75; Atmosphere Range: 6-30/70/150KM; Damage: 7D 250 Heavy Turbolaser Batteries: Fire Arc: 100 front, 50 left, 50 right, 50 back; Crew: 2; Scale: Capital; Skill: Capital ship gunnery; Space Range: 3-20/40/60; Atmosphere Range: 10-20/80/120KM; Damage: 10D 250 Concussion Missile Tubes: Fire Arc: 50 front, 75 left, 75 right, 50 back; Crew: 1; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120KM; Damage: 9D 250 Ion Cannon: Fire Arc: 100 front, 50 left, 50 right, 50 back; Crew: 1 (100), 2 (150); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-10/25/100; Atmosphere Range: 2-20/50/100KM; Damage: 4D 40 Tractor Beam Emplacements: Fire Arc: 20 front, 10 left, 10 right; Crew: 1; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60KM; Damage: 9D Super Transport XI A container ship built by the Kuat Drive Yards, it measures 840 meters in length, and can carry 10 million cubic meters of cargo with a maximum mass of 25 million metric tons. It has room for 40,000 standard containers stored in 20 separate holds, or it can be modified to transport up to three CR90 corvettes. It has limited climatic and pressure controls, and requires a crew of just 100. Craft: Kuat Drive Yards Super Transport XI; Type: Large container ship; Scale: Capital; Length: 840 meters; Skill: Space transports; Crew: 100, skeleton: 50/+10; Crew Skill: Astrogation 4D, space transports 4D; Cargo Capacity: 25 million metric tons; Consumables: 500 days; Cost: 35 million (new), 17 million (used); Hyperdrive Multiplier: x3; Hyperdrive Backup: x20; Nave Computer: Yes; Space: 2; Hull: 3D+2; Sensors: Passive 30/1D, Scan 40/2D, Search 50/2D+2, Focus 4/3D Suuv Ban D'Krid Cruiser This Yuuzhan Vong warship measured 720 meters in length, and was the closest analog to a standard cruiser in the New Republic Navy. It carried a complement of thirty-six coralskippers in several yorik coral arms, and its hull was studded with forty plasma projector weapons. A crew of 480 warriors was required to keep the ship operative, and it could accommodate up to 1,930 troops and 2,000 metric tons of cargo. Although they were equipped with a collection of dovin basals, the Suuv Ban D'Krid cruiser could not generate an interdiction field. These craft were usually accompanied in battle by one or more Uumufalh gun ships. Craft: Yuuzhan Vong Suuv Ban D'Krid Cruiser; Type: Yuuzhan Vong Cruiser; Scale: Capital; Length: 720 meters; Skill: Capital Ship Piloting: Suuv Ban D'Krid; Crew: 480; Crew Skill: 7D* in all applicable skills; Passengers: 1,930; Cargo Capacity: 2,000 metric tons; Consumables: 1 year; Cost: Unknown; Hyperdrive

Multiplier: x3; Nav Computer: Yes; Maneuverability: 1D+1; Space: 6; Hull: 6D+1; Shields: 2D; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 120/3D, Focus: 4/3D+2 40 Plasma Projectors: Fire Arc: 15 front, 10 left, 10 right, 5 rear; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D Dovin Basal "Tractor": Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 2-10/30/60 km; Damage: Up to 2D (see the entry on "Dovin Basals") * The +2D bonus from the ship's yammosk has been applied to this total. Techno Union Starship The Techno Union starships are a unique looking transport that boasts six powerful thrusters in a ring around the bottom portions of the ship. While still plodding in space, these thrusters allow the ship to take off from planet side quickly, blasting into the lower regions of space more rapidly than anyone might guess of the blunt-nosed craft. The ship also boasts four heavy turbolaser batteries for blasting through anything that bars its path to the stars, as well as point-defense lasers used to pick of any annoying pursuers. Though not as heavily armed as some of the Confederate craft during the Clone Wars, the Techno Union ships allowed the Confederacy to land their ship, disgorge its mass of droid troops, and then blast back up into space to rejoin any struggles still going on outside the atmosphere. Craft: Techno Union Starship; Type: Armed Transport; Scale: Capital; Length: 265 Meters; Skill: capital ship piloting: Techno Union Starship; Crew: 165; Crew Skill: Astrogation 3D, capital ship gunnery 3D+2, capital ship piloting 3D, capital ship shields 3D, capital ship repair 3D, sensors 3D+1; Passengers: 600 droid troops; Cargo Capacity: 130 metric tons; Consumables: 4 months; Cost: Not Available for Sale (estimated cost 2.63 million credits); Hyperdrive Multiplier: x1.5; Hyperdrive Backup: x12; Nav Computer: Yes; Space: 4; Atmosphere: 330; 950; Maneuverability: 1D; Hull: 3D+2; Shields: 2D; Sensors: Passive: 20/1D, Scan: 60/2D, Search: 80/3D, Focus: 4/3D+2 16 Turbolaser Cannons: Fire Arc: Forward; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 2D+1; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 9D 6 Point Defense Laser Cannons: Fire Arc: Sides; Scale: Starfighter; Crew: 2; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/7/10; Atmosphere Range: 100-300/700/1 km; Damage: 4D Tractor Beam Projector: Fire Arc: 1 Turret; Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D+2; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 4D Trade Federation Battleship Based on Hoersch-Kessel Drive, Incorporateds huge, ring-shaped LH-3210 cargo freighters, the Trade Federation's battleships have been heavily converted for military use. This conversion makes them perfect for the Federation's use, as unsuspecting targets don't realize they're under attack until it's too late. Measuring 3,170 meters in diameter, these battleships have huge storage areas in the outer hull, which surrounds the central, spherical command center. The Federation equips each battleship with 1,500 Vulture droid starfighters, 50 C-9979 landing ships, 550 MTT troop transports, 6,250 AAT battle tanks, and 1,500 troop carriers. The ships are powered by a pair of Rendili Proton 2 sublight drives, supported by an array of Proton 12 drives as backup. Weaponry is limited by the original, non-military configuration, and consists of 42 quad-laser batteries spaced around the outer hull. Craft: Modified Hoersch-Kessel Drive, Inc., LH-3210; Type: Battleship; Scale: Capital; Length: 3,170 meter diameter; Skill: Capital Ship Piloting: LH-3210; Crew: 150 droids, 25 Neimoidian command staff; Passengers: 50 landing ships, 550 MTTs, 1500 troop carriers, 1500 droid starfighters, 6250 ATTs, and 139,000 battle droids; Crew Skill: Capital Ship Piloting 4D+1, Capital Ship Gunnery 4D+1, Capital Ship Shields 4D+1; Cargo Capacity: 5 million metric tons; Consumables: 500 days; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x10; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 6D; Shields: 3D; Sensors: Passive: 30/1D, Scan: 60/2D, Search: 90/3D+2, Focus: 6/4D Quadlasers (42): Fire Arc: 14 front, 14 rear, 7 right, 7 left; Scale: Starfighter; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/10/20; Atmosphere Range: 100-500/1/2km.; Damage: 5D Trade Federation Droid Control Ship This was the name of a unique Trade Federation battleship which was heavily modified for use in controlling the immense automated armies of the Federation. Based on the same Hoersch-Kessel Drive cargo platform, the droid control ship resembled the ring-like battleships it supported. However, the control ship was different in that powerful sensory rectennae and broadcast transmission towers studded the rear of the ship, allowing the droid control ship to hover in high orbit - up to 16,500 kilometers away - while maintaining transmission link-ups with ground-based forces. Once the other battleships had deployed their droids, they often moved out of the system entirely until the invasion was over. This left the droid control ship behind to handle the operations of the droid army. Armament and the on-board complement of droid hardware was similar to that of the Federation's battleships. However, shielding was much great on the control ship, providing an added measure of defense. Despite the upgraded shielding and plating, droid control ships were easy targets for the opponents of the Federation, and the loss of a droid control ship eliminated all the battle droids on the ground. This led to the development of a mobile control unit which could be deployed on the ground and moved about to avoid capture. During the early stages of the Clone Wars, these mobile units were held in reserve, until a droid

control ship was damaged or destroyed. Then, the mobile unit was activated, reanimating the droids and catching Republic forces by surprise. Craft: Modified Hoersch-Kessel Drive, Inc., LH-3210; Type: Command Ship; Scale: Capital; Length: 3,170 meter diameter; Skill: Capital Ship Piloting: LH-3210; Crew: 150 droids, 25 Neimoidian command staff; Passengers: 50 landing ships, 550 MTTs, 1500 troop carriers, 1500 droid starfighters, 6250 ATTs, and 139,000 battle droids, 10 sapients (typically Neimoidian trade negotiators); Crew Skill: Capital Ship Piloting 4D+1, Capital Ship Gunnery 4D+1, Capital Ship Shields 4D+1; Cargo Capacity: 4 million metric tons; Consumables: 500 days; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x10; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 6D; Shields: 3D; Sensors: Passive: 30/1D, Scan: 60/2D, Search: 90/3D+2, Focus: 6/4D Quadlasers (42): Fire Arc: 14 front, 14 rear, 7 right, 7 left; Scale: Starfighter; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/10/20; Atmosphere Range: 100-500/1/2km.; Damage: 5D Trade Federation Freighter This ring-shaped cargo freighter was produced by Hoersch-Kessel Drive, Incorporated, during the last decades of the New Order. The LH-3210 was the culmination of centuries of work and cooperation between HKD and the Trade Federation, and was created to certain specifications provided by the Federation. Measuring 3,170 meters in diameter, the LH-3210 was designed to be tubular in shape and open at one end, ensuring that the ship was easily recognizable as a Trade Federation vessel. This shape also allowed cargo to be loaded into the vast storage bays. These ships could carry up to five million metric tons of cargo, and were designed to carry normal cargoes as well as weapons of war. The average LH-3210 required a crew of 175 to operate, including the command staff and workers. It could accommodate up to 6,250 AAT tanks, 550 MTT transports, fifty C-9979 transports, and a complement of 1,500 droid starfighters. With specific modifications, the LH-3210 could be used as a Trade Federation Battleship or a Droid Control Ship, providing the Federation a measure of surprise against pirates or other threats. Although primarily interstellar vessels with Class 2 hyperdrives, the LH3210 could be operating in an atmosphere for ground-side operations. It could attain speeds of 500 kilometers per hour in atmosphere. In the wake of the Battle of Naboo, the Trade Federation was ordered to eliminate large portions of its war fleet. Although many LH-3210 freighters were disassembled, they were never scrapped. In fact, the disassembly allowed the Trade Federation to figure out a way to separate the Core Ship from the main ring. This allowed the main freighter to remain in space, while the command crew moved back and forth to planet side locations in the Core Ship. During the Clone Wars, most LH-3210 freighters were destroyed in battle, although a handful made their way into the fleet of the Corporate Sector Authority. Note that The New Essential Guide to Vehicles and Vessels indicates that the LH-3210 freighter was Lucrehulk-class ship. Craft: Hoersch-Kessel Drive, Inc., LH-3210; Type: Freighter; Scale: Capital; Length: 3,170 meter diameter; Skill: Capital Ship Piloting: LH-3210; Crew: 500; Passengers: 200 battle droids or troops, 50 sapients (typically diplomats or trade reps); Crew Skill: All appropriate skills at 4D; Cargo Capacity: 25 million metric tons; Consumables: 500 days; Cost: Not available for sale; Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x10; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Hull: 6D; Shields: 3D; Sensors: Passive: 30/1D, Scan: 60/2D, Search: 90/3D+2, Focus: 6/4D Quadlasers (28): Fire Arc: 7 front, 7 rear, 7 right, 7 left; Scale: Starfighter; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-5/10/20; Atmosphere Range: 100-500/1/2km; Damage: 5D Trade Federation Heavy Cruiser The Trade Federation rarely employed high-powered starships in their fleet, preferring economic warfare above all, but occasionally they had need for something more powerful. The Heavy Munitions Cruiser was often a flagship for vast military operations due to its heavy firepower and durability. It can carry three landing craft, as well as 2 squadrons of starfighters or a number of other light craft, depending on the configuration of the ship. By the time of the Battle of Naboo, however, these craft were mostly antiquated and falling apart. They are large, bulky, and mostly in poor repair, so the Trade Federation opted to go with the newer Battleships instead. Raith Sienar commanded a Heavy Munitions Cruiser, the Admiral Korvin, on his mission to Zonama Sekot. Craft: Hoersch-Kessel Drive Inc. Heavy Munitions Cruiser; Type: Heavy Cruiser; Scale: Capital; Length: 3206 Meters; Skill: capital ship piloting: Heavy Munitions Cruiser; Crew: 938, 144 gunners; Crew Skill: Astrogation 3D, capital ship gunnery 3D+2, capital ship piloting 3D, capital ship shields 3D; Passengers: 3100 (troops); Cargo Capacity: 6100 metric tons; Consumables: 1 year; Cost: 3.1 million (used); Hyperdrive Multiplier: x3; Nav Computer: Yes; Space: 4; Maneuverability: 0D; Hull: 4D; Shields: 2D; Sensors: Passive: 20/1D, Scan: 50/2D, Search: 80/2D+2, Focus: 3/3D 35 Concussion Missile Tube Launchers: Fire Arc: 25 front, 5 left, 5 right; Crew: 1 (25), 2 (10); Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120km; Damage: 7D 50 Quad Laser Batteries: Fire Arc: Front (20), Left (10), Right (10), and Rear (10); Crew: 2 (40), 1 (10); Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Damage: 4D 3 Tractor Beam Projectors: Fire Arc: Turret (2), Front (1); Crew: 3; Skill: Capital Ship Gunnery; Fire Control: 2D+2; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 4D

Trade Federation Landing Craft Built for the Neimoidians who controlled the Trade Federation, the C-9979 resembled a huge letter I when viewed from above. The four lobes of the craft held the various components of a Federation invasion force: 11 MTT transports, 114 AAT battle tanks, 28 droid troop transports, and the complete compliment of battle droids needed to control these smaller ships. The C-9979 required a crew of 88, and the Neimoidians used droids for all crew positions. The transport was deployed from the lobes by a complex system of tracks and lifts that channel them through the central section, which hangs down below the I-shaped wings. Complete deployment of all forces takes about 45 minutes. The overall wingspan of the C-9979 is 340 meters. It is lightly armed, with a pair of laser cannons mounted on the forward wingtips and four turret-mounted laser cannons spread around the main section. It lacks a hyperdrive, being purely a landing craft, but has a maximum atmospheric speed of 587 kph. Craft: Haor Chall Engineering C-9979; Type: Heavy Transport; Scale: Capital; Length: 370 meters; Skill: Capital Ship Pilot: C-9979; Crew: 88 droids or 140 sapients; Crew Skill: All appropriate skills at 6D; Passengers: 30 repair droids, 40 commander battle droids, 39 pilot battle droids, 15 security droids, 28 troop carriers (each containing 112 battle droids), 11 MTTs (each containing 112 battle droids); Cargo Capacity: 1800 metric tons (used primarily for storing ATTs); Consumables: 1 day; Cost: 200,000 (new), 75,000 (used); Hyperdrive Multiplier: None; Maneuverability: 1D+1; Space: 5; Atmosphere: 295; 850 km/h; Hull: 2D; Shields: 1D; Sensors: Passive: 15/0D, Scan: 25/1D, Search: 40/2D, Focus: 1/2D 2 Wingtip Dual Laser Cannons (fire-linked): Fire Arc: Front; Scale: Starship; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D+1 2 Dual Laser Cannons: Fire Arc: Turret; Scale: Starship; Skill: Starship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D Note: Due to the size of this ship, I decided to make it Capital scale. FYI, Starship scale stats would have converted to a Hull rating of 6D+2, and a Shield rating of 3D+1. Trade Federation Missile Frigate As the Trade Federation increased their armament, the need for a dedicated bombardment vessel soon came to the attention of its Neimoidian masters. While Trade Federation cargo haulers became more well defended, larger pirate gangs started taking notice in the increased value in cargo aboard said freighters. Pirate gangs in possession of decommissioned capital ships began attacking the armed convoys and putting up quite a fight, so much so that the Trade Federation's freighters were quickly outmatched. The Missile Frigate, designed by Hoersch-Kessel Drive like the rest of the Federation's armament, was specifically engineered to deal swift, powerful blows to capital ships attacking convoys. With a battery of forward concussion missiles, aided by longrange guidance systems, the Missile Frigates soon ended most capital ship piracy against the Neimoidians' trade cartel. When the time came to invade Naboo, the Missile Frigates proved to be an excellent threat weapon; a planetary bombardment by a Missile Frigate could take out a target within moments. Most of these ships were removed from service when the Trade Federation lost their franchise, but some remained almost up to the days of the Clone Wars. Craft: Hoersch-Kessel Drive Missile Frigate; Type: Heavy Assault Frigate; Scale: Capital; Length: 260 Meters; Skill: capital ship piloting: missile frigate; Crew: 65, 20 gunners; Crew Skill: Astrogation 3D, capital ship gunnery 3D+2, capital ship piloting 3D, capital ship shields 2D+1, capital ship repair 2D, sensors 3D+2; Passengers: 100 (troops); Cargo Capacity: 1300 metric tons; Consumables: 1 year; Cost: Not Available for Sale; Hyperdrive Multiplier: x2; Nav Computer: Yes; Space: 4; Maneuverability: 1D; Hull: 4D+2; Shields: 2D; Sensors: Passive: 30/1D+1, Scan: 60/2D+1, Search: 90/3D+2, Focus: 6/4D+2 6 Concussion Missile Batteries (12 missiles per battery): Fire Arc: Forward (3), Sides (2) Rear (1); Crew: 3 (5), 2 (1); Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 5-20/50/110; Atmosphere Range: 550/100/300km; Damage: 9D 4 Forward Laser Cannons (fire-linked by pairs): Fire Arc: Front; Crew: 4; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 5D Uro-ik V'alh Battleship This was the basic Yuuzhan Vong battleship, measuring some 2,240 meters in length and armed with eighty plasma projectors and many dovin basals. When fully staffed, the Uro-ik V'alh had a crew of 1,640 warriors. The ship was capable of transporting up to 3,150 troops and 16,480 metric tons of cargo. Like many of the Yuuzhan Vong's largest ships, the Uro-ik V'alh was an ovoid mass of yorik coral, with several arms sprouting from its hull to serve as docking bays for coralskippers. Craft: Yuuzhan Vong Uro-ik V'alh Battleship; Type: Yuuzhan Vong Battleship; Scale: Capital; Length: 2,240 meters; Skill: Capital Ship Piloting: Uro-ik V'alh; Crew: 1,640; Crew Skill: 7D* in all applicable skills; Passengers: 3,150; Cargo Capacity: 16,480 metric tons; Consumables: 1 year; Cost: Unknown; Hyperdrive Multiplier: x3; Nav Computer: Yes; Maneuverability: 1D; Space: 5; Hull: 8D; Shields: 3D+2; Sensors: Passive: 60/2D, Scan: 120/3D, Search: 240/4D, Focus: 6/5D+2 80 Plasma Projectors: Fire Arc: 20 front, 20 left, 20 right, 20 rear; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D Dovin Basal "Tractor": Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 2-10/30/60 km; Damage: Up to 3D+2 (see the entry on "Dovin Basals")

* The +2D bonus from the ship's yammosk has been applied to this total. Uumufalh Gunship This Yuuzhan Vong warship was the closest analog to the gun ships of the New Republic Navy. They were used to escort Suuv Ban D'Krid cruisers into battle, lending their support with forty plasma projectors and a wealth of dovin basals. Despite their size - measuring an average of 615 meters in length - the Uumufalh gunship did not carry coralskippers, and they lacked the ability to generate an interdiction field. These ships were crewed by 335 Yuuzhan Vong warriors, and could transport up to 840 troops and 1,380 metric tons of cargo into battle. Craft: Yuuzhan Vong Uumufalh Gunship; Type: Yuuzhan Vong Escort Ship; Scale: Capital; Length: 615 meters; Skill: Capital Ship Piloting: Uumufalh; Crew: 335; Crew Skill: 7D* in all applicable skills; Passengers: 840; Cargo Capacity: 1,380 metric tons; Consumables: 6 months; Cost: Unknown; Hyperdrive Multiplier: x3; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Hull: 5D+2; Shields: 1D+2 ;Sensors: Passive: 40/1D, Scan: 80/2D, Search: 120/3D, Focus: 4/3D+2 40 Plasma Projectors: Fire Arc: 15 front, 10 left, 10 right, 5 rear; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D Dovin Basal "Tractor": Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 2-10/30/60 km; Damage: Up to 2D (see the entry on "Dovin Basals") * The +2D bonus from the ship's yammosk has been applied to this total. XCV-3 Starfighter Carrier The XCV-3 "Havoc" Starfighter Carrier is an old idea put together with new technology: the latest in state-of-the-art tractor beam and space maximization concepts in the Empire. Havoc Alpha, as the experimental craft is known, is not equipped with a fast hyperdrive, or an unlimited nav computer. But it does have something no other starship in the Empire has: the advanced tractor beam. The advanced tractor beam is something the IMS R&D staff has come up with. They took a standard tractor beam projector in use on the Imperial Escort Carrier, disassembled it, and doubled the charge capacitors, tripolarized the focusing matrix, and boosted the power throughput by 60%. All this made the advanced tractor beam have double the range and power of the original. With 14 of these beams, mounted on turrets, the Havoc is also an effective ship-trapper. IMS is making a request to High Command that the advanced tractor turrets be made standard onboard the Immobilizer 418-II within the year. Tactical Deployment: This craft will be deployed with the IMS Defense Force, as it is, at the moment, unique in the Empire. Craft: IMS' XCV-3 "Havoc" Starfighter Carrier; Type: Experimental starfighter carrier; Scale: Capital; Length: 860 meters; Skill: CS piloting: Havoc Carrier; Crew: 7,652, gunners: 22, skeleton 3,826/+10; Crew Skill: Astrogation 3D, CS gunnery 4D+2, CS piloting 5D+1, CS shields 4D, sensors 3D+2, SS gunnery 5D; Cargo Capacity: 5,500 metric tons; Consumables: 8 months; Passengers: 3,400 (pilots, support personnel, troops, and technicians); Hyperdrive: x4; Nav Computer: Limited to 10 jumps; Maneuverability: 1D+2; Space: 6; Hull: 5D; Shields: 4D; Sensors: Passive: 30/1D, Scan: 65/2D+2, Search: 170/4D, Focus: 5/5D+1 8 Light Turbolaser Turrets: Fire Arc: Turret; Crew: 1; Skill: CS gunnery; Fire Control: 2D; Space Range: 3-10/30/65; Orbit Range: 6-20/60/130; Damage: 2D+1 14 Advanced Tractor Beam Turrets: Fire Arc: Turret; Crew: 1; Skill: SS gunnery; Fire Control: 4D; Space Range: 2-10/30/60; Orbit Range: 4-20/60/120; Damage: 5D+2 Carried Craft: Up to 144 light starfighters (TIE/ln, Interceptor, Avenger); Up to 72 medium/heavy starfighters (Bomber, Scimitar, Defender); Up to 48 assault craft/transports (Star Wing, Star Hammer); Up to 300 ground assault craft (housed in hangar); Up to 5,000 passengers (housed in hangar) Vibre-class Assault Cruiser Developed and manufactured by Silvuit Corporation, this 100-meter long craft bristled with weapons. It found widespread usage among Imperial fleets which survived the Battle of Endor, as the remnants of the Empire began raiding New Republic convoys for supplies. Vibre-class cruisers were plated with matte-black armor, with a layer of stealth coating bonded to it. A triangular, scarab-shaped craft, it was armed with four laser cannons, a pair of tractor beam projectors, and four ion cannons. The shape of the ship was dictated by its mission profile. It could latch onto larger capital ships with its tractor beams, and use cutting lasers to open the other ship's hull. A squadron of zero-G spacetroopers was disgorged into the larger ship, which would then take control of it. The ship required a crew of thirty to operate, along with 15 gunners. It could transport up to sixty troops and 500 metric tons of cargo. Craft: Silvuit Corporation Vibre-class Assault Cruiser; Type: Assault cruiser; Scale: Capital; Length: 100 meters; Skill: Capital ship piloting: Vibre-class Assault Cruiser; Crew: 30, gunners: 15, skeleton: 10/+10; Crew Skill: Capital ship gunnery 4D, capital ship piloting 5D, capital ship shields 3D+2, sensors 3D+1; Passengers: 60 (spacetroopers); Cargo Capacity: 500 metric tons; Consumables: 5 months; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x5; Nav Computer: Yes; Maneuverability: 2D+1; Space: 7; Atmosphere: 350; 1,000 KMH; Hull: 3D; Shields: 4D+2; Sensors: Passive 40/1D, Scan 80/1D+2, Search 130/2D, Focus 4/3D; Sensor Stealth: +2D to difficulty at ranges great than 40 units

4 Laser Cannons: Fire Arc: Turret; Crew: 1; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 1-4/13/28; Atmosphere Range: 100-400/1.3/2.8KM; Damage: 4D 2 Tractor Beam Emplacements: Fire Arc: 1 left, 1 right; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3KM; Damage: 5D+2 4 Ion Cannons: Fire Arc: 2 front, 1 left, 1 right; Crew: 2; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-12/15/30; Atmosphere Range: 2-10/30/60KM; Damage: 4D Victory-I class Star Destroyer A medium-duty capital ship, the Victory-class was the precursor to the Imperial class. It was designed by Walex Blissex and was commissioned into service near the end of the Clone Wars. It was manufactured by Rendili StarDrive, and was built to serve three purposes: planetary defense, planetary assault and ground troop support, and ship-to-ship combat. It can run at speeds up to .45 past light speed. The Victory-class measured 900 meters in length, and was manned by 4,798 crewers and 402 gunners. It could transport up to 2,040 troops, and held 8,100 metric tons of cargo. It was equipped with 10 quad turbolaser batteries, 40 double turbolaser batteries, 80 concussion missile tubes, and 10 tractor beam projectors. Note that the Star Wars: Customizable Card Game states that the Victory-class Star Destroyer had the capability to operate in a planet's atmosphere. Also note that Starships of the Galaxy indicates the weaponry of this ship consisted of 10 light turbo quad lasers, 20 double turbolaser batteries, 20 concussion missile tubes, and 10 tractor beam projectors. Craft: Rendili Star Drive's Victory I; Type: Star Destroyer; Scale: Capital; Length: 900 meters; Skill: Capital ship piloting: Star Destroyer; Crew: 4,798, gunners: 402, skeleton: 1,785/+15; Crew Skill: Astrogation 3D+2, capital ship gunnery 4D+2, capital ship piloting 5D, capital ship shields 4D, sensors 3D+2; Passengers: 2,040 troops; Cargo Capacity: 8,100 metric tons; Consumables: 4 years; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x15; Nav Computer: Yes; Maneuverability: 1D; Space: 4; Atmosphere: 280; 800 KMH; Hull: 4D; Shields: 3D+1; Sensors: Passive 40/1D, Scan 70/2D, Search 150/4D, Focus 4/3D+2 10 Quad Turbolaser Batteries: Fire Arc: 5 left, 5 right; Crew: 5; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 5D 40 Double Turbolaser Cannons: Fire Arc: 10 front, 15 left, 15 right; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 2D+2 80 Concussion Missile Tube Launchers: Fire Arc: 20 front, 20 left, 20 right, 20 back; Crew: 2; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-12/30/60; Atmosphere Range: 424/60/120KM; Damage: 9D 10 Tractor Beam Emplacements: Fire Arc: 6 front, 2 left, 2 right; Crew: 1 (2), 4 (2), 10 (6); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 210/30/60KM; Damage: 5D Victory-II class Star Destroyer A modification to the original Victory-class Star Destroyer, the Victory-II class was manned by 5,881 crewers but only 226 gunners. The Victory-II also measured 900 meters in length, and was 20 turbolaser batteries, 20 double turbolaser batteries, 10 ion cannons, and 10 tractor beam projectors. Craft: Rendili Star Drive's Victory II; Type: Star Destroyer; Scale: Capital; Length: 900 meters; Skill: Capital ship piloting: Star Destroyer; Crew: 5,881, gunners: 226, skeleton: 2,100/+10; Crew Skill: Astrogation 3D+2, capital ship gunnery 4D+2, capital ship piloting 5D, capital ship shields 4D, sensors 3D+2; Passengers: 1,600 troops; Cargo Capacity: 8,100 metric tons; Consumables: 4 years; Cost: Not available for sale; Hyperdrive Multiplier: x1; Hyperdrive Backup: x15; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Hull: 4D+2; Shields: 3D; Sensors: Passive 40/1D, Scan 70/2D, Search 150/4D, Focus 4/3D+2 20 Turbolaser Batteries: Fire Arc: 10 front, 5 left, 5 right; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 7D 20 Double Turbolaser Cannons: Fire Arc: 10 front, 15 left, 15 right; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150KM; Damage: 2D+2 10 Ion Cannons: Fire Arc: 2 front, 3 left, 3 right, 2 back; Crew: 2 (2), 3 (2), 4 (6); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100KM; Damage: 4D 10 Tractor Beam Emplacements: Fire Arc: 6 front, 2 left, 2 right; Crew: 1 (2), 4 (2), 10 (6); Scale: Capital; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 210/30/60KM; Damage: 5D Victory III Star Destroyer Despite advancing technology, sometimes old ideas are still best. This thinking prompted Imperial High Command to re-examine the capabilities of the "Victory" Star Destroyer just before the Yuuzhan Vong invaded. It was concluded that an update of the original "Victory" would yield a vessel which would be a good cruiser and have bombardment capacity enough to facilitate phasing-out dedicated siege platforms. Thus was born the "Victory III"

Once the Vong invasion began the "Victory III" design was modified to turn it into a long-distance raider. The new "Victory" still has no Ion Cannons, but makes up for it with six Skipray Blastboats. It also carries two squadrons of TIE starfighters. The weapons fit of "Victory III"s is optimized for their mission profile. That profile is for two starships to enter a system, quickly destroy any space defenses, and then destroy planetary targets of value from inside the atmosphere. Craft: Rendili Star Drive's Victory III; Type: "Victory"-class Star Destroyer; Scale: Capital; Length: 900 meters; Skill: Capital Ship Piloting: Star Destroyer; Crew: 4,750 gunners: 330 skeleton: 1,755/+15; Crew Skill: Astrogation 4D, Capital Ship Gunnery 5D, Capital Ship Piloting 5D, Capital Ship Shields 4D, Sensors 3D+2; Passengers: 2,100 (troops); Cargo Capacity: 8,100 metric tons; Consumables: 4 years; Hyperdrive Multiplier: x1; Hyperdrive Backup: x8; Nav Computer: Yes; Maneuverability: 1D+2; Space: 6; Atmosphere: 280; 800kmh; Hull: 6D; Shields: 4D (the "Victory III" has 4D backup shields); Sensors: Passive: 50/1D, Scan: 150/3D, Search: 200/4D, Focus: 6/4D+2 10 Heavy Turbolaser Batteries: Fire Arc: 5 left, 5 right; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 0D; Space Range: 5-20/40/60; Atmosphere Range: 10-40/80/120km; Damage: 10D 40 Medium Turbolasers: Fire Arc: 10 front, 15 left, 15 right; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 5D 80 Concussion Missile Tubes: Fire Arc: 20 front, 20 left, 20 right, 20 back; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 5D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120km; Damage: 9D 10 Tractor Beam Projectors: Fire Arc: 4 front, 3 left, 3 right; Crew: 1(2), 4(2), 10(6); Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60km; Damage: 6D Carried Vessels: 12 TIE Interceptor (or later fighter), 12 TIE Bomber, 6 Skipray Blastboats Vindicator-Class Heavy Cruiser This Kuat Drive Yards warship was developed and manufactured to help fill the gap in the Imperial Navy, whenever Imperial-class Star Destroyers were unavailable and smaller ships were not powerful enough. The Vindicator-class heavy cruiser measured 600 meters in length, and retained many of the Star Destroyer's design points. The Vindicator was armed with 25 light turbolasers, 20 turbo quad lasers, ten point-defense laser cannons, 20 light ion cannons, and three tractor beams. The basic hull of this craft, which was created from designs developed by Wilhuff Tarkin himself, was later reused as the platform for the Immobilizer 418 Interdictor-class cruiser. Craft: Sienar Fleet Systems Vindicator Heavy Cruiser; Type: Vindicator-Class Heavy Cruiser; Scale: Capital; Length: 600 meters; Skill: Capital Ship Piloting: Vindicator; Crew: 2,551; Crew Skill: Varies, typically 4D in all applicable skills; Passengers: 400 (troops); Cargo Capacity: 8,000 metric tons; Consumables: 1.5 years; Cost: Not available for sale (43 million estimated); Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x8; Nav Computer: Yes; Maneuverability: 1D; Space: 6; Hull: 6D; Shields: 3D; Sensors: Passive: 30/1D, Scan: 75/2D, Search: 150/3D, Focus: 5/4D 25 Light Turbolasers: Fire Arc: 2 batteries front, 1 battery right, 1 battery left, 1 battery rear; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D 20 Light Turbo Quadlasers: Fire Arc: 2 batteries front, 1 battery right, 1 battery left, 1 battery rear; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D 10 Point-Defense Lasers: Fire Arc: 2 front, 3 right, 3 left, 2 rear; Skill: Starship Gunnery; Scale: Starfighter; Fire Control: 4D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km; Damage: 4D 20 Light Ion Cannons: Fire Arc: 2 batteries front, 1 battery right, 1 battery left, 1 battery rear; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 3D+2 3 Tractor Beam Projectors: Fire Arc: 1 front, 1 right, 1 left; Skill: Capital Ship Gunnery; Fire Control: 1D; Space Range: 1-5/15/30; Atmosphere Range: 1-5/15/30 km.; Damage: 4D Viscount/Strident-class Star Defender Though it was built by a combined CEC/Mon Calamari effort, you wouldn't know it by looking at the ship. Like most other Mon Cal cruisers, the Viscount/Strident-class Star Defender is very organic and flowing, but has the quality of engineering CEC is known for. The Star Defender is over 6 kilometers long, and carries firepower to match. Though it has not yet taken on a Yuuzhan Vong ship, it would undoubtedly give a command cruiser a run for its money. Note: The dual designation for the Star Defender is due to the new construction partnership between the Corellian Engineering Corporation and the shipyards of the Mon Calamari. The Viscount-class is built at Calamari, the Strident-class at Corellia. All other specifications are identical. Craft: CEC/Mon Calamari MC100 Viscount/Strident-class Star Defender; Type: Star Cruiser; Scale: Capital; Length: 6,250 meters; Skill: CS piloting: Mon Cal cruiser; Crew: 68,124; gunners: 4,910; skeleton: 12,660/+10; Crew Skill: Astrogation 4D*, CS gunnery 5D+2*, CS piloting 6D+1*, CS shields 5D+2*, sensors 4D (Mon Cal Star Defenders are configured to provide Mon Calamari with their +1D bonus for being in moist environments. These skill levels do not reflect these bonuses.); Passengers: 12,000 (troops); Cargo Capacity: 350,000 metric tons; Consumables: 6 years; Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav Computer:

Yes; Maneuverability: 0D; Space: 5; Hull: 8D; Shields: 6D (Mon Cal Star Cruisers have 6D of backup shields, When a die of shields is lost, if the shield operators can make an Easy CS shields total, one of the backup die codes of shields can be brought up to increase the shields back to 6D.); Sensors: Passive: 75/1D+2, Scan: 150/3D+2, Search: 300/5D, Focus: 8/6D+2 500 Turbolaser Batteries: Fire Arc: 200 front, 120 left, 120 right, 60 rear; Crew: 2 (250), 3 (250); Skill: CS gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 6D 500 Heavy Turbolaser Batteries: Fire Arc: 240 front, 100 left, 100 right, 60 rear; Crew: 2 (200), 3 (300); Skill: CS gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 9D 500 Ion Cannon Batteries: Fire Arc: 200 front, 120 left, 120 right, 60 rear; Crew: 4 (400), 5 (100); Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100km; Damage: 6D (ionization) 130 Tractor Beam Projectors: Fire Arc: 60 front, 35 left, 35 right, 45 rear; Crew: 2; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/15/30 km; Damage: 9D Carried Craft: 120 (3 wings, 1 squadron) T-65A3 X-wings, 72 (2 wings) A-wings, 72 (2 wings) E-wings, 36 (1 wing) B-wings, 12 (1 squadron) K-wings, 14 (1 squadron, 1 element) T-65XJ X-wings, 12 Lambda-class shuttles, 10 Troop transports Vua'spar Interdictor This Yuuzhan Vong interdictor ship was developed after the invasion of the New Republic galaxy had begun. Resembling two huge cones connected at their bases, the 908-meter-long Vua'spar interdictor was equipped with three enormous dovin basals for generating a gravity well that could drag ships out of hyperspace. The strength of this gravity well also had one other affect: it caused sever disruption to the brainwave patterns of most sentient beings, rendering them unconscious for several minutes after their ship reverted to realspace. These interdiction capabilities, coupled with several yorik coral arms that housed a full wing of thirty-six coralskippers, made the Vua'spar a deadly addition to the Yuuzhan Vong fleet. The Vua'spar was crewed by 638 warriors, and could transport up to 1,144 troops and 17,450 metric tons of cargo. It was armed with twenty plasma projectors and a forward-mounted heavy plasma projector, and it was protected by a collection of smaller dovin basals. These ships first appeared after the Yuuzhan Vong subjugated planets such as Duro and Fondor, after the New Republic began putting up increasing resistance to the invasion plans of the Yuuzhan Vong. Craft: Yuuzhan Vong Vua'spar Interdictor; Type: Yuuzhan Vong Interdictor; Scale: Capital; Length: 908 meters; Skill: Capital Ship Piloting: Vua'spar Interdictor; Crew: 638; Crew Skill: 6D* in all applicable skills; Passengers: 1,144; Cargo Capacity: 17,450 metric tons; Consumables: 9 months; Cost: Unknown; Hyperdrive Multiplier: x2; Hyperdrive Back-Up: x6; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Atmosphere: 280; 800 km/h; Hull: 4D+1; Shields: 1D+2; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 120/3D, Focus: 4/3D+2 20 Plasma Projectors: Fire Arc: 8 front, 4 left, 4 right, 4 rear; Skill: Capital Ship Gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 7D Heavy Plasma Projector: Fire Arc: Front; Skill: Capital Ship Gunnery; Fire Control: 6D; Space Range: 310/25/50; Atmosphere Range: 6-20/50/100 km; Damage: 10D Gravity Well Projector: Fire Arc: Any; Skill: Capital Ship Gunnery; Fire Control: 4D; Space Range: 15/75/150; Damage: Blocks hyperspace travel Note: Not only do the Yuuzhan Vong gravity well projectors force ships out of hyperspace, but they also short out electronic components (including droids) and cause intense brain-wave distortion in living creatures. Both living and droid characters aboard a ship that is forced out of hyperspace by a Yuuzhan Vong interdictor must attempt a Very Difficult Strength check or lose consciousness for 10D rounds. * The +2D bonus from the ship's yammosk has been applied to this total. Yorik-stronha Spy Ship This was the Yuuzhan Vong version of a picket ship, although its primary mission was reconnaissance and espionage. Like all Yuuzhan Vong warships, the Yorik-stronha was created from living yorik coral, and resembled nothing more than a large asteroid. These ships averaged about 228 meters in length, and allowed a crew of twelve officer and twelve warriors to observe a remote location with minimal chances of being detected. These should were well-armed, having ten volcano cannons and a complement of dovin basals in case there was any fighting. Additionally, the Yorik-stronha ship could transport up 142 metric tons of cargo. Craft: Yuuzhan Vong Yorik-stronha Spy Ship; Type: Yuuzhan Vong Spy Ship; Scale: Capital; Length: 228 meters; Skill: Capital Ship Piloting: Yorik-stronha; Crew: 12; Crew Skill: 6D* in all applicable skills; Passengers: 12; Cargo Capacity: 142 metric tons; Consumables: 2 months; Cost: Unknown; Hyperdrive Multiplier: x3; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Hull: 2D+1; Shields: 0D+2; Sensors: Passive: 40/1D, Scan: 80/2D, Search: 120/3D, Focus: 4/3D+2 10 Volcano Cannons: Fire Arc: 4 front, 2 left, 2 right, 2 rear; Skill: Starship Gunnery; Scale: Starfighter; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5 km.; Damage: 6D Dovin Basal "Tractor": Fire Arc: Any; Skill: Starship Gunnery; Fire Control: 0D; Space Range: 15/15/30; Atmosphere Range: 100-500/1.5/2.5 km; Damage: Up to 0D+2 (see the entry on "Dovin Basals") * The +2D bonus from the ship's yammosk has been applied to this total.

YVG Corvette The YVG Corvette is a member of Corellian Engineering Corporations most recent product range - the YV generation. The YVG Corvette shares many similarities with CECs standard Corvette but rather than being a Multipurpose vessel the YVGC is designed to serve as an escort and a patrol vessel. The YVG Corvettes prow shares the long, tall and narrow hull design, which is the hallmark of the YV generation. Whilst, the central and aft portions of the hull share a number of the designs incorporated in the standard Corvette. The most noticeable difference is the design of the engine block, which only houses three very powerful engines opposed to the eleven engines mounted on the standard Corvette. Some other noticeable differences include the addition of an extra pair of double turbolaser turrets and the removal of the large sensor arrays, which are now located in the prow of the vessel. The prow contains the main hold (capable of holding 2,000 tons), the vast majority of the crew and passenger compartments, the bridge, various utility rooms, a ventral retractable docking tube and the main boarding ramp. The central portion of the vessel contains weapon stations, escape pods (like the standard Corvette the YVGCs escape pods they also double up as weapon stations), the security section, the brig, the secondary hold (capable of holding 500 tons) and the medical ward. The aft portion of the vessel contains main engineering, some crew compartments (used primarily by the engineers), a small repair facility and the secondary boarding ramp. For such a small vessel the YVGC has quite an impressive armament, which is made up of four double turbolaser turrets and four anti-starfighter turrets. This weapon arrangement enables the YVGC to handle a wide range of opponents. In addition to its weapons array, the YVGC has heavy armor plating and a powerful shield generator. The vessel also boasts a backup shield generator, enabling it to soak up considerable firepower. Aside from its combat superiority over the standard Corvette it also benefits from relatively low crew requirements. The typical command staff of a YVGC consists of a Captain, a 1st Officer, a Chief Engineer, a Navigation Officer, a Doctor and a Cargo Master. The typical crew complement consists of 6 Engineers, 3 Cooks, 3 Pilots, 3 Shields Operators, 3 Sensors Operators, 3 Communications Operators, 3 Nurses, 6 General Hands and 12 Gunners. The Crew typical work on a three-shift system, with each shift consisting of 2 Command members, 8 crewmembers and 4 gunners. While the YVGC is intended for light combat duty, it can easily be converted to other roles like most other CEC vessels. A common modification is the conversion of the main hold into a fighter bay, which can hold two fighters up to 13 meters in length. Another favorite is the conversion of the main hold into a troop compartment, which can hold up to 75 troops. The YVGC is seeing use with the Empire, the Alliance and a number of planetary customs agencies. There have been recent reports of pirates using them as well. Craft: Corellian Engineering Corporation YVG Corvette; Type: Escort/Patrol Starship; Scale: Capital; Length: 130m; Skill: Capital Ship Piloting: YVG Corvette; Crew: 36 Gunners: 12; Crew Skill: Astrogation 3D, Capital Ship Gunnery 4D+1, Capital Ship Piloting 4D, Capital Ship Shields 3D, Sensors 3D, Starship Gunnery 4D+1; Passengers: 20 Troops & 10 Brig; Cargo Capacity: 2,500 Tons; Consumables: 1 year; Cost: Not available for sale (Black Market Cost: 5 Million Credits); Hyperdrive Multiplier: x1; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 2D+2; Space: 7; Atmosphere: 350; 1,000 kHz; Hull: 5D; Shields: 2D (YVG Corvettes have 1D of backup shields. When a die of shields is lost, if the shield operators can make an Easy Capital Ship Shields roll, the backup die can be brought up to increase the shields back to 2D.); Sensors: Passive 40/1D, Scan 90/2D, Search: 130/3D, Focus: 5/4D 4 Double Turbolaser Cannons: Fire Arc: 4 Turrets; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150km; Damage: 5D 4 Quad Laser Cannons: Fire Arc: 2 Front/Left/Back, 2 Front/Right/Back; Scale: Starfighter; Crew: 1; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Atmosphere Range: 100-300/1.2/2.5km; Damage: 5D

Space Stations
ARD-81 Stationary Deep Dry-dock The ARD-81 "Haven" Stationary Dry-dock is a new direction for IMS, but it is a quality product. With over 70 individual weapons, a powerful sensor system, and room to repair over eight Imperator-class Star Destroyers at one time, the Haven is the best deep space dry-dock for long-term deployments. Havens can fit eight ISDs, but with a standard repair crew, only four can be repaired at once. However, this is usually more than enough for the needs of a typical deep space picket or patrol fleet. Havens also come equipped with turbolaser and laser cannons, which assist local TIE squadrons with defense operations. With these weapons, plus their strong hull and shields, Haven dry-docks are not defeated without a long fight. Tactical Deployment: Haven dry-docks are currently being deployed to the Outer Rim Territories, where high craft turnover rates make deep space dry-docks a must. They are deployed one or two per sector. Craft: IMS' ARD-81 "Haven" Stationary Deep Dry-dock; Type: Deep space repair dock; Length: 5,265 meters; Scale: Capital; Crew: 3,678, gunners: 112, skeleton: 1,025/+15; Crew Skill: CS gunnery 5D+1, CS shields 4D+2, sensors 3D+1, SS gunnery 5D; Passengers: 25,520 (repair crew); Cargo Capacity: 200,000 metric tons; Consumables: 3 years; Hyperdrive Multiplier: None; Nav Computer: No; Maneuverability: 0D;

Space: 1/2 (when shifting orbit); Hull: 5D+2; Shields: 3D; Sensors: Passive: 45/1D, Scan: 105/2D+1, Search: 250/3D+2, Focus: 10/5D 40 Turbolaser Turrets: Fire Arc: Turret; Crew: 2; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Damage: 4D 32 Laser Cannons: Fire Arc: 8 front, 8 left, 8 right, 8 back; Crew: 1; Scale: Starfighter; Skill: Starship Gunnery; Fire Control: 3D; Space Range: 1-3/12/25; Damage: 4D Belt-Runner I This was one of the floating stations Lando Calrissian used to monitor and maintain the ships running through Lando's Folly, near Destrillion and Dubrillion. The station itself measured some 284 meters in length, and required a crew of 86 to keep it maintained and running. For insurance, Lando kept the station's twenty turbolasers primed an active. The specially-adapted TIE starfighters used to run the asteroid belt were protected by Belt-Runner I with a system known as collision shields, a combination of repulsor fields, shields, and defensive arrays to protect the small ships, all of which were operated from the remote station. When the Yuuzhan Vong moved to wipe out Dubrillion, Lando was forced to use his forces in a defensive capacity. His ships were not designed for this, however, and when Belt-Runner I took heavy fire, it was forced to withdraw the shielding energy it provided to the starfighters in order to protect itself. This was not enough to save BeltRunner I, though, as the station continued to take heavy fire from the Yuuzhan Vong and was eventually reduced to cinders. Craft: Belt-Runner I; Type: Space Station; Scale: Capital; Length: 284 meters; Skill: Capital Ship Piloting: Belt-Runner; Crew: 86; Crew Skill: 4D in all applicable skills; Passengers: 4; Cargo Capacity: 560 metric tons; Consumables: 1 month; Cost: 18 million credits (used only); Maneuverability: 0D; Space: 1; Hull: 3D+2; Shields: 7D; Sensors: Passive: 50/1D, Scan: 100/3D, Search: 200/4D, Focus: 6/4D+2 20 Turbolasers: Fire Arc: 1 battery front, 1 battery right, 1 battery left, 1 battery rear; Skill: Capital Ship Gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 300-1.5/3.5/7.5 km; Damage: 7D Notes: Belt-Runner I may project its shields up to several hundred kilometers away from itself, in order to protect other ships. The station's shield dice must be assigned, with modifiers for scale added in, with as much as 7D of capital-scale shields being applied to any one vessel. Any left-over shield dice remain and provide protection to the station. As an example, assigning 1D of the station's shield dice to protect a TIE fighter equates to 7D of starfighter-scale shields, which must be split between the fighter's fire arcs. Darksaber The name given to the modified Death Star design created by Bevel Lemelisk for Durga the Hutt, the Darksaber station was an elongated version of the original. Durga used his pet taurills to help steal the plans from the original Death Star from the hidden computer files that were maintained by the New Republic on Coruscant. The Darksaber station was stripped of a number of unnecessary items, including TIE fighter hangers, crew quarters, AT-AT storage, and docking bays. Lemelisk rightly believed that Durga had no need of these; he just needed a super weapon with which to control the galaxy. The rounded cylinder of the Darksaber housed a longer, more powerful superlaser, which drew increased power from the station's existing generators simply because they didn't have to support all of the other systems. The superlaser was aligned along the longer axis of the station (much the way Umak Leth mounted the superlaser on the Eclipse-class Star Destroyer), and when activated the entire station and its beam resembled a huge, space borne lightsaber. Thus, Lemelisk dubbed the station "Darksaber." The Darksaber was constructed with the materials collected by the Orko SkyMine ships Durga had built. The living spaces of the station were designed to house hundreds of Hutts and their retinues. The project was beset with mishaps, due to the frugality of Durga, the ineptness of Sulamar, and the distractibility of the taurills who did the construction. Only Lemelisk's persistence kept it moving. However, when Durga finally took control of the ship, his frugality got the best of him. The station never made it out of the Hoth asteroid belt, as its superlaser failed to punch a path through the space rubble. The Darksaber was crushed between two huge planetoids and exploded. Craft: Desiljic Clan Darksaber; Type: Custom mobile superlaser; Scale: Death Star; Length: 10,500 meters; Skill: CS piloting: Darksaber; Crew: 12,450, gunners: 16, skeleton 6,225/+10; Crew Skill: Astrogation 3D+1, CS piloting 5D+2, CS shields 4D+1, sensors 4D, superlaser ops 6D Passengers: 5,000 (troops, other Hutts); Cargo Capacity: 125,270 metric tons; Consumables: 4 years; Cost: Not available for sale; Hyperdrive Multiplier: x3; Hyperdrive Backup: x17; Nav Computer: Yes; Space: 2; Hull: 5D; Shields: 3D; Sensors: Passive: 55/2D, Scan: 130/4D, Search: 300/4D+2, Focus: 6/6D Superlaser: Fire Arc: Front; Skill: Superlaser ops; Fire Control: 4D; Space Range: 100-300/1200/2500; Atmosphere Range: 10-30/120/250km; Damage: 7D Note: Roll 1D any time a Darksaber system is used. 1: Superlaser moderately damaged. Takes 1D hours to fix; 2-3: Engine burns out; 4: Hyperdrive burns out; 5: Shields cut off. Takes 1D hours to fix; 6: Life support fails. If no backup life support, air runs out in 2D minutes. Darth Gadrels Darksaber If a Jedi draws his lightsaber, he must be prepared to take a life. When a Sith Lord named Darth Gadrel drew the Darksaber, he was prepared to take billions.

Lord Vader's flagship, the Executor, never matched it in splendor. The half-finished Eclipse was a display of excess. The Vengeance was just a poor player in a galaxy-wide game of destruction. The Darksaber was a capital ship designed by the most talented engineers the Empire had to offer, overseen by a man who knew the weaknesses of super weapons by inspired by possibly the greatest military leaders of the last 5000 years. What began as a half-blinded project intended to improve upon a flawed design became a masterfully crafted super weapon with the practicality of a command ship. Following his turn to the Dark Side, Luke Skywalker's first major order of business was to stop the early construction of the Death Star II. However, the time and money already invested in the station made it a waste to simply cancel the project. Skywalker and Lord Vader contacted Raith Sienar, one of the most talented starfighter designers in the galaxy and one of the men responsible for the creation of the first Death Star. Their plan was simple: take the currently existing Death Star II plans and meld them with the Super Star Destroyer design. Sienar got to work, and within weeks he had traveled to the Maw Installation to meet with Tol Sivron and Bevel Lemelisk to discuss the best way to go about the project. With Sienar's starship design expertise combined with the experienced minds of Lemelisk and Sivron, the first blueprints of the station were ready for their new masters' approval within weeks. Details were still left to be hammered out, but the newest design met with immediate approval and construction began on the project within the month. The ship itself was based on the Super Star Destroyer design, but was altered greatly to accommodate the massive power generators needed to fire a superlaser of that magnitude. The dagger-shaped design remained, however the main power generators were housed in the center of the ship, marked by a narrow rise in the midsection of the ship in a similar fashion as the cockpit on a starfighter; in fact, when completed, the ship's design was remnant of a massive, jagged A-Wing due to the center ridge. Inside, the main power generator was housed in a cavernous chamber designed to absorb and vent the incredible heat of the core without exposing it to outside assault. Additionally, when the superlaser is not in use, the main reactor serves as the primary power core for all ship systems. Backup generators, located at the ship's vital systems, allow the warship to continue in combat while still firing the superlaser. A specialized shield generator leeches power from the main reactor to protect the super lasers firing module, protecting the vulnerable weapon during use. The superlaser itself was placed on the front-center portion of the ship's bow, slightly elevated from the ship's hull. The super lasers focusing lenses were placed on what appeared to be a single large cannon jutting up from the hull, on a modular platform with advanced movement mechanisms to allow for greater firing range. Additionally, the focusing lenses themselves were made more numerous; the number of lenses was doubled, meaning the focus of the beam could be adjusted more easily, offering still more control of the weapon's path. The combination of the highly-mobile firing platform and increased focusing lenses gave the superlaser nearly the range of a turret gun; within a few short moments, the weapon could be aimed and fired along the front, right, left, and upper-dorsal firing arcs. This, way, if a capital ship maneuvered to bombard the Darksaber from above, or either side, the superlaser could be re-aimed within the span of time it took the main reactor to recharge. One of the most important innovations in the design of the Darksaber is that the command crew is not in the top-mounted decks like on most Star Destroyers. While the bridge portions are still in place in that module, Darth Gadrel, Darth Vader, and a core command crew is in a chamber deep in the heart of the ship. The bridge itself controls the majority of ship functions, however for the safety of the commanders all orders are relayed from the bowels of the ship. In the case of emergency on the bridge, the command chamber is able to function as a secondary bridge. However, the majority of the tactical decisions are made in the command chamber as the ship's sensors and bridge crew relay tactical information down to the command chamber. In the chamber, a holographic projector gives the commanders a three dimensional representation of the battle, and technical readouts are displayed on viewscreens around the room. While this limits the actual visual capacity of the command crew, the tactical readouts and sophisticated sensor data give enough information to allow the commanders to make informed decisions. In the few small cases where the command crew is needed on the main bridge, there is a direct turbolift shaft which is sealed and heavily shielded that can quickly transfer crew members between the command chamber and the bridge. Another unique aspect of the bridge is that it is shielded on the front and back with quantum molecular armor. The view port areas and the most vulnerable areas of the bridge are quantum molecularly bonded to prevent any damage to the bridge crew. The command chamber is similarly bonded, however to a much smaller degree. In any case where the command chamber could be damaged, chances are the ship would have been beyond saving, and emergency escape pods were placed beneath the floor to allow for the safe escape of the command crew while the ship was breaking apart. Of course, this was a last resort, as the rest of the ship was designed to be nearly indestructible. While the ship's hull integrity is not that much greater than any other starship of its size, the ship's weapon placement was designed to deter intense starfighter assault while the superlaser repels capital ships with extreme prejudice. With a nearly invincible bridge, powerful anti-capital ship weaponry, a hidden command crew, and a weapon compliment that can intimidate even the most determined of opponents. Upon completion, the Darksaber was taken on its first test run against a target both Luke Skywalker and Darth Vader were anxious about visiting. Looming over the planet of Dagobah, the Darksaber met with no opposition, visibly at least. The truth is that Lord Vader and his son and apprentice were engaged in a fierce duel with Master Yoda over the span of thousands of miles, the Light Side of the Force vs. the Dark Side. The crew of

the Darksaber waited nervously for several minutes while their masters stood stock still, seeming to strain without ever moving a muscle. Finally, Skywalker was able to relay the order to fire down to the commander on the gunnery deck, and in the flash of an eye the full might of the Darksaber's superlaser ripped apart the swamp planet in a matter of moments. Master Yoda, the last true Jedi Master in the galaxy, perished among the shattered remains of his sanctuary planet thanks to the betrayal by Luke Skywalker. It was fortunate that Leia Organa had already completed her training in the time it took for the Darksaber to be constructed, but the loss of a powerful servant of the Light Side was a great blow to the galaxy. The next several years saw great successes for the Darksaber. The rebellious planet of Kashyyyk was eliminated in the pursuit of Jedi Knight Leia Organa, which killed much of the spirit of any who thought to rise up against the Empire. In the years to come, the Darksaber was used to wipe out the major portions of the Rebel fleet that remained around the galaxy. Along with the new Death Squadron, which was headed up by the Darksaber and filled out with several Star Destroyers and Interdictor Cruisers, the Empire used its new, more versatile super weapon to crush any opposition. Within a short amount of time, the Rebellion was no more and the galaxy could offer up no more opposition to the Imperial war machine. After initial tests of the Darksaber proved successful, Darth Gadrel and Darth Vader commissioned 3 decoy vessels in the same style as the Darksaber. These ships lacked a main reactor and a superlaser, cutting the majority of the development cost drastically. The bridge and the command chamber were not reinforced with the quantum molecular armor, but the rest of the ship was designed as per the specifications of the Darksaber. These decoys were spread throughout the galaxy not only to act as intimidating presences who used fear to keep their sectors in line, but also to help draw away any direct attacks on the command ship. These decoys, known among the Imperial Navy as the Darkstar, Deathsaber, and Despoiler, were commanded by Admiral Daala, Admiral Drommel, and Grand Admiral Grunger respectively. When the Yuuzhan Vong invaded, the Darksaber became a major target, as it was one of the few weapons the Empire had to throw against the alien invaders and their strange biotechnology. It met with much success, and was one of the principle weapons which brought the war to a standstill in the middle of the Yuuzhan Vong invasion. As the situation became direr, construction began inside the Maw of three more functional superlaser. As the Despoiler was being refitted with a superlaser, the Vong discovered the facility and brought the full might of their invasion force down on the researchers. The Despoiler had reached roughly 80% completion, and managed to make a break for it as the invaders decimated the facility. The last two superlaser produced were destroyed along with the major advancements the Maw had made in that time, and the Despoiler barely escaped destruction with an incomplete superlaser mounted to the hull. With the destruction of the original Darksaber at the hands of Chewbacca, Master Organa, and the Liberators, Darth Gadrel assumed command of the Despoiler and made it his new command ship, seeing it through to completion, and bringing its full might to bear against the recently-victorious Vong invasion force... Craft: Custom Super Star Destroyer; Type: Star Destroyer; Scale: Capital; Length: 17,900 meters; Skill: Capital Ship piloting: Super Star Destroyer; Crew: 560,960; gunners: 18,990; skeleton: 65,000/+15; Passengers: 20,000 (troops); Cargo Capacity: 60,000 metric tons; Consumables: 4 years; Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 0D; Space: 4; Hull: 12D+2 (60D+2 for bridge and command chamber)*; Shields: 13D; Sensors: Passive: 75/1D+2, Scan: 150/3D+2, Search: 300/5D, Focus: 8/6D+2 1200 Turbolaser Batteries: Fire Arc: 350 front/left, 150 left, 350 front/right, 150 right, 200 rear; Crew: 3 (600), 4 (600); Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-15/70/150km; Damage: 7D 1200 Heavy Turbolaser Batteries: Fire Arc: 400 front/left, 175 left, 400 front/right, 175 right, 50 rear; Crew: 4 (800), 6 (400); Fire Control: 2D; Space Range: 5-20/40/60; Atmosphere Range: 10-20/80/120km; Damage: 10D 1200 Concussion Missile Tubes: Fire Arc: 275 front/left, 250 left, 275 front/right, 250 right, 150 rear; Crew: 3; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 0.2-1.2/3/6km; Damage: 9D 1200 Ion Cannons: Fire Arc: 350 front/left, 150 left, 350 front/right, 150 right, 200 rear; Crew: 4 (700), 5 (500); Fire Control: 4D; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100km; Damage: 4D (ionization) 190 Tractor Beam Emplacements: Fire Arc: 60 front/left, 35 left, 60 front/right, 35 right, 45 rear; Crew: 1; Fire Control: 4D; Space Range: 1-5/15/30; Atmosphere Range: 0.1-0.5/1.5/3km; Strength: 9D Superlaser: Fire Arc: Turret (front, right, left, and dorsal arcs only); Crew: 100; Scale: Death Star; Body: 1D; Shields: 5D; Space Range: 1-20/40/100; Atmosphere Range: 100m-2/4/10km; Strength: 2D-16D** *Quantum molecularly bonded armor has a resiliency of 5 times the normal amount. **The Darksaber's superlaser can recharge at a rate of 2D damage per minute. It may fire at any time during that recharge, dealing an amount of damage equal to the current recharge. Death Rock Mark II This craft was designed by the Hoth Endor Liberation League after they purchased an asteroid mining concern. They theorized that a large, high density asteroid could be converted to a space station. After performing a raid on an Imperial impound yard to obtain raw supplies, the group set out to construct their new station.

Craft: Custom Deep Space Base; Type: Battle station; Scale: Capital; Length: 7,200 meters; Crew: 3,580, gunners 2,920, skeleton 586/+20; Skill: Capital Ship Piloting: Death Rock; Passengers: 25,000 (not yet utilized); Cargo Capacity: 50,000 metric tons; Consumables: 3 years; Hyperdrive: x2; Hyperdrive Backup: x10; Nav Comp: Yes; Maneuverability: 1D+2; Space: 7; Sensors: Passive 50/1D, Scan 100/3D, Search 200/4D, Focus 6/4D+2 Planetary Ion Cannon: Fire Arc: Front; Fire Control: 4D; Crew: 80; Skill: Capital Ship Gunnery; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 12D Planetary Turbolasers (2, fire linked): Fire Arc: Front; Fire Control: 4D; Crew: 160; Skill: Capital Ship Gunnery; Space Range: 1-10-25/50; Atmosphere Range: 2-20/50/100 km; Damage: 10D 15D (Charges at a rate of 1D per minute beyond base damage of 10D) Medium Turbolasers (240): Fire Arc: 40 per section*; Fire Control: 4D; Crew: 5; Skill: Capital Ship Gunnery; Space Range: 3-15/35/75; Atmosphere Range: 6-30/75/150 km; Damage: 5D Heavy Ion Cannons (120): Fire Arc: 20 per section*; Fire Control: 4D; Crew: 3; Skill: Capital Ship Gunnery; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 5D Concussion Missile Launchers (36, 30 missiles each): Fire Arc: 3 per section*; Fire Control: 4D; Crew: 10; Skill: Capital Ship Gunnery; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D Tractor Beam Projectors (24): Fire Arc: 2 per section*; Fire Control: 4D; Crew: 15; Skill: Capital Ship Gunnery; Space Range: 1-5/15/30; Atmosphere Range: 100/1.5/3.0 km; Damage: 6D Asteroids (12): Fire Arc: 2 per section*; Fire Control: 2D; Crew: 15 (same crew as tractor beams); Skill: Missile Weapons; Space Range: 1/5/7; Damage: Special** Gravity Well Projectors (4): Fire Arc: Turret; Fire Control: 4D; Crew: 15; Skill: Capital Ship Gunnery; Space Range: 1-5/10/15; Damage: Blocks hyperspace travel. Quad Laser Cannons (180): Fire Arc: 30 per section*; Scale: Starfighter; Fire Control: 4D; Crew: 1; Skill: Starship Gunnery; Space Range: 1-5/10/17; Atmosphere Range: 100-500/1.0/1.7 km; Damage: 6D * Death Rock is a large spherical asteroid. It is divided into 6 sections instead of 4 fire arcs. There are 3 sections per hemisphere. ** These are high density asteroids held in place by low power tractor beams. Each has a 5D capital scale body. Any impact which doesnt destroy the asteroid causes it to ricochet in a random direction. Damage begins at 10D, -2D per hit. Each hit also reduces the body of the asteroid by -1D. Death Star I and II This satellite-sized battle station was designed by Tol Sivron at the Maw installation, and was built by Bevel Lemelisk and Imperial Engineering. It was believed that the original theories and plans behind the Death Star were developed by the Geonosians, under the direction of Darth Tyranus. Grand Moff Tarkin had asked for a super weapon with which he could control the entire Outer Rim Territory, and the Death Star was the result. It housed a huge superlaser which combined the output of multiple lasers into a single, focused beam. A huge focusing lens was built to accomplish this; it located on the upper hemisphere. The superlaser was designed to be targeted at anything from a capital ship to a planet. This objective was known only to a select few, for Tarkin and the Maw's top scientists decided that they should downplay the role of super weapon to keep the project on schedule. They told the project engineers that the station would be used to break down dead planets in an effort to reach the core of elements easier. The funding for the original Death Star came from funds diverted form the Departments of System Exploration and Public Works. The interior of the initial Death Star was planned to have 84 unique levels, each 1,428 meters in height. Each level was subdivided into 357 sublevels. The entire design was then divided into two hemispheres, each with twelve zones. The crew of the first Death Star design was 27,048 officers; 774,576 troops, pilots, and crewers; 378,576 support and maintenance crewers; 400,000 support droids; and 25,000 stormtroopers. Note that the Star Wars Trading Card Game - Battle of Yavin expansion set lists the Death Star's stormtrooper compliment at 25,984. The human inhabitants were provided with an array of parks, shopping centers, and entertainment facilities, since the average length of service aboard the station was to be six years without leave. At the north pole of the station was constructed a 100-story tower, which was heavily shielded and virtually impenetrable. This tower held Palpatine's operational headquarters, for those times when he was aboard the station. According to Imperial sources, the first Death Star took too long to construct, exceeding Palpatine's every deadline. It was built in orbit around the prison world Despayre. Labor for the construction was taken at will from the prison below. When the first Death Star was complete, Tarkin ordered the superlaser tested on the planet Despayre itself. Needless to say, this initial test exceeded even Tarkin's wildest dreams. However, despite its formidable weaponry, the original design was flawed, as it vented its main reactor directly to the outside. This allowed the Alliance to fire proton torpedoes into the exhaust shaft and destroy the station. The original station was 120 kilometers in diameter. The second model was modified to eliminate these flaws, and was slightly larger than the original at 160 kilometers in diameter. However, during its construction in orbit around Endor's forest moon, the Alliance succeeded in knocking out its primary shield and destroyed the main reactor, exploding the unfinished station. The outer hull was made from quadanium steel for protection. For defensive measures, the Death Star was to house 4 capital ships, 7,200 TIE fighters, 3,600 Lambda-class assault shuttles, 2,480 blast boats, 1,860 drop ships, and 13,000 support craft. These included 1,400 AT-ATs, 1,400 AT-STs, 178

Mobile Command Bases, 1,420 repulsortanks, 1,420 repulsorcraft, 355 Floating Fortresses, and 4,843 Juggernauts. Death Star Craft: Custom Deep Space Battle Station; Type: Deep space mobile battle station; Scale: Death Star; Length: 120 kilometers (diameter); Skill: Battle station piloting: Death Star; Crew: 265,675, gunners: 57,276, skeleton 56,914/+15; Crew Skill: Astrogation 5D+1, battle station piloting 6D, capital ship gunnery 5D; Passengers: 607,360 (troops), 25,984 (stormtroopers), 42,782 (starship support staff), 167,216 (support ship pilots and crew); Cargo Capacity: Over one million kilotons; Consumables: 3 years; Cost: Not available for sale; Hyperdrive Multiplier: x4; Hyperdrive Backup: x24; Nav Computer: Yes; Space: 1; Hull: 15D; Shields: 2D; Sensors: Passive 250/0D, Scan 1,000/1D, Search 5,0000/2D+2, Focus 40/4D Superlaser: Fire Arc: Forward; Crew: 168, skeleton 48/+10; Scale: Death Star; Skill: Capital ship gunnery: superlaser; Space Range: 1-20/40/100; Damage: 2D to 16D (The Death Star's power systems can generate 2D of damage per hour. The Death Star's superlaser can only fire at maximum power.) 5,000 Turbolaser Batteries: Fire Arc: Turret**; Crew: 3; Scale: Starfighter; Skill: Starship gunnery; Body: 3D (capital scale); Fire Control: 1D; Space Range: 1-5/10/15; Damage: 5D 5,000 Heavy Turbolasers: Fire Arc: Turret**; Crew: 4; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 1D; Space Range: 1-7/15/30; Damage: 7D 2,500 Laser Cannons: Fire Arc: Turret**; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 1-5/10/15; Damage: 7D 2,500 Ion Cannons: Fire Arc: Turret**; Crew: 4; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 1D; Space Range: 1-3/7/10; Damage: 4D Tractor Beam Emplacements: Fire Arc: Turret**; Crew: 6; Scale: Capital; Skill: Capital ship gunnery; Body: 5D (capital scale); Fire Control: 3D; Space Range: 1-5/10/25; Damage: 5D Death Star II Craft: Custom Deep Space Battle Station; Type: Deep-space mobile battle station; Scale: Death Star; Length: 160 kilometers (diameters); Skill: Battle station piloting: Death Star; Crew: 485,560, gunners: 152,276, skeleton 127,850/+15; Crew Skill: Astrogation 5D+1, battle station piloting 6D, capital ship gunnery 5D, starship gunnery 4D+2; Passengers: 1,295,950 (troops), 127,570 (stormtroopers), 75,860 (starship support staff), 334,432 (support ship pilots and crew); Cargo Capacity: Over one million kilotons; Consumables: 3 years; Cost: Not available for sale; Hyperdrive Multiplier: x3; Hyperdrive Backup: x20; Nav Computer: Yes; Space: 2; Hull: 18D; Shields: 3D; Sensors: Passive 350/1D, Scan 1,500/2D, Search 7,500/3D, Focus 60/4D+2 Superlaser: Fire Arc: Forward; Crew: 168, skeleton 48/+10; Scale: Death Star; Skill: Capital ship gunnery: superlaser; Fire Control: 1D; Space Range: 1-20/40/100; Damage: 2D-16D (The Death Star's power systems can generate 2D of damage per minute, up to a maximum of 16D damage. However, the energy cells in the design can produce 48D per day without severely straining the energy reactors.) 15,000 Turbolaser Batteries: Fire Arc: Turret**; Crew: 3; Scale: Starfighter; Skill: Starship gunnery; Body: 3D (capital scale); Fire Control 1D; Space Range: 1-20/40/100; Damage: 5D 15,000 Heavy Turbolasers: Fire Arc: Turret**; Crew: 4; Scale: Starfighter; Skill: Starship gunnery; Body: 4D (capital scale); Fire Control: 1D; Space Range: 1-20/40/100; Damage: 6D 7,500 Laser Cannons: Fire Arc: Turret**; Crew: 3; Scale: Capital; Skill: Capital ship gunnery; Body: 4D (capital scale); Fire Control: 1D; Space Range: 1-5/10/15; Damage:7D 5,000 Ion Cannons: Fire Arc: Turret**; Crew: 4; Scale: Capital; Skill: Capital ship gunnery; Body: 4D (capital scale); Fire Control: 1D; Space Range: 1-3/7-10; Damage: 4D 768 Tractor Beam Emplacements: Fire Arc: Turret**; Crew: 6; Scale: Capital; Skill: Capital ship gunnery; Body: 5D (capital scale); Fire Control 1D; Space Range: 1-5/10/25; Damage: 5D ** Due to the immense size of the Death Stars, they are divided into 24 distinct zones, each equally equipped with weapons. Only weapons within the specific zone adjacent to an attacking ship can be brought to bear at any given time; often, the actual number of weapons that can be brought to bear is significantly lower. Fleet Service Station Imperial fleet operations required that each sector maintain at least two mobile stardocks or deepdocks in addition to a handful of stationary orbital docks for fleet maintenance and construction. Most of these docks tended to be modular and easily reconfigured, however, not all of them were. The KDY Type IX stardock was one of the few non-modular stardocks used by the Imperial Navy. Also unlike other fleet deepdocks, the Type IX was not designed for construction of new starships but merely the repair and re-supply of existing craft. The Type IX was a rare sight and was only found in sectors hosting heavy fleet action. It was able to dock up to fifteen heavy cruisers, six star destroyers and numerous small vessels at a time. Even the Empire's Super Star Destroyers could be docked in numbers ranging up to four if need be. The Type IX was a mobile battle platform, carrying extensive weaponry to fend off even the most impressive assault force - assuming anything could penetrate the full escort force assigned to all stardocks at the height of the Empire.

The re-supply of starships was a critical aspect of any long-term deep space operation. Typically fleet tenders and cargo vessels would ferry out new supplies and replacement troops to the battle fleet. Unfortunately, this was not always adequate. Space battle tends to render many vessels damaged to the point where they can no longer serve their role without undergoing extensive repair at a fleet deepdock. The Type IX was able to re-supply and repair these combat vessels with the utmost efficiency. If need be, the station itself could be moved into or near a combat zone usually somewhere outside of a target star system - via space tugs. The station's escort force could also be called upon as reinforcements if the situation became dire. The few Type IXs that the Empire had were rarely moved, simply because doing so was an incredibly difficult action. They were equipped with a nav computer and a Class Four hyperdrive motivator but relied on specially designed space tugs to move it from location to location. New Republic Intelligence was able to catalog the existence of at least three of these mobile stardocks, confirming the destruction of one due to sabotage, eventually capturing another and completely losing track of the third. Craft: Kuat Drive Yards' Type IX Stardock; Type: Fleet service station; Scale: Capital; Length: 3,240 meters (diameter), 4,470 meters (height); Crew: 56,629; gunners: 810; skeleton: 15,690/+15; Crew Skill: Astrogation 4D, capital ship gunnery 4D, capital ship shields 4D+2, starship gunnery 4D; Passengers: 25,000 (troops); Cargo Capacity: 2,000,000 metric tons; Consumables: 6 years; Cost: Not available for sale; Hyperdrive Multiplier: x4; Nav Computer: Yes; Space: 0; relies on space tugs; Hull: 11D; Shields: 5D; Sensors: Passive: 50/1D, Scan: 125/2D, Search: 230/3D, Focus: 6/4D 200 Turbolaser Batteries: Fire Arc: 50 front, 50 left, 50 right, 50 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-10/25/50; Damage: 5D 80 Quad Laser Cannons: Fire Arc: 40 dorsal turret, 40 ventral turret; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 4D; Space Range: 1-3/12/25; Damage: 4D 125 Concussion Missile Launchers: Fire Arc: 25 front, 25 left, 25 right, 25 back, 15 dorsal, 10 ventral; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Damage: 9D 40 Tractor Beam Projectors: Fire Arc: 10 front, 10 left, 10 right, 10 back; Crew: 1; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Damage: 7D Starship Complement: 144 starfighters: 72 TIE fighters, 36 TIE bombers, 36 TIE interceptors; 10 Skipray blastboat, 10 Assault gunboats, 3 Gamma assault shuttles, 5 Delta escort shuttles, 25 Lambda shuttles, 12 Stormtrooper transports Griam Imperial Impound Yard This station is a 2 level installation built around a single gravity-well projector. This projector is in constant operation, projecting a spherical gravity well outside of the station, to a distance of 1.5 km. This gravity well is sustained to keep the ships in the yard in a stable orbit about the station. Gravity on the station is generated in the standard fashion with a vertical orientation. This station is heavily armed and defended, given its secret nature, and the possibility of attacks staged by the Rebellion. Given the large number of operational vessels in orbit about the station, this would make a prime target for the Rebellion. The station has a compliment of 40 TIE fighters, and is usually supported by several small picket ships, as well as a larger frigate, or corvette. The base commander, Commander Serrin, likes to tinker with starship engineering, and maintenance, so in his spare time, he works on the ships in the yard, making them operational. He avoids doing this to the capital ships, though. Griam Impound Yard is supported by the Imperial Frigate Sentinel, a Nebulon-B frigate, as well as 2 Guardian class light cruisers. In orbit of the station, presently, are: 1 Victory-class Star Destroyer (decommissioned, non-operational); 5 Carrack-class cruisers (2 operational); 11 Corellian corvettes (8 operational); 23 Rebel Transports (14 op); 17 Strike-class Cruisers (3 op); 8 Rebel Carrier Cruisers (5 op); 16 Lancer-class frigates (6 op); 2 Rebel Assault frigates (1 op); 12 Ghtroc light freighters (11 op); 16 modified YT1300 freighters (12 op); 18 X-wing fighters (all op); 25 Y-wing fighters (all op); 13 A-wing fighters (all op); Total 167 starships. Craft: Imperial Impound Station; Type: Gravity Well Station; Scale: Capital; Dimensions: 300m diameter, 100m height; Skill: Station piloting; Crew: 362; skeleton 72/+15; Crew Skill: Capital ship gunnery 3D+1, Starship Gunnery 3D+2, Capital ship shields 3D; Passengers: 84 (prisoners); Cargo Capacity: 15,000 cubic meters; Consumables: 6 months; Cost: not available for sale; Hyperdrive Multiplier: N/A; Nav Computer: no; Space: 2; Hull: 4D; Shields: 2D; Sensors: Passive 40/0D, Scan 60/2D, Search 120/3D, Focus 20/4D 12 Turbolaser batteries: Fire Arc: turret; Scale: capital; Skill: capital ship gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Damage: 4D 6 Ion Cannons: Fire Arc: turret; Scale: capital; Skill: capital ship gunnery; Fire Control: 1D; Space Range: 1-5/10/20; Damage: 3D 6 double Laser Cannons: Fire Arc: turret; Scale: starfighter; Skill: starship gunnery; Fire control: 2D; Space Range: 1-5/10/20; Damage: 4D Gravity Well Projector: Fire Arc: spherical; Skill: capital ship gunnery; Effect: blocks hyperspace travel

Jump Gate In an attempt to further develop and expand upon current hyperspace technology, Kashan Technological Development (a company run by both Kashan Systems and Kashan Industries) redesigned a concept first explored in the early days of the Old Republic, the jump gate. Jump gates operate by opening a rift into hyperspace, allowing all ships, even those lacking a hyperdrive to enter hyperspace. The only downside to this is that another jump gate must be positioned at the destination in order for ships lacking a motivator to reenter realspace. When a ship lacking a hyperdrive enters in the jump gate, the jump gate pulls it into hyperspace and launches it toward the destination gate. A signal from the starting gate is immediately sent to the other gate (no matter where it is) informing it of an incoming vessel and its ETA. The destination jump gate will then open its rift into hyperspace, and if the ship is on time, it will pass through the rift in hyperspace and revert back to realspace. In form, the station has four massive arm pylons connected by smaller support beams with open space in the middle. On the end of each pylon is a highly modified hyperdrive motivator, the four, working together, open a gateway into hyperspace inside the pylons. On the opposite end of each pylon is a double turbolaser turret used in case of a hostile ship attempting to enter or exit the gate. Any hostile ship exiting the gate will have their aft ends exposed to the turret gunners, who have been trained to fire on the engines first. They HyperJump-1 currently only allows ships no more than 150 meters in width to enter or exit through it due to the pylons extending outward. Currently only two jump gates are in existence, and both are heavily protected and not currently in active use. The first one was constructed in orbit of Kashan, and another one was constructed in orbit of the desert world of Nexus across the sector. Craft: Kashan Technological Development's HyperJump-1; Type: Hyperspace jump gate; Scale: Capital; Length: 571.8 meters; Skill: Astrogation: HyperJump-1; Crew: 5; Gunners: 8; Skeleton: 2/+5; Crew Skill: Astrogation 5D, capital ship gunnery 4D+2, capital ship shields 4D+1, communications 5D, sensors 5D; Passengers: 15 (techs), 250 (troops); Cargo Capacity: 5,000 metric tons; Consumables: 2 years; Cost: Not available for sale; Hull: 5D; Shields: 1D; Sensors: Passive: 25/1D, Scan: 70/2D, Search: 110/3D, Focus: 3/3D+2 4 Double Turbolasers: Fire Arc: Turret; Crew: 2; Skill: Capital ship gunnery; Fire Control: 3D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 6D Entering hyperspace: When using the jump gate to enter hyperspace, the astrogation officer on board the jump gate itself must make the required Astrogation roll. On a Wild Die roll of 1, re-roll on the table: Re-roll 13 4 5 6 Game Effects gate operates normally, hyperdrive multiplier is x3 (not the multiplier listed on the ship) gate miscalculates, increase hyperdrive multiplier to x4 gate fails to open gate collapses, knocking ship off course and unguided into hyperspace

Exiting hyperspace: If a starship has its own hyperdrive motivator, then it may drop out of hyperspace as it normally would. If a starship lacks a hyperdrive, then it must rely on the gate at its destination to be open when it crosses that spot in hyperspace. After a successful entry into hyperspace at the starting gate, roll the jump gate's communications officer's Communication skill at Moderate Difficulty. On a mishap, the communication fails to arrive at the destination gate in time and the starship is trapped in hyperspace forever. Nova-Dock Shipyard Verdant Spaceworks began working in the capital starship field and so they needed shipyards to produce their ships. Their company and their sister company, Verdant Technologies, were reaching new heights of wealth and so finding investors for an expansion project wasn't too hard. They originally built five Nova-Docks, each at a different planet to help kick off the new branch of their trade. By the time the New Republic took Coruscant, the company had over twenty different Nova-Dock Shipyards spread across space. The new branch didn't pay off as well as projected, however it was enough to continue expansion for a while as they sold anything to anyone who had the cash for it. They even played both sides of the war selling to Empire and Rebels as well as mercenaries, pirates, etc. The Nova-Dock shipyards are massive interlinked structures in space, usually orbiting a planet. Heavy armor plating and heavy shields as well as a fairly extensive arsenal protect the shipyards from attack. Craft: Verdant Spaceworks' Nova-Dock Shipyard; Type: Orbital shipyard; Era: Shadows of The Empire +; Scale: Capital; Length: 15,876 meters; Crew: 885,076, Gunners: 700; skeleton 350,000; Passengers: 400,000 (laborers), 50,900 (security force); Cargo Capacity: 250,000 metric tons; Consumables: 5 years; Cost: Not available for sale; Hull: 7D+1; Shields: 5D*; Backup shields: 10D; Sensors: Passive: 100/1D, Scan: 200/2D, Search: 300/3D, Focus: 10/4D 150 Turbolasers: Fire Arc: 25 front, 50 left, 50 right, 25 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 5D 90 Ion Cannons: Fire Arc: 20 front, 25 left, 25 right, 20 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 4D+1

20 Concussion Missile Launchers: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D 30 Tractor Beam Projectors: Fire Arc: 5 front, 10 left, 10 right, 5 back; Crew: 6; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/75/150 km; Damage: 6D Starship Complement: 19 starfighter squadrons, 25 personnel shuttles, 130 small service craft, 20 light cargo transports, 10 bulk cargo transports, 15 Bulk Freighters RanCorp Deepdock The RanCorp Deepdock is a towable shipyard, much smaller than a Tarsonis-Class that is in the middle of deep space. Unlike orbital shipyards which need a planets gravity field to keep them stationed. They are RanCorp's top secret facilities which produce the more dangerous and hush-hush ship types on the RanCorp line. Craft: RanCorp Mark-9 Deep-dock; Type: Deep Space shipyard; Scale: Capital; Length: 4,000 meters; Crew: 5,000, gunners: 88; Passengers: 280,734 (workers and techs), 8,500 (troops); Cargo Capacity: 200,000 metric tons (pressurized storage); Consumables: 10 years; Cost: Not available for sale; Hyperdrive Multiplier: x4; Hyperdrive Backup: x25; Nav Computer: Yes; Hull: 5D; Shields: 4D; Sensors: Passive: 150/1D, Scan: 300/2D, Search: 600/3D, Focus: 20/5D+2 8 Tractor Beam Projectors: Fire Arc: Varies depending on configuration; Crew: 6; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/75/150 km; Damage: 12D 20 Turbolaser Batteries: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 5D Republic StarForge Mobile Station The Republic, much like the Empire, depended heavily upon mobile deepdocks to service badly damaged warships. However, it was often impractical to divert such a valuable resource to save perhaps only a single warship. With that in mind, the Republic Navy contracted Rendili StarDrive to design a smaller, more versatile mobile station to service single warships in deep space. The result was the StarForge-1. Stretching for over 1,400 meters in overall length, the StarForge was a ungainly, bulky and incredibly underpowered for its class. Rectangular in form, the StarForge's main identifying characteristic was the large unfolding docking columns on both the port and starboard sides which were capable of docking a vessel up to the size of a Victory-class star destroyer. Each docking apparatus itself was very similar to that found on most modular deepdocks of the time. They would be deployed around the docking vessel and securely locked into place by worker droids. Once this was accomplished, the boarding tubes would be attached so that any surviving crew on board could be transferred to the StarForge for the duration of the repairs. Each StarForge was equipped with extensive cargo holds carrying almost every imaginable starship part and enough supplies to adequately re-supply a warship on the spot. Sector commanders who had the privilege of having a StarForge at under their command used them quite frequently to repair warships damaged in skirmishes with outlaws and pirate bands. Many commanders took advantage of the weapons load of the StarForge and threw them into the fighting itself. Unfortunately, it was unwise decisions like this that left to the loss of many of the stations. Craft: Rendili StarDrive's StarForge-1; Type: Mobile battle/service station; Scale: Capital; Length: 1,484 meters; Skill: Capital ship piloting; Crew: 24,510, gunners: 203, skeleton: 4,141/+15; Crew Skill: Astrogation 3D, capital ship gunnery 4D+1, capital ship piloting 3D+2, capital ship shields 3D, sensors 3D+1, starship gunnery 4D+1; Passengers: 6,000 (troops); Cargo Capacity: 50,000 metric tons; Consumables: 1 year; Cost: Not available for sale; Hyperdrive Multiplier: x4; Hyperdrive Backup: x32; Nav Computer: Yes; Maneuverability: 0D; Space: 1; Hull: 7D; Shields: 6D; Sensors: Passive: 35/1D, Scan: 70/2D, Search: 120/3D, Focus: 3/4D 50 Turbolaser Batteries: Fire Arc: 15 front, 15 left, 15 right, 5 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D+2 85 Laser Cannons: Fire Arc: 20 dorsal turret, 20 ventral turret, 15 front, 10 right, 10 left, 10 back; Crew: 1; Scale: Starfighter; Skill: Starship gunnery; Fire Control: 2D; Space Range: 1-3/12/25; Atmosphere Range: 2-6/24/50 km; Damage: 3D 2 Heavy Tractor Beam Projectors: Fire Arc: 1 left, 1 right; Crew: 9; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 6D+2 Era Introduced: Yavin -75 years Shield Defense Station The shield class station is a powerful defense space platform. It bristles with turrets holding all manner of weapons and shield projectors. The weapons can hit a target anywhere in the space around them making it impossible to blindside one. The trademark of the shield class is its massive Ultra-Class shield projector. It Projects a massive energy shield 45 standard space units in diameter. It can be projected anywhere from 5-15 standard space units in front of it. There have been instances where the shield projector faces down at the planet while the defense stations use the shields to protect the planet from bombardment while their gunners try to eliminate the threat. Craft: RanCorp Shield Class Defense Station; Type: Systems Defense Platform; Scale: Capital; Length: 1,800 meters; Crew: 900, gunners: 228; Crew Skill: Capital ship gunnery 5D, capital ship shields 6D+2;

Passengers: 300 (troops); Cargo Capacity: 15,000 metric tons; Consumables: 3 months; Cost: Not available for sale to civilians; Hull: 5D; Shields: 4D; Sensors: Passive: 35/0D, Scan: 60/1D, Search: 100/2D, Focus: 3/2D+1 50 Turbolaser Batteries: Fire Arc: Turret; Crew: 3; Skill: Capital ship gunnery; Fire Control: 2D+1; Space Range: 1-5/10/17; Damage: 5D 20 Proton Torpedo Launchers: Fire Arc: Turret; Crew: 2; Skill: Capital ship gunnery; Scale: Starfighter; Fire Control: 2D; Space Range: 1/3/7; Damage: 9D 10 Tractor Beam Projectors: Fire Arc: Turret; Crew: 3; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 1-5/15/30; Damage: 6D 1 Ultra-Class shield Projector: Fire Arc: Front; Crew: 30; Scale: Death Star; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 5-15; Shield Strength: 4D Torpedo Sphere Manufactured by Loronar, the torpedo sphere was a siege platform designed to destroy planetary defense systems. It was considered by many historians to have been the forerunner to the Death Star space station. It had thousands of dedicated energy receptors positioned on its surface, which were used to analyze shield emissions and discover weak points. When it discovered holes in a planet's shields, the 1,900-meter ship would use some or all of its 500 proton torpedo launchers (arranged on its lower hemisphere) to punch a hole in a planet's protective shielding. If they were programmed correctly (which is not an easy feat, and it takes hundreds of technicians to operate them all), the torpedoes will briefly open a section of the planet's shield to turbolaser bombardment. The torpedo sphere is equipped with 10 turbolaser batteries for just this purpose. The torpedo sphere is manned by a crew of 63,275, and can transport up to 8,540 troops. Craft: Loronar's Torpedo Sphere; Type: Dedicated siege platform; Scale: Capital; Length: 1,900 meters; Skill: Battle station piloting: Torpedo Sphere; Crew: 61,245, gunners: 2,030, skeleton 20,415/+15; Crew Skill: Astrogation 3D+2, capital ship piloting 3D+2, capital ship gunnery 4D+2, capital ship shields 4D, sensors 4D+1; Passengers: 8,540 (troops); Cargo Capacity: 3.8 million metric tons; Consumables: 4 years; Cost: Not available for sale; Hyperdrive Multiplier: x3; Hyperdrive Backup: x18; Nav Computer: Yes; Space: 2; Hull: 9D+2; Shields: 2D; Sensors: Passive 50/1D, Scan 75/3D, Search 150/4D, Focus 5/4D+2 10 Turbolaser Batteries: Fire Arc: Front; Crew: 3; Scale: Starfighter; Skill: Starship gunnery; Body: 3D (capital scale); Fire Control: 1D; Space Range: 1-5/10/15; Damage: 5D 500 Proton Torpedo Tubes: Fire Arc: Front; Crew: 4; Scale: Capital; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D (Specially calibrated to affect planetary shields; do only 4D damage to other vessels) Verdant Deep Space Factory The StarForge-class Deep Space Factories are used by Verdant Spaceworks and Verdant Technologies to produce starfighters, vehicles, ground weapons, personal weapons, body armor, and just about anything else. They are the heart of Verdant Technologies' industry. Everything and anything they produce can be produced here aside from capital scale starships. The locations of these factories are kept from public knowledge as much as possible. Craft: Verdant Spaceworks StarForge Deep Space Factory; Type: Deep Space Factory; Era: Hoth +; Scale: Capital; Length: 4,480 meters; Crew: 24,510, gunners: 658, skeleton: 4,141/+15; Crew Skill: Capital ship gunnery 4D+2, Capital ship shields 4D+1, starship gunnery 4D+2; Passengers: 60,000 (laborers); Cargo Capacity: 50,000 metric tons; Consumables: 5 years; Cost: Not available for sale; Hull: 6D; Shields: 4D; Sensors: Passive: 35/1D, Scan: 70/2D, Search: 120/3D, Focus: 3/4D 250 Turbolaser Batteries: Fire Arc: 65 front, 65 left, 65 right, 55 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 4D+2 70 Ion Cannons: Fire Arc: 15 front, 20 left, 20 right, 15 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D+2; Space Range: 1-10/25/50; Atmosphere Range: 2-20/50/100 km; Damage: 3D 2 Heavy Tractor Beam Projectors: Fire Arc: 1 left, 1 right; Crew: 9; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 1-5/15/30; Atmosphere Range: 2-10/30/60 km; Damage: 6D+2 Starship Complement: 5 starfighter squadrons, 5 shuttles, 8 light transports, 40 small service craft Verdant Orbital Starfighter Factory Verdant Spaceworks uses orbital starfighter factories to build merchandise to sell to whoever buys from the wealthy company. The company originally started out over Wroona with only one factory and a skyhook as its base of operations. Then it became three skyhooks, and five factories. Then they built new factories in other systems as their business grew. The sister company Verdant Technologies also grew and so the two of them communally prospered and expanded. Now over a dozen worlds have Verdant Spaceworks Orbital Starfighter factories over them. These factories keep some fighters around for defense as well as a fairly impressive arsenal to defend against any would be raiders. Craft: Verdant Spaceworks Orbital Starfighter Factory; Type: Factory; Era: 1 Year prior to Hoth(2 years after Yavin) +; Scale: Capital; Length: 3,000 meters; Crew: 27,085, gunners: 560, skeleton: 4,075; Passengers: 50,000 (laborers); Cargo Capacity: 60,000 metric tons; Consumables: 5 years; Cost: Not available for sale; Hull: 4D+2; Shields: 3D; Sensors: Passive: 50/1D, Scan: 100/2D, Search: 150/3D, Focus: 5/4D

100 Turbolasers: Fire Arc: 25 front, 25 left, 25 right, 25 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/70/150 km; Damage: 5D 20 Concussion Missile Launchers: Fire Arc: 5 front, 5 left, 5 right, 5 back; Crew: 2; Skill: Capital ship gunnery; Fire Control: 2D; Space Range: 2-12/30/60; Atmosphere Range: 4-24/60/120 km; Damage: 9D 40 Tractor Beam Projectors: Fire Arc: 10 front, 10 left, 10 right, 10 back; Crew: 6; Skill: Capital ship gunnery; Fire Control: 4D; Space Range: 3-15/35/75; Atmosphere Range: 6-30/75/150 km; Damage: 6D Starship Complement: 8 Squadrons of fighter, 20 small service craft, 10 light cargo transports, 6 personnel shuttles

Starships Other
AT-AT Barge A flying craft capable of carrying large units down to the planet from the bay of the Star Destroyer. An AT-AT barge lands on the battlefield, deploys the units, and quickly ascends back to orbit. Craft: KDY's AT-AT Drop Barge; Type: Orbit-to-surface vehicle transport; Scale: Starfighter; Length: 70.2 meters; Skill: Space transports: "Skyhammer" transport; Crew: 4; Crew Skill: Space transports 5D, SS shields 3D; Cargo Capacity: 230 metric tons (includes equipment); Consumables: 1 day; Space: 8 (during drop), 4 (on return flight and in normal flight); Atmosphere: 400; 1150 km/h (during drop), 280; 800 km/h (on return flight and in normal flight); Hull: 5D; Sensors: Passive: 5/0D, Scan: 10/1D, Search: 25/2D, Focus: 2/2D+2 Deep Space Utility Vessel Medium freight hauler, border patrol cruiser, rescue vessel, salvage vessel, exploration vessel, reconnaissance vessel... Enter KDYs Deep Space Utility Vessel... KDY went back to the drawing boards on this vessel design, and it really shows. They needed a ship that could fill multiple market roles with little or no customization from stock. The highly utilitarian design allows for easy customization, built with standard parts that could be found at any star port. As KDY is known for its remarkable ships including those owned by famous bounty hunters, this is KDYs official attempt to compete with the renowned Corellian Engineering Corp at their own game. The first feature of the DSUV are the 3 unique massive Bartrone Cheyenne Superduty engines, accounting for 40% overall length of the 84m ship. This allows for towing of vessels several times larger than itself and for generous cargo hauling capacities. Without cargo, the engines can rapidly accelerate the vessel to high velocity - at maximum burn in a straight line, can reach attack speeds - making for great intercepts, insertions, and getaways. Excerpt from pilots manual: Any knowledgeable pilot captain will understand the vessel looses maneuverability at such high speeds. While its stock sublights are turbocharged rockets, its hyperdrive is a meager 2x with a 15x backup. KDY feels its an adequate balance in price and travel time for its excessive hauling power. Though aftermarket hyperdrive speed upgrades are not uncommon for this vessel. Secondly, there are port, broadside and topside airlocks with extendable docking tubes for unsurpassed docking capability. For rescue and salvage operations, this vessel can extend its life-support when docked. Life support is capable for up to 100 passengers, including with main cargo pod attached. For towing and salvage purposes, rather than using costly tractor beam systems, the ship has 3 sets of 2 magnetic tow cable launchers located at the underside aft section of the ship, attached to the superstructure mounts. Forgoing escape pods, the bridge compartment of the DSUV is a detachable command shuttle. The main body is slaved to the shuttle, or can be piloted from engineering. See sidebar for shuttle info. Predominant on the exterior of the main hull are 3 sets of superstructure support beams. These allow for a variety of cargo pod mountings for up to half of the ships mass. The ship does come with a sealed cargo module thats nearly the full length of the ship. The pod has a top opening split center door, for easy loading. Includes an airlock access hatch in floor with full life support-connectivity. Salvage operations make extensive use of the top opening cargo doors for loading large chunks of debris for sorting. This also includes easy access to EVA gear or other vehicles being stored in the cargo pod. Rescue missions can include cusping smaller out of control craft or life pods into its cargo pod. Such feats require pilots with nerves of steel, iron balls, and it makes for great stories later at port! On a side note, it also allows for rapid deployment of various equipment. Other Cargo pod modular installable options include: optional side hatch doors additional weapon systems, including laser or missile based variable snub fighter launch rack Massive, powerful sensor arrays, as such found on Nebulon-B frigates. Snub Fighter Docking cradles and Ordinance loader mechanism Only needing a minimal of 4 crewmembers, the 7 double bunked quarters can accommodate up to 11 additional crew or passengers. The interior of the vessel has actually taken several steps backwards in design promoting a pure utilitarian functionality idealism. Standard grey metal walls and deck plating, compartmentalized sections with sealing bulkhead doors. The ship has 2 1/2 decks, which includes the cockpit, 4 crew cabins, all three airlocks, lounge, and machine shop on upper deck. Aft engine room has a catwalk that provides access to lower engineering as well as life-support in an overhead compartment. Lower deck contains forwards sensor compartment, elevator ground entry access, additional cabins, refresher, galley and

consumables stowage compartment. In fore and aft compartments of the ship are ladder wells for upper and lower deck accessibility, including the topside airlock. Many private DSUV owners have taken liberty to upgrade their ships by necessity. Usual modifications include two or more quad turrets in the lower deck, converting passenger cabin or locker compartment areas within the stocky forward arms (below the airlocks). Most leave the ships exceptional stock short-range sensor suite alone; they have managed to squeeze in a concealed concussion launcher or illegal sensor jammer. Some have replaced the standard forward blaster cannons with regular grade laser or ion cannons - popular with both salvage crews and pirate raiders. Slavers have also taken a liking to this vessel, fitting the cargo pod with rows of binders, and adding an additional life-support unit to carry 200 slaves. Pirates have been known to hide uglies in the cargo pod for surprise raids. Clever owners also install a rear firing concussion launcher, packing a nasty surprise for any pursuers. Aside from the usual variety of illegal upgrades, KDY also offers custom Packages available at any time for the DSUV vessel. Many of the above mentioned upgrades are for the cargo pod. Purchasers and owners alike may also find interesting the assortment of Interior packages available shown below: Extension of elevator lift to upper deck and cargo pod (replaces topside airlock) Minor Med Bay (replaces machine shop, or can be placed anywhere at the owners request). Ideal for any situation, required for search and rescue oriented roles, and with field medic onboard. Hidden Storage Compartments (not shown) Mobile Medical Center: replaces upper deck lounge with a fully equipped surgical suite including bacta tank and 4 lifeline beds. A 2-1B equivalent droid or licensed surgeon required on hand. Ideal for small task forces or private mobile clinics in the outer rims... Total Medical Center Conversion (not shown): Converts ship into a mobile hospital, by equipping the cargo pod with 150 beds, supplies, additional life support unit (for a 200 person total capacity) and comes with the extended Deck Lift up to cargo pod. Also removes the topside split doors with a solid sheet. This combo nicely complements Nebulon-B medical frigates, or replaces them when no frigates available, or when not needed for smaller task forces. For non military uses, these ships are often found as mobile specialty clinics/hospitals in the outer rims, often with illegal services available. Data Center: upgrades functionality of ship for exploration and scientific duties. When coupled with the massive sensor suite pod, the ship can handle surveillance and reconnaissance missions, as well as become mobile command ships. Many military, government, spy and info organizations have shown interest in such configurations, where previously such extensive sensor arrays and data processing equipment functionality was only available via the costlier Nebulon B Frigates (or larger capital vessels). Craft: Kuat Drive Yards Deep Space Utility Vessel; Type: Utility Vessel; Scale: Starfighter; Length: 84 meters; Skill: Space Transports: Deep Space Utility Vessel; Crew: 4; Crew Skill: Astrogation 3D, starship gunnery 4D, space transports 4D+2, starship shields 3D, sensors 3D; Passengers: 100; Cargo Capacity: 3,000 metric tons; Consumables: 5 months; Cost: 752,000 (new), 602,000 (used); Hyperdrive Multiplier: x2; Hyperdrive Backup: x12; Nav Computer: Yes; Maneuverability: 1D; Space: 7; Atmosphere: 450; 650 km/h; Hull: 4D; Shields: 2D; Sensors: Passive: 25/1D, Scan: 50/2D, Search: 75/3D, Focus: 4/3D 2 Blaster cannons: Fire Arc: Front; Skill: Starship gunnery; Crew: 1; Fire Control: 3D; Space Range: 15/10/17; Atmosphere Range: 100-500/1/1.7km; Damage: 4D 4 Magnetic Tow Cables (2 fire-linked sets of 2): Fire Arc: Back; Skill: Starship gunnery; Crew: 1; Fire Control: 5D; Space Range: 1/3/5; Atmosphere Range: 100/300/500m; Damage: 4D Kuat Drive Yards DSUV Command Shuttle Craft: Kuat Drive Yards DSUV Command Shuttle; Type: Utility Vessel Command Shuttle; Scale: Starfighter; Length: 12 meters; Skill: Space Transports: DSUV Command Shuttle; Crew: 1; Crew Skill: Astrogation 3D, starship gunnery 4D, space transports 4D+2, starship shields 3D, sensors 3D; Passengers: 4; Cargo Capacity: 500 kg; Consumables: 2 weeks; Cost: 72,000 (new); Hyperdrive Multiplier: x15; Hyperdrive Backup: None; Nav Computer: Yes; Maneuverability: 1D; Space: 3; Atmosphere: 490; 700 km/h; Hull: 3D; Shields: 1D; Sensors: Passive: 10/0D, Scan: 20/1D, Search: 40/2D, Focus: 1/1D 2 Blaster cannons: Fire Arc: Front; Skill: Starship gunnery; Crew: 1; Fire Control: 3D; Space Range: 15/10/17; Atmosphere Range: 100-500/1/1.7km; Damage: 4D Mobile Astromech Repair Station During the days of the Old Republic, astromech droids saw more use outside of a starship than once the Empire rose. It was during this time that Raith Sienar, while awaiting clearance to dock his personal transport in a repair facility, conceptualized a craft that would allow for mobility and efficiency in the repair of starships using astromech droids. Thus, the Mobile Astromech Repair Station was born. Each craft carries a compliment of 12 Industrial Automaton R-Series droids. The stations move within range of the damaged starship and, using a combination of tractor beams and tether lines, transfers droids to the hull of the ship to be repaired. Spare parts can be carried in the cargo hold, and utilized when needed by the droids. During the Clone Wars, these stations saw heavy use both in and out of combat, but were replaced in the days of the Empire by Spacetroopers doing the repair work. Additionally, the ship's onboard computer carries technical schematics of all major known starfighters, transports, and capital ships, boosting the Astromech' repair rolls by +2D over their standard roll.

(See the individual stats for the R2, R3, and R4 model droids, found in Star Wars Adventure Journal #7, among other sources) Craft: Industrial Automaton/Republic Sienar Systems ARS; Type: Space transport; Scale: Starfighter; Length: 24.6 Meters; Skill: Space transports: astromech repair station; Crew: 2 pilot droids; skeleton 1/+15; Crew Skill: Space transports 4D, starship gunnery 3D, droid programming/repair 5D; Passengers: 2, plus 12 astromech droids; Cargo Capacity: 430 Metric Tons; Cost: 60,000 (new), 15,000 (used); Space: 2; Hull: 3D; Shields: 1D; Sensors: Passive: 10/0D, Scan: 25/1D, Search: 40/2D, Focus: 2/3D 6 Tractor Beam Projectors: Fire Arc: Turret; Crew: 1; Skill: Starship gunnery; Fire Control: 2D+2; Space Range: 1-5/15/30; Atmosphere Range: 100-500/1.5/3km; Damage: 4D Tractor MSS-41F "Prowler" Minesweeper The MSS-41F "Prowler" Deep Space Minesweeper is the most advanced minesweeper that has been designed to date. Combining a revolutionary sensor package and fast-tracking laser turrets, the Prowler was designed with enemy mine interdiction in mind. Though it has less-than-stellar shielding and maneuverability, the Prowler can hold its own against transports and even some starfighters. The Prowler is a response to complaints from the Imperial military about many of their ships being destroyed by enemy laser, ion, and warhead mines. IMS designed the Prowler with sensor stealth so it could effectively sneak up on mines until it was too late. The main idea behind minesweepers to eliminate mines before they can go off - and the Prowler is the perfect example. Tactical Deployment: Prowlers are usually deployed alone, but they can occasionally be sent out in pairs. Groups larger than that are rarely heard of. They can also be sent out with TIE craft for added protection. However, because of their scarcity, Imperial commanders are having to resort to using older models and TIE craft to perform minesweeping tasks. Craft: IMS' MSS-41F "Prowler" Deep Space Minesweeper; Type: Deep space minesweeper; Length: 62 meters; Scale: Starfighter; Skill: SF piloting: "Prowler" Minesweeper; Crew: 12, gunners: 8; Crew Skill: Astrogation 4D, sensors 5D, space transports 5D, SS gunnery; 4D+1, SS shields 4D; Passengers: None; Cargo Capacity: 10 metric tons; Consumables: 8 months; Cost: NAFS; Hyperdrive Multiplier: x1; Hyperdrive Backup: x10; Nav Computer: Yes; Maneuverability: 1D+2; Space: 5; Atmosphere: 300; 750 km/h; Hull: 3D; Shields: 1D+2; Sensors: Passive: 35/2D+1, Scan: 70/3D, Search: 200/4D, Focus: 8/5D Sensor Stealth: Adds +1D to enemy sensor difficulty. 4 Laser Cannons: Fire Arc: Turret; Crew: 2; Skill: SS gunnery; Fire Control: 4D; Space Range: 16/12/25; Atmosphere Range: 2-12/24/50km; Damage: 4D Solarsailer The venerable Galactica Industrial Skipper was an excellent design for it's time, and considering the state of the galaxy then, an exceptional design. Made by ancestors of the Twi'leks, the Skipper was built on the principles of that early time: to withstand long term travel between two planets or a planet and a moon. It also functioned as an exploratory vessel, but not into deep space. For this was the Golden Age, before hyperdrives and the modern Republic. Craft: Galactica Industrial Skipper Solarsailer; Type: Solar-sailing ship; Length: 10.1 meters; Scale: Starfighter; Skill: Archaic ship piloting: Skipper Solarsailer; Crew: 1; Crew Skill: Archaic ship piloting 4D, sensors 3D; Passengers: 2; Cargo Capacity: 200 kilograms; Consumables: 2 weeks; Hull: 2D+1; Maneuverability: 1D; Space: Varies (1-4, GMs use best judgment on intensity of solar wind and proximity to stars & magnetic fields); Sensors: Scan: 3/0D SRA-4B Starfighter Repair Craft The SRA-4B "Reliever" Starfighter Search and Repair Craft is a revolutionary idea in in-flight repair craft developments. The Reliever has the ability to go into battle, drag a damaged starfighter into its repair bay, fix it, and send it back out again - without leaving the battle zone for a large capital starship or escort carrier. The idea was proposed by a junior engineer in the IMS R&D labs. It was widely known that Imperial losses to ionization damage or other non-fatal but immobilizing damage were mounting. He suggested that a craft be designed to handle the repair of such damaged starfighters while in battle. The result was the Reliever. With only two laser cannons, this craft isn't a hard-hitter - but that is not its job. The Reliever uses its shortrange tractor beam to maneuver the fighter into its repair bay. This bay contains an atmospheric envelope, but no gravity - the technicians can get anywhere they need to on the ship this way. Using their large stock of replacement parts (from alluvial dampers to yaw controllers), these highly skilled techs can repair even the most heavily damaged craft in less than half an hour. Fortunately, such craft rarely come back with a pilot, so such repairs are unnecessary. At any rate, however, the Reliever can provide an extremely high advantage to Imperial forces in battle. Tactical Deployment: The Reliever will be deployed with standard attack lines. It can replace the Gamma-class Assault Shuttle or Delta-class Stormtrooper Transport if such craft are unnecessary. Escort carriers are now required to carry at least one of these craft. Craft: IMS' SRA-4B "Reliever" Starfighter Search and Repair Craft; Type: Starfighter in-flight repair craft; Length: 56.8 meters; Scale: Starfighter; Skill: Space transports: Rescuer repair craft; Crew: 7, gunners: 4; Crew Skill: Sensors 3D, SS gunnery 4D+1, SS shields 3D+2, SF piloting 5D; Passengers: 12 (repair techs);

Cargo Capacity: 20 metric tons (includes SF repair bay); Consumables: 1 month; Cost: NAFS; Hyperdrive Multiplier: None; Nav Computer: No; Maneuverability: 2D; Space: 8; Hull: 4D; Shields: 2D+2; Sensors: Passive: 15/1D+2, Scan: 30/2D+1, Search: 70/3D, Focus: 3/3D+2 2 Laser Cannons: Fire Arc: 1 front, 1 back; Crew: 1; Skill: SS gunnery; Fire Control: 2D; Space Range: 1-6/12/25; Atmosphere Range: 2-12/24/50km; Damage: 3D+2 Tractor Beam: Fire Arc: Turret; Crew: 2; Skill: SS gunnery; Fire Control: 3D+1; Space Range: 1/5/15; Damage: 4D

APPENDIX A: VEHICLE

AND

STARSHIP DAMAGE

Vehicle Damage
Result 0-3 Effect Passenger Damage Shields blown / controls ionized: Suffers 1D to shields, or if none left suffers controls ionized. Ionized controls loses 1D Vehicle is Damage from its maneuverability, fire control, damage from weapons Lightly 1D Heavily 3D and shield dice for rest of this round and the next one. If the Severely 6D vehicle loses all dice in Maneuverability, the controls are frozen Destroyed 12D for two rounds. Pilot must remain on same heading and speed, and no systems will function. Pilot must make vehicle operation rolls or the ship spins out of control. Lightly damaged: Each damage inflicts one of the following 1-3: Vehicle loses 1D from maneuverability; if all is lost suffer 1 Move. 4: One weapon system was hit and destroyed and gunners take damage. 5-6: -1 Move Heavily damaged: More heavy damage. If the vehicle is lightly or heavily damaged again it becomes severely damaged. Roll for system. 1-3: Vehicle loses 2D from its maneuverability until repaired. (or 2 Move) 4-6: -2 Move Severely damaged: If lightly, heavily, or severely damaged again, vehicle is destroyed. 1-2: Destroyed power plant. High speed vehicles crash, lower speed bounce to a stop. Flying vehicles require a minimum of a Moderate piloting roll or they crash. Roll is made then the craft lands safely. 3. Overloaded generator: Engine or generator will explode in 1D rounds, destroying the vehicle. Minimum crash land or stop of vehicle is Moderate) 4. Disabled weapons. All weapons systems are disabled. 5. Structural damage. Vehicle begins to break up or a major system fails. 1D rounds to abandon the vehicle or crash land it (minimum of Moderate difficulty). 6. Destroyed. Vehicle is destroyed or crashes. Destroyed: Vehicle is destroyed, all passengers take damage.

4-8

9-12

13-15

16+

Starship damage
Result 0-3 Effect Shields blown / controls ionized: Suffers 1D to shields, or if none left suffers controls ionized. Ionized controls loses 1D from its maneuverability, fire control, damage from weapons and shield dice for rest of this round and the next one. If the vehicle loses all dice in Maneuverability, the controls are frozen for two rounds. Pilot must remain on same heading and speed, and no systems will function. Pilot must make vehicle operation rolls or the ship spins out of control. Lightly damaged: Each damage inflicts one of the following 1. Ship loses 1D from its maneuverability or a 1 Move. 2. One weapon emplacement was hit and destroyed; gunners take damage. 3. One weapon rendered inoperative by power surge. 4. Hyperdrive damage. Double time to calculate courses. One hour work to fix with a Moderate roll. 5. 1D from shields or controls ionized. 6. 1 Move. Heavily damaged: More heavy damage. If the vehicle is lightly or heavily damaged again it becomes severely damaged. Roll for system. 1. Ship loses 2D from its maneuverability or a 2 Move. 2. Weapon systems of a particular type in one fire arc are lost. 3. All weapons of one type in one fire arc are destroyed; gunners take damage.

4-8

9-12

13-15

16+

4. Hyperdrive damage. Add +10 to Astrogation. One hour work to fix with a Moderate roll. 5. 2D from shields or 2 controls ionized. 6. 2 Move. Severely damaged: If lightly, heavily, or severely damaged again, vehicle is destroyed. 1. Dead in space. All drives and maneuvering thrusters are disabled. 2. Overloaded generator. Unless generator is shut down, it will explode in 1D rounds destroying ship. 3. All Hyperdrives are disabled. One hour of work with a Moderate roll to fix. 4. All weapons systems lose power. 1-4 Can be repaired. 5-6 Destroyed. 5. Ship begins to disintegrate. Crew has 1D rounds to evacuate. 6. Destroyed. Ship exploded in a ball of flame. Everyone killed Destroyed: Ship exploded in a ball of flame. Everyone killed.

APPENDIX B: YUUZHAN VONG INFORMATION


Dovin Basals
Dovin Basals provide Yuuzhan Vong vessels with lift, propulsion, control, and damage ablation through the manipulation of gravitic fields. These fields degrade the conventional deflector shields of vessels they are pursuing. This reduces the pursued vessel's Shield rating by a number of dice equal to the Yuuzhan Vong ship's own "Shield" rating each round until they are depleted. Against capital-scale ships, this shield loss is reduced by 1/3rd. Yuuzhan Vong ships can combine their efforts, reducing an opponent's shield rating even faster. The ship's shields can be restored, but this cannot be accomplished until it breaks pursuit. Because a Yuuzhan Vong ship's dovin basal powers both propulsion and shields, its shield rating is reduced depending on its speed. Modifiers to a Yuuzhan Vong ship's Shield rating are listed below, depending on the ship's speed and/or maneuver. If an action would reduce the ship's Shield rating below 0D, it cannot be attempted by that ship. Ship Speed Cautious Cruise High-Speed All-Out Shield Modifier +0 +0 -1 pip -2 pips

Dovin basals can also be used as tractor beams. The ship's dovin basal Shield rating can be diverted, in whole or in part, and used as a tractor beam's damage roll (see "Tractor Beams," SWD6, page 127), adjusted for scale as normal. Of course, this reduces the ship's Shield rating so long as the dovin basal is being used as a tractor beam. In addition, dovin basals can be used to create gravity wells in one fire arc, in much the same way as an Interdictor cruiser. While doing so, the Yuuzhan Vong ship's dovin basals cannot act as shields.

Coral Ships and Targeting Computers


Conventional ships sensors will identify Yuuzhan Vong vessels as asteroids. Since they do not register as threats, a conventional weapon system's Fire Control cannot be added to a character's Gunnery die pool like normal. Fire control computers can be calibrated to work against Yuuzhan Vong ships, but this requires a Difficult Computer Programming/Repair skill roll. The new settings will take effect after a number of rounds equal to 10 minus the two times the weapon's Fire Control die rating. For example, a targeting computer with a Fire Control rating of 2D will take 6 rounds (10-4=6) to come back online.

Yammosk
Dexterity 1D: dodge 3D+2; Knowledge 3D+2: alien species 8D, alien species: Yuuzhan Vong 10D+1, intimidation 9D+2, scholar: physical sciences 6D+2, willpower 10D+1, survival 6D+2; Mechanical 2D: astrogation 5D+1; Perception 4D+2: con 7D+1, persuasion 8D+1, search 8D; Strength 11D (starfighter-scale: 5D); Technical 4D+2 Special Abilities: Atmosphere Generation: The lung capacity of a yammosk allows it to hold enough air to support thousands of oxygen-breathing creatures for several hours. A yammosk can produce a large, transparent bubble of oxygen, but can only do so once every 24 hours. Bite: The bite of a yammosk inflicts its Strength +1D+2 damage (6D+2 starfighter-scale). Crew Skill Bonus: A yammosk can assist the crews of all of its assigned Yuuzhan Vong capital ships within 10,000 kilometers. This results in a +2D bonus to all rolls by these crews that involve Astrogation, Gunnery, Piloting, and Sensors skills. This bonus does not affect non-capital-scale Yuuzhan Vong ships, nor do

multiple yammosks provide additional bonuses. If the link between the yammosk and its fleet is somehow severed, this bonus is lost. Note that this bonus has already been factored into the Crew Skills of all converted Yuuzhan Vong ships that it would normally apply to. Gravitic Telepathy: Yammosks can both receive and broadcast thoughts, allowing it to treat all of its assigned forces (the crew and troops of any ships, including non-capital-scale coralskippers) as being within sight and voice range. This effect extends to a range of 10,000 kilometers. Shared Knowledge: Yammosks share their collected memories with their offspring. While a newly-born yammosk will possess these memories, however, it takes time before this knowledge can be applied to the creature's skills. Starfighter Scale: Due to their size, yammosk are considered starfighter-scale. Subsensory Awareness: The yammosk has the ability to judge a target's basic state of mind, and is a form of empathy. By making a successful Perception check (difficulty of the target's Control or Knowledge: Willpower), a yammosk can gain a +1D bonus on all Con, Intimidation, Persuasion, and Willpower rolls made against that target. This effect lasts one minute per use. Tentacles: Although the yammosk has six tentacles listed as natural weapons, the damage rating is given as "special," and no other notation is made in the entry's text. As such, assume that the tentacles can be used to grapple and crush opponents using the yammosk's Strength rating as the attack's damage. Move: 4 Size: Heads can be up to 19 meters in diameter, with tendrils that can span more than 100 kilometers Note: Yammosk in d20 possess several class levels, and thus don't ascribe to the typical creature entry. Therefore, this conversion treats them more like a character than a creature.

APPENDIX C: MOVEMENT
Atmosphere Move KPH 3 10 5 15 7 20 8 25 10 30 14 40 18 50 21 60 25 70 26 75 28 80 30 90 35 100 45 130 55 160 70 200 80 230 90 260 105 300 115 330

AND

TRAVEL TIMES
Atmosphere Move KPH 485 1400 505 1450 520 1500 540 1550 555 1600 570 1650 590 1700 605 1750 625 1800 640 1850 655 1900 675 1950 690 2000 710 2050 725 2100 740 2150 760 2200

Space / Atmosphere Movement Speeds


Space Space 1 2 3 4 5 6 7 8 9 10 11 12 13 Atmosphere Move KPH 125 360 140 400 150 430 160 460 175 500 185 530 195 560 210 600 225 650 260 750 280 800 295 850 330 950 350 1000 365 1050 400 1150 415 1200 435 1250 450 1300 470 1350 Space 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Hyperspace Travel Times


My timeline is based on established Expanded Universe timelines. As their have been some discussions surrounding the duration of the events in Star Wars Episode III: Revenge of the Sith, I have chosen to make it clear that my timeline is based on hyperspace travel times as established in the Expanded Universe. (One comment, though: events surrounding the timespan of Revenge of the Sith have made alter my initial view a bit: certain sources have hinted that both the Jedi as well as the Sith know of secret hyperspace routes which allows them to travel throughout the Known Galaxy in an even much faster manner as the usual hyperspace travel times. Thus, in my timeline, both these factions can travel from one point to another faster). Following are several excerpts from several books regarding hyperspace travel. Star Wars: The Roleplaying Game (West End Games, October 1987)

page 55 (Trips): An interstellar journey can take days, weeks or even months. While in hyperspace, the ships computer pretty much runs everything, so most duty personnel have little to do. Page 57 (Background: Hyperdrives): The hyperdrive is a miracle of advanced technology. Powered by massive fusion generators, it hurls its ship into another dimension, called hyperspace. Only hyperspace techs and highly-trained scientists really understand hyperspace; even they admit there is a lot they do not know. Many aspects of hyperspace remain a mystery to Imperial science. One thing is clear, though: in hyperspace, a ship can travel faster than light. To get technical, hyperspace is coterminous to normal space. That is, each point in realspace is associated with a unique point in hyperspace. If you head north in hyperspace, you travel north in realspace. Real objects have a hyperspace shadow. That is, there is a star or star-like object in hyperspace at the same location it occupies in realspace. This is a danger. Space is not a complete vacuum. Floating molecules are everywhere only a few per cubic centimeter, but they exist. Larger objects, though rarer, are common, too. There are many more rogue planets - which float in the interstellar void, unwarmed by any sun than in star systems. There are uncountable asteroids, meteors and random chunks of ice and rock between the stars. If a ship travelling at translight speeds hits an object of any size, it is instantly vaporized. Even a close graze with a rogue planet or sizeable asteroid would throw a ship vastly off course. Page 57 (Routes): All but the smallest hyperdrive-capable starships are equipped with nav computers. Nav computers hold a wealth of statistical and map data charting the positions of stars, rogue planets, known asteroid fields and other dangers. Properly operated by a skilled astrogator, they calculate the safest, fastest path for a ship to follow through hyperspace. Errors are always possible. Merely transporting a set of numbers when entering data can send a ship far off course. Unskilled astrogators frequently play it safe by taking a slower route in order to run less of a risk. The desperate sometimes do the reverse accept a high risk to get somewhere fast. Operating a nav computer porperly is no guarantee of safety. There are billions of stars in the galaxy; the positions of most are charted, but that still leaves many whose positions have never been entered in the standard nav computer database. There are many more planets and asteroids; the positions of 90%+ of them are unknown. A rogue planet shines only by reflected starlight; they can rarely be spotted by even the most powerful orbital telescopes, and are discovered only by accident. There are trillions of rogues. Only the ones close to frequently-travelled space routes are charted. As for asteroids and meteors there are so many that no serious effort has ever been made to chart them. And all of these objects stars, planets, asteroids, meteors, gas molecules are constantly moving, often in unpredictable ways. Accidents happen on even the most frequently-travelled and best-charted routes. Page 58 (Passage Times): On a planet, the farther apart two places are, the longer it takes to travel between them. In hyperspace, that is not necessarily so. Theoretically, a starship can travel at practically infinite speeds. A well-equipped starship can travel from one side of the galaxy to another in a matter of days or weeks. The distance to the destination is not the controlling factor it is the difficulty of the trip. Basically, three factors make a journey difficult: Since most rogue planets and smaller bodies are uncharted, a starships speed through hyperspace depends on the amount of debris that lies in its path. If there is a lot of debris, the ship must feel its way slowly, detecting and avoiding objects as it goes. The denser the debris, the slower the passage. If many charted obstacles (stars, planets, and so on) lie along a ships course, it must zig and zag to avoid them, and that is time consuming. All things being equal, the longer the trip, the more obstacles that a ship is likely to encounter but sometimes the locat star positions make a particular course tough: you might be a mere 15 light years from the Dagobah system, but if your course goes through an asteroid field, you will still have to divert. The more frequently a particular route between two planets is used, the better the obstacles between them are charted, and the less cautious (and slow) a ship needs to be when travelling between them. The best case is a trip like the Kessel run, one of the most heavily-used trade routes in the Empire and one which hotshot pilots and traders on the shady side of the law like to travel very quickly. The worst case is a trip between two previously-unexplored star systems; the only guide the nav computer has in this case is the positions of known stars. Worst-case trips can take months. The Star Wars Roleplaying Game: Second Edition (Revised and Expanded) (West End Games, August 1996) page 116 (Hyperdrives): Hyperdrives propel starships into an alternate dimension known as hyperspace, where it is possible to travel at many times the speed of light. Ships in hyperspace can cross the incredible distances between stars in a few weeks, days, or even hours. pages 117 - 119 (Hyperdrive Multipliers): A hyperdrive is ranked by a class, or hyperdrive multipier. The lower the multiplier, the faster the drive. Most civilian ships have a Class Two (x2) or higher hyperdrive. Many military vessels and starfighters have a Class One (x1) hyperdrive, which is twice as fast as a Class Two hyperdrive. The Millennium Falcon has a Class 0.5 (x1/2) hyperdrive, making it one of the fastest ships in the galaxy.

Each hyperspace route or journey has a duration. Multiply the duration by the ships hyperdrive multiplier to find out how long it takes the ship to reach the destination. There is no known route that travels straight across the galaxy. Even the fastest of ships, such as the Millennium Falcon, would take months to cross the entire galaxy, if such a route did exist. pages 119 (Passing Time on Trips): Interstellar journeys can take hours, days... even weeks. Since the ships computers handle everything, crew members and passengers have few responsibilities. Luxury liners provide a wide variety of entertainment. Gourmet meals, music, dancing, holo shows and even theatrical entertainment are common. Ship personnel often spend time studying up on astrogation and other vital skills. Other people pursue hobbies, such as model building, playing games, reading and gambling. Smaller freighters are another story. Being cooped up in a cramped freighter for days at a time takes its toll even on the closest of friends. The autochefs food may be nutritious, but ther is only so long people can take three square meals a day of white, pasty, flavorless autochef surprise. Ships computers may carry holonovels, games, and other pre-recorded entertainments, but these libraries are normally limited to what the captain and crew are personally interested in. Star Wars Roleplaying Game: Revised Core Rulebook (Wizards of the Coast, May 2002) page 116 (Hyperdrives): Hyperdrives propel starships into an alternate dimension known as hyperspace, where it is possible to travel at many times the speed of light. Ships in hyperspace can cross the incredible distances between stars in a few weeks, days, or even hours. page 206 (Hyperspace Travel Time): Base Travel Time in hours: Travelling from Deep Core Core Worlds Colonies Inner Rim Expansion Region Mid Rim Outer Rim Wild Space Deep Core 12 24 48 72 96 120 144 168 Core 18 6 24 36 60 84 96 120 Colonies 24 24 12 24 48 72 96 120 Inner Rim 48 36 24 18 24 48 72 96 Expansion 72 60 48 24 24 24 48 72 Mid Rim 96 84 72 48 24 36 24 48 Outer Rim 120 96 96 72 48 24 48 24 Wild Space 144 120 120 96 72 48 24 12

pages 206 & 207 (Travel Time): A typical journey between two regions of the galaxy (or between two systems within the same region) takes a certain number of hours. This base travel time can be modified by as many as three factors, each of which is discussed below: Hyperdrive Quality: The base travel time given on the table assumes the use of a standard hyperdrive with a x1 multiplier. Faster hyperdrives (x0.5, for example) reduce the travel time accordingly, and slower hyperdrives (x2 or x5, for example) increase travel time. Location of Destination: If the destination of the journey is in the same region as the starting point, or if the destination is in the same quadrant of the galaxy as the starting point, the travel time is halved. (the book has a map on pages 208 and 209 in whcih you can divide the galaxy in four quadrants: two perpendicular lines cut through the center of the Deep Core, dividing the galaxy into four sections, or quadrants - Eddie). Travel time is cut in half for any journey from one place to another place in the same quadrant, even if the two locations are in different regions. Check Result: (this factor is a gameplayer factor which I will omit from these pages Eddie)

APPENDIX D: WING PYLON SYSTEM


Date of release: 18th August 1998 This document replaces previous versions of the Wing Pylon Rules. It is a combination of my original rules and Kevin Doles expansion rules but in some cases I have modified or altered the rules to better conform to my gaming. The rules contained within this document are intended to introduce the ability for starfighters to carry and use externally mounted weapons, electronics or other equipment into the Star Wars Roleplaying Universe. Some people might think that this contradicts canon, i.e. such things are not used within the movies, but these rules are a logical extension of warfare as we know today on Earth. In addition, several of the novels feature externally pylon-mounted missiles and guns so in my view the point whether this is canon or not is moot. Use them as you see fit in your game play!

The Rules
Payload First we must determine how much your starfighter can carry. The formula for this is simple; take the ships length, in meters times three. This is the maximum amount of payload you can carry externally. You must also determine what 3/4 and 1/2 of the maximum value is, and then, if necessary, round the values according to

standard mathematical rules. The values you get are the number of payload dice you have. Max: Ships length, in meters x 3 D, 3/4: Max x 0.75 D, 1/2: Max x 0.5 D As always, it is up to the Gamemaster to determine if these values are indeed correct. Some fighters may not be capable of carrying the calculated amount of payload due to the configuration of the ship. This is especially true for the A-Wing and B-Wing. In those cases use your own judgment. Hard Points In order to carry the payload, you must have somewhere to put it. There are several types of hard points available ranging from pylons to bomb bays. Bomb Bay Internal weapon bays, which can carry any type of gear, although some might require special equipment. Gravity bombs and missiles are no problem, for direct-fire weapons such as gun pods and direct fire/dumb rockets. You will need a elevator system to lower the gun out of the weapons bay. This is simply a hydraulic lift fitted with the needed link ups, it weighs 1D. Placement: Normally under the main body of the vessel Semi-Recessed Missile Housing These are actually indents into the skin of the fighter, wired to take missiles, but by adding a specially designed pylon (mass 1D), it is possible to mount any type of gear. Placement: Normally under the main body of the vessel Centerline Pylon Capable of taking any kind of payload. This is in many cases the largest pylon available. Please note that it is possible to have several centerline pylons, although in those cases they are smaller than one large. Placement: Under the main body of the vessel Wing Pylons These are pylons bolted to the wings. You can, if possible subdivide these for each wing into Inboard Pylon, Middle Pylon and Outboard Pylon. Placement: Normally under the wings of the vessel, but missile pylons can also be mounted above the wing. Wingtip Pylon These are pylons which cannot take heavy payloads. They are normally used to take light or medium anti-fighter missiles. Placement: On the tip of the wing Fitting New Pylons Fitting exterior pylons takes up no weight, but it is difficult. Each 3D worth of pylons takes 2 Moderate Starfighter Repair or Space Transports Repair rolls (to mount the actual pylon), plus a Moderate Starship Weapons Repair roll for each pylon (to get the right computer linkups). They cost 500 credits per 1D in each pylon, plus 300 credits per individual pylon. Semi-recessed missile housings require 3 Moderate Starfighter/Space Transports Repair rolls and a Moderate Starship Weapons Repair for each pylon roll. They cost 800 credits per 1D of space, plus 500 credits per individual housings. Bomb Bays may only be added at the expense of cargo space, living quarters or other spaces. These are usually only added to freighters, as fighters usually don't have the needed space. Please note that fighters may have bomb bays but those were designed from scratch with this ability. Bomb bays require three tons of space for every 20D of pylon capacity. They require four moderate Space Transports Repair rolls per bay, and two Moderate Starship Weapons Repair rolls per bay. They cost 1000-2000 credits per each 1D of space, plus 500-1000 credits for each individual bay. External payload For Starfighters Z-95: Max 11.8 x 3 = 35,4, rounded to 35D; External Payload; Max: 35D, 3/4: 26D, 1/2: 18D; 1 Centerline Pylon (9D), 2 Semi-Recessed Missile Housings (2D), 4 Wing Pylons (5D), 2 Wingtip Pylons (1D) A-Wing: Max 9.6 x 3 = 28.8 rounded to 29D; External Payload; Max: 29D, 3/4: 22D, 1/2: 14D); 4 Semi-Recessed Missile Housings (1D), 2 Wingtip Pylons (1D) B-Wing: Max 16.9 x 3 = 50.7, rounded to 51D; External Payload; Max: 51D, 3/4: 38D, 1/2: 25D); 2 Semi-Recessed Missile Housings (2D), 3 Wingtip Pylons (2D) X-Wing: Max 12.5 x 3 = 37,5, rounded to 38D; External Payload; Max: 38D, 3/4: 28D, 1/2: 19D; 1 Centerline Pylon (10D), 2 Semi-Recessed Missile Housings (2D), 2 Wing Pylons (8D), 4 Wingtip Pylons (2D) Y-Wing: Max 16 x 3 = 48D; External Payload; Max: 48D, 3/4: 36D, 1/2: 24D); 1 Centerline Pylon (16D), 4 Semi-Recessed Missile Housings (2D), 2 Wing Pylons (12D) TIE: Max 6.3 x 3 = 18.9, rounded to 19D; External Payload; Max: 19D, 3/4: 14D, 1/2: 10D); 1 Centerline Pylon (3D), 2 Wing Pylons (8D)

TIE Interceptor: Max 6.6 x 3 = 19.8, rounded to 20D; External Payload; Max: 20D, 3/4: 15D, 1/2: 10D); 1 Centerline Pylon (4D), 2 Wing Pylons (8D) TIE Bomber: Max 7.8 x 3 = 23.4, rounded to 23D; External Payload; Max: 23D, 3/4: 17D, 1/2: 12D); 2 Centerline Pylons (10D), 1 Wing Pylons (3D) Penalties As always, there are drawbacks. Starfighters which are heavily loaded suffers a reduction in maneuverability and speed according to the following table: Spacecraft at 3/4 or above of allowed payload: Maneuverability -2D, Space -1, Atmosphere speed drops 2 steps Spacecraft at 1/2 up to 3/4 of allowed payload: Maneuverability -1D, Atmosphere speed drops 1 step Spacecraft below 1/2 of allowed payload suffers no penalties. Maneuverability cannot go under 0, but any maneuverability penalty left reduces the relevant piloting skill with the remaining penalty. Example: The pilot Maverick has starfighter piloting 5D, and is currently flying a Z-95 with a maneuverability of 1D. He has loaded his fighter as much as it can carry and consequently has a maneuverability penalty of -2D. This reduces his maneuverability to 0D and his piloting skill to 4D. The carrying of different types of weapons on the same pylon requires an adapter with a weight of 1D. All external payload can be ejected if necessary. Please note that 1D equals 100 kilogram. Since missiles, proton torpedoes, bombs and rockets are difficult to aim and target against moving targets, the following modifications apply: Space Speed 3 4 5 6+ Notes There are some abbreviations used below. Here are the definitions: C character scale S speeder scale W walker scale SF starfighter scale CA capital scale When I use the term "direct-fire weapon", I am referring to a weapon that fires off of the pylon itself, instead of dropping free before ignition. The given range for missiles and other self-propelled weapons is intended to be the range for the fire control on the weapon itself, while flight time gives a figure on how many rounds it may travel at all-out speed. The move rating on missiles is how fast it travels at cruise speed. Please note that missiles normally go at all-out movement and thus have a move four times the listed one. The maneuverability rating on missiles is meant as a difficulty to try to shoot down the missile, not as an indication of how agile the missile is. If it can track you through the maneuver, it can do the maneuver. It is always in speeder scale. The body rating is always in speeder scale, even if the warhead may be in capital scale, and is intended to provide an indication on how tough the hull of the missile is. To figure out atmospheric range on the weapons below, the rule of thumb is that each space unit is equal to 100m. Atmosphere Speed 100 150 151 -200 201 250 251+ Increase To Difficulty +5 +10 +15 +20

Direct-fire Weapons
Turbolaser Pods These are very powerful laser cannons. They have long range and hit hard. They also have horrible power requirements. Still, they provide powerful, long range firepower at the beginning of a raid, and then they may be ejected before entering close combat. For this reason, it is a common modification to fit these with a distress beacon. After all, no one wants to explain to the boss how they lost something this expensive. Skill: Starship Gunnery: Turbolaser; Fire Control: vehicle's Focus sensors setting; Ammo: 10 Shots; Fire Rate: 1/2 Model Incom W-34t SoroSuub Turbogun Scale SF SF Range 3-15/36/75 3-15/36/75 Weight 20D 15D Damage 7D 5D Cost 9,000 8,000

Laser, Blaster and Autoblaster Pods Not as heavy as turbolasers, laser cannons can shoot more often and are much smaller. They are often mounted in sets of two, three and four, and fire-linked. Skill: Starship Gunnery: Laser Cannon, Blaster Cannon, or Autoblaster (depends on the weapon); Fire Control: vehicle's Focus sensors setting; Ammo: 10 Shots, except Blasters which have 20 shots Laser Cannons Model Kurt Vonak Light Laser Kurt Vonak Medium Laser Arakyd Tomral Blasters Model Taim & Bak Kd-3 Taim & Bak Kd-4 Taim & Bak Kd-5 Auto-blasters Model Slayn & Kopril G-3 Slayn & Kopril G-4 Scale SF SF SF Scale SF SF SF Scale SF SF Range 1-3/12/25 1-3/12/25 1-3/12/25 Range 1-5/10/17 1-5/10/17 1-5/10/17 Range 1-8/25/40 1-8/25/40 Weight 2D 3D 5D Weight 1D 2D 3D Weight 3D 4D Damage 2D 3D 5D Damage 1D 2D 3D Damage 2D 3D Cost 1,500 2,000 3,000 Cost 1,000 1,200 1,500 Cost 4,000 5,000

Disruptors Disruptors are not a traditional weapon. However, the Tenloss Syndicate isn't really all that interested in the repercussions of using these weapons, which shatter objects. They don't actually use these on their own ships, but they do sell them to other criminals, who care little for the risks of this weapon. Skill: Starship Gunnery: Disruptor Cannon; Fire Control: vehicle's Focus sensors setting; Ammo: 5 Shots; Fire Rate. 1/3 Model Tenloss Heavy Gun Scale SF Range 1/2/4 Weight 10D Damage 10D Cost 10,000

Game Note: On a Wild Die roll of "1", the cannon malfunctions. Mass Drivers Mass drivers are simple, old-style rail guns. They have remained in service for two reasons: they ignore ray shielding, and they use no power. This last is very important to anyone trying not to advertise that they are armed. They have the very noticeable draw back that they have limited ammo and low damage potential. Skill: Vehicle Firearms: Mass Driver; Fire Control: vehicle's Focus sensors setting; Ammo: 20 Shots Model Alderaan Royal Engineers M-242C Rail Gun Alderaan Royal Engineers M-238H Rail Gun Alderaan Royal Engineers M-231B Rail Gun +30 shots of ammo Scale SF SF SF Range 1-2/8/12 1-2/8/12 1-2/8/12 Weight 4D 3D 2D 1D Damage 5D 4D 3D Cost 1,000 800 500 100

Ion Cannon Useful for privateering, counterintelligence and law enforcement, ion cannons are becoming an increasingly popular item on external mounts. Skill: Starship Gunnery: Ion Cannon; Fire Control: vehicle's Focus sensors setting; Ammo: 10 Shots Model Comar f-2 Comar f-4 Comar f-9 Scale SF SF SF Range 1-3/7/36 1-3/7/36 1-3/7/36 Weight 1D 2D 3D Damage 2D Ion 3D Ion 4D Ion Cost 1,000 1,500 3,000

Incom Combi-gun A new, and unique, weapon, the Incom Combi-gun combines both a laser and an ion cannon into one jointly fired and linked package. Currently in its first generation, it is a little bulky. However, Incom expects that this shall improve within the next few years. This combination in designed for attacking shielded ships, and does its job quite well. Skill: Starship Gunnery: Combi-Gun; Fire Control: uses the vessel's Focus sensor mode; Ammo: 6 Shots; Fire Rate: 1/2 Model Incom XW-21 Combi-gun Scale SF Range 1-3/12/25 Weight 10D Damage 4D Ion, 4D Normal Cost 10,000

Note: Roll Ion damage before the regular damage.

Tractor Beam Pod The tractor beam reduces the targets maneuverability, however, it is under development and therefore is fragile to use under real combat situations. Roll 1D each time it is used, on a 5 or 6 the tractor beam is disabled, and requires a moderate starship weapon repair roll to fix. Skill: Starship Gunnery: Tractor Beam; Fire Control: vehicle's Focus sensors setting; Ammo: 10 Rounds of use Model Sienar Adv/x-2T Scale SF Range 1-3/12/25 Weight 10d Damage 3D Cost 8,000

Conner Nets An older weapon, they have remained in service as they are very useful to immobilize ships, particularly those on the ground. They have the added bonus of potentially damaging those who touch the net, requiring them to be burned off unless the crew is willing to wait a few hours for any residual charge to disperse. Model SoroSuub Type IV Scale SF Range 1/5/10 Weight 5D Damage & Blast Radius 5D ion, 50m Cost 5,000

Game Notes: Difficult Starship Gunnery roll to activate. All ships touched by net suffer +5D penalty to any action that requires an electronic system. Any person touching the net suffers 10D character damage. "Dumb" Rockets "Dumb", or unguided, rockets are simple, balistical fired weapons that contain neither seekers nor maneuvering capabilities. They are manufactured my many manufactures and fill many different roles. Usually packed in pods containing anywhere from 5 to 20, their mission is dictated by their payloads. They are in limited service with the Empire, but planetary and corporate forces are known to use them. Skill: Missile Weapons: Airto-ground Rockets; Fire Control: vehicle's Focus sensors setting; Move: 8 Model Rendilli Arms AX-13A Hypervelocity Rendilli Arms AX-13B Fragmentation Rendilli Arms AX-13C Incendiary Incom Starburst SoroSuub Firestorm Anti-tank SoroSuub Firestorm Anti-personnel SoroSuub Firestorm Smoke SoroSuub Firestorm White Phosphorous Scale S S S S C C C C Range 100-200/400/800m 100-200/400/800m 100-200/400/800m 100-200/800/1600m 3-40/120/400m 3-40/120/400m 3-40/120/400m 3-40/120/400m Weight 1D/5-shot, 2D/10-shot, 3D/20-shot 1D/5-shot, 2D/10-shot, 3D/20-shot 1D/5-shot, 2D/10-shot, 3D/20-shot +2 1D (10-shot) 1D (10-shot) 1D (10-shot) 1D (10-shot) Damage & Blast Radius 5D, 2m 3D, 10m 4D for 10 rounds, 5m 5D, 20m 10D, 2m 5D/4D/3D/2D, 2/8/14/20m 4D smoke, 10m 5D/4D/3D next 5 rounds, 2/8/14m Cost 250/rocket 250/rocket 250/rocket 600 2,000 2,000 2,000 2,000

Indirect Fire Weapons


Concussion Missiles These are simply high explosive warheads, usually with duraluminum penatrator tips. They explosives are calibrated to produce a harmonized shock wave in hard material, tearing the target apart from the inside. They are more popular than proton torpedoes with the Empire, while smugglers, pirates and mercenaries use them in about equal portions. Skill: Starship Gunnery: Concussion Missiles; Fire Control: vehicle's Search sensors setting. +10 bonus to hit capital scale or larger targets. Model Scale Range Weight Arakyd Dumb Missile SF 1-2/8/15 2D (Move 15, maneuver 1D, tracking 0D, flightier 10 rounds, body +1) Arakyd Smart Missile SF 1-2/8/15 2D (Move 15, maneuver 1D, tracking 4D, flightier 10 rounds, body +1) Arakyd Savant Missile SF 1-2/8/15 2D Damage 8D 8D 8D Cost 500 1,500 3,000

(Move 15, maneuver 1D, tracking 0D/4D first/later round(s), flightier 10 rounds, body +1) Subpro Concussive Mark I SF 1/3/7 1D 5D 500 (Move 24, maneuver 1D, tracking 1D, flight time 6 rounds, body +1) Subpro Concussive Mark II SF 1/3/7 1D 6D 800 (Move 24, maneuver 1D, tracking 2D, flight time 6 rounds, body +1) Subpro Concussive Mark III SF 1/3/7 2D 7D 1,000 (Move 24, maneuver 1D, tracking 3D, flight time 6 rounds, body +1) Subpro Concussive Mark IV SF 1-5/8/12 2D 8D 1,200 (Move 24, maneuver 1D, tracking 3D, flight time 6 rounds, body +1) Proton Torpedoes Similar to concussion missiles, these projectiles carry proton scattering warheads, much like an overgrown thermal detonator. These are preferred by the Rebellion (which has standardized the Incom M-4329 series for their starfighters' launchers), and the Empire is showing some interest in them, as demonstrated by the new multi-launcher adopted on the TIE Bomber after the first production run. They lack the range of modern concussion missiles, but are more powerful. Skill: Starship Gunnery: Proton Torpedoes; Fire Control: vehicle's Search sensors setting. +10 bonus to hit Capital scale or larger targets. Model Scale Range Weight Damage Cost Incom M-series: (Move: 12, maneuver 1D, tracking 2D, flight time 12 rounds, body +2) M-4329/A SF 1/3/7 2D 9D 800 M-4329/E SF 1/5/9 2D 9D 1,000 M-4329/HART SF 1/3/7 2D 2D normal, 5D Ion 2,500 M-4329/T SF 1/3/7 2D Attaches homing beacon, range 10ly 1,500 Arakyd Proton Torpedoes: (Move: 12, maneuver 1D, tracking 2D, flight time 12 rounds, body +2) APT-148 SF 1/3/7 2D 7D 700 APT-152 SF 1/3/7 2D 8D 750 APT-169 SF 1/3/7 2D 9D 800 APT-190 SF 1/3/7 3D 10D 900 Stand Off Missiles SOMs give the user a nice feeling of security during an attack, as they are usually fired outside the range of the enemy's guns. Most use a proton warhead, and a very large ion engine for propulsion. Usually used to attack capital ships, these semi-intelligent weapons are rapidly becoming popular with the Rebellion. Fortunately for civilians, the Emperor's troops have taken greater control of the sale of these weapons to prevent these from being used by the Criminal Rebellion against civilian shipping and transport. Skill: Starship Gunnery: Stand-Off Missiles; Fire Control: Requires target lock, an entire round for aiming and holding the target in sight. The advantage of target lock is an additional +1D to fire control. SOM's uses the search mode on the ships sensors for initial targeting but relies on its own sensor for mid-course updating and terminal homing. Their tracking abilities, speed, maneuverability and body strength varies between models. If target is in starfighter-scale or smaller, add +10 to difficulty to hit. Model Scale Range Weight Damage Arakyd AGM-84A Harpoon SF 1-5/15/30 5D 9D (Move 10, maneuver 2D, tracking 4D, flight time 22 rounds, body 1D) Ekkar Arms AM39 SF 1-5/15/30 6D 10D (Move 10, maneuver 2D, tracking 3D, flight time 20 rounds, body 1D) Incom AGM-86B CA 1/3/7 13D 10D nuke (Move 10, maneuver 0D, tracking 1D, flight time 600 rounds, body 1D) Interstellar Arms ASMP CA 1-5/8/12 9D 5D (Move 30, maneuver 1D, tracking 1D, flight time 25 rounds, body 1D) Interstellar Arms RBS15 SF 1-5/20/40 6D 10D (Move 10, maneuver 2D, tracking 4D, flight time 20 rounds, body 1D) Sienar Fleet Systems: AS-6a CA 1/3/7 40D 14D nuke AS-6b CA 1-5/20/40 40D 10D (Move 30, maneuver 0D, tracking 3D, flight time 50 rounds, body 1D) Cost 5,000 5,000 20,000 12,000 6,000

50,000 30,000

Ion Radiation Tracking Missiles This is a very old design. Original used against atmospheric craft, these used to track the thermal signature of the target's engines. When Ion engines came into existence, starfighters lost most of their thermal signature. Then some bright boy designed a seeker head that tracked off of the ion trail left by an ion engine. Their uses remain unchanged- short range, fire and forget capabilities. They are easily distracted by ion flares.

Skill: Starship Gunnery: IR missiles; Fire Control: The IR-missile uses the passive mode on the ships sensors for initial targeting but relies on its own sensor for terminal homing. Its specialized tracking device gives +2D to fire control when used against starfighter-scale vessels. The range given is the target lock range. Their tracking abilities, speed, maneuverability, and range and body strength varies between models. Difficulty to hit the target varies depending upon launch position: Frontal Attack: +10 to difficulty; Side Attack: +5 to difficulty; Rearward Attack: -10 to difficulty Model Scale Range Arakyd AA-8 Aphid SF 1-2/3/5 (Move: 24, maneuver 6D, tracking 3D, flight time 2 Incom Mynock --AIM 9B SF 1-3/5/8 (Move: 24, maneuver 2D, tracking 1D, flight time 4 --AIM 9J SF 1-3/5/10 (Move: 24, maneuver 2D, tracking 2D, flight time 8 --AIM 9L SF 1-5/10/15 (Move: 24, maneuver 2D, tracking 1D, flight time 4 Taim & Bak R.550 Magic SF 1-2/5/10 (Move: 24, maneuver 2D, tracking 4D, flight time 4 Weight Damage +2 3D rounds, body +1) +2 rounds, +2 rounds, +2 rounds, +2 rounds, 3D body +1) 4D body +1) 4D body +1) 4D body +1) Cost 1,000

800 1,100 1,500 1,200

Intercept Missiles Using an active sensor seeker head, these missiles offer longer range than ion tracking missiles. The Republic used these extensively, but they see little use today. Why this is unknown, but no one seems to like them these days. It could be because capital ships, the usual target of missiles these days, are just too large for an intercept missile's brain to hit. Skill: Starship Gunnery: Intercept Missiles; Fire Control: IM's uses the search mode on the ships sensors for initial targeting but relies on its own sensor for terminal homing. Its specialized tracking device gives +2D to fire control when used against starfighter-scale vessels. Their racking abilities, speed, maneuverability and body strength varies between models. However, if the missile is used against capital-scale targets or bigger, add +10 to difficulty to hit. Scale Range Weight Arakyd Intercept Missiles: --AIM-7E Firestreak SF 1-5/15/25 2D (Move: 40, maneuver 2D, tracking 3D, flight time 3 rounds, body +2) --AIM-7F Firestreak SF 1-5/15/25 2D (Move: 40, maneuver 3D, tracking 4D, flight time 6 rounds, body +2) Interstellar Arms RB71 Sky Flash SF 1-5/15/25 2D (Move: 40, maneuver 2D, tracking 4D, flight time 4 rounds, body +2) Sienar Fleet Systems AIM-54A Phoenix SF 3-15/30/45 5D (Move: 50, maneuver 2D, tracking 4D, flight time 10 rounds, body +2) Model Damage 7D 7D 7D 9D Cost 5,000 6,000 5,500 14,000

Anti-Radiation Missiles These were original meant for suppression of enemy sensor systems, they quickly became a selfdefense weapon as IR and Intercept missiles were adapted for ground launching against starfighters and landing craft. As the anti-starfighter business went over almost entirely to energy weapons, ARMs dropped in popularity. Now, they are used primarily to force enemy ships to shut off their sensors at the beginning of a raid. They are effective, in that the best use a sub-nuclear explosive that is designed to minimize fallout and blast, much like a proton torpedo, but to maximize the electromagnetic pulse, killing electronics. Skill: Starship Gunnery: ARM Missiles; Fire Control: ARM's uses the search mode on the ships sensors for initial targeting but relies on its own sensor for terminal homing. Its specialized tracking device gives +2D to fire control when used against any type of active sensor. Model Scale Range Weight Damage Arakyd AGM-45 Shrike SF 2-10/15/20 2D 1D, 3D ion (Move 20, maneuver 2D, tracking 3D, flight time 5 rounds, body +2) Arakyd AGM-78 Standard SF 2-10/20/40 6D 2D, 6D ion (Move 24, maneuver 1D, tracking 2D plus enemy's sensor bonus in their current operating mode, flight time 6 rounds, body 1D) Arakyd AGM-88 HARM SF 2-10/20/40 4D 2D, 5D ion (Move 20, maneuver 2D, tracking 2D plus enemy's sensor bonus in their current operating mode, flight time 3 rounds, body +2) Cost 3,000 10,000

6,000

"Iron" Bombs "Iron", or unguided, bombs are simple, ballistic fired weapons that contain neither seekers nor maneuvering capabilities. Easy to produce, they are manufactured by many. Most are based on those designed by Republic Munitions, later Imperial Munitions. Skill: Missile Weapons: Bombs; Fire Control: vehicle's Focus sensors setting -1D; Space Range: Infinite; Atmosphere Range: Depends on launch height and attackers speed; Note: May only be used against stationary or very slow moving targets Model M103 M104 M105 M109 M110 M116 M117 M118 M121 M124 Mk.1 Mk.15 Mk.33 Mk.79 Mk.81 Mk.82 Mk.83 Mk.84 Mk.86 Mk.87 Mk.88 Scale SF S S CA CA S SF SF CA SF SF S SF SF SF SF SF SF SF SF SF Effect Armor piercing Leaflet Leaflet General Purpose General Purpose Napalm General Purpose General Purpose General Purpose Practice Blast Practice Armor-Piercing Napalm General purpose General purpose General purpose General purpose Practice Practice Practice Weight Damage & Blast Radius Republic Munitions 9D 11D/7D/2D, 3/10/15m +1 --2D --54D 10D/6D/2D, 10/20/40m 100D 16D/10D/4D, 20/40/60m 3D 5D/4D/3D next 5 rounds, 10/20/30m 3D 6D/3D/1D, 3/15/30m 14D 15D/10D/5D, 3/15/30m 45D 9D/5D/1D, 10/20/40m 1D 1D/+1/--, 3/8/--m Imperial Munitions 9D 12D/10D/8D, 3/15/30m +1 1/--/--, 2/--/--m 4D 8D/4D/1D, 3/10/15m 3D 5D/4D/3D next 5 rounds, 10/20/30m 1D 3D/2D/1D, 3/15/30m 2D 5D/3D/1D, 3/15/30m 4D 7D/5D/2D, 3/15/30m 9D 10D/7D/4D, 3/15/30m 1D 1D/+1/--, 3/8/--m 2D 2D/1D/--, 3/8/--m 4D 3D/1D+2/+1, 3/10/15m Cost 600 50 100 1,700 3,000 250 200 700 1500 50 600 30 600 300 150 200 350 500 50 75 100

Guided Bombs A guided bomb is basically a plain iron bomb fitted with a target-detecting device in front and trajectorycontrol fins at the front and rear. This increases the stand-off range and greatly improves the chance of a hit compared to normal bombs. Iron bombs modified to this standard adds the acronym HOBOS (Homing Bomb System) to their model number. i.e. mk84 HOBOS. Skill: Missile Weapons: Guided Bombs; Fire Control: vehicle's Focus sensors setting; Space Range: Infinite; Atmosphere Range: Depends on launch height and attackers speed; Note: May only be used against stationary or very slow moving targets Use the iron bombs mentioned earlier, but add the following mass to their weight: Bombs weighing below 5D add +1 to their weight Bombs weighing between 5D and 10D add +1D to their weight Bombs weighing over 10D add +2D to their weight Cluster Bomb Cluster bombs are filled with sub-munitions bombs which greatly increase the chance of a hit but decrease the available damage due to the larger area to be covered. Skill: Missile Weapons: Cluster Bombs; Fire Control: vehicle's Focus sensors setting +1D; Space Range: Infinite; Atmosphere Range: Depends on launch height and attackers speed; Note: May only be used against stationary or very slow moving targets Model Imperial Munitions mk20 Rockeye Scale SF Weight 3D Damage & Blast Radius 6D/4D/2D, 10/20/30 Cost 300

Fuel Air Munitions (FAM) Bomb When a FAM bombs explode, it releases a cloud of fuel vapors. These highly flammable vapors then detonate, producing a massive explosion. This type of bomb works best in a standard atmosphere & gravity. It is not usable in vacuum or a high gravity environment. Skill: Missile Weapons: FAM Bombs; Fire Control: vehicle's Focus sensors setting +1D; Atmosphere Range: Depends on launch height and attackers speed; Note: May only be used against stationary or very slow moving targets Model Imperial Munitions BLU-76 Scale SF Weight 5D Damage & Blast Radius 7D/5D/3D, 20/40/60 Cost 500

Equipment
Targeting Jammers Originally meant for courier and recon ships, these were adopted by squadrons that took on defense suppression missions for survivability reasons during the Clone Wars. In more recent conflicts, they have been used to protect strike craft from other fighters during raids. The A-Wing series has had one of these mounted internally. Skill: Sensors; Fire Control: 0D, works against all enemy craft in range, all fire arcs. Model Fabritech ALQ-101 Fabritech ALQ-119 Fabritech ALQ-131 Scale SF SF SF Range 1-3/7/15 1-3/7/15 1-3/7/15 Weight 2D 4D 6D Damage -1D FC -2D FC -3D FC Cost 4,000 5,000 6,000

Communication Jamming Pods A Communications Jammer increases the difficulty of finding specific com frequencies and makes it harder to communicate with ships or people in the jammed area. This applies to both friendly and hostile forces. Skill: Communications; Fire Control: 0D, works against ALL vessels in range. Model Intelstar Silencer Fire Arcs Jammed All arcs Three arcs Two arcs One arc One ship Scale SF Range 0-200 Weight 20D Damage See below Cost 5,000

Communications Bonus +1 +1D +2D +3D +4D

Power available for 10 rounds 8 rounds 7 rounds 6 rounds 5 rounds

Note: Roll the operators Communications skill with the relevant bonus from the table above, against the operator of the jammed target. Sensor Jamming Pods These function to block enemy sensor signals. They are often attached to the first wave of an attack to disguise the true strength of a force. They can not, however, block optical sensors. Skill: Sensors, all fire arcs; Fire Control: 0D, works against ALL vessels in range. (Damage note: the first number is the difficulty modifier to all scanner operations inside of the area of effect, including fire control. The second number is the difficulty modifier to detect the jamming. ) Model Fabritech Nightblind472 IntelStar Blindside Scale SF SF Range 0-100 0-100 Weight 10D 20D Damage +1D, -2D +2D, -4D Cost 4,000 5,000

Sensor Decoys These are simple droid drones that are meant to provide a larger target to sensors. Model Scale Speed Weight Damage CEC Trickster SF 5 5D 2D to identify, 20 rounds Note: Moves in a preprogrammed pattern MerenData Mimic SF 10 10D 2D to identify, 20 rounds Note: May be issued new movement instructions from mothership Cost 500 1,000

Copycats Copycats are modified proton torpedoes or concussion missiles that mimic their parent craft. They may either be launched from a pylon or from a standard launcher. Skill: Computer Programming Repair: Copycat Missiles; Fire Control: 0D To distinguish between a copycat and the real thing, roll your sensor skill vs. the programmer's Computer Pro/Rep skill +2D. Their service life depends on the speed that they are released at. Torpedoes function for one minute if they are going less than 6 space, 30 seconds if going faster than that, multiplied by the number before the D in their weight. Missiles function for one minute (12 rounds) if going under 8 space, 30 seconds (6 rounds) if going faster. Model Arakyd Decoy Torpedo 1 Scale SF Weight 1D Cost 900

Arakyd Decoy Torpedo 2 Arakyd Decoy Missile 3 Arakyd Decoy Missile 4

SF SF SF

2D 2D 3D

1,000 1,000 1,200

Flare and Chaff Pods These are used to dispense ion flares, to confuse IR missiles, or sensor reflecting chaff, to confuse intercept missiles. Skill: None; ejection is a free action that takes place during the dodging phase; Effect: Flares: +1D to evade IR missiles, lasts for 1 round; Effect: Chaff: +1D to evade intercept missiles, last for one round; Note: must declare whether a pod holds chaff or flares, can not be mixed Model 10 count pod 20 count pod 30 count pod Scale SF SF SF Weight 1D 2D 3D Cost 50 100 150

Side-Looking Sensor Pods These contain powerful, active sensors. They are used to supplement the capabilities of fighters that have pressed into a recon role. Skill: Sensors; Fire Arc: All Model Merr-Sonn Recon Fabritech ANx-y/2p Fabritech ANy-x/6p Merr-Sonn Finder Effect Search 50/2D; Focus 3/2D+2 Search 75/2D; Focus 4/3D Search 105/2D; Focus 6/3D Search 135/2D; Focus 8/3D Weight 3D 4D 8D 12D Cost 4,000 5,000 7,000 10,000

Scan Scan Scan Scan

30/1D; 50/1D; 70/1D; 90/1D;

Electronic Intelligence Pods These are very sensitive sensor receivers and optical sensors with interpretive computers. They used to gather intelligence of the enemy's sensor capabilities, including the type, number and location of the active emitters, allowing intelligence officers to get an idea about such things as enemy defenses and the location of those defenses. Skill: Sensors; Fire Arc: all Model Incom ELINT pod Incom Suppresser Incom ELINT-2 Fabritech DFs-t/4 Effect Passive 40/1D Passive 40/2D Passive 60/1D Passive 80/1D Weight 4D 8D 8D 12D Cost 4,000 5,000 5,500 8,000

Targeting Pod Powerful, active sensors, these are designed to help weapons officers designate targets during a strike. Skill: Sensors; Fire Arc: one Model Sienar Fleet Systems Targeter Incom Interrogator Effect Focus 6/4D (front arc only) Search 75/3D; Focus 4/5D Weight 1D 2D Cost 4,000 6,000

Target Designator This is a simple, invisible, harmless laser beam that uses a coded pulse. It used to "paint" targets for friendly assets. Skill: Starship Gunnery: Target Designator; Fire Arc: Front or Turret Model Sienar Fleet Systems Designator Range 1-3/12/25 Weight 1D Cost 5,000

Game Notes: Can paint 1 target per round. Gives a +1D Fire Control bonus for all friendly units receiving the data stream. Sensor Buoy Small, remote devices that contain nothing but a solar power converter, a subspace transmitter and a sensor package, these are meant to be dropped in overlapping patterns to make a checkpoint of provide security. They are often deployed from fighters at high speed, allowing a fleet to have a sensor perimeter several thousand kilometers in diameter in a few days if they are stopping for some reason. Model Fabritech Passive Sensor Beacon Incom Protector Buoy Sienar Outposter Effect Sensors skill 4D, Passive 20/0D Sensors skill 3D, Passive 10/0D; Scan 20/1D Sensors skill 4D, Passive 10/0D;Scan 20/1D;Search Weight 1D 2D 3D Cost 1,000 1,500 5,000

40/2D Navigation Pod Makes it possible for ships without nav computers to calculate hyperspace jumps. Model Navcomp Vo-lv0 Navcomp X Navcomp Beta Effect Unlimited jumps 10 jumps 2 jumps Weight 3D 2D 1D Cost 2,200 1,100 700

Ferry Tank Increases the amount of available fuel, oxygen and food, making it possible to travel further between landings Model Small Medium Large Effect +1 day of consumables +3 days of consumables +5 days of consumables Weight 3D 9D 15D Cost 400 1,000 1,600

Cargo Pods These are little more complicated than the ones made for speeders. These have vacuum rated seals and climate control capabilities. They hold 100kg and cost 200cr per D. It costs 50cr per D to add a one-time use cargo chute and signal beacon (for airborne re-supply). Rescue Pod A modified cargo pod. a rescue pod carries one to two occupants, a small a mount of equipment and two days worth of provisions. Originally meant for rescuing downed pilots from very small clearings and leaving in a hurry, they have become a common piece of equipment with Special Operations wings for carrying commandos. Model 1 man, 10kg cargo, 1 day 1 man, 30kg cargo 2-men, 50kg cargo Weight 4D 6D 10D Cost 900 1,300 2,300

Auxiliary Thrusters Simple, strap on boosters, these are used by some fighter pilots to increase their forward thrust for a limited period of time. They are also very limited in utility, as they are totally consumed by firing, they have marked effect on your maneuverability and if too many are used at once, they can tear your craft apart at the seams. Notes: For each unit of speed provided by the thrusters, reduce maneuverability by 1D. (It IS possible to have a negative maneuverability with these.) For every unit of speed provided by thrusters, roll 1D vs. the body rating of the ship, figuring damage normally. They are totally expended at the end of one round. Model Subpro Turboboost Subpro Trackmaker Subpro Interceptor Effect +1 unit of thrust, see rules above +2 units of thrust, see rules above +3 units of thrust, see rules above Weight 1D 2D 3D Cost 500 650 800

APPENDIX E: STARSHIP CREATION


Step 1: Ship Size

AND

MODIFICATION

Choose a general size of the vessel. If you want to generate a vessel of a type not listed, determine which general category your ship would fit into and pick that. Generally determining how long your ship is going to be and fitting it into that category can do this. Keep a running total on the number of CPs for the type of ship. Note that the basic hull frame has a cost of CPs for it. Also note that there is a "base hull" listing. This is the absolute minimum hull that a ship of this size would have. More hull dice can be added later. Keep this number as a running total. "Length" refers to a starship's longest dimension, which could actually be its height or width. Note that larger ships take considerably more resources to construct and this will be reflected in the final cost. The "Size" listing that corresponds with your chosen ship length is very important. Many of the following steps have restrictions for your choices based on the size. Be sure to remember what "Size" your ship is so that you can use that in later steps. CPs Size Class Base Hull Length (m) Examples

1 1 1 3 12 24 48

1 2 3 4 5 6 7

SF SF SF SF C C C C C

+1 +1 +1 1D 1D+1 2D 2D 3D 4D

<5 6 - 10 11 - 20 21 - 50 51 - 100 101 - 250 251 - 500 501 - 1000 1001 - 2500

Escape Pod Light Starfighter, Life Boat Starfighter, Light Shuttle Light Freighter, Gunboat, Shuttle, Yacht Medium Freighter, Medium Transport Bulk Freighter, Corvette, Gunship, Starliner Frigate, Light Cruiser Container Ship, Heavy Cruiser, Battle Cruiser Battleship, Dreadnaught

100 8 150 9 Space Station Sizes

CPs Size Class Base Hull 15 25 50 100 5 6 7 8 C C C C 1D+1 2D 2D 3D

Length (m) 51 - 100 101 250 251 500 501 1000

CPs 200 400 1000 2000

Size Class Base Hull 9 10 11 12 C C C C 4D 5D 5D 6D

Length (m) 1001 5000 5001 20000 20001 100000 100001 - 200000

Step 2: Crew Size


This step allows you to choose how many people it takes to operate the ship. This isn't the total number of people that can be on the ship, just the number of people that it takes to run the ship, including gunners and hangar personnel (if you have manned gunnery and hangar space). Note that certain ship sizes require a minimum amount of personnel to operate. Add the CPs for the crew size to your running total. CPs Crew 13 10 9 8 Space Station Crew CPs Crew 80 70 60 0 14 Size Any Any CPs Crew 50 40 30 35 100 101 1000 Size Any Any CPs Crew 20 10 0 10001 50000 30000+ Size 6+ 11+ 0 12 34 Size 1-4 1-4 2-4 CPs Crew 7 6 5 4 17 64 65 100 101 - 700 Size 4-6 5-7 5-8 CPs Crew 3 2 1 0 1001 - 2500 2501 - 15,000 Size 6+ 6+

15,001 - 30,000 8+ 30,001 - 60,000 9

5 16 4 - 5

701 - 1000 5 - 8

50001 300000 10+

5 34 Any

1001 10000 Any

Step 3: Life Support


After the size of the crew is determined to operate the ship, look at the Life Support table. Choose a number of people that the ship can support. This will be the crew plus any passengers, troops, prisoners, etc. that the ship can transport. The minimum amount of life support necessary is the amount equal to the crew. If you want your ship to be able to carry more than just the crew, choose a number that fits what you desire. Note that certain ship types (sizes) cannot have excessive life support systems, so make sure that the life support requirements for your ship fall within the restrictions. Add the CPs for the life support to your running total. CPs Life Support Size 0 1 2 4 6 0 12 34 5 16 17 32 None None None 2+ 3+ CPs Life Support Size 12 15 18 21 24 121 200 201 300 301 425 426 - 500 501 - 850 5+ 5+ 5+ 5+ 5+ CPs Life Support 39 44 50 56 64 3001 - 8000 8001 - 20,000 20,001 - 50,000 50,001 - 75,000 Size 5+ 5+ 6+ 8+

75,001 - 100,000 9

8 10

33 64 65 120

4+ 4+

29 34

851 - 1500 1501 - 3000

5+ 5+

Space Station Life Support CPs Life Support 0 10 20 0 1 34 35 250 Size Any Any Any CPs Life Support 40 60 90 251 1000 1001 10000 Size 6+ 7+ CPs Life Support 120 150 300 50001 250000 250001 1000000 Size 9+ 10+

10001 50000 8+

1000001 5000000 11+

Step 4: Storage/Cargo
Nearly every ship has some sort of storage aboard it. Some ships also have hangar space. Determine if your ship will have storage, hangars, or both. If the ship only has storage, compare the size of your ship with the restrictions. Pick the amount of cargo that your ship can carry. Add the CPs to your running total for the storage. (kg = kilogram) (mt = 1 metric ton = 1000kg) CPs Capacity 0 1 2 3 4 5 7 0 1 65 kg 66 110 kg 111 500 kg 1.1 50 51 100 Size 13 14 14 2-4 3-7 4+ CPs Capacity 11 15 20 25 30 35 45 101 150 151 200 201 500 501 1000 1001 5000 5001 - 20,000 Size 4+ 4+ 5+ 5+ 5+ 5+ CPs 55 65 75 85 110 Capacity 35,001 - 50,000 50,001 - 65,000 65,001 - 80,000 80,001 - 100,000 Size 5+ 5+ 5+ 7+

501 kg 1mt 3 - 6

100,001 200,000 8+

20,001 - 35,000 5+

Space Station Storage / Cargo CPs Capacity 0 2 4 8 10 Hangars If you want your ship to have the ability to carry smaller vessels, choose a hangar size, as well as the number of vessels it can carry. Reference the notes under the hangars to see the quality of the hangars. Add the CPs for the hangars to your running total. CPs Capacity 7 11 15 20 25 Size CPs Capacity 30 35 45 55 65 Small (8) / Medium (6) Size 5+ CPs Capacity 75 85 110 Huge (100) Huge (150) Size 7+ 8+ 0 0.5 0.51 10 10.1 100 101 1000 Size 46 68 7+ 7+ CPs Capacity 15 20 25 30 35 5001 10000 10001 20000 20001 50000 50001 100000 Size 7+ 7+ 7+ 8+ CPs 40 50 100 200 300 Capacity 250001 500000 500001 1000000 1000001 5000000 5000001 25000000 25000001 50000000 Size 8+ 8+ 9+ 9+ 9+

1001 5000 7+

100001 250000 8+

Tiny (2) / Small (1) 4+ Tiny (4) / Small (2) 4+ Small (3) Small (4) Small (6) 4+ 5+ 5+

Large (76) / Huge (65) 6+

Small (10) / Medium (12) 5+ Small (12) / Medium (18) 5+ Medium (30) / Large (24) 5+ Large (36) 5+

Hangar Types Tiny: Docking port or vessel hook only (no interior hangar space). Small: Internal hangar with extremely limited repair and refueling facilities. Medium: Internal hangar with decent repair, refit and refueling facilities. Large: Internal hangar with good repair, refit and refueling facilities. Huge Internal hangar with very good facilities and extensive refit and storage areas.

Step 5: Consumables
At this time, you must determine the general "range" of your ship. Determining the amount of "consumables" aboard your vessel does this. Consumables are the amount of food, air, water, and whatever else is used and needs to be replenished. It is assumed that the amount of duration will cover the full amount of crew and passengers aboard your ship. Note that small ships have restrictions on the duration that they can operate. Add the CPs for the consumables to your running total. CPs Duration Size 0 1 2 3 4 5 1 day 2 days 3 days 1 week 2 weeks 3 weeks 1-4 1-4 1-4 2-5 2-6 3-5 CPs Duration Size 6 7 8 9 10 11 1 month 2 months 3 months 6 months 9 months 1 year 4-7 4-7 4-8 48 5+ 5+ CPs Duration Size 12 13 14 15 16 17 1.5 years 2 years 3 years 4 years 5 years 6 years 5+ 5+ 5+ 6+ 6+ 6+

Space Station Consumables CPs Duration Size 0 2 4 7 1 day 1 week 1 month 6 months CPs Duration Size CPs Duration Size 10 12 14 17 1 year 3 years 6 years 10 years 7+ 7+ 20 25 250 20 years 50 years Unlimited 7+ 8+ 9+

Step 6: Sublight Engines


Determine the maximum speed your want your vessel to travel (i.e. its "Space" value). You have a choice of either choosing the speed closest to what you want, or you can choose a speed, even if it doesn't match with any of the numbers listed. If it doesn't match, use the number of CPs from the next higher step. Add the number of CPs for your vessels speed, including the multiplied amount if building a larger ship, to your running total. Cost Multiplier: Size 1 - 4: CP x 1; Size 5 - 7: CP x 3; Size 8 - 9: CP x 10 CPs Space Size 1 2 3 1 2 3 Any Any Any CPs Space Size 4 8 10 4 6 8 Any Any 8CPs Space Size 16 20 26 10 12 14 654CPs Space Size 32 38 44 18 22 25 321

Space Station Sublight Engines CPs Space 0 0 100 1 Space Speed to Atmospheric Conversion CPs Space 200 300 2 3 CPs Space 400 500 4 6

Step 7: Maneuverability
Your ship's ability to maneuver is based on its maximum speed. Typically, the faster the ship goes, the smaller it is, and the more maneuverable it can be. Depending on the speed of your ship, you can choose any maneuverability limit up to the amount defined by your speed. Generally, you should try to base you ships maneuverability off of how it looks or how you envision it to handle. Block shaped ships in SW would probably not be highly maneuverable. Add the CPs for the maneuver systems, including the multiplied amount if building a larger ship, to your running total. Cost Multiplier: Size 1 - 4: CP x 1; Size 5 - 7: CP x 3; Size 8 - 9: CP x 10 CPs Man Space CPs Man Space CPs Man Space CPs Man Space

0 1 2 4 5

0D +1 +2 1D

None None None None

6 8 9 10 12

1D+2 2+ 2D 3+ 2D+1 4+ 2D+2 6+ 3D 8+

14 16 20 22 25

3D+1 8+ 3D+2 9+ 4D 9+ 4D+1 10+ 4D+2 11+

29 34 40 50

5D

12+

5D+1 14+ 5D+2 18+ 6D 22+

1D+1 None

Space Station Maneuverability CPs Man Space 0 1 2 0D +1 +2 None None None CPs Man 4 5 6 1D Space CPs Man None 8 9 10 2D Space 3+

1D+1 None 1D+2 2+

2D+1 4+ 2D+2 6+

Step 8: Hyperdrive
Now you must determine whether your ship is capable of traveling in Hyperspace. If you want it to, you must look at the Hyperdrive Engines chart. The larger the ship you have, the more CPs it will require to get the faster drives. Ships can also carry a Backup Hyperdrive. Note that the costs for standard hyperdrives are the same, no matter if it is in the standard or backup position. Add the CPs for the hyperdrive, including the multiplied amount if building a larger ship, to your running total. Cost Multiplier: Size 1 - 4: CP x 1; Size 5 - 7: CP x 3; Size 8 - 9: CP x 5 CPs Class 1 1 1 2 2 x20 x18 x16 x14 x12 CPs Class 2 3 8 3 4 x10 x9 x8 x7 x6 CPs Class 4 5 5 7 14 x5 x4 x3 x2 x1.5 CPs 21 50 75 100 200 Class x1 x0.75 x0.5 x0.25 x0.1

Space Station Hyperdrive & Backup (Note: Station hyperdrives are not modified by the size of the station.) CPs 25 50 75 Class x12 x10 x8 CPs 100 200 300 Class x7 x6 x3 CPs 400 600 Class x2 x1

Step 9: Starship Hull


Now you must determine the structure of your ship. This will give you a final Hull Dice number for your ship. Go to the structure chart and consult the size restriction for the ship you are constructing. Determine what level of hull dice you want your ship to have, not forgetting that you have a "base hull" for the type of ship you're building. Add the "base hull" to the amount of hull dice that you choose from the chart below. Note the scales for the ship that you are constructing. If you are constructing a Starfighter, you will use Starfighter scale hull dice. Add the CPs for the structure, including the multiplied amount if building a larger ship, to your running total. Total the chosen structure and the base hull together to get your final Hull Dice for the vessel. Cost Multiplier: Size 1 - 4: CP x 1; Size 5 - 7: CP x 2; Size 8 - 9: CP x 3 CPs 0 1 2 3 4 5 6 Hull +1D +1D+1 +1D+2 +2D +2D+1 +2D+2 +3D Class Size SF SF SF SF SF SF SF 1-4 1-4 1-4 1-4 1-4 1-4 2-4 CPs 14 16 18 20 22 25 27 Hull +4D+2 +5D +5D+1 +5D+2 +6D +1D +1D+1 Class Size SF SF SF SF SF C C 3-4 3-4 3-4 3-4 4 5-7 5-7 CPs 37 39 41 44 46 48 50 Hull +3D +3D+1 +3D+2 +4D +4D+1 +4D+2 +5D Class Size C C C C C C C 6-7 6-7 6-7 6-7 6-7 6-7 7+ CPs 60 75 78 82 85 88 91 Hull +6D+2 +7D +7D+1 +7D+2 +8D +8D+1 +8D+2 Class Size C C C C C C C 7+ 7+ 7+ 7+ 8+ 8+ 8+

7 8 10 12

+3D+1 +3D+2 +4D +4D+1

SF SF SF SF

2-4 2-4 3-4 3-4

29 31 33 35

+1D+2 +2D +2D+1 +2D+2

C C C C

5-7 5-7 5-7 5-7

52 54 56 58

+5D+1 +5D+2 +6D +6D+1

C C C C

7+ 7+ 7+ 7+

93 96 99 105

+9D +9D+1 +9D+2 +10D

C C C C

8+ 8+ 9 9

Space Station Hull (Cost Multiplier: Size 5 - 7: CP x 1; Size 8 - 9: CP x 2; Size 10+: CP x 3) CPs 0 1 2 3 5 7 Hull +1D +2D +3D +4D +5D +6D Class C C C C C C Size 57 57 57 67 67 CPs 9 14 19 24 30 40 Hull +7D +8D +9D +10D +11D +12D Class C C C C C C Size CPs 60 80 100 130 160 200 Hull Class Size +13D C 8+ +14D C 8+ +15D C 8+ +16D C 9+ +17D C 9+ +18D C 10+

8+ 8+

Step 10: Shields


Next would be to determine if your ship is going to have shields. Note the restrictions on the sizes of ships required to mount certain powers of shielding. Add the CPs for the shielding, including the multiplied amount if building a larger ship, to your running total. Cost Multiplier: Size 1 - 4: CP x 1; Size 5 - 7: CP x 2; Size 8 - 9: CP x 3 CPs Shields Size 0 2 4 8 10 12 14 0 +1 +2 +1D +1D+1 +1D+2 +2D Any Any Any Any Any Any Any CPs Shields Size 16 18 20 22 24 26 28 +2D+1 +2D+2 +3D +3D+1 +3D+2 +4D +4D+1 Any 2+ 2+ 3+ 3+ 4+ 4+ CPs Shields Size 30 35 38 41 44 47 50 +4D+2 +5D +5D+1 +5D+2 +6D +6D+1 +6D+2 4+ 5+ 5+ 5+ 6+ 6+ 6+ CPs 55 60 65 75 85 95 Shields Size +7D +7D+1 +7D+2 +8D +9D+1 +9D+2 8+ 8+ 8+ 9 9 9

Space Station Shields (Cost Multiplier: Size 5 - 7: CP x 1; Size 8 - 9: CP x 2; Size 10+: CP x 3) CPs Shields Size 0 1 2 3 0 +1D +2D +3D Any Any Any Any CPs Shields Size 5 7 10 15 +4D +5D +6D +7D 7+ 8+ 9+ 9+ CPs 20 30 40 Shields Size +8D +9D +10D 9+ 10+ 11+

Step 11: Sensors


Ships normally have some sort of sensors on them. Not every ship will have them, but most advanced ships, capable of interstellar travel will have sensors of some type. If you have a 100m starship, then it is Size 5. This gives it a modifier of 3 from the sensors table. Using this, we get max sensor ranges of: Passive: 100 [(100 x 3) / 3], Scan: 200 [(100 x 3) / 1.5], Search: 300 [(100 x 3)], Focus: 13 [(100 x 3) / 24]. We'll choose ranges of 30, 60, 90, and 5, respectively. Together, this gives us 185, which corresponds to 7400 credits (185 x 40). You must purchase two aspects for your sensors. The first is the range. You determine your maximum available range using the ship length and the modifier provided in the table below. Most sensor types have a maximum range that is a certain percentage of the calculated max. Once you have the max range, you can choose whatever range you want each sensor mode to have, up to the max range. Total all the ranges together and multiply by 40 to get the sensor range cost in credits. Size Modifier Size Modifier Size Modifier 1 2 3 10 9 8 4 5 6 5.5 3 2.5 7 8 9+ 2 1.5 1

Max Range: (Round Up): Passive: (<length> x <modifier>) / 3, Scan: (<length> x <modifier>) / 1.5, Search: (<length> x <modifier>), Focus: (<length> x <modifier>) / 24 Cost Per Range Increment: 40 Now we choose the sensor power. We'll use 2D, 3D, 4D+2, and 5D+1, respectively. That's a total of 45 (6 + 9 + 14 + 16) pips. The sensor power will cost 5625 (45 x 125). Second, you purchase the power for each sensor mode. You can choose any power up to the maximum for your sensor type/mode. Determine how many total pips (1D = 3 pips) of power there are for all modes and multiply that by the cost per pip for your sensor type. This is the sensor power cost. Max Power: Passive: 5D, Scan: 6D, Search: 7D, Focus: 8D Cost Per Pip of Power: 125 Total cost will be 13,025 (7400 + 5625). Total the sensor power and range cost to get the total cost for your sensor system. Make a note of this cost since it will be part of the total cost for the ship.

Step 12: Weapon Mounts


In order to best determine the number of weapons that a ship is capable of mounting, you must now go to the weapon mount chart. The number of "emplacements" will show a rough estimate of how many weapons the ship can mount. Obviously, the larger the weapon, the more space it will take up. Once the number of emplacements has been determined, following the restrictions of the size of your ship, you can move on to the next step which is purchasing weapons. Add the CPs for the weapon mounts to your running total. CPs EPs 0 1 2 3 6 9 0 1-4 5-8 9 - 13 Size Any Any Any Any CPs EPs 12 17 22 32 42 57 33 - 46 47 - 60 61 - 90 91 - 150 Size 3+ 4+ 4+ 5+ CPs EPs 72 92 110 135 170 210 271 - 360 361 - 450 451 - 550 551 - 700 701 - 900 Size 7+ 7+ 7+ 7+ 8+ CPs EPs 260 320 400 500 650 850 Size

1101 - 1300 8+ 1301 - 1600 8+ 1601 - 2000 9 2001 - 2500 9 2501 - 3200 9 3201 - 4000 9

14 - 18 Any 19 - 32 2+

151 - 210 6+ 211 - 270 6+

901 - 1100 8+

Space Station Emplacement Points CPs EPs 0 1 2 4 6 9 12 0 1-20 21-40 41-60 61-80 81-100 6+ 101-150 6+ Size CPs EPs 15 20 25 30 40 50 65 Size CPs EPs 80 100 120 140 160 200 240 801-1000 Size 8+ CPs EPs 280 320 360 400 450 3001-3500 3501-4500 4501-6000 6001-8000 Size 9+ 10+ 10+ 10+

151-200 6+ 201-250 7+ 251-300 7+ 301-400 7+ 401-500 7+ 501-600 8+ 601-800 8+

1001-1250 8+ 1251-1500 8+ 1501-1750 9+ 1751-2000 9+ 2001-2500 9+ 2501-3000 9+

8001-11000 10+

Step 13: Choose Your Weapons


Choose your weapons from the tables that follow. You can mount any number of weapons on the ship as long as you do not exceed the number of "emplacement points" you determined in the last step. Also note that some of the weapons are restricted to certain ship classes. The "Size" of each weapon in the Weapon Tables indicates how many Emplacement Points it will use up. So a weapon with a size of 7 will use up 7 Emplacement Points. Four weapons of size 6 will use up a total of 24 Emplacement Points. Note the total cost of all the weapons. All weapons come with a base fire control of 1D. If you want to mount the weapon without this fire control, you can reduce the weapons cost by 500 credits. Additional dice of fire control (up to 3D) can be purchased using the following costs: 2D is 5000 credits. 3D is 10000 credits. Energy weapons are the most common form of weaponry mounted on starships. Not only do they not have to worry about the limitations of ammunition, but they also generally possess good damage-to-size ratios. Any weapon can be mounted on any starship, however weapons with a larger scale require twice the emplacement points. So, mounting a capital scale weapon on a space transport (Starfighter scale) would cost double the points, while mounting starfighter weapons on a capital ship costs the normal amount. Fire Linking: Weapons can be linked in up to groups of 4. Each additional weapon in a link adds +1D to damage. When purchasing these systems, only one fire control system needs to be bought. Only identical

weapons may be placed in a fire link. The cost of fire linking is 1,500 credits per additional weapon in the link. Only starfighter or smaller scale weapons may be fire linked. Retractable and Concealable Weapons: Weapon can be mounted so as to be concealed. Most often, this means that the weapon retracts into the ships hull when not in use. To mount a weapon like this cost 20% of the base weapons cost. It also requires one metric ton for most Starfighter scale weapons and five metric tons for most Capital scale weapons. Turrets: Weapons can be mounted on turrets. The cost is 1,500 for a turret that covers two fire arcs, 2,000 for three fire arcs and 3,000 for a full turret. Mounting a weapon on a turret requires a Moderate roll. Personal Scale Weapons: A ship can have character scale weapons mounted for use when docked or landed. All such weapons have a cost equal to the base weapon price plus 10% of that cost. These weapons run off the ships own generators, thus gaining a nearly limitless capacity. The ranges of these weapons are so short that they cannot be used in starship combat. When fired, they are considered to be Character scale. Fire control can be purchased for these weapons at normal costs. Blasters Light Blaster Cannon Auto Blaster Blaster Cannon Heavy Blaster Cannon Twin Blaster Cannons Lasers Point Laser Cannon Twin Laser Cannon Light Laser Cannon Escort Quad Laser Cannon Laser Cannon Heavy Laser Cannon Longshot Quad Laser Cannon Quad Laser Cannon Assault Laser Cannon Heavy Quad Laser Cannons Light Capital Laser Cannon Turbolasers Turbolaser Cannon Capital Laser Cannon Heavy Capital Laser Cannon Heavy Double Turbolaser Light Turbo Quadlaser Light Turbolaser Light Turbolaser Battery Medium Turbolaser Turbo Quadlaser Turbolaser Turbolaser Battery Heavy Turbolaser Missiles Proton Tracking Torpedo Concussion Missile Energy Torpedo Heavy Concussion Missile Proton Torpedo Heavy Proton Torpedo Heavy Proton Bomb Assault Concussion Missile Scale SF SF SF SF SF Scale SF SF SF SF SF SF SF SF SF SF C Scale C C C C C C C C C C C C Scale SF SF SF SF SF SF SF C Range 1-5 / 10 1-8 / 25 1-5 / 10 1-5 / 10 1-5 / 10 Dmg 1D 3D 4D 5D 5D Dmg 2D 2D 3D 4D 4D 5D 5D 6D 7D 7D 2D Dmg 2D 3D 4D 4D 4D 4D 5D 5D 6D 7D 7D 10D Dmg -8D 8D 9D 9D 10D 12D 9D Rate 1 2 1 1 1 Cost 1,500 2,000 2,000 8,000 3,000 Size 2 6 8 10 6 Size 3 4 4 7 6 8 10 8 10 8 6 Size 6 8 10 9 9 7 15 8 10 10 18 24 Size

/ / / / /

17 40 17 17 17

Range 1-2 / 8 / 15 1-3 / 12 / 25 1-3 / 12 / 25 1-5 / 10 / 17 1-3 / 12 / 25 1-3 / 12 / 25 1-4 / 15 / 35 1-5 / 10 / 17 1-4 / 15 / 30 1-3 / 12 / 25 1-3 / 12 / 25 Range 3-15 / 35 / 75 1-3 / 12 / 25 1-3 / 12 / 25 3-15 / 35 / 75 3-20 / 40 / 80 3-15 / 35 / 75 3-15 / 35 / 75 3-15 / 35 / 75 3-20 / 40 / 80 3-15 / 35 / 75 3-18 / 35 / 75 1-10 / 25 / 50 Range ---------

Rate 1 1 1 1 1 1 1 1 1 1 1 Rate 1 1 1 1 1 1 1 1 1 1 1 1 Ammo ---------

Cost 2,500 3,500 3,500 8,500 5,000 7,000 11,000 9,000 15,000 5,500 4,000 Cost 7,000 5,500 7,000 12,500 12,500 8,500 11,000 11,000 14,000 14,000 15,000 72,000 Cost 2,000 500 600 750 800 2,000 7,500 2,000

Capital Proton Torpedo C -10D -2,800 Assault Missile Launcher C 2-12 / 30 / 60 -30 13,000 15 Capital Proton Torpedo Tube C 2-10 / 25 / 50 -30 9,000 17 Concussion Missile Launcher 1 SF 1/3/7 -6 6,000 5 Concussion Missile Launcher 2 SF 1-2 / 8 / 15 -6 7,200 6 Concussion Missile Launcher 3 SF 1-10 / 25 / 50 -8 12,000 9 Energy Torpedo Launcher SF 1/2/5 -6 5,500 3 Proton Torpedo Launcher 1 SF 1/3/7 -4 7,600 5 Proton Torpedo Launcher 2 SF 1/3/7 -6 9,600 7 Proton Torpedo Launcher 3 SF 1/3/7 -10 13,250 10 Ships can mount missile weapons in several different way. The most common is to simply have an internal missile launcher that has a magazine of missiles. It is also possible, though, to mount individual missile or pods of missiles on external rails. This second method is usually only found on smaller strike craft. Ion Weapons* Scale Range Dmg Rate Cost Size Capital Ion Cannon C 1-10 / 25 / 50 3D 1 6,400 6 Heavy Capital Ion Cannon C 1-12 / 40 / 65 5D 1 8,000 8 Heavy Ion Cannon C 1-10 / 25 / 50 5D 1 5,000 6 Heavy Ion Cannon SF 1-3 / 7 / 36 5D 1 6,750 7 Ion Cannon SF 1-3 / 7 / 36 4D 1 1,500 2 Light Ion Cannon SF 1-3 / 7 / 36 3D 1 3,750 3 Medium Ion Cannon C 1-10 / 25 / 50 4D 1 3,500 4 Medium Ion Cannon SF 1-3 / 7 / 36 4D 1 5,300 5 * Ion weapons cause ionizing damage. The weapon damage is not affected by the shielding of a targeted vessel. However, the damage inflicted only shuts down systems, rather than destroying them completely. Mass Drivers Light Railgun Railgun Heavy Railgun Multi-Barrel Railgun Light Mass Driver Cannon Medium Mass Driver Cannon Heavy Mass Driver Cannon Super Heavy Railgun Scale SF SF SF SF C C C C Range 1-3 / 5 / 8 1-4 / 6 / 12 1-5 / 10 / 20 1-2 / 8 / 15 1-8 / 18 / 36 1-10 / 24 / 45 2-12 / 28 / 52 2-20 / 45 / 90 Dmg 1D+2 2D+2 4D+1 6D 1D+2 2D+1 3D+2 10D Rate 1 1 1 1 1 1 1 1 Cost 600 1,000 1,400 2,000 2,600 3,400 4,250 1,000,000 Size 1 2 4 6 6 8 10 80

Special Scale Range Dmg Cost Size Light Tractor Beam SF 1-3 / 7 / 15 2D 8,000 5 Medium Tractor Beam SF 1-4 / 10 / 20 3D 12,000 6 Tractor Beam Emitter C 1-5 / 15 / 30 4D 10,500 5 Conner Web C 1 / 5 / 10 5D 5,000 4 Captor Net C 1-2 / 8 / 30 5D+1 8,650 6 Heavy Tractor Beam C 1-5 / 15 / 30 6D 9,600 7 Gravity Well Projector C 1-5 / 75 / 150 Special 15,000,000 200 Superlaser Size 9+ Only DS 5-25 / 75 / 150 1D - 8D* 100,000,000 1500 * Gradual output can fire once every minute at minimum energy (1D damage). It can also build a charge of 1D per minute up to 8D. Current reactor can only generate 11D total per day.

Step 14: Determine Cost


If your ship costs 117 CP, look at the 110 to determine the base amount. That would equal 250,000. There are still 7 CPs to go, however, so for each one look at the +1 Column following the 110. Each CP is worth 25,000. Therefore, 7 CPs would equal 175,000. Add that to the 250,000. The base cost of the ship is 425,000.

So if you spent 14,000 on weapons, 8500 on the sensor system, and another 6,000 on special modifications (hidden cargo holds, long range communicator, etc.), that would add 28,500 to the 425,000 resulting in a grand total of 453,500 in order to produce the ship. The total CP you now have is the final amount. Compare the total with the chart below to see the base cost for producing your ship. Find the number in the left column that is closest to your CP total without going over. The value in the "Base Cost" column is the base cost for the starship. Take the remainder (your total CP minus the number in the first column of the row you just chose) and consult the "+1" column for that row. Multiply this remainder by the value in the "+1" column and add this to the base amount you got. Now add the cost of the weapons, the cost for the sensors (both range and power), as well as any other special modifications or additions (subject to GM) to determine the final cost of your ship. Round up to the nearest 1000 credits. ("k" = 1000) ("m" = 1 million = 1,000,000) ("b" = 1 billion = 1,000,000,000) CPs Base Cost +1 CP 5 10 20 30 40 50 60 70 80 90 5k 10k 20k 30k 50k 55k 70k 80k 90k 100k 0.1k 0.5k 0.75k 1k 1.5k 2k 2.5k 4k 5k 8k CPs Base Cost +1 CP 100 110 120 130 140 150 160 170 180 190 150k 250k 500k 750k 1m 1.5m 2m 4m 6m 8m 10k 25k 30k 40k 50k 70k 80k 90k 100k 120k CPs 200 210 220 230 240 250 500 1000 1500 2000 Base Cost +1 CP 10m 15m 20m 30m 40m 50m 110m 500m 1b 1.6b 140k 160k 180k 200k 225k 250k 0.5m 2m 5m 9m

Step 15: Fill in the Details


Name the ship and fill in the "chrome" for it, including whatever you feel is important; where it was made, who flies it, where it's been, its name, or any other little things of note for it. Your ship is now complete!

APPENDIX F: AFTER MARKET MODIFICATIONS


This is a list of starship modifications and upgrades for ships in Star Wars D6 published by West End Games. It was compiled from many different sources and includes conversion from Starships of the Galaxy (a D20 Supplement by Owen K.C. Stevens). Most of the following information is Preston Halcomb 2003. Some tables have been reproduced from the Star Wars Second Edition, Revised and Expanded and Galaxy Guide 10: Tramp Freighters by West End Games. These have been included only for completeness and to not challenge the copyright held by WEG.

Astrogation Plotter
This device was used before the advent of modern, powerful navigation computers. A collection of slide rules, factor wheels, and slot charts, an astrogation plotter allowed a starship captain to plot out a pathway through space and hyperspace. They found a moderate following among smugglers and independent spacers during the height of the New Order, as backups to their nav computers. If a pilot has all the necessary astrographic information on the point of origin and the destination, using an astrogation plotter to get coordinates quintuples the time a nav computer would ordinarily take; it also increases the astrogation difficulty by two levels. Downloading this information into the ships hyperdrive motivators requires some kind of jury-rigged interface with a personal computer or sophisticated datapad a Very Difficult computer programming / repair roll. Model: Republic Sienar Systems A-121 Plotter; Type: Manual astrogation plotter; Cost: 1,000 7,500; Availability: 4; Source: Platts Smugglers Guide (page 47)

Backup Battery
This backup battery is marketed as a life support system fail-safe, allowing up to an hours extra survival in the event of a catastrophic power failure. Ordinarily, life support fails while running silent in only a few minutes, due to lack of power, but the backup battery allows the ship to lurk in space for an extended period. The difficulty to install is Moderate. Model: Corellian Engineering Corp. Lifesaver Emergency Battery; Type: Backup battery; Cost: 10,000; Weight: 1 metric ton; Availability: 2; Source: Pirates & Privateers (page 40)

Cargo Jettison
To prep a cargo hold for jettison costs 20 credits per metric ton and requires an Easy repair roll.

Cloaking Device
Two types of cloaking devices exist. The most common uses Hibridium crystals and requires 250 metric tons of cargo space. It adds +20 to the difficulty to detect a ship using sensors or visually. The drawback is that a ship cloaked in this manner cannot see outside its own cloak with any sensors or visually. Installing a Hibridium cloaker requires a Difficult roll and costs 250,000 credits. The rarer Stygium crystal cloaking device only requires one metric ton of cargo space. It adds +25 to the difficulty to detect the ship using any method. This device allows a ship to use visual and sensor readings while cloaked. This does allow someone to detect the ship by detecting its sensor scans. Installing a Stygium crystal system costs 150,000,000 credits and requires a Very Difficult roll.

Communications
Several different types of comm. Systems are available for starship use. Standard ship to ship comms cost 1,000 credits and only require an Easy roll to install. Subspace transceivers are used for long range ship to ship or ship to planet communications. They cost 3,000 credits and require a Very Easy roll to install. Most starships have at least these two types of communications devices. Hyper-transceivers allow long range communications by boosting signals into hyperspace. Signals travel at about x.25 light speed. They cost 10,000 credits and require a Moderate roll to install. Holonet transmitters are the most advanced type of communications available. They are connected to the Imperial (or Republic) Holonet. They allow near-instantaneous communications anywhere within the galaxy. A Holonet transmitter costs 250,000 credits and takes up 10 metric tons of cargo space. It requires a Very Difficult roll to install.

Comm Jammer
While any ship can use their communications array to jam, this communications jammer uses a ships transmitters to flood communications frequencies with static. However, comm jammers have extremely high power demands and can only be used for short duration; basic jammers can operate for 10 combat rounds before requiring recharging (which takes an additional 10 rounds). In addition, for each fire arc that is being jammed, subtract one round from the operating time (focused jamming subtracts 5 rounds from the overall operating time). A ship being jammed must make an opposed communications roll against the jamming ships communications operator. The jamming ship gains bonus dice to jam, based on how many firing arcs are being jammed: Fire Arcs All arcs Three arcs Two arcs One arc Focused jamming Comm Bonus +1D +2D +3D +4D

Model: IntelStar Silencer Comm Jammer; Type: Communications jammer; Skill: Communications; Cost: 5,000 plus installation costs; Availability: 2, R; Source: Pirates & Privateers (page 39)

Consumables
Additional days of consumables can be added to a ship. This reflects a permanent increase to the consumables rating of a ship. Each days worth requires .25 metric tons of space and costs 50 x passenger compliment in credits.

Droid Automation
Crew positions can be filled with a dedicated droid controller. This controller functions at 1D in that specific function for the cost of 2,000 credits. This rating can be increased at a cost of 500 credits times the die code per pip of increase. This works the same way as a character increases in experience. Example: 1D to 2D would cost 1,500 credits (1D > 1D+1 = 500, + 1D+1 > 1D+2 = 500, + 1D+2 > 2D = 500).

Droid Autopilot
This autopilot droid brain, produced by Go-Corp during the height of the New Order, was linked to a wrist unit worn by the owner. The droid brain was installed on the owner's starship, and accepted commands from the wrist unit. This allowed the owner to activate their ship's pre-flight sequences prior to boarding. Many

enterprising smugglers altered the droid brain to have combat skills, allowing them to remotely defend their ships. Wrist activator has a range of up to 5 kilometers. CD-12a Autopilot Droid Brain; Model: Go Corp CD-12a Autopilot Droid Brain; Type: Autopilot droid brain; DEX 0D; KNO 1D; MEC 1D: (Has one of the following:) Repulsorlift operation 4D, space transports 4D, starfighter piloting 4D; PER 1D; STR 0D; TEC 1D: Repulsorlift repair 2D; Cost: 10,000 (starfighter-scale only); Availability: 4, R; Source: Galladiniums Fantastic Technology (page 18)

Escape Pods
Most ships have one or more escape pods as standard equipment. Additional pods require 10 metric tons of space and cost 20,000 credits each.

Fire Control Computers


Fire control computes improve the chance to hit with shipboard weapons. New systems can be installed, or existing systems can be improved. Cost to improve is based on the base system. Base 1D 2D 3D Difficulty Easy Moderate Difficult Cost 500 5000 10000 Increase +1 +2 +1D +1D+1 +1D+2 Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 15% 25% 30% 35% 50%

Fire Linking Weapons


Weapons can be linked in up to groups of 4. Each additional weapon in a link adds +1D to damage. When purchasing these systems, only one fire control system needs to be bought. Only identical weapons may be placed in a fire link. The cost of fire linking is 1,500 credits per additional weapon in the link. Only starfighter or smaller scale weapons may be fire linked.

Grappler Mags
These devices are used for short range towing, boarding and other similar activities. They consist of a magnetic disk attached to a high-test cable. This device has a fire control of 1D, a range of 1/2/3 and costs 3,100 credits. The device masses one metric ton and requires a Moderate roll to install. The weapon is considered Starfighter scale.

Hidden Cargo Compartments


A starship can be modified to conceal up to 20% of its cargo space. This space can be hidden which costs 400 credits per metric ton. This hidden space is easy to find with the proper scanners and searching. A standard search is at a +10 difficulty to find the hidden space. Sensor shielding can be added to each metric ton for an additional 1,000 credits. This will add the +10 search difficulty to all searches and sensors rolls to detect the space.

Hull Plating
A ships hull can be strengthened by adding additional armor and alloys to it. The hull is increased according to the following table. The cost is based on the original cost of the ship. The maximum increase is +1D+2 to the original hull code. Anything beyond this would require an extensive replacement of hull plates that would cost much more than this procedure. Hull Increase +1 +2 +1D Difficulty Easy Moderate Difficult Cost 15% 25% 30% Hull Increase +1D+1 +1D+2 Difficulty Very Difficult Heroic Cost 35% 50%

Hyperdrives
New hyperdrives can be installed and old ones increased in power. The cost for new hyperdrives is listed on the following chart. Example Backup I Backup II Backup III Cost 1,000 1,150 1,200 Mass (MT) 2 3 4 Install Very Easy Very Easy Very Easy Multiplier x12 x10 x8

Backup IV Sienar Fleet Systems Lifesaver 1000 Rendili Stardrive ATX-5 Incom Horizon-Hopper Corellian Avatar 10 Sorosuub Griffyn XTE Kuat Drive Yards Military Stardrive

1,500 3,000 5,000 9,000 15,000 20,000 90,000

5 8 10 15 18 25 35

Very Easy Very Easy Easy Moderate Difficult Very Difficult Heroic

x6 x5 x4 x3 x2 x1 x

Hyperdrives can also be improved through tinkering. They may only be moved two steps on the following list. Thus a x4 hyperdrive can only be improved to a x2 without completely replacing the drive. The cost of the modification is based on the original cost of the drive. Note that when a drive is replaced, the mass of the old drive is freed up but has to be converted to cargo space to be used to transport anything. This simply costs 10 credits per metric ton converted. Alternatively, the space can immediately be used to install a new hyperdrive in without this conversion cost. Rating > Rating x12 > x10 x10 > x8 x8 > x6 x6 > x5 x5 > x4 Difficulty Very Easy Very Easy Very Easy Very Easy Easy Cost 10% 10% 15% 15% 20% Rating > Rating x4 > x3 x3 > x2 x2 > x1 x1 > x x>x Difficulty Moderate Difficult Very Difficult Heroic Heroic +10 Cost 25% 30% 35% 45% 55%

Ion Engines
Drive SoroSuub Boav Incom Starslinger Corellian Evader-GT Kuat Boshaa-Chi Sienar Starscream-9 Rendili WhisperThrust Spd 4 6 8 10 12 2 Cost 10000 20000 50000 100000 500000 100000 Wgt 10 12 16 18 24 20 Avail 2 F F X X 4, X

Technicians installing a Boav unit will face an increase of one difficulty level in their space transports repair roll. This drive requires a 500 credit Imperial permit. Double all difficulties for modifying this drive and double all modifiers when rolling for mishaps beyond a +1 modification. This drive requires a 5,000 credit Imperial permit to legally possess. Double all difficulties for modifying this drive and double all modifiers when rolling for mishaps beyond a +1 modification.

The Whisper is a highly illegal baffled realspace drive used on stealthy military starships. The Whisper allows a ship to move in space while running silent at a base speed of 2. Cautious movement is no more detectable than drifting; Cruise movement adds +5 to the sensor operators roll; High Speed adds +10; All-Out movement adds +15. A Whisper Thrust engine has a limited storage capacity for the necessary gases to move: enough to move 100 space units. An extra or replacement tank costs 7,000 credits. Synthesizing the necessary fuel requires 120 liters of spin-sealed tibanna gas and 2 kilos of high-grade hyperbarides and a standard power generator. The fuel refining process takes roughly three standard days.

engine.

Old engines can be upgraded by up to 4 moves. Cost to increase is based on the original cost of the Increase +1 +2 +3 +4 Difficulty Moderate Difficult Very Difficult Heroic Cost 10% 15% 25% 30%

Maneuvering Thrusters
New thrusters can be installed on a ship or old ones can be improved. Cost of new thrusters is based on the cost of the ship. Cost for improving thrusters is based on the cost of the ship as well. Thrusters can only be improved a maximum of +1D+2 before new thrusters must be purchased. Man 1D 2D 3D 4D Difficulty Easy Difficult Very Difficult Heroic Cost 10% 15% 25% 40% Increase +1 +2 +1D +1D+1 +1D+2 Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 5% 10% 15% 20% 25%

MasterNav Files
The master galactic navigational database system, the MasterNav was developed to assist military operations to enter enemy territory very close to their targets. This provided not only the element of surprise, but it also made military missions safer. MasterNav files can be patched into the navigation system of a starship with an Easy Astrogation roll, giving a +1D bonus to astrogation rolls for one month (assuming the data being downloaded is accurate). However, if the software is older than 1 standard month, the user suffers a -1D penalty to astrogation rolls. In addition, a 1 on the Wild Die while using the MasterNav indicates a catastrophic navigational error (roll on the Astrogation Mishap Table on the Rulebook). Model: MasterNav Software Module Gamma; Type: Specialized navigational database; Skill: Astrogation; Cost: Not available for sale; Availability: 4, X; Source: The Truce at Bakura Sourcebook (page 137)

Nav-Computer Route Astrogation Bypass System


Known as the N-CRAB, this device was created and manufactured by Kuat Drive Yards to allow starship pilots to alter their course while in hyperspace. Without the N-CRAB, pilots had to drop out of hyperspace and recalculate their flight routes in order to alter their destination in the middle of the trip. With the N-CRAB, the pilot can enter in the new destination coordinates, and the N-CRAB will slowly integrate them into the existing flightplan programming. Over a short period of time, the N-CRAB will alter the starship's hyperspace vector, bringing it to the new destination without having to revert to realspace. In many situations, this ability could save a pilot many hours of time during a run. The only drawback to the N-CRAB's ability was the fact that it interfered with the ship's primary navigation computer, requiring that the nav-comp be "cleaned" periodically and especially before the N-CRAB is used again, to ensure that the calculation routines haven't been altered. Using the Nav-Computer Route Astrogation Bypass (N-CRAB) requires three astrogation rolls. The first is programming into the N-CRAB a duplicate of the original course (one difficulty level lower than the original course difficulty). The second roll is to chart a course from an upcoming point in the course to the new destination (the difficulty can vary dramatically, from Very Easy to Heroic). The final roll is to properly feed the course through the NCRAB into the nav computer (this roll is one difficulty level lower than the second roll). Missing the first or second roll simply means that the N-CRAB will not function. Failing the third roll by any amount causes a mishap as described in the Rulebook. The whole programming procedure takes one-tenth the time of the new hyperspace travel route. Unfortunately, the N-CRAB has a tendency to interfere with a ships nav computer. The nav computer must be cleaned via programming (a Moderate astrogation or computer programming/repair roll). For a second use of the N-CRAB without cleaning, all astrogation difficulties are one difficulty higher. For the third use, all difficulties are two levels higher. Additional uses incur higher penalties (difficulties above Heroic are rated as Heroic +10, Heroic +20, Heroic +30 and do forth). Model: Kuat Drive Yards Computer Route Astrogation Bypass; Type: Prototype navigation computer bypass; Skill: Astrogation; Cost: Not available for sale; Availability: 4, X; Source: Galladiniums Fantastic Technology (pages 93-94)

Neural Interface Device


The neural interface device is wired into the standard control systems of any starship. Four long wires ending in gelatinous diodes are placed on the pilots temples and just below the ears. After some initialization, the user can issue commands to his ship simply by thought. A character using the interface must make a Perception roll every round against the difficulty listed on the chart below. If successful, any rolls made for the ship are made at +2D for that round. This does not count as two actions, as the process is so incredibly fast that it takes practically no time at all. Ship Type Small Ship (Lone Scout-A, T-16, etc.) Standard Fighter (X-Wing, TIE, etc.) Small Freighter or Bomber Corvettes, Light Cruisers, Frigates Cruisers and Star Destroyers Difficulty Easy Moderate Difficult Very Difficult Heroic

Model: Neural Interface Device; Type: Ship neural interface; Cost: 9,000; Availability: X; Source: Adventure Journal 1 (page 110)

Passenger Conversion
The conversion of cargo space to passenger space is a popular modification. Normal space can hold passengers in a emergency, with every person taking up about 1 metric ton of storage space in a cargo hold. This is far from comfortable for the passengers and will put a strain on life support. Too many people will cause

it to fail very quickly. The accommodations below account for an increase in life support capacity and cost depends on the level of comfort. Coach seats are just individual seats with very little in the way of amenities. They comfortably hold a normal sized humanoid creature. First Class seats are a little more luxurious than coach seats. They recline slightly and are larger to accommodate more creatures comfortably. They are also softer and easier to endure over long trips. Steerage cabins are very basic without any frills, though they do give you a mostly private berth. The typical steerage cabin has enough room to house two people with nothing beyond a place to sleep and a small area to store personal belongings. Standard cabins can sleep up to two people with a small amount of comfort. The beds are slightly softer than in the steerage cabin, and there is more room to move around. Each person has room to store their clothes and personal belongings. Additionally, a small fold-down table and bench seats can be used, but it limits the amount of movement that the passengers can make. First Class cabins are considered truly luxurious to most. Each can hold up to two passengers in great comfort. The beds are very soft with fine linens. The room contains enough storage space for up to one metric ton of gear in closets. One half of the cabin is set up as a sitting room containing a table and chairs. This area contains a modest entertainment setup. There is also a small food preparation and storage area. Luxury cabins are just what they sound like. Each cabin is really a suite of two cabins. One cabin is a sleeping chamber that can comfortably hold up to four individuals in two beds. The other cabin is a parlor style room complete with a full entertainment center and room for six people. The increased cost and tonnage of this package include advanced food preparation stations and a lot of storage space (up to five metric tons). Accommodations Tons Cost Occupants Difficulty Seat, Coach 1 50 1 Very Easy Seat, First Class 2 100 1 Easy Cabin, Steerage 5 400 2 Easy Cabin, Standard 10 800 2 Moderate Cabin, First Class 15 2,000 2 Moderate Cabin, Luxury 30 12,000 4 Difficult

Personal Scale Weapons


A ship can have character scale weapons mounted for use when docked or landed. All such weapons have a cost equal to the base weapon price plus 10% of that cost. These weapons run off the ships own generators, thus gaining a nearly limitless capacity. The ranges of these weapons are so short that they cannot be used in starship combat. When fired, they are considered to be Character scale. Fire control can be purchased for these weapons at normal costs.

Retractable and Concealable Weapons


Weapon can be mounted so as to be concealed. Most often, this means that the weapon retracts into the ships hull when not in use. To mount a weapon like this cost 20% of the base weapons cost. It also requires one metric ton for most Starfighter scale weapons and five metric tons for most Capital scale weapons.

Sensor Baffling This was a series of anti-sensor baffling produced by Arakyd. This form of countermeasure was used to baffle, or deaden, the various emissions of a starship, including engine exhaust and communications. A smoother, more rounded hull was more effectively baffled than an angular hull. A ship treated with this material adds to a

sensor operators difficulty to detect the ship. A light treatment adds 1D to the difficulty. A heavy treatment (a second coat) adds 2D. Additional treatments are futile, since the treatment does nothing to prevent the detection of engine exhaust, a primary method of detecting ships. The type of vessel affects how well the ship can be stealthed blunt, angular ships, 500 meters or more in length, or more than 5D Hull (either capital or starfighter scale) can only be baffled up to 1D of protection. Slender, rounded off ships (smaller Mon Calamari vessels foe example) are easier to baffle, due to their natural design. Model: Arakyd Nightshadow anti-sensor treatment; Type: Sensor countermeasure coating; Scale: Starfighter or capital; Cost: 20,000 per starfighter scale Hull die (ignore pips), 50,000 per capital scale Hull die (ignore pips); Availability: 4, X; Source: Pirates & Privateers (page 38)

Sensor Decoys
This starship countermeasures system ejected a remote, probe-like device in the wake of the parrent ship. The probe then emitted the same broadcast signals as the parent ship, allowing the parent ship to run silent. Any pursuing ships would pick up the signals of the sensor decoy and follow them, believing that they were actually tracking the parent ship. Sensor decoys were virtually impossible to determine, and allowed the parent ship to escape from a potentially deadly firefight

Mimic Decoy

This brand of sensor decoy was produced by MerenData to compete with the Corellian Engineering Trickster drone. Like the Trickster, the Mimic sent out sensory information along electromagnetic and holographic frequencies to make itself appear to be a real starship. Adds 2D to sensor operators difficulty to discriminate

between the decoy and the real ship. The decoys move up to speed 10, have simple droid brains, and can be issued new movement instructions via comlink or programmed with several patterns. A false image option allows the decoy to impersonate any of five preloaded profiles, including the ship of origin, a TIE/ln, a YT-1300 freighter, a Lambda-class shuttle or a Corellian corvette. New profiles can be created with a Moderate droid programming roll and the appropriate signal profile. Model: MerenData Mimic Sensor Decoy; Type: Military sensor countermeasure decoy system; Cost: 13,000 (for two launch tubes and three decoys), 1,000 per decoy; Availability: 2, X; Source: Pirates & Privateers (page 39) Trickster Sensor Decoys This is the brand name of Corellian Engineering's starship decoy system. An addition to a ship's countermeasures system, these small decoys could be deployed during flight. They sent out electromagnetic and holographic signals that duplicated those of the parent ship. The Trickster decoys required Imperial certification for operation during the New Order. Trickster Drones add +2D to difficulty to determine which sensor reading is the ship and which is the decoy. System includes 5 drones. Drones move in a preprogrammed pattern, up to speed 5. Possession of this type of countermeasure requires Imperial certification. Model: Corellian Engineering Trickster Drone; Type: Sensor countermeasure system; Cost: 7,500 (for launch tube and five drones), 500 per additional drone; Weight: 2 metric tons; Availability: 2, F; Source: Pirates & Privateers (page 39), Galaxy Guide 6: Tramp Freighters (page 41) Copycat Pod Designed by the Corellian Engineering Corporation, this device was used as an electronic countermeasure by many starship pilots. When deployed on a smaller ship, the copycat pod sent out transponder signals identical to those of the parent vessel. An attacking Customs or police ship would follow the Copycat Pod's signal, hoping to board an offending vessel, only to discover that the real ship had escaped. This device mimics the performance of the parent vessel when used aboard a starfighter or small transport freighter (ship with a cargo hold of 100 metric tons or less); it has a maximum Space speed of 6. Any person attempting to distinguish a copycat pod from a live vessel must make a Difficult sensor roll on passive or scan mode (Moderate on search mode and Easy on focus mode) to determine which ship is real and which is the decoy. If the roll fails, the sensor operator will perceive both ships as being real. Model: Corellian Engineering Corporation Copycat Pod; Type: Electronic countermeasure probe; Skill: Sensors; Cost: 10,000 (plus permit fees); Availability: 3, F or R; Source: Galladiniums Fantastic Technology (pages 53-54)

Sensor Masks
These devices mask energy emissions and increase the difficulty to detect a ship with sensors. When activated, the sensor mask adds 2D to enemy sensor operators difficulty to detect and identify. Current masking technologies offer a maximum of 3D of sensor protection. Such items are practically impossible to locate, and are often considerably more expensive than the market norm. Model: Fabritech Vanish 2 Military Sensor Masking System; Type: Sensor countermeasure masking system; Scale: Starfighter or capital; Cost: 150,000 per Hull die; 300,000 per capital Hull die; Availability: 4, X; Source: Pirates & Privateers (pages 38-39)

Shield Generators
Shields are a very important part of starship technology. New shield generators may be installed and old ones can be modified to give greater protection. The cost of modifying shield generators is based on the cost of the ship. Most starfighter scale ships can get by with only one set of shields. Capital ships require more generators to sustain their shields at Capital scale levels. Every 100 meters of ship requires an additional set of Capital scale shield generators. Base 1D 2D 3D 4D Starfighter 4,000 12,000 24,000 50,000 Wgt 6 8 10 15 Capital 8,000 25,000 50,000 100,000 Wgt 12 16 20 30 Difficulty Moderate Difficult Very Difficult Heroic Increase +1 +2 +1D +1D+1 +1D+2 Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 15% 25% 30% 35% 50%

Increasing shields costs the same proportionate amount no matter what the scale of the shields is. Capital scale will cost more because of the need for larger generators and more generator stations. These increases must be performed to all shield generators on a ship to make the coverage uniform.

Slave Circuits
Slave circuits allow ships to be controlled by remote. The circuitry is Difficult to install and costs are based on the size of the ship. Size 0-5 6 - 10 11 - 20 21 - 50 51 - 100 Cost 1,000 2,000 6,000 9,000 12,000 Size 101 - 250 251 - 500 5001 - 1000 1001 2500 2501+ Cost 48,000 96,000 192,000 500,000 750,000

System Diagnostic Filter


This device provides +1D+1 for computer programming/repair for ship board computer systems and +2 to space transports repair. Model: GST System Diagnostic Filter; Type: Starship computer translator; Skill: Computer programming / repair, space transports repair; Cost: 3,500; Availability: 2; Source: Galladiniums Fantastic Technology (pages 18-19)

Weapon Damage Increase


The damage on a shipboard weapon system can be increased by fine tuning the energy emitters. The damage increase costs an amount based on the price of the weapon. Increase +1 +2 +1D Difficulty Easy Moderate Difficult Cost 15% 25% 30% Increase +1D+1 +1D+2 Difficulty Very Difficult Heroic Cost 35% 50%

Weapon Ranges
The range of a weapon is capable of being extended. The cost of this is based on the base weapon cost. The range modifier is only applied to a weapons maximum range. The point blank, short and medium ranges are not affected. Increase +5% +10% +15% +20% +25% Difficulty Easy Moderate Difficult Very Difficult Heroic Cost 5% 10% 15% 25% 35%

Weapon Turrets
Weapons can be mounted on turrets. The cost is 1,500 for a turret that covers two fire arcs, 2,000 for three fire arcs and 3,000 for a full turret. Mounting a weapon on a turret requires a Moderate roll.

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