-->BASE FIGHTER CHARACTERISTICS >PERFORMANCE—an overall picture of a fighter's speed, maneuverability, climb and dive rates, and turn radius. Performance generally ranges from 0 to 6: -When using the core Warbirds and Space Age systems, 3 is the performance of an average Warbird. -When using the WW2 and Jet Age systems, 3-4 is the performance of WW2 fighters. 4-6 (Super 0-1) is the range of Post-War fighters, 5-6 (Super 1-3) is the range of Vietnam-era fighters, and 6-7 (Super 1-3) is the range of Information Age fighters.

>ARMOR—on a Warbird, armor and resist are the same. Armor 0 is standard for civilian craft, 1-2 is common for "non-Guild," fighters, 3-5 is the range of Warbirds and "couriers," (in Star Wars, light freighters), 6-8 is the range of lighter warships like frigates, and 9+ is that of cruisers and above.

>STRUCTURE—where people have health, machines have structure. Fighters have 2-5 points of structure, while larger vehicles have 10 or more. While the penalties run like a standard health track, some vehicles have damage resistance; this allows them to take more damage before suffering penalties.

-->ADVANCED FIGHTER CHARACTERISTICS >SENSOR RATING (RADAR) - an abstract measurement of a fighter's sensor capabilities. Employing sensors requires the Electronic Warfare skill; enemy ships make an opposed Sensor roll to avoid detection. What's more, a pilot adds sensor rating to appropriate missile attacks.

>ELECTRONIC PROTECTION MEASURES (EPM) - a static defense bonus that a fighter receives based on its abilities to defend against sensors and missiles. This is passively added to Defense when guarding against missile attacks.

>SUPER RATING—a measure of a fighter's pure speed when it breaks the speed of sound. Rated roughly from 0 to 4, it may be added to a fighter's Performance during any attempt to disengage; it may also be used by a fighter chasing a disengaging foe. When a fighter is in atmosphere, a super rating has no effect on dog-fighting, as these are all done at subsonic speeds. What's more, in atmosphere it stresses hard points; an atmospheric fighter going super must drop any externally-mounted ordinance or fuel tanks.

-->INNATE WARBIRD TRAITS >ENVIRONMENT CONTROLS—every warbird is equipped with a life-support system that allows for at least atmospheric travel. In Star Wars, this represents itself as either a contained pilot suit or a ship bearing its own environment; in either case, the warbird in question can reach to the edges of an atmosphere and beyond. If a starship is labeled as having Environment Controls (Suit), like a TIE/ln fighter, then it requires the pilot bring their environment with them.

>RADIO—Every plane has a radio, with line-of-sight range varying from ship to ship. Thousands of kilometers seems to be commonplace in Star Wars space, though the atmospheres of some planets will obviously change this.

>REDUNDANT SYSTEMS—warbirds have armored cockpits, self-sealing fuel tanks, and scores of back-up features designed to mitigate the effects of enemy fire. This gives a base damage resistance of 1 and structure of 5 on most models, and a pilot does not typically suffer injury if their warbird is damaged; unless Their Life is on the Line.

>CARGO BOX—a warbird can hold approximately 50 kilograms of cargo and gear in a small cargo slot, usually right behind the pilot's seat.

>EJECTION SEAT—while some models do not use ejection seats (TIE fighters are rather guilty of this), many do as standard. Some use rockets, some use compressed gasses, and some use anti-gravity. The details are negligible, as this trait allows a player to eject from a crashing unless Their Life is on the Line. Their chute, no matter how advanced, will drop them slowly to safety unless a GM claims otherwise. Ejecting over certain hazards or in a storm is typically a Certain Death scenario that will require using all Reserve to survive. >ORDINANCE HARDPOINT—most warbirds can carry at least one heavy weapon, either internally or on an external pylon.

>GUN CAMERA—all warbirds have a small recorder in their nose. This automatically activates and stays active for 30 seconds when the pilot fire their weapons or drops ordnance, and is the primary method by which to confirm kills.

>FUEL—in Star Wars, fuel is something of a mystery, only relevant when plot demands. While some source material (X-Wing: Rogue Squadron, for example) claims that turn-and-burn fights devour fuel while hyperspace sips it gently, other sources (The Last Jedi, for example) claim the exact opposite. Simply know that at appropriate times a GM may declare Bingo Fuel, though everyone in-game should be aware which actions use up the most fuel.

>STOL/VTOL—in Star Wars, most starships are capable of VTOL or at least STOL.

>BVR—this trait is not going to be listed for the sake of saving time; Star Wars includes a limited amount of Beyond Visual Range combat, and whether or not a ship has access to it almost entirely depends on whether or not they are capable of holding the necessary ordinance. Whether or not to include BVR combat is entirely up to the flavor of air combat a GM wishes to introduce; in the event, it is safe to assume that if a ship can carry BVR ordinance, they are capable of using their sensors as BVR radar for lock-on instead of just identification.

-->STAR WARS WARBIRD TRAITS >SHIELDS—while all warbirds in Star Wars have a very basic particle shield just strong enough to protect from micro-debris, some bear actual protective fields of energy. These act similarly to the Frontal Armor trait, providing the listed armor (typically +1 or +2, though any amount will be listed).

Unlike Frontal Armor, there is no -1 to Stunts. What's more, at the beginning of a pilot's round, they may decide to focus any points of the shield armor to their front, rear, or split it among the two if they've points to spare (shields +2 offering +1 to front and rear, for example; a +1 Shield would have to choose which area to cover).

As part of a Stunt, a pilot may use their Electronic Warfare skill: in passing a Tough (8) check with this skill, they may direct the shields as part of the Stunt. Failure fumbles the direction, leaving the shields effectively inactive for the round of the Stunt while the pilot tries to figure out where they put the shield's power.

>ASTROMECH—common on higher-end starfighters, astromech droids are useful for electronic assistance. Commonly used to plot hyperspace routes, manage sensors, and commit to emergency repairs; all three particularly in the heat of combat. Mechanically, an astromech can Assist a pilot in plotting a hyperspace route or using their Electronic Warfare skill; or they can do it themselves (Body 0, Mind +2, Spirit 0; Computers +2, Electronic Warfare +2, Mechanics +2).

This is something of an extreme benefit mechanically, and one need be careful from a balance perspective: while cost is a "balancing," factor that players typically don't deal with, losing access to their beloved robotic partners can teach them to appreciate how much of a boon these spirited companions are. What's more, consider reducing all relevant astromech skills to +1 if +2 connected to a +2 Mind makes them too valuable.

>HYPERDRIVE—used on starships built for long-range missions, independence, and versatility, hyperdrives allow for expeditious travel over great distances. For the most part, hyperdrives can be considered something of a plot-oriented trait; actual high-speed disengages are more often handled by super ratings than hyperdrives, which are engaged after the fact.

Proper use of a hyperdrive requires Computers (or a separate navigation skill if the GM deems it appropriate), with the difficulty number being set by how hard a system is to get to without hazardous side-effects. Trying to plot a course in the heat of combat can also increase the difficulty.

In Star Wars, actual speed variants of the hyperdrive are difficult to account for; they typically move at the speed of plot. As such, a GM and players should be on the same page of which source of Star Wars hyperdrive lore they use. ~~~

-->WEAPONS Light Lasers, Heavy Lasers, and Plasma Cannons as normal primary armaments. There is very little in Star Wars that would equate to the 40mm Cannon/Rail Gun, but the use of Rockets/Heat Seekers and Drop Bombs/Torpedos lines up perfectly. The only major difference would be the difference in volleys or uses per hardpoint.

For rockets/heat seekers (proton torpedoes and concussion missiles in Star Wars; referred to as missiles in the stat block shorthand), three volleys per hardpoint instead of two is an adequate compromise between the various tube-sizes that come in Star Wars snub-fighters. Drop bombs/torpedos (referred to as torpedos in stats) are 2 volleys per hardpoint.

When a weapon hardpoint allows the use of "missiles," as stated above, they may fill their tubes with proton torpedoes or concussion missiles; if a ship is limited to one or the other, it will be noted as either "missiles:c," or "missiles:p." Those using "torpedos," or "bombs," may fill their tubes with proton bombs or anti-capital torpedos. The stats on all three ordinance options are as follows: >>Concussion Missiles: Accuracy Sensors+0, Damage Lead+5 AP1, BVR, Long-Range Targeting (first-resolve during head-to-heads against cannons). >>Proton Torpedos: Accuracy Sensors-1, Damage Lead+6 AP2, BVR, Long-Range Targeting (first-resolve during head-to-heads against cannons). >>Proton Bombs or Anti-Capital Torpedos: Accuracy Sensors-2, Damage Lead+6 AP3, BVR.

Blaster/laser ammunition is typically not shown to be tracked in Star Wars; the rules are being followed on weapon notes for sake of balance, though it can be safely assumed that heavier weapons like plasma cannons may use at least the Same Ammo rule to simulate heat build-up and sinking instead of having a limited amount per scene.

Though it will be noted, any ship capable of using Ion blasters will count as having modified shells (like Incendiary or Armor-Piercing), and may spend Reserve to have their blasters use the ability as normal; this is a simplification to avoid the need to make entirely separate Ion weapons that a fighter may need to choose between. This is mostly, but entirely a refluff: a result of 1-3 "Controls Ionized," but the effects are mechanically the same as Obscuring Smoke; a result of 4-5 is "Targeting Ionized," but the effects are the same as Armor- Piercing Shells' Damaged Weapons; a result of 6 is "Seriously Ionized," and works the same as Serious Fire, but instead of diving to to put out the "fire," the operator must disengage and pass a Mechanics roll with a difficulty of the attack's Lead, though ships with a Threat may put out the "fire," by reducing their Threat by 2 for a round.

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-->EXAMPLE STARSHIPS Starships listed will have two separate Performance scores: those in comparison with the Core/Space Age Warbirds scale, and in comparison with the more detailed WW2/Jet Age scale; listed as X/Y (core as X and expanded as Y). The more detailed scale is less intended to equate literally to Vietnam or Information era ships, and more intended to show a more detailed relative scale for those who feel the core system's reliance on smaller numbers to be a bit too generalized.

It should be noted that starships without access to shields or those that are particularly not aerodynamic (the main TIE lines qualify in both instances) will have a separate performance listed in parentheses; this refers to their atmospheric performance. If a ship has either shields or atmosphere-friendly lines, this need not occur; aerodynamics are aerodynamics, and shields can me mildly "shaped," so they provide the same.

OLD REPUBLIC STARFIGHTERS >SLAYN & KORPIL V-19 TORRENT FIGHTER >one of the earliest Clone Wars service fighters and predecessor to the Nimbus V-Wing, the Torrent boasted speed and maneuverability and was considered something of a glass cannon by its operators. Performance: 3/5 Armor: 2 Structure: 4 (0 -1 -1 -2) Sensors: -1 EPM: 0 Super: 2 Weapons: Heavy Lasers (Lead +2, Acc +1, Same Ammo 10, AP0); 1 Hard Point (missiles:c) Innate Traits: All Innate Warbird Traits -Redundant Systems Warbird Traits: Hyperdrive, Reduced Turn Radius (+1 dog-fighting on attack), High-Vis Canopy (+1 aware against ambush)

>KDY ALPHA-3 NIMBUS FIGHTER >often referred to as the V-Wing, this short-ranged starfighter is the predecessor to the TIE fighters and A-Wings that would clash against another in the next war. It became incredibly popular with the GAR upon its introduction. Performance: 3/6 Armor: 2 Structure: 5 (0 0 -1 -1 -2) Sensors: 0 EMP: 1 Super: 3 Weapons: Additional Light Lasers (Lead +2, Additional Attack, Infinite Ammo, AP0) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Astromech, Hyperdrive (Ring Required), Additional Guns, Reduced Turn Radius (+1 dog-fighting on attack), Improved Super-Charger (+1 Escape Defense & disengage), High-Vis Canopy (+1 awareness against ambush)

>INCOM ARC-170 HEAVY RECONNAISSANCE >a long-range raider and reconnaissance vehicle, this heavy fighter is something of a precursor to the X-Wing; it was also intensely beloved by its crews and would see service in paramilitary organizations and militias for years after the end of the Clone Wars. Performance: 3/5 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: +1 EMP: 2 Super: 2 Weapons: Plasma Cannons (Lead +3, Acc -1, Ammo 8, AP2); 2 Hard Point (missiles:p) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+2), Astromech, Hyperdrive, Tail Gunner x2 (SA 0, Gunnery pilot-2, Light Laser w/Ion, +1 Awareness)

>KDY DELTA-7 AETHERSPRITE LIGHT INTERCEPTOR >often referred to as the "Jedi Starfighter," due to its extensive use by the Jedi during the Clone Wars, this ship is considered something of a love-letter to the ancient Aurek-class starfighter of the Old Republic. Despite requiring a booster ring for hyperspace travel, the Aethersprite had excellent sensors and was considered quite advanced for its time. Performance: 3/6 Armor: 2 Structure: 5 (0 0 -1 -1 -2) Sensors: +2 EMP: 1 Super: 3 Weapons: Additional Light Lasers (Lead +2, Additional Attack, Infinite Ammo, AP0) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Astromech, Hyperdrive (Ring), Additional Guns, Reduced Turn Radius (+1 dog- fighting on attack), Improved Super-Charger (+1 Escape Defense & disengage), High-Vis Canopy (+1 awareness against ambush) >KDY ETA-2 ACTIS INTERCEPTOR >also referred to as the "Jedi Starfighter," due to its extensive use by the Jedi during the Clone Wars, the Eta-2 is one of many ships that would contribute to the TIEs of the Empire. Considered by many to be an unofficial successor to the Delta-7, its most common model included greater guns but sacrificed shields for maneuverability. Performance: 4/6 Armor: 2 Structure: 5 (0 0 -1 -1 -2) Sensors: +2 EMP: 1 Super: 3 Weapons: Additional Heavy Lasers (Lead+3, Acc +1, Ammo 10, AP0, Ion); later models include 1 Hard Point (missiles:c) Innate Traits: All Innate Warbird Traits Warbird Traits: Astromech, Hyperdrive (Ring Required), Additional Guns, Performance Package (+1 performance), High-Vis Canopy (+1 awareness against ambush)

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CONFEDERATION OF INDEPENDENT SYSTEMS STARFIGHTERS >XI CHARRIAN VARIABLE GEOMETRY SELF-PROPELLED BATTLE DROID MK1 (VULTURE DROID) >a favored tool of the Trade Federation, this droid is the result of a religious order dedicated to high-precision manufacturing. The devotion to quality shows in this cheap but efficient fleet fighter. Performance: 3/5 Armor: 2 Structure: 4 (0 -1 -1 -2) Sensors: -1 EPM: 1 Super: 2 Weapons: Plasma Cannons (Lead +3, Acc -1, Ammo 8, AP2); 1 Hard Point (missiles:c) Innate Traits: Radio, Gun Camera, Fuel Warbird Traits: Reduced Turn Radius (+1 dogfight when on attack), Improved Turbo-Supercharger (+1 Escape Defense and disengage) NOTES: piloted by mass-produced droid brain, as such SA cannot bypass 0 and no skill can surpass +1 or +2 (depending on difficulty).

>BAKTOID WORKSHOP HYENA-CLASS DROID >filling a much-needed role within the largely cheap and automated CIS military, GAR combatants both planet- side and beyond would learn to fear the scream of its engines. Performance: 2/4 Armor: 3 Structure: 4 (0 -1 -1 -2) Sensors: -1 EPM: 0 Super: 1 Weapons: Light Lasers (Lead +1, Additional Attack, Infinite Ammo, AP0); Hardpoints 4 (2 missiles:c, 2 torpedos) Innate Traits: Radio, Gun Camera, Fuel Warbird Traits: Advanced Bombsight (+1 Ordinance), Improved Armor NOTES: piloted by mass-produced droid brain, as such SA cannot bypass 0 and no skill can surpass +1 or +2 (depending on difficulty).

>JOINT COLIA/PHLAC-ARPHOCC DROID TRI-FIGHTER INTERCEPTOR >designed by the creators of the deadly droideka, this droid is designed explicitly to dogfight other fighters and is named for the bracing arms that surround its rotating and gyroscopic brain core. Performance: 3/6 Armor: 2 Structure: 4 (0 0 -1 -1 -2) Sensors: 0 EPM: 2 Super: 3 Weapons: Additional Light Lasers (Lead +2, Additional Attack, Infinite Ammo, AP0); Hardpoints 2 (missiles:c) Innate Traits: Radio, Gun Camera, Fuel Warbird Traits: Additional Guns, Reduced Turn Radius (+1 Dogfight on attack), Improved Controls (+1 to stunt) NOTES: piloted by mass-produced droid brain, as such SA cannot bypass 0 and no skill can surpass +1 or +2 (depending on difficulty).

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ALLIANCE & RESISTANCE STARFIGHTERS >INCOM T-65 X-WING STRIKE FIGHTER >this primary all-purpose starfighter is the workhorse of the Rebel Alliance and New Republic, and its successor would go on to head the Resistance effort. It is also an extremely popular model with militias and paramilitary organizations that can afford it, and has become to golden standard of all aerospace fighters in the galaxy. Performance: 3/6 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: +1 EPM: 2 Super: 2 Weapons: Additional Heavy Lasers (Lead +3, Acc +1, Same Ammo 5, AP0); 2 Hard Points (missiles:p) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Astromech, Hyperdrive, Additional Guns, G-Reduction (+1 Break Defense, Escape Defense), Reduced Turn Radius (+1 Dog-fighting when on attack, not disengage), Advanced Targeting (+1 Gunnery) NOTES: for Stealth-X variant, remove shields and increase sensors to +3 and EPM to 4.

>KOENSAYR BTL Y-WING STRIKE FIGHTER/BOMBER >beginning its life in the Clone Wars, the Y-Wing has, alongside the X-Wing, become one of the most recognizable starfighters in the galaxy. It is slower but tougher, and can carry a truly tremendous amount of firepower, keeping it in service despite being something of a hanger princess. Performance: 3/5 Armor: 3 Structure: 6 (0 0 0 -1 -1 -2) Sensors: 0 EPM: 1 Super: 2 Weapons: Heavy Lasers (Lead +2, Acc +1, Same Ammo 10, AP0); 6 Hard Points (2 for missiles:p, 4 for bombs/torpedos) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Astromech, Hyperdrive, Tail Gunner x2 (SA 0, Gunnery pilot-2, Ion Light Laser, +1 Awareness), Advanced Bombsight (+1 Ordinance), Radial Engine (+1 DR & structure, -1 Escape Defense & disengage) NOTES: for LongProbe single-operator variant, remove Tail Gunner and increase Sensors to +3.

>INCOM RZ-1 A-WING INTERCEPTOR >one of the fastest mass-produced interceptors in the known galaxy, the A-Wing has become an instant hit with daredevil pilots and speed freaks. Truly a dog-fighter's machine, the A-Wing has survived the passage of time and still sees service where speed and daring are a must. Performance: 4/7 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 4 Weapons: Light Laser (Lead +1, Additional Attack, Infinite Ammo, AP0); 3 Hard Points (missiles:c) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Hyperdrive, Advanced Targeting (+1 Gunnery), Rotary Engine (+1 Performance & to stunt, loss of range), Reduced Turn Radius (+1 dogfight on attack), G-Reduction (+1 break & escape defense), High-Vis Canopy (+1 Awareness to avoid ambush) NOTES: for KDY Eta-5 New Republic (Legends) A-Wing Interceptor AND Kuat RZ-2 New Republic (nuCanon) A- Wing Interceptor, increase Sensors to +2, exchange Light Laser for Heavy Laser, and add Astromech.

>SLAYN & KORPIL A/SF-01 B-WING HEAVY ASSAULT STARFIGHTER >one of the largest and most heavily armed fighter/ in the Alliance fleet, this ship was personally designed by the venerable Admiral Ackbar. The old V-19's wing legacy is strong in the B-Wing, and the gyroscopic cockpit is something unique and difficult for many pilots to adjust to. Performance: 3/5 Armor: 3 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +2 EPM: 2 Super: 1 Weapons: Additional Plasma Cannons (Lead +4, Acc -1, Ammo 4, AP2, Ion); 4 Hard Points (missiles:p) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+2), Astromech, Hyperdrive, Additional Guns, Ion Blasters, Advanced Bombsight (+1 Ordinance), Radial Engine (+1 DR & structure, -1 Escape Defense & disengage)

>INCOM-FREITEK T-70 X-WING SPACE SUPERIORITY FIGHTER >more expensive and complex than its younger brother, the T-70 is a near-universal improvement. The favored fighter of the New Republic Defense Fleet and later, the Resistance, this starfighter is leading the charge of fighting the power in a way that would make X-Wing pilots across the ages proud. Performance: 4/7 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: +2 EPM: 2 Super: 3 Weapons: Additional Heavy Lasers (Lead +3, Acc +1, Same Ammo 5, AP0); 2 Hard Points (missiles:p/c) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Astromech, Hyperdrive, Additional Guns, Performance Package (+1 performance), Reduced Turn Radius x2 (+1 Dogfight when on attack), Advanced Targeting (+1 Gunnery), Improved Flight Controls (+1 to stunt)

>FREITEK E-WING ESCORT SUPERIORITY FIGHTER >the first fighter designed entirely under the support of the New Republic, this fighter is superior to its X-Wing cousin in nearly every way except reliability: despite having excellent performance, this hangar queen demands a level of attention and care that would make even a Y-Wing blush. When it performs though, little can stand against it, earning it something of a grudging love-hate from its crews and pilots. Performance: 4/7 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: +2 EPM: 2 Super: 3 Weapons: Heavy Lasers (Lead +2, Acc +1, Same Ammo 10, AP0); 4 Hard Points (missiles:p) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Astromech, Hyperdrive, Rotary Engine (+1 Performance & to stunt, loss of range), Reduced Turn Radius (+1 Dog-fighting when on attack), Advanced Targeting (+1 Gunnery)

>SIENAR ALEPH HEAVY STARFIGHTER >originally designed by Seinar to fight the Yuuzhan Vong "coralskipper," the Aleph (or "Twee," for its similarity to a cartoon Twi'lek's head) was originally called the "pondskipper." The end of that war would prevent the Aleph from seeing action, though it would serve as a relatively respectable experimental fighter in the Second Galactic Civil War; piloted and made famous by Syal Antilles when she defended Jacen Solo against Stealth-X fighters piloted by Jedi Master Luke Skywalker and his squadron. Performance: 3/5 Armor: 3 Structure: 6 (0 0 0 -1 -1 -2) Sensors: 0 EPM: 1 Super: 2 Weapons: Additional Plasma Cannons (Lead +4, Acc -1, Same Ammo 4, AP2); 2 Hard Points (1 each for missiles:p & c) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Astromech, Hyperdrive, Advanced Targeting (+1 Gunnery), Improved Controls (+1 to stunt), Improved Super-Charger (+1 Escape & disengage), Radial Engine (+1 DR & structure, -1 Escape & disengage) NOTES: particular Warbird Trait combos mean Stunt rolls, Escape Defense, and Disengage rolls are neutral (+0). The Aleph received much criticism from its ace test pilot; as such it was given traits to compensate for its failures.

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IMPERIAL & FIRST ORDER STARFIGHTERS >SIENAR TIE/ln STARFIGHTER >one of the most potent symbols of fear and oppression, the TIE fighter is the standard ship of the line for up- and-coming Imperial pilots. Colloquially, Rebel and New Republic pilots refer to the craft as "eyeballs." Performance: 3/6 (2/5 in atmosphere) Armor: 2 Structure: 4 (0 -1 -1 -2) Sensors: -1 EPM: 0 Super: 3 Weapons: Plasma Cannons (Lead +3, Acc -1, Ammo 8, AP2) Innate Traits: Environment Control (Suit), Radio, Gun Camera, Fuel Warbird Traits: Improved Turbo-Supercharger (+1 Escape Df & disengage), Reduced Turn Radius (+1 Dogfight on attack) NOTES: for First Order TIE/fo, add Shields (+1) and remove both the (Suit) clause of Environment Control and atmospheric Performance profile; adding shields more or less guarantees effective aerodynamics.

>SIENAR TIE/sa BOMBER >this larger, less maneuverable TIE "dupe," is designed with one thing in mind: pounding foes to dust with pin- point precision bombing and massive amounts of ordinance. The "sa," in the title stands for "surface assault," though the "surface," in question can easily be the surface of a ship's hull. Performance: 2/5 (2/4 in atmosphere) Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: 0 EPM: 0 Super: 1 Weapons: Light Lasers (Lead +1, Additional Attack, Infinite Ammo, AP0); Hardpoints 6 (2 missiles:p, 2 missiles:c, 2 bombs/torpedos) Innate Traits: Environment Control (Suit), Radio, Redundant Systems, Gun Camera, Fuel Warbird Traits: Advanced Bombsight (+1 Ordinance), Frontal Armor (+2 Armor in strafing or head-to-head, -1 to stunt)

>SIENAR TIE/in INTERCEPTOR >your TIE pilot is suicidal, TIE defender pilot bloodthirsty; the TIE/in pilot is both. The direct descendant to Lord Vader's own experimental TIE, these "squints," have found something of a rivalry in Rebel and New Republic pilots in A-Wings; both interceptors encourage speed and aggression in a way few fighters can match. Performance: 4/7 (3/6 in atmosphere) Armor: 2 Structure: 5 (0 0 -1 -1 -2) Sensors: +1 EPM: 2 Super: 4 Weapons: Additional Light Lasers (Lead +2, Additional Attack, Infinite Ammo, AP0) Innate Traits: Environment Control (Suit), Radio, Redundant Systems, Gun Camera, Fuel Warbird Traits: Performance Package, Reduced Turn Radius x2 (+1 Dogfight on attack), Advanced Targeting (+1 Gunnery) NOTE: later models could add 1 Hardpoint (missiles:c/p) NOTE: To create Royal Guard TIE/ins, add Shields (+1), Hyperdrive, G-Reduction (+1 break & escape defense), a slick paint job, and increase guns damage by a further +1 (without reducing armor)

>SIENAR TIE/sf SPECIAL FORCES SPACE SUPERIORITY FIGHTER >a specialized two-seater TIE, this fighter is reserved for the First Order's elite SpecOps. Intended for long raids and incredibly important missions, the Order truly saves what it can for its best. Performance: 4/7 Armor: 2 Structure: 5 (0 0 -1 -1 -2) Sensors: +2 EPM: 2 Super: 3 Weapons: Additional Heavy Lasers (Lead +3, Acc +1, Ammo 10, AP0); 2 Hard Points (1 missiles:c, 1 missiles:p) Innate Traits: Environment Control, Radio, Redundant Systems, Gun Camera, Fuel Warbird Traits: Shields (+2), Hyperdrive, Performance Package, Reduced Turn Radius x2 (+1 Dogfight on attack), Advanced Targeting (+1 Gunnery), Tail Gunner x2 (SA 0, Gunnery pilot-2, Heavy Laser, +1 Awareness)

>SIENAR TIE/d AUTOMATED STARFIGHTER >designed by one of the many post-Endor Successors Warlords, the TIE droid was inspired by the legendary Katana Fleet. The final version would see action against the New Republic six years after Endor; their numbers proved a distinct advantage against the NR V- and E-Wings, but their droid brains were easily outwitted. Performance: 3/6 Armor: 2 Structure: 5 (0 0 -1 -1 -2) Sensors: 0 EPM: 0 Super: 3 Weapons: Plasma Cannons (Lead +3, Acc -1, Ammo 8, AP2) Innate Traits: Partial Redundant Systems (Str & DR, not armor), Radio, Gun Camera, Fuel Warbird Traits: Improved Turbo-Supercharger (+1 Escape Df & disengage), Reduced Turn Radius (+1 Dogfight on attack) NOTES: piloted by mass-produced droid brain, as such SA cannot bypass 0 and no skill can surpass +1 or +2 (depending on difficulty). >SIENAR TIE/hu HUNTER MULTI-ROLE STARFIGHTER >developed by the Empire as a means of countering the Rebel Alliance's T-65 and the exclusive mount of Imperial Storm Commandos, the TIE Hunter was an impressive platform capable of many feats important for special forces, including being capable of extended periods of rest submerged in water. Not as impressive as the TIEs Avenger or Defender that would come to be the Imperial poster-children for "quality over quantity," the Hunter was nonetheless a notable step in Seinar starfighter development. Performance: 3/6 Armor: Structure: 5 (0 0 -1 -1 -2) Sensors: +1 EPM: 2 Super: 3 Weapons: Heavy Lasers (Lead +3, Acc +1, Ammo 5, AP0, Ion); 3 Hard Points (missiles:p) Innate Traits: Environment Control, Radio, Redundant Systems, Gun Camera, Fuel Warbird Traits: Shields (+1), Hyperdrive, G-Reduction (+1 Break Defense, Escape Defense), Reduced Turn Radius (+1 Dog-fighting when on attack, not disengage), Advanced Targeting (+1 Gunnery)

>SIENAR TIE/ad "AVENGER," ADVANCED STARFIGHTER >one of the first Imperial starfighters to break away from the mold of quantity over quality, these "brights," were the ultimate culmination of starfighters derived from Lord Vader's TIE Advanced x1. Much of its success would be incorporated into the TIE Defender. While it struck fear into many Rebel pilots, later in its service life the Avenger would be given heavy rockets and anti-ship bombs, to be used as a highly-maneuverable bombing platform. Performance: 4/7 Armor: 2 Structure: 5 (0 0 -1 -1 -2) Sensors: +2 EPM: 2 Super: 4 Weapons: Additional Heavy Lasers (Lead +4, Acc +1, Ammo 5, AP0); 2 Hard Points (missiles:c/p) Innate Traits: Environment Control, Radio, Redundant Systems, Gun Camera, Fuel Warbird Traits: Shields (+1), Hyperdrive, Additional Guns x2, Performance Package (+1 performance), Advanced Targeting (+1 Gunnery)

>SIENAR TIE/d DEFENDER SPACE SUPERIORITY FIGHTER >reserved for TIE/in pilots who had survived at least twenty combat missions, the TIE Defender is often referred to as the finest TIE model ever produced. While too expensive to achieve widespread use in the Empire, the "trips," would see service with the Imperial Remnant up to at least 44-ABY and was involved in almost every major conflict of the galaxy saw since its creation, including the Yuuzhan Vong War. Only slightly more maneuverable than the TIE Avenger it would owe the lessons that went into its design to, the other improvement was the inclusion of ion guns. Performance: 4/7 Armor: 2 Structure: 5 (0 0 -1 -1 -2) Sensors: +2 EPM: 2 Super: 4 Weapons: Additional Heavy Lasers (Lead +4, Acc +1, Ammo 5, AP0, Ion); 2 Hard Points (missiles:c/p) Innate Traits: Environment Control, Radio, Redundant Systems, Gun Camera, Fuel Warbird Traits: Shields (+1), Hyperdrive, Additional Guns x2, Performance Package (+1 performance), Reduced Turn Radius x2 (+1 Dogfight on attack), Advanced Targeting (+1 Gunnery)

~~~~ INDEPENDENT STARFIGHTERS >INCOM-SUBPRO Z-95 HEADHUNTER MULTI-ROLE FIGHTER >one of the most capable fighters of its day and the direct predecessor to the X-Wing, the Headhunter's resilience and longevity have guaranteed it an eternal place among pirates, smugglers, drifters, scoundrels, paramilitarios, and militiamen all across time the and galaxy. There are almost as many variants on the ship as there are individual models, and its popularity doesn't seem to be slowing down at all. Performance: 3/5 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: 0 EPM: 1 Super: 2 Weapons: Heavy Lasers (Lead +2, Acc +1, Ammo 10, AP0); 1 Hard Point (missiles:c) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Hyperdrive (not on early models), G-Reduction (+1 Break Defense, Escape Defense)

>TRANS-GAL-MEG KIHRAXZ ASSAULT FIGHTER >developed by and built for the Black Sun during the reign of the Empire, this dedicated pirate vessel has somehow found its way into the hands of various independent fringers. Inspired by the X-Wing, the amount of customization and after-marketability of the Kihraxz almost rivals the Z-95; especially with the venerable Vaksai enhancement. Performance: 3/5 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: +1 EPM: 2 Super: 2 Weapons: Heavy Lasers (Lead +2, Acc +1, Same Ammo 10, AP0); 1 Hard Points (missiles:c) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), G-Reduction (+1 Break Defense, Escape Defense), Reduced Turn Radius (+1 Dog- fighting when on attack, not disengage) NOTE: for Vaksai, simply increase the cost of purchase by x1.5, but decrease the cost of any upgrades to x0.6 of their original price

>THEED PALACE ENGINEERING N-1 ROYAL STARFIGHTER >the national starfighter of the government of Naboo, this flashy starfighter is a testament to the style, substance, and ecological sensitivity of its gentle but fierce creators. Performance: 3/5 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: 0 EPM: 1 Super: 1 Weapons: Heavy Lasers (Lead +2, Acc +1, Ammo 10, AP0); 2 Hard Points (missiles:p) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Astromech, Hyperdrive, G-Reduction (+1 Break & Escape Defense)

>MANDALMOTORS M3-A SCYK LIGHT FIGHTER >one of many fighters designed by the Mandalorians for sale to the Hutts, MandalMotors pumped out thousands of this model and sold them to pirates and warlords galore before the Empire even understood what was happening. Performance: 3/6 Armor: 2 Structure: 4 (0 -1 -1 -2) Sensors: 0 EPM: 1 Super: 3 Weapons: Light Lasers (Lead +1, Additional Attack, Infinite Ammo, AP0); 1 Hard Point (missiles:c/p), may swap guns for second Hard Point (missiles:c/p) Innate Traits: All Innate Warbird Traits minus Redundant Systems Warbird Traits: Shields (+1) (later models), Hyperdrive, Reduced Turn Radius (+1 dogfight on attack), Improved Control (+1 stunt), High-Vis Canopy (+1 awareness against ambush)

>MANDALMOTORS G1-M4-C DUNELIZARD MULTIROLE FIGHTER >the medium fighter in MandalMotors' Hutt-selling family of fighters, the Dunelizard like its little sibling found massive success with smugglers and lesser-known paramilitaries; it even served with Naboos RSF for a short time. Performance: 3/5 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 2 Weapons: Heavy Lasers (Lead +2, Acc +1, Same Ammo 10, AP0); 1 Hard Point (missiles:c/p), may swap guns for second Hard Point (missiles:c/p) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Astromech, Hyperdrive, G-Reduction (+1 Break & Escape Defense)

>MANDALMOTORS M12-L KIMOGILA HEAVY FIGHTER >officially an upgrade of the Dunelizard, the Kimogila was heavier and more robustly armed. Something of a popular fighter/bomber, it is testament to the Mandalorian dedication to violence and the Hutt dedication to business. Performance: 3/5 Armor: 3 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 2 Weapons: Additional Heavy Lasers (Lead +3, Acc +1, Same Ammo 5, AP0); 4 Hard Points (3 are missiles:c, 1 missiles:p) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Astromech, Hyperdrive, Additional Guns, Radial Engine (+1 DR & structure, -1 Escape Dfence & disengage)

>MANDALMOTORS M22-T KRAYT >the largest in the line of ships MandalMotors produced for the hutts, this behemoth is true to the raw violence of its namesake. This ship in particular attracted the attention of the Galactic Empire and led to their (attempted) halting of the MandalMotors/Hutt line of ships. Performance: 3/4 Armor: 4 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 1 Weapons: Additional Plasma Cannons (Lead +4, Acc -1, Ammo 8, AP2); 5 Hard Points (missiles:c) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+2), Astromech (or RIO), Hyperdrive, Additional Guns, Improved Armor x2, Radial Engine (+1 DR & structure, -1 Escape Dfence & disengage) >MANDALMOTORS FANG "PROTECTORATE" FIGHTER >an extremely agile Mandalorian fighter, the Fang—or "Protectorate Fighter,"--is favored by elite pilots of the Concord Dawn Protectorate. Known for being extremely dangerous in close-quarters fights, it is saved only for those Mandalorians who will pilot it with the aggression it deserves. Performance: 4/7 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 3 Weapons: Additional Light Laser (Lead +2, Additional Attack, Infinite Ammo, AP0); 1 Hard Point (missiles:p) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Hyperdrive, Rotary Engine (+1 Performance & to stunt, loss of range), Reduced Turn Radius (+1 dogfight on attack), G-Reduction (+1 break & escape defense), Additional Armor x1

>MANDALMOTORS BES'ULIIK STRIKE FIGHTER/BOMBER >a cutting edge starfighter designed and created after the Yuuzhan Vong War, it became the primary Mandalorian fighter during the Second Galactic Civil War, and was instrumental to the war's conclusion. Designed for versatility, MandalMotors shares an exclusive technology-sharing partnership with the Verpine of the Roche asteroid field. The fighter's first foray was an extremely successful assault against the Murkhana; led by the Mand'alor who went so far as to tell the Murkhana where and when he would be attacking. Performance: 4/7 Armor: 4 Structure: 5 (0 0 0 -1 -1) Sensors: +2 EPM: 2 Super: 3 Weapons: Additional Plasma Cannons (Lead +4, Acc -1, Ammo 8, AP0); 2 Hard Points (missiles:c/p or bombs/torpedos) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields?, Astromech (or RIO), Hyperdrive, Additional Guns, Improved Controls (+1 to stunt), Performance Package, Improved Armor x2, Improved Redundant Systems (+1 DR)

~~~

LIGHT FREIGHTERS/FIGHTERS SO BIG THEY MIGHT AS WELL BE LIGHT FREIGHTERS >CEC YT-1300 "MILLENIUM FALCON" LIGHT FREIGHTER >a heavily modified Corellian freighter, this smuggler's dream would become one of the most famous ships in the galaxy, even before joining the Rebellion; having completed the Kessel Run in a record 12 Parsecs. Performance: 3/5 Armor: 4 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +2 EPM: 1 Super: 4 Weapons: x2 Additional Plasma Cannon Turrets (Lead +4, Acc -1, Ammo 4, AP2) at Threat 8; Rail Gun- equivalent nose laser (Lead +4, Acc -2, Ammo 3, AP3); Hard Points 2 (missiles:c) Innate Traits: All Innate Warbird Traits + Long Range, Co-Pilot Seat, Cargo Bay, Radial Engine (+1 DR & structure, -1 Escape & disengage) Warbird Traits: Shields (+2), Astromech, Hyperdrive, Heavy Gun Mount, Performance Package, Improved Super- Charge x2 (+1 Escape Defense & disengage)

>KDY VT-49 DECIMATOR ASSAULT SHIP >implemented by the Empire as either long-range reconnaissance units, picket ships in support of a battle- group, or blockade-running raid vessels, the Decimator is an effective and damaging platform in a relatively small package. Seen as smugglers and other Rim-types as a sort of evil counterpart to their own light freighters, the VT-49 is more heavily armed than any civilian freighter has any legal right to. Performance: 3/5 Armor: 4 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +3 EPM: 1 Super: 2 Weapons: x2 Additional Plasma Cannon Turrets (Lead +4, Acc -1, Ammo 4, AP2), both at Threat 10; 2 Hardpoints (missiles:c but with a total inventory of 40 missiles) Innate Traits: All Innate Warbird Traits + Long Range, Co-Pilot Seat, Cargo Bay, Radial Engine (+1 DR & structure, -1 Escape & disengage) Warbird Traits: Shields (+2), Astromech (RIO), Hyperdrive, Performance Package (+1 performance), Advanced Targeting (+1 Gunnery), Advanced Bomb Sight (+1 ordinance)

>SIENAR GAT-12 SKIPRAY BLASTBOAT >early in the Galactic Civil War, the GAT-12 was the smallest hyperspace-capable combat starship in the Imperial arsenal. Small enough to be carried aboard capital ships as a starfighter, the amount of firepower and shielding it bore caused the Empire to redisgnate it as an incredibly small capital ship, something akin to a purely weaponized light freighter. A rather popular item on the open market, wolf-pack-like squadrons are known to be rather effective as picket ships and heavy surface assault ships/bombers. Performance: 3/6 Armor: 4 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +3 EPM: 1 Super: 2 Weapons: x1 Plasma Cannon Turret (Lead +3, Acc -1, Ammo 8, AP2) at Threat 10; Additional Ion Plasma Cannon (Lead +4, Acc -1, Ammo 4, AP2, Ion); 2 Hardpoints (1 missiles:c and 1 missiles:p) Innate Traits: All Innate Warbird Traits + Long Range, Co-Pilot Seat, Radial Engine (+1 DR & structure, -1 Escape & disengage) Warbird Traits: Shields (+2), Astromech (RIO), Hyperdrive, Rotary Engine Upgrade (+1 Perfomrance and stunts), Advanced Targeting (+1 Gunnery), Advanced Bomb Sight (+1 ordinance) NOTES: later models exchanged the (missiles:c) launcher with a tractor beam

>KDY FIRESPRAY-31 "SLAVE I" GUNSHIP >a modified patrol and attack craft, this ship was the primary tool of the famed Jango Fett before it was passed down to his protege son. Fast and heavily armed and armored, this is a mercenary's dream "freighter." Performance: 3/5 Armor: 4 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +3 EPM: 2 Super: 2 Weapons: Additional Plasma Cannons (Lead +4, Acc -1, Ammo 8, AP2, Ion); 4 Hardpoints (2 missiles:c, 2 missiles:p) Innate Traits: All Innate Warbird Traits + Long Range, Co-Pilot Seat, Cargo Bay, Radial Engine (+1 DR & structure, -1 Escape & disengage) Warbird Traits: Shields (+2), Hyperdrive, Increased Ammo Capacity, Rotary Engine Upgrade (+1 Perfomrance and stunts), Advanced Targeting (+1 Gunnery), High-Visibility Cockpit (+1 awareness against ambush), Reduced Turn Radius (+1 to dog-fighting on attack)

>MANDALMOTORS KOM'RK HEAVY FIGHTER/TRANSPORT >a starship designed by rogue MandalMotors elements for exclusive use by the Death Watch, it takes its name from the Mandalorian word for "gauntlet." Dangerous and deadly, this transport is capable of carrying several squads of Death Watch troopers to and from targets of opportunity. Performance: 2/4 Armor: 4 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 2 Weapons: x2 Plasma Cannons (Lead +3, Acc -1, Ammo 8, AP2) one fore and one aft at Threat 8 Innate Traits: All Innate Warbird Traits + Long Range, Co-Pilot Seat, Cargo Bay, Radial Engine (+1 DR & structure, -1 Escape & disengage) Warbird Traits: Shields (+2), Astromech, Hyperdrive, Improved Super-Charger x2 (+2 Escape Defense & disengage)

>KOENSAYR BTL-S8 K-WING ASSAULT STARFIGHTER >like many other New Republic vessels, the K-Wing is designed with a primary role and the capacity to serve secondary functions. In this case, those respective roles are pounding heavy targets to nothing with occasional forays into escort and reconnaissance. Bristling with firepower, the K-Wing can mount nearly any kind of ordinance imaginable. Performance: 3/5 Armor: 4 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +3 EPM: 2 Super: 2 Weapons: x1 Plasma Cannon turret (Lead +3, Acc -1, Ammo 8, AP2), x1 Additional Plasma Cannon turret (Lead +4, Acc -1, Ammo 8, AP2), both at Threat 8; 6 Hardpoints (all can use missiles:c/p or bombs/torpedos) Innate Traits: All Innate Warbird Traits + Long Range, Co-Pilot Seat, Radial Engine (+1 DR & structure, -1 Escape & disengage) Warbird Traits: Shields (+2), Increased Ammo Capacity, Performance Package (+1 performance), Advanced Targeting (+1 Gunnery), Advanced Bomb Sight (+1 ordinance) Conflicts within Star Wars are not wholly decided by fast and nimble starfighters; for many the greatest extension of will and power is the fleet of larger starships. These come in several sizes: the smaller sub-capital "flotilla," ships, smaller capital ships like corvettes and frigates, more familiar ships of the line such as cruisers and carriers, and larger super-capital ships.

All of these ships are large enough to require multiple crew-members and they contain various sub-systems, each with their own set of stats. Unlike fighters, which are Crippled but still flying when their Structure track is exceeded, sub-systems are considered non-functional when their Structure track is filled. That destroyed sub- system then does 1 point of damage to the primary structure of the ship.

Below are the standard sub-systems in a Star Wars-modified ship in Warbirds and what happens when they fail. More specialized information is listed under a ship's description.

A note on Shields: on starfighters, every bit of shielding is important to define minor but important differences in otherwise simplified stats. Warships are more abstracted in this case, as shields for warships are more or less equivalent to armor in most Star Wars media.

Shields can be implied to be a part of the Armor score on warships; this ensures that 1d6 can be used for most sub-systems on most ships (the only exception being that many larger ships require use of Reserve to move down the track to hit the power plant). Killing the power plant will decrease that score as the protection of the shields is lost.

A starship in Star Wars may juggle its power around to a degree. This is done using a Computers check, with difficulty being determined by how much power is being juggled and how stressful an environment the check is being made in. They may decrease their weapon damage, "shields," (mechanically, armor), Threat, or Super to contribute from one to the other on a point-to-point basis. No more than four (4) points may be juggled in this fashion, and no more than two (2) taken from or placed into any given system. A destroyed power plant cannot juggle power.

>MAIN STRUCTURE—these always use the full stats of the target. If this structure is filled, the ship is burning and adrift, dead in space. Drifting ships have a Defense of 1, and the crews are busy fighting on-board fires as opposed to engaging attacking fighters. Most often, drifting ships have already lost their engines and power- plants (see below). Doing double the main structure's damage causes the ship to violently explode, killing all hands; characters caught in this situation are considered in a Certain Death scenario.

>BRIDGE—the command and control center, taking out the bridge of any ship makes it very vulnerable until an officer can reestablish command from a secondary location. Destroying the bridge will throw a ship into disarray, resulting in a -2 Defense penalty.

>ENGINES—ships have a varying number of engines, depending on their size. Destroying all the engines reduces a ship's performance to 0 (-1 Defense) and prevents it from escaping combat; it must be towed. This also prevents a ship from jumping to hyperspace.

>GUN EMPLACEMENTS—anti-aircraft (AA) weapons of various size and power. They have enough ammo that it does not need to be tracked. Some ships can lose multiple gun emplacements before the overall Structure and Threat are effected. This score is abstracted—representing some batteries working together or being bunched closely together—and rarely does a ship's profile maintain exact numbers in line with anti-air gun emplacements a ship may hold on its blueprints. Unlike Main Batteries, Gun Emplacements may be fired every round.

>MAIN BATTERIES—possessed by many larger ships (some sub-capitals rely exclusively on gun emplacements) main batteries are massive artillery pieces that are designed to tear other ships apart. Unlike the Gun Emplacements, Main Batteries may only be fired every-other round; this is just as much for balance purposes as it is anything else—in the media many fleet fights tend to take a while. Most all have enough ammunition that it need not be tracked. Main batteries cannot realistically target snub-fighters; though a critical failure in a strafing run might expose a fighter to a lucky shot from an unsuspecting gunner.

This score is somewhat abstracted—representing some batteries working together or being bunched closely together—and rarely does a ship's profile maintain exact numbers in line with main battery emplacements a ship may hold on its blueprints. Because Star Wars ships tend to spread batteries around to allow them to fight off multiple ships at once if need be, only two to three guns of any main battery may fire on a single target. Skilled helmsmen can position a ship to maximize the amount of fire on a target, but this requires a difficult Starship Navigation check; it is suggested that the check's Lead determine how many more cannons may be brought to bear. What this means is that most large starships don't take a penalty (or as harsh of one) when using their turns' actions to fire on multiple targets. It is also suggested that larger ships be allowed one to two more battery guns be available to volley on a target; this represents how the larger ships have more guns on a firing arc, and thus can focus fire better.

>FLIGHT DECKS—primarily used by carriers, flight decks allow for the launch and recovery of fighters and, on some ships, couriers/light freighters. Destroying flight decks has a chance of destroying any fighters that happens to be parked on them. Roll 1d6 per ship (or for bunches or even the entire batch if the ship carries a great deal): on a roll of 1-2 the ship is destroyed entirely; on 3-5 they are greatly damaged and will require hours of repair; on a 6 they miraculously make it through fine, and may even take off if fired up and have an eager pilot.

>POWER PLANT—every starship has a primary generator or power source keeping it going and afloat. Most ship designers wrap this core in armor to protect it, but heavy weapons may still get through from time to time. Destroying the core will cause the ship to immediately enter its back-up power; on most ships this means life- support is engaged but little else. Any ship with a broken power plant cannot jump into hyperspace; what's more, they lose power to their shields, reducing all Armor by 1 or 2 (GM's discretion).

So long as the ship was not hit with incendiary or ion weapons, crew can commit to an emergency override or repair and prevent immediate power failure on a difficulty 9 Mechanics roll (the maximum help the rest of the crew can provide the chief engineer is +2). This is not a permanent fix: the ship must halt within 24 hours for dedicated repairs or the power-plant may fail permanently; resulting in a truly dead ship.

If the power plant is hit and also damaged with incendiary attacks and the Serious Fire result comes up, the ship begins to slowly burn from the inside out; there is hardly a crew in the galaxy capable of shutting this kind of fire down (difficulty 12 Mechanics roll). The fire will keep burning and do a point of damage every round until the power plant fails and the ship shuts down.

CORVETTES, FRIGATES, POCKET BATTLESHIPS, POCKET CARRIERS, & SUPPORT SHIPS

CORELLIAN ENGINEERING CR90 CORVETTE "BLOCKADE RUNNER" >often the iconic example of a Corellian corvette, this ship is on the smaller side of what counts as a capital ship. Popular with users throughout the galaxy, everyone from pirates to corporations to galactic navies have operated this model or one of its closer relations. Militarily, the CR90 is a light escort or armed merchantman. Performance: 1 Armor: 6 Structure: 7 (0 0 0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 3 Defense: 4 Threat: 10 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (6) - Defense 6, Armor 4, Structure 4 (0 0 0 0) 4. Gun Emplacements (2) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+2 at Lead+2 5. Main Battery (4) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+1 at Lead+6 AP2 6. Power Plant – Defense 6, Armor 6, Structure 5 (0 0 0 0 0)

KDY EF76 NEBULON-B ESCORT FRIGATE >one of the most popular ships among the Rebellion and also used extensively by the Empire, the Neb-B was introduced as a counter-insurgency ship after the Clone Wars, intended to defend convoys against starfighter raids. They are also popular in fleet battles as support ships to larger capitals, and some warlords have used it as a command ship. Performance: 1 Armor: 7 Structure: 8 (0 0 0 0 -1 -1 -2 -2) Sensors: +2 EPM: 1 Super: 2 Defense: 4 Threat: 12 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (3) - Defense 6, Armor 5, Structure 3 (0 0 0) 4. Gun Emplacements (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+2 5. Main Battery (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+6 AP2 6. Flight Decks (1) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 24 fighters 7. Power Plant – Defense 6, Armor 7, Structure 5 (0 0 0 0 0)

MON CAL SHIPYARDS MC30c FRIGATE >considered one of the more powerful frigates used in the Civil War, the MC30c utilizes capital-sized torpedos as opposed to turbo-laser batteries, while maintaining excellent speed to avoid trouble. The firepower squeezed into such a small package guaranteed that, despite its relative fragility and reliance on shields, its service would continue into the early reign of the New Republic. Performance: 1 Armor: 8 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 3 Defense: 4 Threat: 12 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (4) - Defense 6, Armor 4, Structure 4 (0 0 0 0) 4. Gun Emplacements (4) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+2 at Lead+2 5. Main Battery (3) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+1 at Lead+7 AP3 6. Power Plant – Defense 6, Armor 6, Structure 5 (0 0 0 0 0)

RENDILI HAMMERHEAD CORVETTE >popular among Rebels, pirates, and Rim warlords, this ship is something of a love-letter to an ancient warship of the Old Republic designed by the Rendili Hyperworks of the day. Now something of a scout and fast support gunboat, Hammerhead captains are loathe to operate alone if it can be helped. Performance: 1 Armor: 6 Structure: 7 (0 0 0 0 0 -1 -1) Sensors: +1 EPM: 1 Super: 3 Defense: 4 Threat: 10 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (4) - Defense 6, Armor 4, Structure 4 (0 0 0 0) 4. Gun Emplacements (4) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+2 at Lead+2 5. Main Battery (2) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+1 at Lead+5 AP2 6. Power Plant – Defense 6, Armor 6, Structure 5 (0 0 0 0 0)

KDY RAIDER-CLASS CORVETTE >designed by the mind behind the Venator and Imperial-class Star Destroyers, this small but vicious warship was intended to fill a tactical niche in which the Empire had been left wanting: something small and fast that could support their vulnerable starfighters, something capable of bringing muscle in a rapid package that could effectively duel Rebel light- and single-ship capabilities. Armed with effective AA and just enough heavy firepower to be a threat to smaller capital ships, the Raider is an incredibly effective wolf-pack ship for its cost. Performance: 1 Armor: 6 Structure: 7 (0 0 0 0 0 -1 -1) Sensors: +2 EPM: 2 Super: 3 Defense: 4 Threat: 14 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (3) - Defense 6, Armor 4, Structure 4 (0 0 0 0) 4. Gun Emplacements (6) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+2 at Lead+2 Ion 5. Main Battery (2) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+1 at Lead+6 AP2; 2 batteries are capital missile launchers so add +1 damage and AP+1 6. Power Plant – Defense 6, Armor 6, Structure 5 (0 0 0 0 0)

DAMORIAN CARRACK LIGHT CRUISER/GUNSHIP >one of the only ships of the Republic Navy to survive into Imperial service, the Carrack was a cheap and useful gunboat capable of acting in missions where a Star Destroyer would be overkill. Impressive speed and maneuverability for a capital ship ensured that Carrack-oriented wolf packs stayed quite popular all throughout the Clone Wars, Galactic Civil War, and beyond. Performance: 1 Armor: 7 Structure: 7 (0 0 0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 3 Defense: 4 Threat: 14 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (3) - Defense 6, Armor 5, Structure 3 (0 0 0) 4. Gun Emplacements (2) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+2 5. Main Battery (6) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+6 AP2 Ion 6. Flight Decks (1) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 4 fighters 7. Power Plant – Defense 6, Armor 7, Structure 5 (0 0 0 0 0) NOTES: the AA version of the Carrack changed Gun Emplacements to 6 but is more expensive

KDY LANCER-CLASS ESCORT FRIGATE >the lancer exists for one reason and one reason only: swatting starfighters out of the sky. The cure to Trench Run Disease that Imperial officers across the galaxy prayed for, the ship would see its prime time come about post-Endor during the Successor period, especially under warlords like Thrawn. Performance: 1 Armor: 7 Structure: 7 (0 0 0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 3 Defense: 4 Threat: 16 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 5, Structure 3 (0 0 0); escort frigates are designed with a secondary bridge within the main armor. Destroying the main bridge will cause the ship to be -1 Defense for 1 round. 3. Engines (2) - Defense 6, Armor 5, Structure 3 (0 0 0) 4-5. Gun Emplacements (16) - Defense 6, Armor 2, Structure 2 (0 0); each attacks 1d6+2 at Lead+3. Four gun emplacements need to be destroyed to reduce Structure and Threat by 1 6. Power Plant – Defense 6, Armor 6, Structure 5 (0 0 0 0 0)

CORELLIAN ENGINEERING GOZANTI ARMED TRANSPORT >something of a popular "pocket-carrier," the Gozanti would find a great deal of use under the Empire as a freighter, emergency cruiser, and patrol boat capable of carrying four starfighters to extend its powerful reach. Performance: 1 Armor: 6 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +2 EPM: 1 Super: 2 Defense: 4 Threat: 10 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (2) - Defense 6, Armor 5, Structure 3 (0 0 0) 4. Gun Emplacements (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+2 5. Main Battery (2) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+5 AP2 6. Flight Decks (2) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 2 fighters 7. Power Plant – Defense 6, Armor 7, Structure 5 (0 0 0 0 0)

KDY TON-FALK ESCORT CARRIER >a much heavier Gozanti in theory and practice, this escort carrier allowed the Empire to overcome the hyperdrive deficiency of its primary starfighters in the early years of the Galactic Civil War. Being purpose-built, they were much more economical to deploy than any Star Destroyer, but often required a bit of muscle for close- quarters defense in the event their fighter screen cannot stand up to the job. Performance: 1 Armor: 7 Structure: 9 (0 0 0 0 -1 -1 -2 -2 -3) Sensors: +2 EPM: 1 Super: 2 Defense: 4 Threat: 10 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (4) - Defense 6, Armor 5, Structure 3 (0 0 0) 4. Gun Emplacements (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+2 5. Main Battery (1) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+6 AP3 6. Flight Decks (3) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 24 fighters 7. Power Plant – Defense 6, Armor 7, Structure 5 (0 0 0 0 0) LORONAR STRIKE MEDIUM CRUISER >a medium cruiser designed as a general-purpose vessel, the Strike was capable of challenging larger Alliance cruisers with its surprisingly heavy load of firepower for its size, with the Imperial Order of Battle considering two Strikes working in tandem equivalent to one Victory Star Destroyer. Performance: 1 Armor: 7 Structure: 8 (0 0 0 0 -1 -1 -2 -2) Sensors: +1 EPM: 1 Super: 2 Defense: 4 Threat: 12 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (2) - Defense 6, Armor 5, Structure 3 (0 0 0) 4. Gun Emplacements (5) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+2 5. Main Battery (6) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+6 AP2 6. Flight Decks (1) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 18 fighters 7. Power Plant – Defense 6, Armor 7, Structure 5 (0 0 0 0 0)

RENDILLI GLADIATOR STAR DESTROYER >one of the smallest ships to qualify as a Star Destroyer, the Gladiator is the iconic ideal of a confident patrol gunboat capable of keeping the Rim in check. Though heavier Alliance assets would eventually outclass it, the Gladiator maintained consistent performance throughout the Galactic Civil War and beyond as an NR patrol boat. Performance: 1 Armor: 8 Structure: 8 (0 0 0 0 -1 -1 -2 -2) Sensors: +2 EPM: 1 Super: 1 Defense: 4 Threat: 12 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge—Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (2) - Defense 6, Armor 5, Structure 3 (0 0 0) 4. Gun Emplacements (6) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+2 5. Main Battery (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+6 AP2; 2 batteries are capital missile launchers so add +1 damage and AP+1 6. Flight Decks (2) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 12 fighters 7. Power Plant – Defense 6, Armor 7, Structure 5 (0 0 0 0 0)

ROTHANA ACCLAMATOR TRANS-GALACTIC ASSAULT TRANSPORT >though a capable patrol boat, the purpose of the Acclamator was to ship legions from one side of the galaxy to another. The intensity of the Clone Wars would ensure that Acclamator crews saw action in many theatres of war committing to many roles, but the lack of a dedicated fighter complement and devotion to transport space lessened the ship's hardiness; captains preferred not to fight straight-on if they could help it, and often served as support ships when not bringing armies from one place to another. Performance: 1 Armor: 8 Structure: 7 (0 0 0 -1 -1 -2 -2) Sensors: +2 EPM: 1 Super: 1 Defense: 4 Threat: 10 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (2) - Defense 6, Armor 5, Structure 3 (0 0 0) 4. Gun Emplacements (6) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+2 5. Main Battery (5) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+6 AP2; 2 batteries are capital missile launchers so add +1 damage and AP+1 6. Power Plant – Defense 6, Armor 7, Structure 5 (0 0 0 0 0)

HOERSC-KESSEL MUNIFICENT STAR FRIGATE >often referred to as the Banking Clan frigate, the Munificent was armed for something of a heavy support role; gun emplacements capable of defending it and its fellows against fighters with just enough heavy cannon to be a threat to larger capital ships, especially in large numbers. It would only take a small wolf pack of Munificents to threaten a Venator or other light- to medium-Star Destroyer, but their own relative fragility ensured that the ships would not come out of the fight unscathed. Performance: 1 Armor: 7 Structure: 6 (0 0 0 0 -1 -1) Sensors: +2 EPM: 1 Super: 2 Defense: 4 Threat: 14 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (2) - Defense 6, Armor 4, Structure 2 (0 0 0) 4. Gun Emplacements (6) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+2 at Lead+2 5. Main Battery (2) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+1 at Lead+7 AP2 Ion 6. Power Plant – Defense 6, Armor 6, Structure 5 (0 0 0 0 0)

MANDAL HYPERNAUTICS CRUSADER CORVETTE/GUNSHIP >a warship developed during the Galactic Civil War, it is designed to remind foes of the Mandalorian ships of old. A fast support gunboat, the Crusader exists to clear the skies of enemy craft and allow its fellows to operate freely. The point-defense systems used were advanced enough that there are incidents of Crusaders shooting down enemy missiles and torpedos before they damage enemy ships. If the warship had any major failing, it was price; between its tough hide, large and fast engines, and expensive point-defense systems, it was a very pricey vessel. Performance: 1 Armor: 7 Structure: 8 (0 0 0 0 -1 -1 -2 -2) Sensors: +2 EPM: 1 Super: 3 Defense: 4 Threat: 16 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 4 (0 0 0 0) 3. Engines (3) - Defense 6, Armor 5, Structure 4 (0 0 0 0) 4. Gun Emplacements (8) - Defense 6, Armor 4, Structure 3 (0 0 0); Each attacks 1d6+2 at Lead+3, two gun emplacements need be destroyed to reduce Structure and Threat by 1; power points may be transferred not only to weapon damage or Threat, but also weapon accuracy 5. Main Battery (2) - Defense 6, Armor 3, Structure 3 (0 0 0); Each attacks 1d6+1 at Lead+6 AP2 6. Power Plant – Defense 6, Armor 7, Structure 6 (0 0 0 0 0 0) BASILISKANS JEHAVEY'IR ASSAULT SHIP >named the Mandalorian word for "ambush," little could describe the intent of the Jehavey'ir better. A favored ship of the Neo-Crusaders during the ancient Mandalorian Wars, this warship is incredibly small for the amount of firepower it packs; even by modern standards, the vessel is incredibly small for the weapons it wields. A favored tactic would be for the assault ship to have its guns charged and ready to fire when in hyperspace, so the Neo-Crusaders could open a withering fire the moment they entered the battlespace. The ship also, uniquely enough, lacked landing bays; special airlocks allowed the easy projection of troops toward enemy ships for boarding. Performance: 1 Armor: 7 Structure: 7 (0 0 0 0 -1 -1 -2) Sensors: +0 EPM: 1 Super: 2 Defense: 4 Threat: 10 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 5, Structure 4 (0 0 0 0) 3. Engines (4) - Defense 6, Armor 5, Structure 4 (0 0 0 0) 4. Gun Emplacements (2) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+2 5. Main Battery (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+6 AP2 Ion; two batteries are super-heavy missiles, add damage +1, AP +2, and Long-Range Sensors (first resolve) 6. Power Plant – Defense 6, Armor 7, Structure 5 (0 0 0 0 0)

CRUISERS, BATTLESHIPS, & CARRIERS

BASILISKANS KANDOSII DREADNOUGHT >the largest of any Mandalorian-made vessel and ancient forefather to the venerable Rendili Dreadnaught, Keldabe battleship, and Crusader corvette, the Kandosii—the word means "ruthless,"--saw its heyday in the Mandalorian Wars of old. They were incredibly heavily-armed for their day, though modern ships would consider them under-gunned for their size. The difference is made in a fairly large fighter complement and massive super- heavy concussion missile launchers made for bombardment; enemy ships and, if armed with nuclear warheads, planets. Performance: 1 Armor: 11 Structure: 10 (0 0 0 0 -1 -1 -2 -2 -3) Sensors: +0 EPM: 1 Super: 1 Defense: 4 Threat: 12 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 6, Armor 6, Structure 4 (0 0 0 0) 3. Engines (4) - Defense 6, Armor 6, Structure 5 (0 0 0 0 0) 4. Gun Emplacements (4) - Defense 6, Armor 5, Structure 4 (0 0 0 0); Each attacks 1d6+2 at Lead+2, two gun emplacements need to be destroyed to reduce Structure and Threat by 1 5. Main Battery (5) - Defense 6, Armor 8, Structure 6 (0 0 0 0 -1 -1); Each attacks 1d6 at Lead+6 AP2; two batteries are super-heavy missiles, add damage +1, AP +2, and Long-Range Sensors (first resolve) 6. Flight Decks (4) - Defense 6, Armor 8, Structure 4 (0 0 0 0); each deck holds 32 fighters 7. Power Plant – Defense 6, Armor 10, Structure 7 (0 0 0 0 0 0 0)

BASILISKANS KYRAMUD BATTLESHIP >the word means "killer," or "assassin," and the ancient Crusaders and Neo-Crusaders of the Mandalorian wars chose well. Closely resembling the favored basilisk war-droids, later models were sleeker in design. Often used for ground assault, the complement of a Kyramud battleship also included their small basilisk cousins. As with most ancient starships, they are somewhat under-gunned compared to other ships of their size, but the Mandalorians made up for this with super-heavy missile launchers, giving the ship some much-needed punching power. Performance: 1 Armor: 9 Structure: 9 (0 0 0 0 -1 -1 -2) Sensors: +0 EPM: 1 Super: 1 Defense: 4 Threat: 11 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 6, Structure 4 (0 0 0 0) 3. Engines (4) - Defense 6, Armor 6, Structure 4 (0 0 0 0) 4. Gun Emplacements (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+2 Ion 5. Main Battery (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+6 AP2; two batteries are super-heavy missiles, add damage +1, AP +2, and Long-Range Sensors (first resolve) 6. Flight Decks (1) - Defense 6, Armor 8, Structure 4 (0 0 0 0); each deck holds 36 fighters 7. Power Plant – Defense 6, Armor 9, Structure 7 (0 0 0 0 0 0 0)

RENDILLI DREADNAUGHT HEAVY CRUISER >one of the most ubiquitous ship designs of the galaxy, there is hardly a single conflict where the Dreadnaught did not see service. Intially somewhat crew-intensive, modern Dreadnaughts use skeleton crews and electronic slaving. Based on ancient Mandalorian warships, in its heyday it was something of a "pocket battleship," but nowadays it is outdated; a generalist patrol ship incapable of excelling in any particular theatre. Performance: 1 Armor: 9 Structure: 9 (0 0 0 0 -1 -1 -2 -2 -3) Sensors: +1 EPM: 1 Super: 1 Defense: 4 Threat: 10 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 6, Armor 6, Structure 4 (0 0 0 0) 3. Engines (3) - Defense 6, Armor 6, Structure 5 (0 0 0 0 0) 4. Gun Emplacements (4) - Defense 6, Armor 4, Structure 4 (0 0 0 0); Each attacks 1d6+2 at Lead+2 Ion 5. Main Battery (4) - Defense 6, Armor 6, Structure 6 (0 0 0 0 -1 -1); Each attacks 1d6 at Lead+6 AP2 6. Flight Decks (1) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 12 fighters 7. Power Plant – Defense 6, Armor 8, Structure 7 (0 0 0 0 0 0 0)

RENDILLI ASSAULT FRIGATE MK.II >a popular light warship with the Rebel Alliance, the Mk. II is a further development of the iconic Dreadnaught. Involving a shield generator of Mon Calamari design for greater protection, the AR Mk.II was heavily-armed compared to its predecessor, and would serve the Alliance and New Republic faithfully for years. Performance: 1 Armor: 10 Structure: 10 (0 0 0 0 0 -1 -1 -2 -2 -3) Sensors: +1 EPM: 1 Super: 1 Defense: 4 Threat: 10 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 6, Armor 6, Structure 4 (0 0 0 0) 3. Engines (3) - Defense 6, Armor 6, Structure 5 (0 0 0 0 0) 4. Gun Emplacements (6) - Defense 6, Armor 3, Structure 3 (0 0 0); Each attacks 1d6+2 at Lead+3, two gun emplacements need to be destroyed to reduce Structure and Threat by 1 5. Main Battery (4) - Defense 6, Armor 6, Structure 6 (0 0 0 0 -1 -1); Each attacks 1d6 at Lead+7 AP2 6. Power Plant – Defense 6, Armor 8, Structure 7 (0 0 0 0 0 0 0)

HOERSCH-KESSEL RECUSANT LIGHT DESTROYER >like the vast majority of the Confederacy's warships, the Recusant is largely controlled by droid brain technology. While this allows for the ship to be built cheaply and on a skeletal frame, it does ensure that the support cruiser requires a support crew to operate with more than a terribly long reaction time. Something of an up-sized Munificent, anti-air batteries support a minimal battery of over-sized turbo-lasers, making the ship a threat beyond its size. Performance: 1 Armor: 9 Structure: 8 (0 0 0 0 -1 -1 -2 -2) Sensors: +1 EPM: 1 Super: 2 Defense: 4 Threat: 12 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (2) - Defense 6, Armor 5, Structure 3 (0 0 0) 4. Gun Emplacements (6) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+3 5. Main Battery (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+7 AP3 6. Flight Decks (2) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds ~60-120 fighters; flight deck sub-system only exists on specially-modified Recusant variants. This is no doubt very expensive 7. Power Plant – Defense 6, Armor 7, Structure 5 (0 0 0 0 0)

RENDILI PROVIDENCE CARRIER/DESTROYER >designed by the Quarren Free Dac Volunteers Engineering Corps, the rounded pseudo-organic aesthetic of this capital ship would be later echoed in the design of Mon Calamari Star Cruisers. Billed as the battleship- and dreadnought-of-the-line of the Separatist Navy, the Providence—like all Mon Cal and Quarren designs – was designed to land on water in the event of emergencies. Performance: 1 Armor: 9 Structure: 10 (0 0 0 0 -1 -1 -2 -2 -3 -3) Sensors: +1 EPM: 1 Super: 1 Defense: 4 Threat: 14 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 4 (0 0 0) 3. Engines (2) - Defense 6, Armor 5, Structure 4 (0 0 0 0) 4. Gun Emplacements (8) - Defense 6, Armor 4, Structure 3 (0 0 0); Each attacks 1d6+1 at Lead+3 Ion 5. Main Battery (8) - Defense 6, Armor 4, Structure 3 (0 0 0); Each attacks 1d6 at Lead+7 AP2 Ion 6. Flight Decks (2) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds ~120 fighters; flight deck sub-system only exists on specially-modified Providence variants. This is no doubt very expensive 7. Power Plant – Defense 6, Armor 8, Structure 5 (0 0 0 0 0) NOTES: for the alternate Dreadnought variant, add +1 armor, +1 structure and DR, and +2 more gun emplacements and main batteries MANDALMOTORS-MANDAL HYPERNAUTICS KELDABE BATTLESHIP >big brother to the Crusader escort, the Keldabe – named after Mandalore's capital – was marked by sharp edges similar to the ships of ancient Mandalore, in particular the Kandosii dreadnought. Ships of this class were capable of competing with the impressive Imperator Star Destroyers, through use of their heavy armor, banks of weapons, pair of armor-piercing mass-drivers, and fair fighter complement. Favored by the Mandalorians and the Zann Consortium, the greatest flaw of this vessel was a large price tag; quality does not come cheap. Performance: 1 Armor: 12 Structure 12 (0 0 0 0 0 0 0 -1 -1 -2 -2 -3) Sensors: +2 EPM: 1 Super: 2 Defense: 3 Threat: 12 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 8, Structure 6 (0 0 0 0 0 0) 3. Engines (4) - Defense 5, Armor 8, Structure 7 (0 0 0 0 0 0 0) 4. Gun Emplacements (6) - Defense 5, Armor 3, Structure 4 (0 0 0 -1); each attack 1d6+2 at Lead+3 Ion. Two gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (8) - Defense 5, Armor 9, Structure 7 (0 0 0 0 0 -1 -1); each attack 1d6 at Lead+8 AP2; two batteries are advanced mass driver missile launchers, and add +2 AP and Long Range Targeting 6. Flight Decks (2) - Defense 5, Armor 7, Structure 5 (0 0 0 0 0); each deck holds 18 fighters 7. Power Plant – Defense 6, Armor 10, Structure 9 (0 0 0 0 0 0 0 0 0)

SIENAR VINDICATOR HEAVY CRUISER/STAR DESTROYER >considered something of an in-between ship, the Vindicator was intended for operations where an Imperator Star Destroyer was too much, but smaller ships like the Loronar Strike Cruiser were not enough. Replacing the Dreadnaught heavy cruiser as the Imperial mid-weight gunfighter, Vindicators would contribute more than intended to the Imperial effort: the Immobilizer 418 cruiser—itself a smaller cousin of the Star Destroyer—was designed around the Vindicator chassis. What’s more, the Pentastar Alignment would build the Enforcer-class picket cruiser around this chassis, making the Vindicator and its descendants something of an underappreciated war-horse of the Imperial fleet. Performance: 1 Armor: 9 Structure: 10 (0 0 0 0 -1 -1 -2 -2 -3 -3) Sensors: +2 EPM: 1 Super: 2 Defense: 4 Threat: 12 Sub-Systems (roll for random target location): 1. Main Structure 2. Bridge – Defense 6, Armor 4, Structure 3 (0 0 0) 3. Engines (2) - Defense 6, Armor 5, Structure 3 (0 0 0) 4. Gun Emplacements (6) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+3 Ion 5. Main Battery (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+7 AP2 6. Flight Decks (5) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 12 fighters 7. Power Plant – Defense 6, Armor 7, Structure 5 (0 0 0 0 0) NOTES: to create Immobilizer 418 cruiser, decrease Gun Emplacements and Main Battery by 3 and 2 respectively, decrease Flight Decks by 3, and add a module between Main Battery and Flight Decks: Gravity Well Projectors (4) – Defense 6, Armor 6, Structure 5 (0 0 0 0 0); when active, these prevent ships from jumping into hyperspace and can drag ships that pass through their area of effect out of hyperspace. To create an Enforcer-class picket ship, apply Immobilizer 418 changes without decreasing the Gun Emplacements or Main Batteries, but remove the Flight Decks entirely RENDILLI-KDY DRIVE VICTORY-I/II STAR DESTROYER >originally designed as a warship for planetary defense, assault, ground troop support, and ship-to-ship combat. Initially used by the Galactic Republic, the Victory-class Star Destroyers – both models--are one of the very few ships who's crews can boast their home served in the Old Republic, Empire, many Post-Endor Warlords, the New Republic, and Imperial Remnant. Smaller than the iconic Imperator-class, it is still an incredibly-dangerous multi-purpose warship. Performance: 1 Armor: 9 Structure: 11 (0 0 0 0 0 -1 -1 -2 -2 -3 -3) Sensors: +1 EPM: 1 Super: 2 Defense: 4 Threat: 12 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 6, Armor 6, Structure 4 (0 0 0 0) 3. Engines (3) - Defense 6, Armor 6, Structure 5 (0 0 0 0 0) 4. Gun Emplacements (6) - Defense 6, Armor 3, Structure 3 (0 0 0); Each attacks 1d6+2 at Lead+3, two gun emplacements need to be destroyed to reduce Structure and Threat by 1 5. Main Battery (6) - Defense 6, Armor 6, Structure 6 (0 0 0 0 -1 -1); Each attacks 1d6 at Lead+7 AP2 6. Flight Decks (2) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 12 fighters 7. Power Plant – Defense 6, Armor 8, Structure 7 (0 0 0 0 0 0 0) NOTES: the Victory-2 class in particular adds Ion to its Main Battery.

KDY VENATOR "REPUBLIC ATTACK CRUISER" STAR DESTROYER >the primary ship of the line of the GAR, the Venator would be inevitably replaced by the Imperator in the days of the Empire. One of the most efficient starfighter-carriers in recent galactic history, in its later years of service the Venator served as an "Imperial attack cruiser," battleship escort. It is one of the larger models to be called a "light," Star Destroyer, and because of its carrier capacity is more vulnerable than the ISD that would replace it. Performance: 1 Armor: 10 Structure: 10 (0 0 0 0 -1 -1 -2 -2 -3 -3) Sensors: +2 EPM: 1 Super: 2 Defense: 3 Threat: 12 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge (2) - Defense 5, Armor 5, Structure 4 (0 0 0 0) Venators are designed with a pair of bridges instead of just one. Destroying only one bridge will cause the ship to be -1 Defense for 1 round. 3. Engines (4) - Defense 5, Armor 6, Structure 4 (0 0 0 0) 4. Gun Emplacements (8) - Defense 5, Armor 2, Structure 2 (0 0); each attacks 1d6+2 at Lead+3, two gun emplacements need be destroyed to reduce Structure and Threat by 1 5. Main Battery (4) - Defense 6, Armor 6, Structure 6 (0 0 0 0 -1 -1); each attacks 1d6 at Lead+7 AP2 6. Flight Deck (7) - Defense 5, Armor 6, Structure 7 (0 0 0 -1 -1 -2 -2); each deck holds 32 fighters 7. Power Plant – Defense 5, Armor 8, Structure 6 (0 0 0 0 0 0)

HOERSCH-KESSEL LUCREHULK BATTLESHIP >the largest capital ship of the Trade Federation Defense Force, most Lucrehulks were modified from truly tremendous cargo haulers. A massive cargo-ship, battleships fighting for the CIS carry over 1000 fighters, and their massive bulk is rather receptive to armor and shielding, guaranteeing a large force needed to take any one down. Performance: 1 Armor: 14 Structure 14 (0 0 0 0 0 0 -1 -1 -2 -2 -3 -3 -3 -3) Sensors: +2 EPM: 1 Super: 1 Defense: 3 Threat: 12 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 8, Structure 6 (0 0 0 0 0 0) 3. Engines (3) - Defense 5, Armor 7, Structure 7 (0 0 0 0 0 0 0) 4. Gun Emplacements (9) - Defense 5, Armor 3, Structure 4 (0 0 0 -1); each attack 1d6+2 at Lead+3. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (7) - Defense 5, Armor 7, Structure 7 (0 0 0 0 0 -1 -1); each attack 1d6 at Lead+8 AP2 6. Flight Decks (10) - Defense 5, Armor 6, Structure 5 (0 0 0 0 0); each deck holds 150 fighters 7. Power Plant – Defense 6, Armor 10, Structure 9 (0 0 0 0 0 0 0 0 0)

KDY IMPERIAL-I/II "IMPERATOR" STAR DESTROYER >one of the truly iconic starships in recent galactic history, KDY hit the jackpot with this massive gunboat. Designed to do nearly any job at any time, the ImpStar is the most recognizable image of terror and oppression that the Galactic Empire has to offer. A battleship, carrier, patrol ship, and mobile base all in one, the Imperator is the manifestation of Imperial power and the Tarkin Doctrine. Performance: 1 Armor: 11 Structure 11 (0 0 0 0 0 0 0 -1 -1 -2 -2) Sensors: +2 EPM: 1 Super: 1 Defense: 3 Threat: 13 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 8, Structure 6 (0 0 0 0 0 0) 3. Engines (3) - Defense 5, Armor 8, Structure 7 (0 0 0 0 0 0 0) 4. Gun Emplacements (10) - Defense 5, Armor 3, Structure 4 (0 0 0 -1); each attack 1d6+2 at Lead+3. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (9) - Defense 5, Armor 9, Structure 6 (0 0 0 0 0 -1); each attack 1d6 at Lead+8 AP2 Ion 6. Flight Decks (3) - Defense 5, Armor 7, Structure 5 (0 0 0 0 0); each deck holds 24 fighters 7. Power Plant – Defense 6, Armor 10, Structure 9 (0 0 0 0 0 0 0 0 0) NOTES: the stats presented are primarily used for ISD-1s. ISD-2s can be represented by increasing Armor and Structure to 12, Main Batteries to 10, but by reducing Gun Emplacements to 3; this is to represent that while a stronger gun-fighter, the ISD-2 was known for having little to no point-defense—something Rebels were more than happy to exploit.

SIENAR INTERDICTOR-CLASS STAR DESTROYER >a variant on the Imperial-1 Star Destroyer, the Interdictor is intended as a much larger and tougher brother to the Immobilizer 418, Sienar’s previous entry in the interdiction school of tactics. The Immobilizer, while an excellent vehicle in its own right, was built on a medium-tonnage war vessel; as such it could not stand up to heavy combat including Star Destroyers or equivalent ships. To make room for the massive gravity well generators the Interdictor removed a great deal: half of the turbo-lasers and ion cannons in the ISD-1 arsenal, much of the starfighter complement, and some protective value. Despite these changes, the Interdictor was well- feared by smugglers, rebels, and anyone else who’s default reaction to Imperial might was to run away; it would also find a welcome home among fleet actions, being the lynch-pin to ambushes and sneak attacks thousands of times over in galactic history. Performance: 1 Armor: 10 Structure 11 (0 0 0 0 0 0 0 -1 -1 -2 -2) Sensors: +2 EPM: 1 Super: 1 Defense: 3 Threat: 13 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 8, Structure 6 (0 0 0 0 0 0) 3. Engines (3) - Defense 5, Armor 8, Structure 7 (0 0 0 0 0 0 0) 4. Gun Emplacements (5) - Defense 5, Armor 3, Structure 4 (0 0 0 -1); each attack 1d6+2 at Lead+3 5. Main Batteries (4) - Defense 5, Armor 9, Structure 6 (0 0 0 0 0 -1); each attack 1d6 at Lead+8 AP2 Ion 6. Gravity Well Generators (4) – Defense 5, Armor 9, Structure 8 (0 0 0 0 0 0 0 0); when active, these prevent ships from jumping into hyperspace and can drag ships that pass through their area of effect out of hyperspace; as a larger and more advanced version, these GWGs are capable of creating a much larger drag- bubble than those created by the smaller Immobilizer vessel 7. Flight Decks (1) - Defense 5, Armor 7, Structure 5 (0 0 0 0 0); each deck holds 16 fighters 8. Power Plant – Defense 6, Armor 10, Structure 9 (0 0 0 0 0 0 0 0 0)

MON-CAL SHIPYARDS MC75 "PROFUNDITY" STAR CRUISER >the named ship of this model was the flagship of the ever-important Battle of Scarif. Originally the Civic Governance tower of the city of Nystullum, Profundity is one of many examples of re-purposed Mon Cal cities being made warships for the Alliance. The example of all MC75s, the Mon Cal tradition of making each capital ship unique ensures that the Profundity is the rough equivalent of a lighter Mon Cal star cruiser. Performance: 1 Armor: 13 Structure 10 (0 0 0 0 0 0 -1 -1 -2 -2) Sensors: +2 EPM: 1 Super: 2 Defense: 3 Threat: 13 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 8, Structure 6 (0 0 0 0 0 0) 3. Engines (6) - Defense 5, Armor 8, Structure 7 (0 0 0 0 0 0 0) 4. Gun Emplacements (10) - Defense 5, Armor 3, Structure 4 (0 0 0 -1); each attack 1d6+2 at Lead+3. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (6) - Defense 5, Armor 9, Structure 6 (0 0 0 0 0 -1); each attack 1d6 at Lead+8 AP2 Ion 6. Power Plant – Defense 6, Armor 10, Structure 9 (0 0 0 0 0 0 0 0 0)

MON-CAL SHIPYARDS MC80 "LIBERTY" STAR CRUISER >continuing the tradition of making all their capital ships unique, the Liberty variant of the venerable MC80 focused primarily on gun-fighting and bringing down opposing starfighters. A more close-combat oriented ship of the line than its cousin the Home One variant, Liberty MC80s blister with turbo-lasers, ion cannons, and AA emplacements; it is capable of fighting a Star Destroyer one-to-one, at close range to boot. Performance: 1 Armor: 13 Structure 11 (0 0 0 0 0 0 -1 -1 -2 -2 -3) Sensors: +2 EPM: 1 Super: 1 Defense: 3 Threat: 13 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 8, Structure 6 (0 0 0 0 0 0) 3. Engines (5) - Defense 5, Armor 8, Structure 7 (0 0 0 0 0 0 0) 4. Gun Emplacements (10) - Defense 5, Armor 3, Structure 4 (0 0 0 -1); each attack 1d6+2 at Lead+3. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (7) - Defense 5, Armor 9, Structure 6 (0 0 0 0 0 -1); each attack 1d6 at Lead+8 AP2 Ion 6. Flight Decks (1) - Defense 5, Armor 7, Structure 5 (0 0 0 0 0); each deck holds 36 fighters 7. Power Plant – Defense 6, Armor 10, Structure 9 (0 0 0 0 0 0 0 0 0)

MON-CAL SHIPYARDS MC80 "HOME ONE" STAR CRUISER >the flagship of the venerable Admiral Ackbar during the battle of Endor, the Home One variant of MC80 Star Cruisers focuses primarily on carrying a massive complement of fighter craft to the battlespace. Capable of holding its own against any ship smaller than the massive and dangerous ISD, the projection range of this ship is reminiscent of the days of the Clone Wars, where Venators flooded the battlespace with fighters and turbo-lasers from range. Performance: 1 Armor: 13 Structure 11 (0 0 0 0 0 0 -1 -1 -2 -2 -3) Sensors: +2 EPM: 1 Super: 1 Defense: 3 Threat: 12 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 8, Structure 6 (0 0 0 0 0 0) 3. Engines (4) - Defense 5, Armor 8, Structure 7 (0 0 0 0 0 0 0) 4. Gun Emplacements (8) - Defense 5, Armor 3, Structure 4 (0 0 0 -1); each attack 1d6+2 at Lead+3. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (6) - Defense 5, Armor 9, Structure 6 (0 0 0 0 0 -1); each attack 1d6 at Lead+8 AP2 Ion 6. Flight Decks (4) - Defense 5, Armor 7, Structure 5 (0 0 0 0 0); each deck holds 30 fighters 7. Power Plant – Defense 6, Armor 10, Structure 9 (0 0 0 0 0 0 0 0 0)

KDY-ENTRALIA RESURGENT STAR DESTROYER/BATTLECRUISER >the battlecruiser of the line in service to the First Order Navy, this ship is a love-letter to the Imperator but surpasses it in nearly every conceivable way. At twice the length, it is bristling with advanced turbo-laser batteries and anti-air cannon. Packing a larger complement of more advanced fighters, the First Order's devotion to quality over quantity while respecting the image and power of the Empire is no more evident than here. Performance: 1 Armor: 13 Structure 15 (0 0 0 0 0 0 0 0 -1 -1 -2 -2 -3 -3 -3) Sensors: +2 EPM: 1 Super: 2 Defense: 3 Threat: 13 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 9, Structure 6 (0 0 0 0 0 0) 3. Engines (3) - Defense 5, Armor 9, Structure 7 (0 0 0 0 0 0 0) 4. Gun Emplacements (14) - Defense 5, Armor 4, Structure 4 (0 0 0 -1); each attack 1d6+2 at Lead+3 AP1 Ion. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (12) - Defense 5, Armor 10, Structure 7 (0 0 0 0 0 -1 -1); each attack 1d6 at Lead+8 AP3 Ion 6. Flight Decks (2) - Defense 5, Armor 9, Structure 5 (0 0 0 0 0); each deck holds ~24 fighters 7. Power Plant – Defense 6, Armor 12, Structure 9 (0 0 0 0 0 0 0 0 0)

REPUBLIC ENGINEERING NEBULA/DEFENDER STAR DESTROYER >despite being almost forty percent smaller than the Imperator, this New Republic ship of the line was built to fight the iconic and still-prevalent warships of the Imperial Remnant one-to-one and come out on top. Blistering with firepower and filled with a stronger fighter complement, this "pocket Star Destroyer," would come to embody New Republic strength and willingness to innovate and surpass. Performance: 1 Armor: 12 Structure 12 (0 0 0 0 0 0 0 0 -1 -1 -2 -2) Sensors: +2 EPM: 1 Super: 2 Defense: 3 Threat: 13 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 8, Structure 6 (0 0 0 0 0 0) 3. Engines (3) - Defense 5, Armor 8, Structure 7 (0 0 0 0 0 0 0) 4. Gun Emplacements (12) - Defense 5, Armor 3, Structure 4 (0 0 0 -1); each attack 1d6+2 at Lead+3. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (10) - Defense 5, Armor 9, Structure 7 (0 0 0 0 0 -1 -1); each attack 1d6 at Lead+8 AP2 Ion; three batteries are missile launchers at AP+1 6. Flight Decks (2) - Defense 5, Armor 7, Structure 5 (0 0 0 0 0); each deck holds 30 fighters 7. Power Plant – Defense 6, Armor 10, Structure 9 (0 0 0 0 0 0 0 0 0)

REPUBLIC ENGINEERING ENDURANCE FLEET CARRIER/STAR DESTROYER >built on the same base chassis as its sister class the Nebula, Endurance fleet carriers sacrificed firepower and some structural strength for a much larger fighter complement. Intended to act in tandem with their tougher and more gunfight-oriented counterparts, the Endurance fits well into the New Republic fleet doctrine of condensed firepower: warships that stay small and tough supported by and supporting talented starfighter pilots. Performance: 1 Armor: 12 Structure 12 (0 0 0 0 0 0 -1 -1 -2 -2 -3 -3) Sensors: +2 EPM: 1 Super: 2 Defense: 3 Threat: 13 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 8, Structure 6 (0 0 0 0 0 0) 3. Engines (3) - Defense 5, Armor 8, Structure 7 (0 0 0 0 0 0 0) 4. Gun Emplacements (8) - Defense 5, Armor 3, Structure 4 (0 0 0 -1); each attack 1d6+2 at Lead+3. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (8) - Defense 5, Armor 9, Structure 6 (0 0 0 0 0 -1); each attack 1d6 at Lead+8 AP2 Ion 6. Flight Decks (4) - Defense 5, Armor 7, Structure 5 (0 0 0 0 0); each deck holds 30 fighters 7. Power Plant – Defense 6, Armor 10, Structure 9 (0 0 0 0 0 0 0 0 0)