Star wars Ships (Tech) SpellJammer Universe Stats
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Z95 Head Hunter -- Atmospheric/Space Interceptor
Built by: Incom Inc./ Subpro Corp
Used primarily by: Planetary Forces,
Pirates,
Private Transport.
Tonnage: 2 tons
Hull-Points: 4
Crew: 1
Maneuver Class: E
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: 1A
Saves as: metal +4
Power Type: 2 Incom Micro-fuse Engines
Power Provided: 11
Ship's Rating : 7 (Tactical Only)
Breakdown Rating : 1
Standard Armament:
2 Triple Blasters Fire Arc (Forward)
6 Concussion Missiles Fire Arc F,Fp,Fs
Sensors:
Passive 15 hex
Scan 25 hex
Search 40 hex
Focus 1 Hex
Cargo: 160lbs + pilot
Keel Length: 36ft
Beam Length: 18ft
Operating Time: 1 Day food, water,air, fuel.
Short Range interceptor used by various agencies for various purposes.
This ship is over a generation out of date but is favored by many pilots
because of its proven toughness.
This ship must return to base to restock missiles or repair systems.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Triple Blaster 19 20 1d10 16d6 2/1 1 5/10/17 - -
in atmosphere " " " " " " 1/3/5 - -
Concussion Missile 19 20 2d8 16d12 1/1 - 1/3/7 8 1
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Awing -- Starfighter
Built by: Calamari, resistance Aliens, Rebel Humans
Used primarily by: Rebel Alliance Military
Tonnage: 1 ton
Hull-Points: 2
Crew: 1
Maneuver Class: B
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: 1A
Saves as: metal +2
Power Type: 2 Novaldex J-77 "Event Horizon" Engines
Power Provided: 14
1 Incom Mk Hyper Drive
Power provided : 2 (battery)
Ship's Rating : 12
Hyper Mult: x1
Breakdown Rating : 1
Standard Armament:
2 swivel mount Laser III cannon Fire Arc S,P,Fs,Fp,F
Targeting Jammer
Sensors:
Passive 30 hex
Scan 50 hex
Search 75 hex
Focus 4 Hex
Cargo: 82lbs + pilot
Keel Length: 28ft
Beam Length: 12ft
Operating Time: 1 week food, water,air, fuel.
The A wing is a premier First strike/escort Fighter for the alliance. It
is equipped with a hyper-drive unit that allows it to jump directly into the
flow from any point in a sphere and travel through the sphere to any other
point. The Hyper units only carry enough energy to perform this way twice
before needing refueling. As long as The hyper-drive still has energy the
craft can navigate the flow or wildspace at normal Spell Jamming speed.
If the hyperdrive battery is drained it takes the on-board engines 2 days to
restore 1 unit of power to the battery. The battery can allow Spelljamming
speed for 1 week before draining all power.
This ship must return to base to repair systems.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser III Cannon 17 20 3d6 3d6x10 1/1 1 5/12/25 - -
in atmosphere " " " " " " 1/2/3 - -
(Laser is 1/4 damage at long range)
Targeting Jammer 20 ---------------- ---1 As per sensor Range
On a successful hit have enemy pilot roll save vs paralysis if the save
is failed he is -2 to hit this round. Jammer affects all ships in range of
sensors when activated. Ships not utilizing computer systems are
unaffected.
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B-Wing -- Assault Starfighter
Built by: Calamari, Slayn, Korpil
Used primarily by: Rebel Alliance Military
Tonnage: 3 tons
Hull-Points: 4
Crew: 1
Maneuver Class: D (Servo+Computer), E (servos), F(Manual)
Landing Land : no
Landing Water: no
Armor Rating: 0
Shields: 2A
Saves as: metal
Power Type: Qualdex Kyromaster Engine
Power Provided: 20
2 Incom Mk I Hyper Drive
Power provided : 2 (battery)
Ship's Rating : 6
Hyper Mult: x2
Breakdown Rating: 4
Standard Armament:
1 Laser IV cannon Fire Arc : F
2 Proton Torpedo Launchers (6 torpedoes) Fire Arc: F
3 Medium ION Cannon Fire Arc : F
2 Blasters Fire Arc: Fp,F,Fs
Sensors:
Passive 30 hex
Scan 50 hex
Search 75 hex
Focus 4 Hex
Cargo: 82lbs + pilot
Keel Length: 48ft
Beam Length: 24ft
Operating Time: 1 week food, water,air, fuel.
The B wing is the Heavy Assault fighter for the alliance. Operating in
squadrons of 4 they are often used against small Imperial Capital ships.
It is equipped with a hyperdrive unit that allows it to jump directly into the
flow from any point in a sphere and travel through the sphere to any other
point. The Hyper units only carry enough energy to perform this way twice
before needing refueling. As long as The hyperdrive still has energy the
craft can navigate the flow or wildspace at 1/2 Spell Jamming speed.
If the hyperdrive battery is drained it takes the on-board engines 2 days to
restore 1 unit of power to the battery. The battery can allow 1/2
Spelljamming speed for 1 week before draining all power.
This ship must return to base to repair systems.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser IV Cannon 19 20 2d10 2d10x10 1/1 4 3/12/25 - -
in atmosphere " " " " " " 1/2/3 - -
(Laser is 1/4 damage at long range)
Medium Ion Cannons 19 20 2d6 3d6 1/1 1 3/7/36 - -
Ion Cannon do x2 damage vs Shields.
Hits against unshielded tech ships results in 1-4 crit hits
Persons hit may save vs magical fire for 1/2 damage
Proton Torpedo 19 20 10 100 1/2 2 1/3/7 4 1
Blaster 19 20 2-5 6d6 2/1 1 1 5/10/17 - -
in atmosphere " " " " " " 1/3/5 - -
Targeting System 20 ---------------- ---1 As per sensor Range
On a successful hit have enemy pilot roll save vs paralysis if the save
is failed Treat his ship as AR 10 for the following round. The Bwing may
fire any weapon or weapons that round except the laser cannon as it is
being used to track the enemy.
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Y-Wing -- Starfighter
Built by: Koensayr
Used primarily by: Rebel Alliance Military, Mercs, Planetary Forces,Pirates
Tonnage: 4 tons
HullPoints: 8
Crew: 2(3) with Astro mech droid
Manuver Class: D
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: 1A +2
Saves as: metal +4
Power Type: 2 Koensayr Ion Jet Engines
POwer Provided: 12
2 Incom Mk I Hyper Drive
Power provided : 2 (battery) 8(Astromech)
Ship's Rating : 5
Hyper Mult: x1
Breakdown rating: 2
Standard Armament:
2 LAser III cannon Fire Arc : F
2 Proton Torpedo Launchers (6 torpedoes) Fire Arc: F
2 Light ION Cannon Fire Arc : F
Sensors:
Passive 20 hex
Scan 35 hex
Search 40 hex
Focus 2 Hex
Cargo: 240 lbs + Crew
Keel Length: 64ft
Beam Length: 24ft
Operating Time: 1 week food, water,air, fuel.
The Y wing is the long range fighter for the alliance.
It is equipped with a hyperdrive unit that allows it to jump directly into the
flow from any point in a sphere and travel through the sphere to any other
point. The Hyper units only carry enough energy to perform this way twice
before needing refueling. As long as The hyperdrive still has energy the
craft can navigate the flow or wildspace at normal Spell Jamming speed.
When Equipped with an Astromech droid (R2) the additional power packs an the
droid allow the ship to make up to 10 jumps instead of 2.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow normal
Spelljamming speed for 1 week before draining all power. When Equipped with
an Astromech the Ship can travel for 6 weeks without refueling though food
and water and air must be replenished.
This ship must return to base to repair systems. If Equipped with an
astromech droid it may attempt repairs as an enginneer of 10 skill. Repair
speed is equal to a team of technicians. The mech may make any number of
auxilliary repairs but may only make 1d4 major systems repairs... obviously
if the mech itself is damaged it may not repair itself.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser III Cannon 19 20 3d6 3d6x10 1/1 1 3/12/25 - -
in atmosphere " " " " " " 1/2/3 - -
(Laser is 1/4 damage at long range)
Light Ion Cannons 19 20 2-5 1d6 1/1 1 3/7/36 - -
Ion Cannon do x2 damage vs Shields.
Hits against unshielded tech ships results in 1-4 crit hits
Persons hit may save vs magical fire for 1/2 damage
Proton Torpedo 19 20 10 100 1/2 2 1/3/7 4 1
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X-Wing -- Space Superiority Starfighter
Built by: Incomm/ Rebel Military
Used primarily by: Rebel Alliance Military
Tonnage: 2 tons
HullPoints: 4 (9 if IDF/SIF operating)
Crew: 1(2) with Astro mech droid
Manuver Class: C
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: 1A
Saves as: metal +4
Power Type: 2 Incomm MK1 Micro Fusial Engines
POwer Provided: 18
1 Incom Mk I Hyper Drive
Power provided : 2 (battery) 8(Astromech)
1 Auxilliary Power Gen
Power 3
Ship's Rating : 8
Hyper Mult: x1
Breakdown Rating: 2
Standard Armament:
4 LAser II cannon Fire Arc : F
2 Proton Torpedo Launchers (6 torpedoes) Fire Arc: F
Sensors:
Passive 25 hex
Scan 50 hex
Search 75 hex
Focus 3 Hex
Cargo: 240 lbs + Crew
Keel Length: 37ft
Beam Length: 18ft
Operating Time: 1 week food, water,air, fuel.
IDF/SIF : Single generator (while operating +5 hullpoints)
The X wing is the Space Superiority ranged fighter for the alliance.
It is equipped with a hyperdrive unit that allows it to jump directly into the
flow from any point in a sphere and travel through the sphere to any other
point. The Hyper units only carry enough energy to perform this way twice
before needing refueling. As long as The hyperdrive still has energy the
craft can navigate the flow or wildspace at normal Spell Jamming speed.
When Equipped with an Astromech droid (R2) the additional power packs an the
droid allow the ship to make up to 10 jumps instead of 2.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow normal
Spelljamming speed for 1 week before draining all power. When Equipped with
an Astromech the Ship can travel for 6 weeks without refueling though food
and water and air must be replenished.
This ship must return to base to repair systems. If Equipped with an
astromech droid it may attempt repairs as an enginneer of 10 skill. Repair
speed is equal to a team of technicians. The mech may make any number of
auxilliary repairs but may only make 1d4 major systems repairs... obviously
if the mech itself is damaged it may not repair itself.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser II Cannon 17 18 1d10 3d6 1/1 2/1 3/12/25 - -
in atmosphere " " " " " " 1/2/3 - -
(Laser is 1/4 damage at long range)
Proton Torpedo 19 20 10 100 1/2 2 1/3/7 4 1
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TIE/In -- Starfighter
Built by: Sienar Systems (Imperial Navy)
Used primarily by: Imperial Military (Human)
Tonnage: 2 tons
HullPoints: 3
Crew: 1
Manuver Class: C
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: None
Saves as: metal +2
Power Type: 2 Sienar Twin Ion Engines
POwer Provided: 12
1 Sienar Auxilliary Weapon Power system
Power provided : 6
Ship's Rating : 10
Breakdown Rating: 2
Standard Armament:
2 LAser III cannon Fire Arc : F
Sensors:
Passive 20 hex
Scan 40 hex
Search 60 hex
Focus 3 Hex
Cargo: 170 lbs + Crew
Keel Length: 18ft
Beam Length: 30ft
Operating Time: 2 days food, water,air, fuel.
This ship must return to base to repair systems.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser III Cannon 18 19 3d6 3d6x10 1/1 3/1 3/12/25 - -
in atmosphere " " " " " " 1/2/3 - -
(Laser is 1/4 damage at long range)
The TIE is the mainstay of the imperial fighter fleets. It is light fast,
manuverable and well armed. In the hands of Imperial pilots it is a match
for the more powerful rebel fighters.
TIEs are stationed as part of squadrons of 12 fighters and are usually
deployed by the wing (6 Squadrons 72 fighters) in combat situations. Due to
their lack of shielding against rebel ships they will fire first in most
situations.
Tie Pilots are part of an elite fighting force and recieve a large amount
of training in their ships. Evasive manuvers are ingrained into the TIE
pilots mind mercilessly.
An imperial TIE pilot may use a parry manuver to avoid any attack that
would normally hit them. TIE pilots recieve an extra attack that can be
used only for parry when piloting a TIE or TIE derived craft.
Other Configurations:
TIE -- Same as above but without Auxilliary Generator
and twice Cargo Capacity.
TIE/rc Reconaissance-- Armed with single Laser Cannon
Extra Sensitive Sensors
TIE/fc Fire Control -- Target designation for Bombardment
Unarmed, Equiped with laser target designators and
Scrambled Jam resistant comm equipment.
TIE/gt Large hull, Carries Missiles or bombs.. being replaced by Tie
Bomber.
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TIE Interceptor -- Starfighter Interceptor
Built by: Sienar Systems (Imperial Navy)
Used primarily by: Imperial Military (Human)
Tonnage: 2 tons
HullPoints: 4
Crew: 1
Manuver Class: B
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: None
Saves as: metal +3
Power Type: 2 Sienar Twin Ion Engines MkII
POwer Provided: 14
1 Sienar Auxilliary Weapon Power system
Power provided : 8
Ship's Rating : 11
Breakdown Rating: 2
Standard Armament:
4 LAser III cannon Fire Arc : F
Sensors:
Passive 25 hex
Scan 40 hex
Search 60 hex
Focus 4 Hex
Cargo: 170lbs + Crew
Keel Length: 18ft
Beam Length: 30ft
Operating Time: 2 days food, water,air, fuel.
This ship must return to base to repair systems.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser III Cannon 17 19 3d6 3d6x10 1/1 3/1 3/12/25 - -
in atmosphere " " " " " " 1/2/3 - -
(Laser is 1/4 damage at long range)
The TIE Interceptor is an updated more heavily armed TIE fighter that is
also more manuverable.
TIE Interceptors are stationed as a single Squadron part of a normal TIE
wing.
Interceptor Pilots are the elite of the TIe units fighting force and
recieve a large amount of training in their ships. Evasive manuvers are
ingrained into the TIE pilots mind mercilessly.
An imperial Interceptor pilot may use a parry manuver to avoid any attack
that would normally hit them. Interceptor pilots recieve an two extra
attacks that can be used only for parry when piloting a TIE or TIE derived
craft.
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TIE Bomber -- Starfighter Bomber
Built by: Sienar Systems (Imperial Navy)
Used primarily by: Imperial Military (Human)
Tonnage: 3 tons
HullPoints: 5
Crew: 1
Manuver Class: E
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: None
Saves as: metal +4
Power Type: 2 Sienar Twin Ion Engines MkI
POwer Provided: 12
1 Sienar Auxilliary Weapon Power system
Power provided : 6
Ship's Rating : 4 (2 pts per sr req'd)
Breakdown Rating: 2
Standard Armament:
2 LAser II cannon Fire Arc : F
16 Concussion Missiles Fire Arc F
Sensors:
Passive 20 hex
Scan 35 hex
Search 50 hex
Focus 3 Hex
Cargo: 30,000 lbs(bombbay) + Crew
Keel Length: 18ft
Beam Length: 50ft
Operating Time: 2 days food, water,air, fuel.
This ship must return to base to repair systems.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser II Cannon 17 19 1d10 1d10x10 1/1 2/1 3/12/25 - -
in atmosphere " " " " " " 1/2/3 - -
(Laser is 1/4 damage at long range)
Concussion Missile 19 20 2d8 16d12 1/1 - 1/3/7 8 1
The TIE Bomber is an updated more heavily armored TIE/gt fighter.
TIE Bombers are stationed as a single Squadron within a TIE wing.
A imperial Bomber pilot may use a parry manuver to avoid any attack
when piloting a TIE or TIE derived craft.
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A9 Vigillance -- Territorial Defensive Interceptor
Built by: Kuat Drive Systems
Used primarily by: Imperial Military (Human), New Republic Military
Tonnage: 3 tons
HullPoints: 2
Crew: 1
Manuver Class: B (Experienced Pilots can get manuver A on successfull
piloting skill check)
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: None
Saves as: metal +2
Power Type: 2 Kuat Accelerator Engines
POwer Provided: 16
Ship's Rating : 12 (Tactical Only)
Breakdown Rating: 2
Standard Armament:
2 Heavy Turbo LAser IV cannon Fire Arc : F
Sensors:
Passive 10 hex
Scan 35 hex
Search 60 hex
Focus 3 Hex
Cargo: 110lbs + Crew
Keel Length: 22ft
Beam Length: 42ft
Operating Time: 1 day food, water,air, fuel.
This ship must return to base to repair systems.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser IV Cannon 18 20 2d10 2d10x10 1/1 4/1 3/12/25 - -
in atmosphere " " " " " " 1/2/3 - -
(Laser is 1/4 damage at long range)
The A-9 Vigillance was originally developed by Kuat ship yards to replace
the Aging TIE/In Fighter. It was just beginning to enter Imperial Service
When the primary manufacturing site rebelled and joined the alliance due
primarily to the Governors heavy handed policies.
Primarily the strength of the hull was sacrificed to allow greaterr speed
and manuverability and to provide room for the enormous Laser cannons. This
combination looks to be promising in the few engagements this fighter has
been involved in.
Though the Alliance prefers hyperdrive capable craft this Highly
manuverable heavy hitting fighter has found a place in ground defense and
short range strikes as well as patrol in the Alliance.
An A-9 pilot may use a parry manuver to avoid any attack when piloting an
A-9 craft.
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E-Wing -- Strike and Close Support Fighter
Built by: Frietek Systems
Used primarily by: New Republic Military
Tonnage: 2 tons
HullPoints: 5
Crew: 1
Manuver Class: C (Experienced Pilots can get manuver B on successfull
piloting skill check)
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: 1A
Saves as: metal +5
Power Type: 2 Incomm Micro Fusial Engines MK II
POwer Provided: 15
1 Frietek Hyperdrive Unit
Power: 4
Ship's Rating : 11
Hyper Drive Multiplyer: x2
Breakdown Rating: 3
Standard Armament:
2 Heavy Triple Blaster cannon Fire Arc : F
Sensors:
Passive 30 hex
Scan 55 hex
Search 85 hex
Focus 5 Hex
Cargo: 110lbs + Crew
Keel Length: 34ft
Beam Length: 17ft
Operating Time: 1 week food, water,air, fuel.
This ship must return to base to repair systems.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Heavy Triple Blaster
Cannon 16 20 3d6 16d6 1/1 2 3/5/8 - -
in atmosphere " " " " " " 1/3/5 - -
The Ewing is the new close support fighter for the New Republic. As the
Empire disinitgrates the Rebels are finding that roles have reversed and now
they must protect convoys of supplies from raiders instead of raiding them.
Though promising the E-wing has a design flaw in its Weapons systems.
After every round in which the weapons are fired roll against its break down
rating (1d6 if equal to or less than rating breakdown has occured) If
failed the range of the weapons decrease by one hex. System overhaul at a
repair facility is required to correct this problem.
The ship is equipped with a hyperdrive unit that allows it to jump directly
into the flow from any point in a sphere and travel through the sphere to
any other point. The Hyper units only carry enough energy to perform this
way twice before needing refueling. As long as The hyperdrive still has
energy the craft can navigate the flow or wildspace at normal Spell Jamming
speed. When Equipped with an Astromech droid (R7) the additional power
packs an the droid allow the ship to make up to 15 jumps instead of 2.
If the Hypdrive battery is drained it takes the onboard engines 1 day to
restore 1 unit of power to the battery. The battery can allow normal
Spelljamming speed for 1 week before draining all power. When Equipped with
an Astromech the Ship can travel for 6 weeks without refueling though food
and water and air must be replenished.
This ship must return to base to repair systems. If Equipped with an
astromech droid it may attempt repairs as an enginneer of 12 skill. Repair
speed is equal to a team of technicians. The mech may make any number of
auxilliary repairs but may only make 1d4 major systems repairs... obviously
if the mech itself is damaged it may not repair itself.
OTHER Configurations:
E-wing/B
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Heavy Triple Blaster
Cannon 16 18 3d6 16d6 1/1 6 5/10/25 - -
in atmosphere " " " " " " 1/3/5 - -
As a work-around to the problem with the weapon systems aboard
the E-wing Technicians have modified some E-Wings with by over-feeding the
powersystems on the weapon. While it does solve the diminishing range
problem and makes the blasters more on par with the laser cannon used on
other craft it is VERY dangerous.
Should a critical hit take the weapons system or should the pilot
roll a 1 on any shot roll on the following table
d6 Blaster Mishap
1-3 Cannon Functions normally
4 Cannon shorts out for one round but R7 may attempt to
repair.
5. Cannon burns out. Cannot be repaired in battle reduce
damage cannon inflicts by 1 die.
6. Cannon Explodes in 1d6 rounds causing 3d8 Hull point
expolosion (6d10 hp) Shields do not absorb this damage.
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I-7 Howlrunner -- Multi Environment Strike Fighter
Built by: Imperial Incomm Systems
Used primarily by: Imperial Military
Tonnage: 1 tons
HullPoints: 2
Crew: 1
Manuver Class: B
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: 1A+2 (12 shield points)
Saves as: metal +4
Power Type: 2 Incomm Micro Fusial Engines MK IIa
POwer Provided: 17
Ship's Rating : 9
Breakdown Rating: 2
Standard Armament:
2 Laser IV cannon Fire Arc : F
Sensors:
Passive 20 hex
Scan 40 hex
Search 55 hex
Focus 3 Hex
Cargo: 160lbs + Crew
Keel Length: 34ft
Beam Length: 12ft
Operating Time: 2 days food, water,air, fuel.
This ship must return to base to repair systems.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser IV Cannon 18 20 2d10 2d10x10 1/1 4/1 3/12/25 - -
in atmosphere " " " " " " 1/2/3 - -
(Laser is 1/4 damage at long range)
Incomm was privatised by the empire following the defection of key
technicians responsible for bringing the T65 X wing to the Rebel Alliance.
After re-organizing the company the empire commisioned a new breed of
fighters.
Abandoning the disposable fighter model the empire wanted a craft that
would support its carrier be shielded and have firepower and manuverability
on the par with the rebel X-wing. Incomm delivered the I-7 a quick heavily
armed craft that should be faster and more agile than the X-wing in Normal
space manuvers.
Relatively new .. no known engagements between these two craft have been
reported but the outcome of such an encounter is awaited by strategists on
both sides.
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CS1 -- Cloakshape Multi Purpose Fighter
Built by: Kuat Systems
Used primarily by: various
Tonnage: 4 tons
HullPoints: 8
Crew: 1
Manuver Class: F (Experienced Pilots can get E on successful piloting roll)
Landing Land : yes
Landing Water: no
Armor Rating: 0
Shields: none
Saves as: metal +6
Power Type: 2 Nassau Ion Engines
POwer Provided: 8
Ship's Rating : 6
Breakdown Rating: 3
Standard Armament:
Double Laser I cannon Fire Arc : F
Dual Concussion Missile Launcher (12 missile ea) Fire Arc: F
Sensors: Visual 1-4 hexes
Cargo: 80 lbs + Crew
Keel Length: 34ft
Beam Length: 12ft
Operating Time: 1 days food, water,air, fuel.
This ship must return to base to repair systems.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Dual Laser I Cannon 19 20 4-10 2d10x10 1/1 2/1 1/5/17 - -
in atmosphere " " " " " " 1/2/3 - -
(Laser is 1/4 damage at long range)
The cloak Shaped fighter is an even older craft than the Z-95. It still
has its adherents though. Heavy Armor and structural reinforcement make it
one of the strongest hulls available.
The ship is designed with modular compartments and removable bulkheads and
so modified versions are very common. In addition the factory offered after
- market Hyperdrive sled and a Ion manuvering fin.
In addition many persons sell or are willing to modify the ship for
heavier weapons , or shield generators (generally they replace missile
launchers) into this vessel.
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Star Wars Capitol Ships
Correlian Corvette -- Multipurpose Vessel
Built by: Correlian Humans
*Used primarily by: Imperial Humans, Rebel military, Diplomatic Corp,various
Tonnage: 562 tons
HullPoints: 100 (125 if both Sif /IDF on line)
Crew: 30/165 depending on configuration
Manuver Class: D
Landing Land : yes
Landing Water: no
Armor Rating: 1
Shields: 2A
Saves as: metal +4
Power Type: 1 Correlian Engineering Fusion Reactor
POwer Provided: 30
1 Correllian Enginneing Hyper Drive Unit
Power Provided: 21
1 Correlian Solar Auxilliary Collector.
Power provided: 3
Ship's Rating : 6
Hyper Mult: x2
Breakdown Rating: 2
Standard Armament:
6 LAser IV cannon 2 Fire Arc : F,Fs,Fp
1 Fire Arc : S,As,Fs
1 Fire Arc : P,Ap,fp
2 Fire Arc : R,Rs,Rp
Sensors:
Passive 40 hex
Scan 80 hex
Search 100 hex
Focus 5 Hex
Cargo: 300 SJ tons
Keel Length: 450ft
Beam Length: 225ft
Operating Time: 1 year food, water,air, fuel. (2weeks if life supports
systems down)
IDF/SIF : Two generators (while operating +25 hullpoints)
The Corrvette is a multi-purpose craft designed to be a carg carrier and an
escort ship for convoys. It is fairly armed and heavily armored.
This ship has a peculiar vulnerability. Its Auxilliary power generator if
hit precisely will inflict 1-4 critical hits on the vessel. In addition the
vibration from each attack has a percent chance = damage inflicted of
causing a fusion chamber re-action. If the ship does not immediately
shutdown it will suffer a breech and explode. Shutting down because of this
will leave the vessel crippled with no power for 2d10 rounds.
Explosion Damage is 100 pts, each hex distant divide by 2... 1 hex 50pts,
2hex 25pts , 3 hex 12pts, 4 hex 6pts , 5 hex 3pts,6 hex 1 pt.. beyond 6 hex
no damage.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 15 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at 1/2 Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow 1/2
Spelljamming speed for 50 weeks before draining all power.
This ship may assign enginneering crew to make repairs the ship carries
enough material to repair major systems 6 times minor or auxillary systems
may be patched or repaired any number of times. Additional material can be
acquired from asteroids at a rate of 1 system/month or from an earth-like
world 1 system/week.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Turbo
Laser IV Cannon 17 18 2d10 2d10*5 1/1 4/1 15/35/75 - -
in atmosphere " " " " " " 6/7/15 - -
(Laser is 1/4 damage at long range)
-----------------------------------------------------------------------------
Nebulon B Frigate -- Escort Frigate
Built by: Kuat Drive Yards
Used primarily by: Imperial Humans, Rebel military
Tonnage: 1625 tons
HullPoints: 270
Crew: 307/850 depending on configuration
Manuver Class: E
Landing Land : no
Landing Water: no
Armor Rating: 2
Shields: 2A
Saves as: metal +3
Power Type: 1 Kuat Engineering Fusion Reactor
POwer Provided: 54
1 Kuat Enginneing Hyper Drive Unit
Power Provided: 21
1 Emergency Hyperdrive unit
Ship's Rating : 4
Hyper Mult: x2
Backup Hyper Mult: x12
Breakdown Rating: 3
Standard Armament:
12 LAser II cannon 6 Fire Arc : F
3 Fire Arc : S
3 Fire Arc : P
12 Laser I Cannon 6 Fire Arc: F
2 Fire arc: S
2 Fire Arc: P
2 fire Arc: A
2 Tractor Beam Fire Arc: F
Sensors:
Passive 40 hex
Scan 75 hex
Search 150 hex
Focus 4 Hex
Cargo: 600 SJ tons
Keel Length: 900ft
Beam Length: 150ft (15 Decks)
Operating Time: 2 year food, water,air, fuel. (2weeks if life supports
systems down)
The Nebulon B frigate is designed with Escort Duty in mind. Heavily Armed
and medium Armored it is more than capable of standing up to most foes. In
Addition to this its hanger bays can carry 2 squadrons of 2 ton fighters (24
fighters) to deploy during a battle.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 15 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at 1/2 Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow 1/2
Spelljamming speed for 50 weeks before draining all power.
This ship is also equipped with a back-up Hyper drive identical to the
primary except it may only reach 1/12 SJ speed and may only orperate for a
week at a time.
This ship may assign enginneering crew to make repairs the ship carries
enough material to repair major systems 12 times. Minor or auxillary systems
may be patched or repaired any number of times. Additional material can be
acquired from asteroids at a rate of 1 system/month or from an earth-like
world 1 system/week.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser II Cannon 17 18 1d10 1d10*5 1/1 2/1 15/35/75 - -
in atmosphere " " " " " " 6/7/15 - -
(Laser is 1/4 damage at long range)
Laser I Cannon 18 19 2-5 2-5*5 1/1 1/1 3/12/25 - -
in atmosphere " " " " " " 1/2/5 - -
(Laser is 1/4 damage at long range)
Tractor Beam 18 -- 1d10 n/a 1/1 5/1 5/15/30 - -
Medium Range requires double Energy Requirements and
Long Range requires Triple Energy Requirements
A hit by tractor beam requires target pilot to save vs Paralysis or
suffer the following effects:
Short Range : Target is Held.. no movement possible until
released or target pilot makes save.
Medium Rnage: Target is slowed to 1/4 Movement
Long range : Target is slowed to 1/2 movement
Damage does not occur until 1round of capture has been maintained
and only occurs if target is trying to break free.
-----------------------------------------------------------------------------
Victory Class -- Star Destroyer
Built by: Rendili Star Drive Systems
Used primarily by: Imperial Humans, Rougue Imperial Humans
Tonnage: 67500 tons
HullPoints: 1000
Crew: 1785/4798
Manuver Class: F
Landing Land : no
Landing Water: no
Armor Rating: 3
Shields: 3A+1
Saves as: metal +4
Power Type: 6 LF9 Ion Engines
POwer Provided: 62
1 Delux Flux Hyper Drive Unit
Power Provided: 21
1 Emergency Hyperdrive unit
Ship's Rating : 4
Hyper Mult: x1
Backup Hyper Mult: x15
Breakdown Rating: 4
Standard Armament:
10 LAser III cannon 5 Fire Arc : P
5 Fire Arc : S
40 Laser I Cannon 10 Fire Arc: F
15 Fire arc: S
15 Fire Arc: P
10 Tractor Beam 6 Fire Arc: F
2 Fire Arc: fp,P
2 Fire Arc: Fs,S
80 Concussion Missile Launchers (60 missiles ea)
20 Fire Arc: F
20 Fire Arc: S
20 Fire Arc: P
20 Fire arc: A
Sensors:
Passive 40 hex
Scan 70 hex
Search 150 hex
Focus 4 Hex
Cargo: 810 SJ tons
Keel Length: 2700ft
Beam Length: 900ft (25 Decks)
Operating Time: 4 years food, water,air, fuel. (1 month if life supports
systems down)
The Victory Class Starship was the mainstay of the Old Republic during the
Clone wars. Though Heavily armed it is extremely ponderous in sub SJ speed
combat. To offset this some what they are normally deployed in squadron
strength and have been equipped with tractorbeams to slow their opponents.
Though old and no longer manufactured many Victory Class Stardestroyers are
still in active service and a Handful have been captured by the Rebel
alliance.
In Addition to this its hanger bays can carry 2 squadrons of 2 ton
fighters (24 fighters) to deploy during a battle.
This Class vessel like many StarDestroyer derivitives house their Sensors,
Shield generators, and tractor beams in Two armored towers (20 HullP ea) If
both are lost these systems are destroyed.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 15 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at Full Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow Spelljamming
speed for 50 weeks before draining all power.
This ship is also equipped with a back-up Hyper drive identical to the
primary except it may only reach 1/15 SJ speed and may only orperate for a
week at a time.
This ship may assign enginneering crew to make repairs the ship carries
enough material to repair major systems 12 times. Minor or auxillary systems
may be patched or repaired any number of times. Additional material can be
acquired from asteroids at a rate of 1 system/month or from an earth-like
world 1 system/week.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser III Cannon 16 18 3d6 3d6*5 1/1 3/1 15/35/75 - -
in atmosphere " " " " " " 3/7/15 - -
(Laser is 1/4 damage at long range)
Laser I Cannon 17 19 2-5 2-5*5 1/1 1/1 3/12/25 - -
in atmosphere " " " " " " 3/7/15 - -
(Laser is 1/4 damage at long range)
Concussion Missile 18 20 2d8 16d12 1/1 - 1/3/7 8 1
Tractor Beam 16 -- 1d10 n/a 1/1 5/1 5/15/30 - -
Medium Range requires double Energy Requirements and
Long Range requires Triple Energy Requirements
A hit by tractor beam requires target pilot to save vs Paralysis or
suffer the following effects:
Short Range : Target is Held.. no movement possible until
released or target pilot makes save.
Medium Rnage: Target is slowed to 1/4 Movement
Long range : Target is slowed to 1/2 movement
Damage does not occur until 1round of capture has been maintained
and only occurs if target is trying to break free.
-----------------------------------------------------------------------------
Imperial Class -- Star Destroyer
Built by: Kuat Drive Systems
Used primarily by: Imperial Humans, Rougue Imperial Humans
Tonnage: 2,400,000 tons
HullPoints: 1500
Crew: 5000/36810
Manuver Class: F
Landing Land : no
Landing Water: no
Armor Rating: 3
Shields: 3A
Saves as: metal +7
Power Type: 6 Kuat Fusion/Ion Engines
POwer Provided: 250
1 Kuat Hyper Drive Unit
Power Provided: 40
1 Emergency Hyperdrive unit
Ship's Rating : 6
Hyper Mult: x2
Backup Hyper Mult: x8
Breakdown Rating: 4
Standard Armament:
60 LAser III cannon 20 Fire Arc : P
20 Fire Arc : S
20 Fire Arc : F
60 Ion Cannon 20 Fire Arc: F
15 Fire arc: S
15 Fire Arc: P
10 Fire Arc: R
10 Tractor Beam 6 Fire Arc: F
2 Fire Arc: fp,P
2 Fire Arc: Fs,S
Sensors:
Passive 50 hex
Scan 100 hex
Search 200 hex
Focus 6 Hex
Cargo: 3600 SJ tons
Keel Length: 4800ft
Beam Length: 1600ft (30 Decks)
Operating Time: 4 years food, water,air, fuel. (1 month if life supports
systems down)
A Recent Addition to the Imperial fleets the Imperial Class Stardestroyer
Was designed as an Insertion force main Battle Ship of the line. Though
sometimes deployed in teams of three it is very unuasual for more than one
ship to be in a system. Few ships can stand up to even one Imperial Class
Star Ship let alone a fleet.
The emporer uses the 60 Imperial class star ships to strike at resisting
worlds and create fear among his 1500 subject systems. They perform Duties
as moving Space Stations, Bulk Transport, Ship to ship Combat , Diplomatic
missions, Starship Repair Dock, and ground Assault.
As an insertion force vessel the Imperial Class stardestroyer carries the
following:
Its hangers carry 6 squadrons of 2ton fighters (72 fighters)
8 Lambda Class Shuttles
12 Landing Barges (assault and Cargo)
Its Ground Forces Consist of :
1 prefab ground garrison Base (2d4 days to assemble)
1 Storm Trooper Division (800 troops)
3 Infantry Divisions (3000 troops ea)
36 At-AT
36 Scout Walkers
This Class vessel like many StarDestroyer derivitives house their Sensors,
Shield generators, and tractor beams in Two armored towers (20 HullP ea) If
both are lost these systems are destroyed.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 15 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at 1/2 Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow 1/2 Spelljamming
speed for 50 weeks before draining all power.
This ship is also equipped with a back-up Hyper drive identical to the
primary except it may only reach 1/8 SJ speed and may only orperate for a
week at a time.
This ship may assign enginneering crew to make repairs the ship carries
enough material to repair major systems 100 times. Minor or auxillary systems
may be patched or repaired any number of times. Additional material can be
acquired from asteroids at a rate of 1 system/month or from an earth-like
world 1 system/week. This ship also contains the resources to repair other
capitol or starfighter class ships.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser III Cannon 16 18 3d6 3d6*5 1/1 3/1 15/35/75 - -
in atmosphere " " " " " " 3/7/15 - -
(Laser is 1/4 damage at long range)
Ion Cannons 18 20 1d10 2d6 1/1 2/1 10/25/50 - -
Ion Cannon do x2 damage vs Shields.
Hits against unshielded tech ships results in 1-4 crit hits
Persons hit may save vs magical fire for 1/2 damage
Tractor Beam 16 -- 1d10 n/a 1/1 5/1 5/15/30 - -
Medium Range requires double Energy Requirements and
Long Range requires Triple Energy Requirements
A hit by tractor beam requires target pilot to save vs Paralysis or
suffer the following effects:
Short Range : Target is Held.. no movement possible until
released or target pilot makes save.
Medium Rnage: Target is slowed to 1/4 Movement
Long range : Target is slowed to 1/2 movement
Damage does not occur until 1round of capture has been maintained
and only occurs if target is trying to break free.
-----------------------------------------------------------------------------
MC80 -- Mon Calamari Star Cruiser
Built by: Mon Calamari
Used primarily by: Mon Calamari
Tonnage: 216,000 tons
HullPoints: 1000
Crew: 1230/5200
Manuver Class: E
Landing Land : no
Landing Water: yes
Armor Rating: 2
Shields: 3A* Cruisers are typically equiped with 6 backup Generators
Saves as: metal +6
Power Type: 8 to 10 Mon Cal Fusion Engines
POwer Provided: 100 to 150
1 Mon Cal Hyper Drive Unit
Power Provided: 40
1 Emergency Hyperdrive unit
Ship's Rating : 6
Hyper Mult: x1
Backup Hyper Mult: x9
Breakdown Rating: 3
Standard Armament:
48 LAser II cannon 12 Fire Arc : P
12 Fire Arc : S
12 Fire Arc : F
12 Fire Arc : R
20 Ion Cannon 8 Fire Arc: F
4 Fire arc: S
4 Fire Arc: P
4 Fire Arc: R
6 Tractor Beam 4 Fire Arc: F
1 Fire Arc: P
1 Fire Arc: S
Sensors:
Passive 40 hex
Scan 60 hex
Search 120 hex
Focus 5 Hex
Cargo: 2000 SJ tons
Keel Length: 3600ft
Beam Length: 1200ft (15 Decks)
Operating Time: 2 years food, water,air, fuel. (1 month if life supports
systems down)
Originally designed for roles as research, first contact, and luxy
passenger liners the respected Mc80 has been converted to a wartime role
badly needed by the alliance.
Despite its peaceful origins the Starcruiser is an impressive warship with
firepower not too much less than the Star Destroyers it is being called upon
to oppose. The result is a cheap, reliable Ship of the line that is faster,
better armored, and more durable than the equivalant imperial ships.
The Mon Calamari have converted many existing ships and thus no two of
these vessels are exactly alike. Unlike most other ships within the
Alliance or the Empire The MC80 is organically grown from fast growing coral
on the Calamari home world that are rich in metals and unusaully strong
structurally. NEcessary Adjustments and structures such as deck floors an
doors are built into the coral while it is still growing. The result is an
unusually asthetic design that is incredibly strong.
The Moncalamari are also unique in that they design redundency into their
craft. One benefit is that this cruiser is able to re-deploy shield
generators after having lost one. This design philosophy is so ingrained
in this vessel that 1d4 rounds after having lost any system's functionality
an engineer may bring a redundant system up to replace it; often without
significant diminishment in capability.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 20 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow Spelljamming
speed for 50 weeks before draining all power.
This ship is also equipped with a back-up Hyper drive identical to the
primary except it may only reach 1/9 SJ speed and may only orperate for a
week at a time.
This ship may assign enginneering crew to make repairs the ship carries
enough material to repair major systems 80 times. Minor or auxillary systems
may be patched or repaired any number of times. Additional material can be
acquired from asteroids at a rate of 1 system/month or from an earth-like
world 1 system/week.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser II Cannon 18 20 1d10 1d10*5 1/1 2/1 15/35/75 - -
in atmosphere " " " " " " 3/7/15 - -
(Laser is 1/4 damage at long range)
Ion Cannons 17 20 1d10 2d6 1/1 2/1 10/25/50 - -
Ion Cannon do x2 damage vs Shields.
Hits against unshielded tech ships results in 1-4 crit hits
Persons hit may save vs magical fire for 1/2 damage
Tractor Beam 16 -- 1d10 n/a 1/1 5/1 5/15/30 - -
Medium Range requires double Energy Requirements and
Long Range requires Triple Energy Requirements
A hit by tractor beam requires target pilot to save vs Paralysis or
suffer the following effects:
Short Range : Target is Held.. no movement possible until
released or target pilot makes save.
Medium Rnage: Target is slowed to 1/4 Movement
Long range : Target is slowed to 1/2 movement
Damage does not occur until 1round of capture has been maintained
and only occurs if target is trying to break free.
-----------------------------------------------------------------------------
MC90 -- Mon Calamari Star Cruiser II
Built by: Mon Calamari
Used primarily by: Mon Calamari, Rebel Military
Tonnage: 216,000 tons
HullPoints: 1000
Crew: 1350/5800
Manuver Class: D
Landing Land : no
Landing Water: yes
Armor Rating: 1
Shields: 3A* Cruisers are typically equiped with 6 backup Generators
Saves as: metal +7
Power Type: 12 to 18 Mon Cal Fusion Engines
POwer Provided: 250-300
1 Mon Cal Hyper Drive Unit
Power Provided: 40
1 Emergency Hyperdrive unit
Ship's Rating : 7
Hyper Mult: x1
Backup Hyper Mult: x9
Breakdown Rating: 3
Standard Armament:
75 LAser II cannon 15 Fire Arc : P
15 Fire Arc : S
30 Fire Arc : F
15 Fire Arc : A
30 Ion Cannon 10 Fire Arc: F
8 Fire arc: S
8 Fire Arc: P
4 Fire Arc: A
8 Tractor Beam 5 Fire Arc: F
1 Fire Arc: P
1 Fire Arc: S
1 Fire Arc: A
6 Proton Torpedo Fire Arc: F
Launchers
Sensors:
Passive 40 hex
Scan 60 hex
Search 120 hex
Focus 5 Hex
Cargo: 2000 SJ tons
Keel Length: 3765ft
Beam Length: 1250ft (15 Decks)
Operating Time: 2 years food, water,air, fuel. (1 month if life supports
systems down)
After The Battle of Endor The Mon Calamari have been able to update the
design of the alliance's heavy Cruisers specifically for war. The
improvements include larger powerplants, more powerful normal space drives,
improvements allowing non Mon Calamari to perform as crew( previously
displays were in wavelengths many humanoids could not see... depriving the
ships of critical information) and heavier armor.
The Mon Calamari have preserved their artistic designs with this series of
ships thus no two of these vessels are exactly alike. Unlike most other
ships within the Alliance or the Empire The MC90 is organically grown from
fast growing coral on the Calamari home world that are rich in metals and
unusaully strong structurally. NEcessary Adjustments and structures such as
deck floors an doors are built into the coral while it is still growing.
The result is an unusually asthetic design that is incredibly strong.
The Moncalamari are also unique in that they design redundency into their
craft. One benefit is that this cruiser is able to re-deploy shield
generators after having lost one. This design philosophy is so ingrained
in this vessel that 1d4 rounds after having lost any system's functionality
an engineer may bring a redundant system up to replace it; often without
significant diminishment in capability.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 20 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow Spelljamming
speed for 50 weeks before draining all power.
This ship is also equipped with a back-up Hyper drive identical to the
primary except it may only reach 1/9 SJ speed and may only orperate for a
week at a time.
This ship may assign enginneering crew to make repairs the ship carries
enough material to repair major systems 80 times. Minor or auxillary systems
may be patched or repaired any number of times. Additional material can be
acquired from asteroids at a rate of 1 system/month or from an earth-like
world 1 system/week.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser II Cannon 18 20 1d10 1d10*5 1/1 2/1 15/35/75 - -
in atmosphere " " " " " " 3/7/15 - -
(Laser is 1/4 damage at long range)
Ion Cannons 17 20 1d10 2d6 1/1 2/1 10/25/50 - -
Ion Cannon do x2 damage vs Shields.
Hits against unshielded tech ships results in 1-4 crit hits
Persons hit may save vs magical fire for 1/2 damage
Proton Torpedo 17 19 10 100 1/2 2 1/3/7 4 1
Tractor Beam 16 -- 1d10 n/a 1/1 5/1 5/15/30 - -
Medium Range requires double Energy Requirements and
Long Range requires Triple Energy Requirements
A hit by tractor beam requires target pilot to save vs Paralysis or
suffer the following effects:
Short Range : Target is Held.. no movement possible until
released or target pilot makes save.
Medium Rnage: Target is slowed to 1/4 Movement
Long range : Target is slowed to 1/2 movement
Damage does not occur until 1round of capture has been maintained
and only occurs if target is trying to break free.
-----------------------------------------------------------------------------
Imperial Task Force Cruisers -- Modular Task Force Cruiser
Built by: Tagge Industries
Used primarily by: Imperial Humans
Tonnage: 175,950 tons
HullPoints: Varies : Hospital 600, Survey 600, Observation 500, Rescue 600
Inquisition 720, Patrol 720.
Crew: Varies see configuration description.
Manuver Class: E
Landing Land : no
Landing Water: no
Armor Rating: 2
Shields: 2A
Saves as: metal +3
Power Type: 1 Kuat Fusion Engine
POwer Provided: 35
1 Hyper Drive Unit
Power Provided: 20
1 Emergency Hyperdrive unit
Ship's Rating : 4
Hyper Mult: x3
Backup Hyper Mult: x7
Breakdown Rating: 2
Standard Armament:
15 LAser III cannon 10 Fire Arc : F
5 Fire Arc : A
Sensors:
Passive 40 hex
Scan 60 hex
Search 120 hex
Focus 5 Hex
Cargo: Varies by Configuration
Keel Length: 3450ft
Beam Length: varies but about 900ft
Operating Time: 6 months food, water,air, fuel. (3 weeks if life supports
systems down)
These are the ships of the imperial navy entrusted to perform duties
behind main battle lines to act as patrol vessels, scouts, execution
stations, search and rescue, terrorism cleanup, and survey vessels.
These are the "local bulk cruisers" Han Solo refers to while bragging about
the speed of the Millenium Falcon while escaping Tatooine in "Star Wars."
These ships are modular constructs and can be assembled at Space stations
or by an Imperial Star Destroyer task force. Each vessel consists of a
"Spine" containing the power plants and a single module.
Configurations:
Hospital Module
Crew:225 doctors 400 nurses, 1500 medical technicians,
300 Operations crew.
Passengers: 19,600 patients, 1000 patients (Quarantine)
Field Hospital Capsule, 5 Shuttles
Survey Module
Crew: 2000 scouts, 1500 techs
Sensors:
Passive 60 hex
Scan 80 hex
Search 175 hex
Focus 6 Hex
Equipment
1 squadron (12) TIE Bombers
5 Z-95 Snub Fighters
100 Reconaissance Airspeeders
500 Probes
This configuration can analyse a standard planet in 24 hours
and determine likely colony sites, mineral and agricultural sites.
Observation Module
Crew: 1550 Intelligence Officers
Sensors:
Passive 250 hex
Scan 800 hex
Search 1500 hex
Focus 18 Hex
Equipment
12 TIE/In Fighters
6 TIE fighters
500 Probes
This configuration is designed for long-range intelligence
gathering. Rarely is this configuration ordered into enemy space as its
powerful sensors make it a fairly bright radio source. Many developing
cultures have identified them as pulsars radiating in the radio frequencies
due to their common practice of remaining in fixed position for long periods
of time.
Rescue Module
Crew: 140 doctors, 2130 techs
Cargo Capacity : 4000SJ tons
Equipment:
12 TIE Fghters
8 Shuttles
This configuration is dispatched to a battle scene to search
for survivors and salvage as many ships or equipment as possible. The crew
will actually disperse among the wrecks and repair ships enough to get them
to a space dock.
Inquisition Module
Crew: 100 Inquisitors, 3000 Compforce
Equipment:
15,000 Disintegration chambers
2 Garrison Bases
Probes with sterilization spores
6 TIE Fighters
3 Shuttles
This unit along with Patrol configurations is designed to
punish worlds dis-loyal to the Empire. While on assignment the Director
(captain) schedules the mass executions and oversees questioning. It is up
to him to decide whether a "Final Solution" in the form of a species
sterilizer is necessary.
Patrol Module
Crew: 2000, 1500 techs
Sensors:
Passive 60 hex
Scan 80 hex
Search 175 hex
Focus 6 Hex
Weapons
6 Ion Cannon Fire Arc : F
Equipment
1 squadron (12) TIE Interceptors
1 squdron (12) TIE/In Fighters
100 Probes
This configuration is a system patrol vessel and acts as an
anti-piracy force. Often these are deployed in threes throughout a system.
In addition they are often dispatched alongside other cruiser configurations
as protection.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 10 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at 1/3 Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow 1/3 Spelljamming
speed for 50 weeks before draining all power.
This ship is also equipped with a back-up Hyper drive identical to the
primary except it may only reach 1/7 SJ speed and may only orperate for a
week at a time.
This ship may assign enginneering crew to make repairs the ship carries
enough material to repair major systems 10 times. Minor or auxillary systems
may be patched or repaired any number of times. Additional material can be
acquired from asteroids at a rate of 1 system/month or from an earth-like
world 1 system/week.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser III Cannon 17 20 3d6 3d6*5 1/1 2/1 15/35/75 - -
in atmosphere " " " " " " 3/7/15 - -
(Laser is 1/4 damage at long range)
Ion Cannons 17 20 1d10 2d6 1/1 2/1 10/25/50 - -
Ion Cannon do x2 damage vs Shields.
Hits against unshielded tech ships results in 1-4 crit hits
Persons hit may save vs magical fire for 1/2 damage
------------------------------------------------------------------------------
YT1300 -- Correllian Yt1300 Transport
Built by: Correlian Humans
Used primarily by: civillians
Tonnage: 17
HullPoints: 30
Crew: 1/8
Manuver Class: G
Landing Land : Yes
Landing Water: Yes
Armor Rating: 4
Shields: none
Saves as: metal +4
Power Type: Correllian Emmission Array Engines
POwer Provided: 19
1 Correlion Engineering Hyper Drive Unit
Power Provided: 10
1 Emergency Hyperdrive unit
Ship's Rating : 4
Hyper Mult: x2
Backup Hyper Mult: x12
Breakdown Rating: 2
Standard Armament:
1 LAser II cannon Fire Arc : Turret (360 degrees)
Sensors:
Passive 10 hex
Scan 25 hex
Search 40 hex
Focus 2 Hex
Cargo: 2 SJ tons
Keel Length: 80ft
Beam Length: 80ft (1 Deck)
Operating Time: 2 months food, water,air, fuel. (2 weeks if life supports
systems down)
THis is a stock yt1300 transport freighter common use throughout many
systems as a medium range light freighter or courier.
Commonly modified this craft has also enjoyed popularity with the
smuggling racket because of its ease of modification and spacious hull.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 10 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow Spelljamming
speed for 50 weeks before draining all power.
This ship is also equipped with a back-up Hyper drive identical to the
primary except it may only reach 1/12 SJ speed and may only orperate for a
week at a time.
This ship may assign enginneering crew to make repairs the ship carries
enough material to repair major systems 4 times. Minor or auxillary systems
may be patched or repaired any number of times. Additional material can be
acquired from asteroids at a rate of 1 system/month or from an earth-like
world 1 system/week.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser II Cannon 18 20 1d10 1d10*5 1/1 2/1 15/35/75 - -
in atmosphere " " " " " " 3/7/15 - -
(Laser is 1/4 damage at long range)
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Super Tranport XI -- Kuat Container Transport
Built by: Kuat Drive Yards
Used primarily by: civillians
Tonnage: 25,200
HullPoints: 50
Crew: 50/100
Manuver Class: G
Landing Land : no
Landing Water: no
Armor Rating: 4
Shields: none
Saves as: metal +3
Power Type: 1 Kuat Drive Array
POwer Provided: 63
1 Correlion Engineering Hyper Drive Unit
Power Provided: 20
1 Emergency Hyperdrive unit
Ship's Rating : 2(30 pts per SR)
Hyper Mult: x3
Backup Hyper Mult: x20
Breakdown Rating: 2
Standard Armament:
none
Sensors:
Passive 30 hex
Scan 40 hex
Search 50 hex
Focus 4 Hex
Cargo: 5000 SJ tons
Keel Length: 2520ft
Beam Length: 840ft (10 Decks)
Operating Time: 1 year food, water,air, fuel. (2 months if life supports
systems down)
This is the largest cargo vessel currently used for bulk shipments and
transport. It is slow, ponderous and carries an enoromous amount of cargo.
Typically it is escorted by Patrol Configuration Cruisers or Nebulon Escort
Frigates.
Containers come in three sizes
1. 30ftx30ftx30ft (10SJ Ton)
2. 60ftx30ftx30ft (20 SJ Ton)
3. 120ft*60ft*30ft(80 Sj ton)
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 10 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at 1/3 Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow Spelljamming
speed for 50 weeks before draining all power.
This ship is also equipped with a back-up Hyper drive identical to the
primary except it may only reach 1/20 SJ speed and may only operate for a
week at a time.
This ship can only be repaired in space dock.
------------------------------------------------------------------------------
Lady Class -- Shobquix Luxury Passenger liner
Built by: Shobquix Works
Used primarily by: civillians
Tonnage: 16,740
HullPoints: 400
Crew: 47/117 (+600 passengers)
Manuver Class: G
Landing Land : yes
Landing Water: no
Armor Rating: 4
Shields: none
Saves as: metal +3
Power Type: 1 Kuat Drive Array
POwer Provided: 40
1 Correlion Engineering Hyper Drive Unit
Power Provided: 20
1 Emergency Hyperdrive unit
Ship's Rating : 6(5 pts per SR)
Hyper Mult: x2
Backup Hyper Mult: x20
Breakdown Rating: 2
Standard Armament:
4 Laser II Cannon Fire Arc: Turret (4 independent turrets)
Sensors:
Passive 20 hex
Scan 30 hex
Search 40 hex
Focus 2 Hex
Cargo: 100 SJ tons
Keel Length: 2520ft
Beam Length: 840ft (10 Decks)
Operating Time: 1 year food, water,air, fuel. (2 months if life supports
systems down)
This is the most common passenger liner currently in use.
Fares:
First Class 1000 credits ( A credit is generally equal on imperial
worlds to 1.5 Gold though exchange varies)
Coach 500 credits
Steerage 100 credits
Chartered Negotiable (min 1000credits)
Fare Multiplyers
x1 Common heavily traveled Routes
x2 Common Routes
x3 uncommon routes
x5 Rarely traveled (Frontier worlds)
Untraveled, or illegal is subject to negotiation.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 10 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at 1/3 Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow Spelljamming
speed for 50 weeks before draining all power.
This ship is also equipped with a back-up Hyper drive identical to the
primary except it may only reach 1/20 SJ speed and may only operate for a
week at a time.
This ship's major systems can only be repaired in space dock. Any number
of auxilliary systems may be repaired.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser II Cannon 18 20 1d10 1d10*5 1/1 2/1 3/6/9 - -
(Laser is 1/4 damage at long range)
This installation lacks power to punch through atmosphere.
------------------------------------------------------------------------------
Transport -- Gallofree Yards Transport
Built by: Gallofree Yards
Used primarily by: civillians
Tonnage: 162
HullPoints: 30
Crew: 3/6
Manuver Class: G
Landing Land : yes
Landing Water: no
Armor Rating: 4
Shields: 1A
Saves as: metal +2
Power Type: 1 Kuat Drive Thrusters
POwer Provided: 63
1 Correlion Engineering Hyper Drive Unit
Power Provided: 20
1 Emergency Hyperdrive unit
Ship's Rating : 2(30 pts per SR)
Hyper Mult: x4
Breakdown Rating: 2
Standard Armament:
4 Laser II Cannon Fire Arc: Turret (4 independent turrets)
Sensors:
Passive 20 hex
Scan 30 hex
Search 40 hex
Focus 2 Hex
Cargo: 100 SJ tons
Keel Length: 2520ft
Beam Length: 840ft (10 Decks)
Operating Time: 1 year food, water,air, fuel. (2 months if life supports
systems down)
A common medium intersteller transport/courier.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 10 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at 1/4 Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow Spelljamming
speed for 50 weeks before draining all power.
This ship's major systems can only be repaired in space dock. Any number
of auxilliary systems may be repaired.
------------------------------------------------------------------------------
"Millennium Falcon"-- Modified Correllian Yt1300 Transport
Built by: Correlian Humans
Used primarily by: Han Solo
Tonnage: 17
HullPoints: 90 (95 while SIF/IDF on-line)
Crew: 1/8
Manuver Class: C
Landing Land : Yes
Landing Water: No
Armor Rating: 0
Shields: 1A (3A at full strength for 5 rounds)
Saves as: metal +4
Power Type: Modified Correllian Emmission Array Engines
POwer Provided: 30
1 Modified Correlion Engineering Hyper Drive Unit
Power Provided: 15
1 Emergency Hyperdrive unit
Ship's Rating : 8
Hyper Mult: x .5
Backup Hyper Mult: x10
Breakdown Rating: 4
Standard Armament:
2 LAser III cannon Fire Arc : Turret (360 degrees)(2 independent turrets)
2 (24 missiles)Concussion Missile Launchers Fire Arc :F
1 Blaster Cannon (Drop down loading ramp, Melee Weapon)
Sensors:
Passive 30 hex
Scan 60 hex
Search 75 hex
Focus 4 Hex
Cargo: 3 SJ tons
Keel Length: 80ft
Beam Length: 80ft (1 Deck)
SIF/IDF: 1 generator (+5 Hull Points)
Operating Time: 2 months food, water,air, fuel. (2 weeks if life supports
systems down)
Smuggler and occasional Hero Han Solo and his 1st mate Chewbacca have
modified this frieghter extensively. Some of the modifications include a
shield generator scavenged from a derelict stardestroyer, Heavy Duralloy
Scrap from Imperial Experimental shipyards which were welded below the
freighter's original hull provide excellent structural strength. Turbo Laser
cannons also scavenged from the Star destroyer have been installed in
turrets on the vessel proovidiing firepower far in excess of ordinary
civillian craft and well within military standarads for this size vessel.
The shields provide the same level of protection that a stardestroyer
enjoys but for a limited amount of time because the engines don't provide
enough power to run them at full strength for longer than 5 rounds. This is
fine since normally han can jump to hyperdrive safely by then.
The hyper drive has been heavily modified and rebuilt several times and
(when it works) the Millenium Falcon is on record as one of the fastest
starships around running at Twice SpellJamming speed through hyperspace and
wildspace.
Han has also installed several sensor proof containers for very
"sensitive" cargo. Though he claims no belief in magic, the force or the
psychic he had a tribesman on a remote planet enchant the containers to be
proof from scrying in return for the weapons he smuggled for them and some
cash. The result is these containers cannot be detected with sensors or by
magic.
This ship is equipped with a Hyperdrive unit that allows it to enter the flow
from any point in a sphere and travel through the sphere to any other point.
The Hyper units only carry enough energy to perform this way 10 times before
needing refueling. As long as The hyperdrive still has energy the craft can
navigate the flow or wildspace at Spell Jamming speed.
If the Hypdrive battery is drained it takes the onboard engines 2 days to
restore 1 unit of power to the battery. The battery can allow Spelljamming
speed for 50 weeks before draining all power.
This ship is also equipped with a back-up Hyper drive identical to the
primary except it may only reach 1/12 SJ speed and may only orperate for a
week at a time.
THough extremely fast and mostly reliable the Falcon must be overhauled
for a period of a week every two months. If this maintenence schedule is
not met roll breakdown checks every week after this if some thing fails
increase breakdown rolls to once per day if something fails again begin
rolling once per hour until the ship is crippled.
Running the Deflectors at full Strength or engaging the primary Hyperdrive
also require breakdown checks.
If Han, Chweie or someone who has maintianed the Falcon for at least 6
months is crewing her the breakdown rating is reduced by 2 as long as the
maintenance schedule is met. Overhauls typically run 1000 to 1500 credits
to perform (1gp ~= 2/3 Imperial Credit).
This ship may assign enginneering crew to make repairs the ship carries
enough material to repair major systems 4 times. Minor or auxillary systems
may be patched or repaired any number of times. Additional material can be
acquired from asteroids at a rate of 1 system/month or from an earth-like
world 1 system/week.
Weapons Computer Crit Damage ROF ER Range Spd R
Thaco Hull HP (Hex) (sr)
Laser III Cannon 17 20 3d6 3d6*5 1/1 2/1 3/12/25 - -
in atmosphere " " " " " " .5/1/2 - -
(Laser is 1/4 damage at long range)
Concussion Missile 17 20 2d8 16d12 1/1 - 1/3/7 8 1
Blaster Cannon 16 - -- 2d12 burst of 4/rnd 10ft 50ft 120ft
On a successful hit roll 4d6 every 6 rolled is a hit, roll damage
take half of the dice that missed and roll against nearby targets in the
same manner.