STAR WARS CHARACTER CREATION AND GEAR NOTES Using the base of Warbirds: Space Age, a campaign taking place in a Galaxy Far Far Away only has a few particular things to consider differently. In regards to character creation, the most important aspects to approach are skills, alien and droid player-characters, the Force, and gear differences. Hyperspace, while certainly an important distinction from the WSA system of star-gates, is covered—so far as it can be—as appropriate in the Hyperdrive module of the Starfighters chapter.

SKILLS OF A GALAXY FAR, FAR AWAY Advanced technology and space travel allow for a few new skills, as well as modifications to some existing ones. As with the Space Age module, Computers (Mind) and Alien Studies (Mind) apply as new. Navigate Starship also applies as modified. There are a few fresh skills and modifications for players to keep in mind:

>COMPUTERS (MIND) is also the skill used for plotting hyperspace routes and understanding, modifying, and hacking droid brains; their bodies are covered with Mechanics. >MECHANICS (MIND) may also be used for repairing droids’ bodies; their minds are covered with Computers.

ALIEN AND DROID PLAYER-CHARACTERS Star Wars is rich with potential for aliens of all shapes and sizes. Rules-wise, there is very little difference from the alien creation rules included in WSA; the only one truly notable is that the setting-specific rules about humans being universally feared, humans having universal bonuses, and aliens being universally bad at flying do not apply. While characters may create such penalties in their custom aliens, humans do not seem to have a monopoly on skilled and deadly pilots in the Galaxy Far, Far Away.

What is presented in the Star Wars setting is the rich opportunity for robot characters. Droids differ from aliens very little, but the differences are notable. The first and most obvious is that droids do not need to eat, sleep, or breathe; the second and other most obvious is that they do not heal naturally and require Mechanics tests instead of Medicine tests. Otherwise droid PCs are treated as aliens in their creation, as the forms and functions are just as varied. Keep in mind also the inherent social penalty many independent and abnormally intelligent droids would face from the galaxy at large.

THE FORCE Something of a complex part of the Star Wars mythology, the Force is mayhaps something that should be left out if more pulp-styled simplicity is the style of game you desire. But for those seeking a mystical angle, the Force as applied in Rapidfire is inherently simple and free-form. To use the Force, as PC must spend Reserve (typically 1 point, though GMs are free to demand more for more extreme effects) and either add a second die to their roll (choosing the best roll for the result) or describe an effect appropriate for the Reserve spent.

To do the latter, one must make a Spirit test of a difficulty appropriate to the task being attempted. Some cost suggestions for effects include 1 Reserve for simply being excellent at things (the added die), 2 Reserve for moving objects (roll difficulty influenced by size) or achieving a physical feat normally impossible (jumping twenty feet), and 3 Reserve for mental or magical effects (difficulty influenced by size of task).

GEAR The gear discrepancy between Star Wars and Azure’s Galactic Neighborhood is intentionally similar; both have a feeling of being analogue and grounded in a different “branch,” of technology, with 70s science fiction aesthetics and the imagery of Aliens-style used-future technology that survives ages. There are only a few differences (blasters seeming to only need ammunition in extended lore, for example); the most important when discussing Warbirds is the particular technological differences in ships:

The specific lore on Floatstone Spin Drives and their inherent EMP and heat effects do not apply in this module. Combat is close-quarters and turn-and-burn because of a mix of sensors, human endurance, and the themes and pulpy feel of Star Wars itself; the meta of the setting is heavily involved in their technology and doctrine. Specific aspects like shields and hyperdrives will be covered as below where appropriate.

And because of course someone will ask, Lightsabers are Lead+4 AP3 swords that use the Close Combat skill. WARBIRDS STAR WARS STARFIGHTERS -->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 1 is the performance of a large ship, 2 is the performance of a bulky freighter or heavy , 3 is an average fighter, 4 is a high-performance superiority fighter, and 5 or higher is a ship of truly legendary performance.

>ARMOR—on a , 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. Speeders can have structure ranging from 1-3, fighters have 3-5, and 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 (or in space devotes all its engine power to traveling uncontested in a straight line). Rated roughly from 0 to 4, it may be added to a ship’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 3-5 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-SPECIFIC 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 use of the Computers skill, 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. Because rolls are only to be made when the possibility of failure presents a twist or alternative for the plot path, GMs may elect that rolls going from point A to B on a well-traveled and mapped hyperspace lane does not require a roll at all; on the other hand if the possibility for failure in travel offers a more random chance that appeals to your table, then those same travel routes might just be considered Routine (2) or Easy (4) 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. Legends’ hyperspace has certain tables already made (the d6 Star Wars system has a detailed roll table if more dice is your thing) and has specific rules on why and how routes work; including such quirks that, despite being closer to Coruscant than it is to Tatooine, a trip from Alderaan to the former takes longer than one to the latter because of how many hyperspace shadows and obstacles one must bypass on their way.

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+4 AP2, BVR, Long-Range Targeting (first-resolve during head-to-heads against cannons). >>Proton Torpedos: Accuracy Sensors-1, Damage Lead+5 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.

EXAMPLE STARSHIPS 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, but was considered something of a glass cannon by its operators. After its success at the First Battle of Geonosis the Republic began a rather rapid production as replacement vehicles were not high on the Kaminoan priority list. Despite being relegated to a reserve unit by V-Wings and ARC-170s before the war’s end, Torrents would see limited service in the Galactic Empire, assigned to older carrier vessels and secondary positions in the Outer Rim. Performance: 3 Armor: 2 Structure: 3 (0 0 -1) 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 (rings; not on earlier models), 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. Closely related to the Delta-7 it often served alongside, the Nimbus became incredibly popular with the GAR upon its introduction. During the Galactic Civil War V-Wings would see action on both sides of the line and beyond; seeing service with the Hutt Cartels, the Mandalorians, some larger criminal organizations like the Zann Consortium, and militias everywhere. Performance: 3 Armor: 2 Structure: 3 (0 0 -1) 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 renown for endurance and survivability and was intensely beloved by its crews. With such a stellar record the ARC-170 would see service in paramilitary organizations and militias for years after the end of the Clone Wars. Performance: 3 Armor: 3 Structure: 5 (0 0 -1 -1 -2) Sensors: +1 EMP: 2 Super: 1 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 "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. The ship was also known for being modification-friendly: Jedi Saesee Tiin’s model had a massive secret blaster array while Anakin Skywalker’s own Azure Angel was modified for greater performance and the internal capacity for hyperspace jumps. Performance: 3 Armor: 2 Structure: 3 (0 0 -1) 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 "Jedi Starfighter," (also “Jedi Interceptor,”) 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. It also has the distinction of being one of the Empire’s first starfighter models, including being the first personal starfighter of the newly-christened Darth Vader. Performance: 4 Armor: 2 Structure: 3 (0 0 -1) 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)

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. Seeing its greatest use in the Confederacy of Independent Systems, the ship would still see use in the Galactic Civil War as one of the premier opponents the Empire faced during the Reconquest of the Rim; they were also the primary starfighters of one Gizor Dellso in his failed rebellion on Mustafar. Performance: 3 Armor: 2 Structure: 4 (0 0 -1 -1) 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 BOMBER >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. Much like the Vulture Droid, Hyenas would see service in the Clone Wars and limited use in the Imperial era. Performance: 2 Armor: 3 Structure: 5 (0 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 and is named for the bracing arms that surround its rotating and gyroscopic brain core. Considered by many to be the most dangerous snub in the Confederacy’s arsenal, their lack of a walker mode would limit them exclusively to flight operations; unlike the Vulture Droid which could serve as a combat walker in appropriate moments. Performance: 4 Armor: 2 Structure: 3 (0 0 -1) 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).

ALLIANCE & RESISTANCE STARFIGHTERS >INCOM T-65 X-WING STRIKE FIGHTER >this primary all-purpose starfighter is the workhorse of the Rebel Alliance, New Republic, and beyond; its successor would even go on to head the Resistance effort in nuCanon. It was also an extremely popular model with those militias and paramilitary organizations that could afford it (or steal it if they couldn’t convince Incom to sell them, as the company initially reserved it for rebels) and is considered by many the golden standard of all aerospace fighters in the galaxy. Performance: 3 Armor: 3 Structure: 4 (0 0 -1 -1) 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)

>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. Like many ships that managed to serve through both the Clone Wars and Galactic Civil War, its widespread use would mostly end with the rise of the New Republic; it would however see much use as a privately-owned, privateer, or militia ship. Performance: 3 Armor: 3 Structure: 5 (0 0 0 -1 -1) 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. Its legacy lives on in descendants on both sides of the Canon divide, and it was famously piloted by such aces as Tycho Celchu. Performance: 4 Armor: 3 Structure: 3 (0 0 -1) 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. Despite being slower than most ships used by the Rebel Alliance, the B-Wing relies on payload and survivability to make the difference. Performance: 3 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 SUPERIORITY FIGHTER & INCOM T-65XJ X-WING STARFIGHTER SERIES >more expensive and complex than its younger brother, the T-70 and its Legends counterpart the T65XJ series are near-universal improvements on the T-65 of old. The favored fighter of the New Republic Defense Fleet and later for the T-70, 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. The XJ series would continue throughout Galactic History as the primary superiority fighter for the New Republic, Galactic Federation of Free Alliances, and New Jedi Order and Jedi Coalition of the Second Galactic Civil War. Performance: 4 Armor: 3 Structure: 4 (0 0 -1 -1) 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) NOTES: For Stealth-X variant, remove Shields and increase Sensors to +3 and EPM to 4.

>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. Despite this little can stand against an E- Wing in working order, earning something of a grudging love-hate from crews and pilots. Performance: 4 Armor: 3 Structure: 4 (0 0 -1 -1) 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 Armor: 3 Structure: 5 (0 0 0 -1 -1) 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.

>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 and is an ideal picket and surface-assault ship. Performance: 3 Armor: 4 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +3 EPM: 2 Super: 1 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 + Courier Redundant Systems (see Freighters below), 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)

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." Despite its image as the weapon of tyranny the TIE series as a whole would see service most everywhere, on both sides of Galactic politics and even among those independents who dared. Performance: 3 (2 in atmosphere) Armor: 2 Structure: 3 (0 0 -1) 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 and massive amounts of ordinance. The "sa," in the title stands for "surface assault," though the surface in question can easily be a ship's hull. Performance: 2 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 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. The ship would see upgrades over time including ordinance mounts and modified models would find their way into the hands of the Imperial Royal Gaurd. Performance: 4 (3 in atmosphere) Armor: 2 Structure: 3 (0 0 -1) 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); 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/rb HEAVY STARFIGHTER >often referred to as the TIE “brute,” this variant on the eyeball adds an entirely secondary set of cannons for tackling heavier targets like freighters or smaller warships. Some Imperial admirals were wary of its development, believing it would reduce the need for larger support vessels. As a unique point the starship lost some maneuverability due to the extra weapon weight, so the pilot was assisted by an MGK-300 droid brain which for our purpose is both Advanced Targeting and a sub-par Astromech with SA0 and appropriate skills at 1. Performance: 3 (2 in atmosphere) Armor: 2 Structure: 4 (0 0 -1 -1) Sensors: -1 EPM: 0 Super: 2 Weapons: Additional Plasma Cannons (Lead +4, Acc -1, Ammo 8, AP2) Innate Traits: Environment Control (Suit), Radio, Gun Camera, Fuel Warbird Traits: Astromech, Reduced Turn Radius (+1 Dogfight on attack), Additional Guns x2, Advanced Targeting (+1 Gunnery)

>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, this ship is testament to the Order’s newfound dedication to quality over quantity; truly saving what it can for its best. Performance: 4 Armor: 2 Structure: 4 (0 0 -1 -1) Sensors: +2 EPM: 2 Super: 3 Weapons: Additional Heavy Lasers (Lead +3, Acc +1, Ammo 10, AP0); 2 Hard Points (1 missiles: c and 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. While it would see much use—especially by Warlords hoping to make up for number losses—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 much like those ships of the Confederacy of Independent Systems their droid brains were easily outwitted. Performance: 3 Armor: 2 Structure: 4 (0 0 -1 -1) 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 Armor: Structure: 4 (0 0 -1 -1) 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; this would not take away from its incredible performance. Performance: 4 Armor: 2 Structure: 4 (0 0 -1 -1) Sensors: +2 EPM: 2 Super: 3 Weapons: Additional Heavy Lasers (Lead +4, Acc +1, Ammo 5, AP0); 2 Hard Points (missiles: c/p; in later years the Hard Points could mount bombs/torpedos) 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 Armor: 2 Structure: 4 (0 0 -1 -1) 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) >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. Within the Imperial Navy proper the ship would find itself replaced by the VT-49, which was more of a proper long-range freighter. Performance: 3 Armor: 4 Structure: 5 (0 0 0 -1 -1) 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 + Courier Redundant Systems, 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

MANDALORIAN AND HUTT STARFIGHTERS >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. Rather popular among its target audience, the Scyk and the family of fighters that would follow it were renown for versatility in loadout options. Performance: 3 Armor: 2 Structure: 3 (0 0 -1) 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 pirates, smugglers, and lesser-known paramilitaries; it even served with Naboos RSF for a short time. Considered something of a poor-man’s X-Wing the Dunelizard gave the Cartels and anyone willing to pay MandalMotors easy access to a cheap and efficient multi-role flier. Performance: 3 Armor: 3 Structure: 4 (0 0 -1 -1) 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. As this family of fighters gets heavier their firepower increases alongside survivability. Performance: 3 Armor: 3 Structure: 5 (0 0 0 -1 -1) 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 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 Armor: 3 Structure: 3 (0 0 -1) 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 Armor: 4 Structure: 5 (0 0 0 -1 -1) Sensors: +2 EPM: 2 Super: 2 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 (+1), Astromech (or RIO), Hyperdrive, Additional Guns, Improved Controls (+1 to stunt), Performance Package, Improved Armor x2, Improved Redundant Systems (+1 DR) NOTE: the above stats are for Mandalorian-exclusive models. Because the Mand'alor of the time was a sneaky businessman he decreed that export models would not be protected with beskar; as such their armor is reduced from 4 to 3

>MANDALMOTORS KOM'RK HEAVY FIGHTER/TROOP 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: 3 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 Courier Traits, Cargo Bay (24 passengers), Radial Engine (+1 DR & structure, -1 Escape & disengage) Warbird Traits: Shields (+2), Astromech, Hyperdrive, Improved Super-Charger x2 (+2 Escape Defense & disengage), Performance Package (+1 Performance)

INDEPENDENT, MERCENARY, AND OTHERWISE MISCELLANEOUS 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 and rather favored place among pirates, smugglers, drifters, scoundrels, paramilitarios, and militiamen all across time and the galaxy. There are almost as many variants on the ship as there are individual models, and despite its age the ship’s popularity doesn't seem to be slowing down at all. Performance: 3 Armor: 3 Structure: 4 (0 0 -1 -1) 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)

>KUAT SYSTEMS ENGINEERING CLOAKSHAPE FIGHTER >not particularly agile or powerful in its first introduction, the CloakShape is remarkably similar to the Z-95 in that its saving grace was its extremely modular and customizable frame. Operating well enough, CloakShapes were often used in defensive roles. The ship is so heavily modifiable that one of its most popular after-market kits—the Curich Engineering rear wing and stabilizer conversion—is often considered by the unaware to be a standard part of the fighter. Despite a (relatively) lackluster release the CloakShape has seen service for decades and still sees consistent use all around militias and the Outer Rim. Performance: 3 Armor: 3 Structure: 4 (0 0 -1 -1) Sensors: 0 EPM: 1 Super: 1 Weapons: Heavy Lasers (Lead +2, Acc +1, Ammo 10, AP0); 3 Hard Points (2 missiles: c, 1 missiles: p) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Hyperdrive, Astromech, 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 Armor: 3 Structure: 4 (0 0 -1 -1) 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; the cost is the same but after the initial purchase the ship’s modularbility is adored

>INCOM/SIENAR TWI’LEK-MADE “CHIR’DAKI,” PRODUCTION-MODEL UGLY >known in galactic basic as the “Deathseed,” this Ugly is unique from most others in that these parts—instead of being haphazardly thrown together—were purpose-built in the configuration and intended for mass-production. Taking the cockpit (with its guns and engines) of a TIE/ln and marrying them to the S-foils (with its guns and engines) of a T-65 with a gyroscopic mount, this ship had performance (and life-support systems) similar to the TIE with a notable increase in firepower. The Chir’daki was best known for its use by the Rebel Rogue Squadron during the Bacta War. Performance: 3 Armor: 2 Structure: 3 (0 0 -1) Sensors: 0 EPM: 0 Super: 3 Weapons: Additional Plasma Cannons (Lead +4, Acc -1, Ammo 4, AP2) Innate Traits: Environment Control (Suit), Radio, Gun Camera, Fuel Warbird Traits: Shields (+1), Improved Turbo-Supercharger (+1 Escape Df & disengage), Reduced Turn Radius (+1 Dogfight on attack), Increased Guns

>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. By the time of the New Republic it was considered something of an antique, buts its glory days included such actions as breaking the Trade Federation blockade on Naboo. Performance: 3 Armor: 3 Structure: 3 (0 0 -1) 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) >CHISS ASCENDANCY NSSIS-CLASS CLAWCRAFT >a hybridization with Imperial technology, the Nssis is an example of Chiss excellence. While similar in performance to the TIE/ln that it drew parts and inspiration from, the ship made use of hyperdrive, shielding, greater firepower, and more maneuverability when throwing the ship around in stunts at fighting speed. Unfortunately for much of its life (until 28ABY) the Clawcraft’s hyperspace jumps needed a unique hyperspace beacon system to function; later models would include proper navicomputers. Performance: 3 Armor: 2 Structure: 3 (0 0 -1) Sensors: +1 EPM: 2 Super: 3 Weapons: Additional Heavy Lasers (Lead +3, Acc +1, Ammo 5, AP0) Innate Traits: All Innate Warbird Traits Warbird Traits: Shields (+1), Hyperdrive, Additional Guns x2, Improved Flight Controls (+1 to all Stunt attempts)

>OLANJI/CHARUBAH MIY’TIL STARFIGHTER >the favored starfighter of the Hapes Consortuim, the Miy’til is a blisteringly-fast example of advanced miniaturization and the advancement of old Separatist technology. There are, notably, two distinct variants on the Miy’til: the standard array for fliers in the Hapan Royal Navy and a more expensive “command,” variant with added firepower in the form of a third laser canon, ion cannons, and a second missile launcher. Despite serving primarily in anti-piracy operations and border skirmishes, the ordinarily isolationist Hapans did fight at the battles of Dathomir, Fondor, and against the Yuuzhan Vong in their home territory; serving with excellence in each example. Performance: 4 Armor: 3 Structure: 4 (0 0 -1 -1) Sensors: +1 EPM: 1 Super: 4 Weapons: Heavy Laser (Lead +2, Acc +1, Same Ammo 8, AP0); 1 Hard Point (missiles: c) 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 dogfight on attack), G-Reduction (+1 break & escape defense) NOTES: the command variant adds Additional Guns and Ion to the Heavy Laser and has 2 Hard Points

>TAPANI STARSHIP COOPERATIVE MANTA-CLASS ASSAULT STARFIGHTER >manufactured in the time of the Galactic Empire, the Manta had a flat organic designed inspired by its namesake. Included in the typical landing gear were magnetic clamps and belly-mounted magnetic pads allowing the starfighter to grab onto the hull of larger vessels for transportation; as the Manta was not fitted with a hyperdrive the adaption was necessary. Capable of switching between a fast interceptor mode and a slower more maneuverable attack mode, a Manta caught at Super is particularly vulnerable since it has access to little of its armament and it takes a -1 Performance penalty the turn after it switches forms to better represent its wings and cannon moving in and out of position. Performance: 3 Armor: 3 Structure: 4 (0 0 -1 -1) Sensors: 0 EPM: 1 Super: 4 Weapons: Additional Plasma Cannons (Lead +4, Acc -1, Ammo 4, AP2 Ion) Innate Traits: All Innate Warbird Traits + Co-Pilot Seat Warbird Traits: Shields (+1), Co-Pilot (RIO), G-Reduction (+1 Break & Escape Defense), Reduced Turn Radius (+1 Dog-fighting when on attack, not disengage) STANDARD & MODIFIED COMMERCIAL & PRIVATE LIGHT FREIGHTERS Light freighters serve something of a unique niche in the Star Wars universe, the space equivalent of if owning an extended-sleeper Class-A CMV with your own trailer for hauling tramp freight were far more normal. Commonly used by smugglers, bounty hunters, mercenaries, independent contractors, privateers, adventurers, and sometimes even legitimate contracted or tramp traders, most light freighters are similar enough from a Warbirds perspective that your average unmodified vessel can be fairly represented by the below Ghtroc 720; it’s only when considering modified examples that others are necessary.

Extremely similar—and in fact built upon—the Warbirds Core “courier,” stats, light freighters are one of the greatest expressions of personal freedom that Star Wars’ expansive universe and extremely-common intergalactic travel has to offer.

>GHTROC INDUSTRIES CLASS 720 LIGHT FREIGHTER >the Ghtroc 720—while less popular than the competing YT-series of freighters—has found common enough use in the Outer Rim Territories; it has such a reputation for being useful, modifiable, and versatile that the “space turtle,” has maintained a favorable reputation even after the standard manufacturer went out of business. A popular ship for tramp-freighting and smuggling, a popular 720 (named Accuser) was the personal starship of Tiss’shar bounty hunter and assassin Kal-tan-shi; Luke Skywalker even used an extensively-modified 720 while tracing Grand Admiral Thrawn’s clone soldiers to their source. Performance: 2 Armor: 4 Structure: 6 (0 0 0 -1 -1 -2) Sensors: 0 EPM: 0 Super: 1 Weapons: turret-mounted Heavy Laser (Lead+2, Acc +1, Ammo 10, AP0) at Threat 8 (player-used turrets increase Threat by 1 if their combined SA+Gunnery is 3 or more, Threat+2 if the formula comes out to 5 or more) Innate Traits: All Innate Courier Traits (Environment Controls, Radio, Redundant Systems worth 4 Armor & 6 Structure, a Cargo Bay, Long Range, Co-Pilot/Crew Stations, VTOL/STOL), Cargo Bay (10 passengers & 135 metric tons) Warbird Traits: most company-standard light freighters do not come with courier-class Warbird traits equipped (which traits are specifically courier traits can be found on page 181-2 of the Core Warbirds book), and which ones may be considered legal or otherwise is typically determined by the system you are in and your GM’s thematic discretion

>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 Armor: 4 Structure: 6 (0 0 0 -1 -1 -2) Sensors: +2 EPM: 1 Super: 3 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 Courier Traits, Cargo Bay (6-15 passengers & 25-100 metric tons), 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 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 Courier Traits, Cargo Bay (6 passengers & 80 metric tons), 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)

>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 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 Courier Traits, Cargo Bay (2 passengers/6 prisoners & 40 metric tons), 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) WARBIRDS STAR WARS CAPITAL SHIPS 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; particularly impetuous, vicious, or desperate crews may still decide to fire weapons, so pilots should still be careful around crippled vessels. 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 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 need, only a few guns of any main battery may fire on a single target; for a quick calculation one can split their batteries in half per bank, allowing one of each bank to fire behind if appropriate. 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. Because of this most large starships don't take a penalty (or as harsh of one) when using their actions to fire on more than one ship in a turn.

For representing warships fighting warships without using the more generalized fleet battle rules, whether or not to give each individual battery a turn to fire or treat the amount of batteries as a sort of pseudo-health bar determining how much the ship can fire is an important decision. Mathematically, allowing each individual battery a shot per turn it can fire will guarantee that ships grind through each other quickly while allowing only one shot per bank will guarantee fights last a very long time; I recommend bypassing this issue by forcing a roll on the sub-section chart, as only a series of lucky shots would strike just main hulls, giving all but the most unlucky ships more longevity in a drag-out gunfight.

As covered below in the Gravity Well Generators segment, ships may have tractor beams; if so they will be noted in Main Batteries similar to the Ion effect with a number in parentheses to note how many of the batteries may give up their firing round to behave in such a fashion. Often considered something more of a plot-oriented technology, ships struck by tractor beams are incapable of movement so long as they remain trapped. Characters wanting to destroy a ship’s tractor beams may fire upon them by attacking a Main Battery at -1. Heavy tractor beams may be used on ships the size of the operator or smaller, including capital-sized vessels.

>GRAVITY WELL GENERATORS—create massive drag-bubble areas of effect that yank ships out of (or prevent them from entering) hyperspace travel. As of this version, drag-bubbles come in two flavors: medium- and large- sized; the former can cover roughly the scale of a moon while the latter covers roughly the scale of a planet and its surrounding space. This is all generalized, and typically-speaking as a GM one can build an encounter around and decide the size of these areas.

To keep things simple enough, starships and fighters traveling away from a drag-ship need to travel away for a certain number of speed: 16 for medium bubbles and 24 for large. What this means is that an X-Wing running away from an interdiction field needs to travel at Super (3 plus the base Performance of 3) for three turns before they’re out of range of a medium bubble and four turns before they’re out of range of a large; an A- Wing with a Super of 4 would only need three turns to escape both; a Corellian CR90 with Performance 1 and Super 3 needs four rounds to escape a medium and six rounds to escape a large. This is only a relevant calculation near the center-edge, where ships are typically yoinked from hyperspace travel; ships can elect to travel the same distance toward the ship generating the bubble if they want to fight it instead.

Tractor beams can be considered small-model Gravity Well Generators in a way, as we don’t see ships caught by them use hyperspace to escape; the big difference being they can’t use sub-light engines to flee either. Heavy tractor beams may be used on ships the size of the operator or smaller, including capital-sized vessels.

>FLIGHT DECKS—primarily used by carriers, flight decks allow for the maintenance, launch, turning, 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. When a Flight Deck segment has been destroyed 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 a recovery vehicle or crew and hours of repair before it will fly again; 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; it is well- known (and some might say infamous) for carrying large turbo-lasers where most ships its size focus on smaller and lighter laser cannon; CR90-fights are brutal, short, and savage. Performance: 1 Armor: 6 Structure: 8 (0 0 0 0 -1 -1 -2 -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)

CORELLIAN ENGINEERING DP20 “CORELLIAN GUNSHIP” >one of the few dedicated warship designs produced by CEC, this vessel was the most common and appreciated member of the Corellian gunship line. Though small and compact—in fact it is thirty meters smaller than its CR90 cousin—the firepower carried by this vessel is incredibly large for its size. If there is one downside to the vessel it is that there is next to no room for freight or transportation; the DP20 exists to fight and little else. Originally designed for the Galactic Republic, the vessel would be seen in the hands of damn-near everyone; Corellia’s independent navy, the Republic/Rebel Alliance/New Republic, the Empire, and independent operators such as pirate factions, condottieri, and pirates. Performance: 1 Armor: 7 Structure: 7 (0 0 0 0 -1 -1 -2) Sensors: +1 EPM: 1 Super: 3 Defense: 4 Threat: 13 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 6, Structure 3 (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 (6) - Defense 6, Armor 2, Structure 2 (0 0); Each attacks 1d6+1 at Lead+6 AP2; 3 are capital-sized missile tubes and add +1 damage and AP 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. Capable of bullying most ships its own size the Nebulon-B suffers a similar issue as most small capital ships in the Galaxy Far, Far Away: when fighting well-armed ships their own size the fights are brief and nasty, promoting numerical superiority or tactical brilliance when considering small-unit skirmishes. Performance: 1 Armor: 7 Structure: 9 (0 0 0 0 -1 -1 -2 -2 -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 (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+1 at Lead+6 AP2 tractor beam (1) 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: 7 (0 0 0 -1 -1 -2 -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: 8 (0 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 (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: 8 (0 0 0 0 0 -1 -1 -2) 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: 8 (0 0 0 0 -1 -1 -2 -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+2 at Lead+2 5. Main Battery (6) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+6 AP2 Ion, tractor beam (2) 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: 8 (0 0 0 0 -1 -1 -2 -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, Rebel Alliance, independent and private companies, and privateer groups as a freighter, emergency gunboat, and patrol vessels capable of carrying four starfighters to extend its powerful reach. Despite its inherent fragility the ship’s ability to carry a full flight of fighters or two platoon-sized AT-AT walkers makes it quite effective for power projection. Performance: 1 Armor: 6 Structure: 7 (0 0 0 -1 -1 -2 -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+2 at Lead+2 5. Main Battery (2) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 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)

TAPANI STARSHIP COOPERATIVE TAPANI-CLASS CARRIER >a heavy starfighter carrier used in the Tapani sector, the ship of the same name has a unique way of fitting 40 two-man ships onto its 375-meter frame: its long flat dorsal surface is used to store 20 of the Manta-class vessels via their magnetic docking clamps, with the left and right sides capable of accommodating another 10 fighters each. While lightly armored and fragile, the ship had substantial shielding to protect itself. Despite this, any ship close enough to commit to a strafing run may fire on the Flight Decks sub-system of this ship without needing to roll on the appropriate hit chart. Performance: 1 Armor: 9 Structure: 8 (0 0 -1 -1 -2 -2 -3 -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 (2) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+2 at Lead+2 5. Main Battery (3) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+6 AP3 Ion 6. Flight Decks (3) - Defense 6, Armor 6, Structure 4 (0 0 0 0); one deck holds 20 fighters, the others 10 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: 10 (0 0 0 0 -1 -1 -2 -2 -3 -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+2 at Lead+2 5. Main Battery (1) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 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: 8 Structure: 9 (0 0 0 0 -1 -1 -2 -2 -3) 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+2 at Lead+2 5. Main Battery (6) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+6 AP2, tractor beams (2) 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: 9 (0 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+2 at Lead+2 5. Main Battery (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 at Lead+6 AP2 tractor beam (2); 2 batteries are capital missile launchers so add +2 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 who were forced to fight often served as support ships. Capable of carrying 16,000 troops with 320 speeder bikes, 80 , 48 walker tanks, and 36 repulsorlift tanks and artillery, the Acclamator is an excellent projector of galactic firepower. Performance: 1 Armor: 8 Structure: 8 (0 0 0 -1 -1 -2 -2 -3) 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+2 at Lead+2 5. Main Battery (5) - Defense 6, Armor 3, 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 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: 7 (0 0 0 0 -1 -1 -2) 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, tractor beam (1) 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: 9 (0 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)

TAPANI STARSHIP COOPERATIVE TAPANI-CLASS ASSAULT FRIGATE >the primary capital ship used by the noble houses and freeworlds of the Tapani sector, this home-grown warship’s only claim to true original design is its organic and streamlined superstructure; the engines, weapons, and electronic matrix were sourced from other manufacturers. Though this made the ship expensive it was the only way such a small starship-producing company could manage such a sophisticated vessel. Performance: 1 Armor: 9 Structure: 9 (0 0 0 0 -1 -1 -2 -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 7, Structure 4 (0 0 0 0) 3. Engines (2) - Defense 6, Armor 7, Structure 4 (0 0 0 0) 4. Gun Emplacements (4) - Defense 6, Armor 4, Structure 3 (0 0 0); Each attacks 1d6+2 at Lead+2 5. Main Battery (6) - Defense 6, Armor 4, Structure 3 (0 0 0); Each attacks 1d6+1 at Lead+6 AP2 Ion 6. Power Plant – Defense 6, Armor 9, Structure 5 (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: 8 (0 0 0 0 -1 -1 -2 -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+2 at Lead+2 5. Main Battery (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6+1 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 Mandalorian-made vessel and ancient forefather to the venerable Rendili Dreadnaught, Keldabe battleship, and Crusader corvette, the Kandosii—meaning "ruthless,"—saw its heyday in the Mandalorian Wars of old. While incredibly heavily-armed for their day, 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. The ship is formidable to this day; the punching power means it is capable of harming Imperator Star Destroyers, even if the lack of weapons means that lucky foes can take it out of the fight swiftly. 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 tractor beams (2); 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 >meaning "killer," or "assassin," this ship of the ancient Crusaders and Neo-Crusaders of the Mandalorian wars 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+2 at Lead+2 Ion 5. Main Battery (4) - Defense 6, Armor 3, Structure 2 (0 0); Each attacks 1d6 at Lead+6 AP2 tractor beams (2); 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)

HAPES CONSORTIUM NOVA-CLASS BATTLECRUISER >one of the two backbone-ships of the Hapan fleet, Novas were frequently deployed at the Consortium border where they performed interception missions against pirates and smugglers. Despite being incredibly fast, Hapan ships are known for lagging turbo-laser technology; they damage just as well but take much longer to prime for firing. As such, nearly all Hapan warships rely heavily on Ion cannons and fair-sized starfighter complements to make up the difference. Performance: 1 Armor: 8 Structure: 8 (0 0 0 0 -1 -1 -2 -2) Sensors: +1 EPM: 1 Super: 3 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 (5) - Defense 6, Armor 6, Structure 6 (0 0 0 0 -1 -1); Each attacks 1d6 at Lead+6 AP2 Ion; Hapan battery technology lags behind others, and as such they take an extra turn to charge before firing. 6. Flight Decks (2) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 15 fighters 7. Power Plant – Defense 6, Armor 8, Structure 7 (0 0 0 0 0 0 0)

HAPES CONSORTIUM OLANJI/CHARUBAH BATTLE-DRAGON >the primary capital ships of the Hapan Royal Navy, these decadent if ineffective warships are designed for fighting en masse and with support; usually from Nova-class cruisers. Using a unique dual-saucer design that rotates turbo-lasers to help overcome the lagging Hapan technology, battle-dragons pick one target and put up a wall of firepower to crush their foes. Where these warships in particular fail is a lack of proper targeting; because they are designed to fight in large groups battle-dragons lack in efficiency when firing upon multiple targets. They also make use of a unique pulse-mass mine technology which is incredibly similar to interdiction fields. Performance: 1 Armor: 8 Structure: 10 (0 0 0 0 -1 -1 -2 -2 -3 -3) Sensors: 0 EPM: 1 Super: 2 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 (8) - Defense 6, Armor 6, Structure 6 (0 0 0 0 -1 -1); Each attacks 1d6 at Lead+6 AP2 Ion; these warships take a -2 penalty to bring more guns to bear on multiple targets; 2 Batteries may drop pulse- mass mines which act as a Medium-sized interdiction drag-bubble. 6. Flight Decks (2) - Defense 6, Armor 6, Structure 4 (0 0 0 0); each deck holds 15 fighters 7. 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+2 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, tractor beams (3) 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+1 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 heavy tractor beams (2); 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 (Immobilizer 418 Cruiser is 2, 3 with Gravity Well Generators active) 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 tractor beams (1) 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); moderate size drag-bubble. 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+1 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 tractor beams (3) 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.

BOTHAWUI SHIPYARDS BOTHAN ASSAULT CRUISER >a condensed but very powerful New Republic warship developed just in time for the Yuuzhan Vong War, it would see action on the Confederation side the Second Galactic Civil War that would soon follow. The BAC was designed to replace the—at the time—very aged Victory-classes of Star Destroyer and does so with a sizable fighter complement, versatile batteries of weapons, increased sensors, and extremely-notable additions of shielding and armor. Despite the number of upgrades the 850-meter BAC still manages to maintain a comparable speed, cementing itself as the do-all cruiser the New Republic and Confederacy need. Performance: 1 Armor: 10 Structure: 12 (0 0 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 locations) 1. Main Structure 2. Bridge – Defense 6, Armor 6, Structure 4 (0 0 0 0) 3. Engines (4) - Defense 6, Armor 7, Structure 5 (0 0 0 0 0) 4. Gun Emplacements (6) - Defense 6, Armor 3, Structure 3 (0 0 0); Each attacks 1d6+1 at Lead+3, two gun emplacements need to be destroyed to reduce Structure and Threat by 1 5. Main Battery (8) - Defense 6, Armor 7, Structure 6 (0 0 0 0 -1 -1); Each attacks 1d6 at Lead+8 AP2 Ion, tractor beams (3); 3 Batteries fire capital ship sized proton torpedoes at AP+1 6. Flight Decks (2) - Defense 6, Armor 8, Structure 4 (0 0 0 0); each deck holds 24 fighters 7. Power Plant – Defense 6, Armor 10, Structure 7 (0 0 0 0 0 0 0)

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. Despite its unfortunate push into the back-lines of Imperial doctrine, its example as a small fleet-ship capable of carrying absolute masses of fighters would serve as an example in doctrines to come. 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+1 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 tractor beams (2) 6. Flight Deck (7) - Defense 5, Armor 6, Structure 7 (0 0 0 -1 -1 -2 -2); each deck holds 32 fighters; the lower deck on some modified Venators bears an SPHA heavy turbo-laser canon that may fire with the Main Battery at 1d6 at Lead+8 AP2 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. What’s more they make excellent orbital bases and troop-carriers, bearing ~330,000 battle-droids and up to 50 landing craft, 1500 platoon-speeders, 550 company-carrying craft, and over 6000 AAT repulsorlift tanks on top of their massive starfighter complement. 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+1 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 heavy tractor beams (1) 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+1 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, tractor beams (3) 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: 2 (3 with Gravity Well Generators active) 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+1 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, tractor beams (2) 6. Gravity Well Generators (4) – Defense 5, Armor 9, Structure 8 (0 0 0 0 0 0 0 0); large drag-bubble 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+1 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, tractor beams (2) 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. An early line-holder in the Rebel fleets, the star cruiser designation is one of prestige and pride in the New Republic. 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+1 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, tractor beams (2) 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+1 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, tractor beams (2) 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)

MON-CAL SHIPYARDS MC80B "MON REMONDA" STAR CRUISER >entering service a year and a half after the Battle of Endor, the MC80B line—exemplified by the first entry Mon Remonda—would lead New Republic fleets until eventually being supplanted by the MC90 line. Despite this it would serve well into the Yuuzhan Vong War. Focusing even more so on gun-fighting than its predecessors, its fighter complement would only barely surpass the Liberty-model MC80s it was built to surpass. Performance: 1 Armor: 13 Structure 12 (0 0 0 0 0 0 -1 -1 -2 -2 -3 -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 9, 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+1 at Lead+3. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (10) - Defense 5, Armor 10, Structure 6 (0 0 0 0 0 -1); each attack 1d6 at Lead+8 AP2 Ion; the Battery blisters are arranged in such a way that any crew has a +2 bonus to bring more guns to bear on a foe at its front arc 6. Flight Decks (2) - Defense 5, Armor 8, 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 MC90 Defiance-line that surpasses the MC80B has only the notable difference of its Flight Decks holding 36 fighters each; the other differences remain small enough to not justify a new entry

MON-CAL SHIPYARDS MEDIATOR-CLASS BATTLECRUISER >the New Republic successor to the star cruiser run of Mon-Cal ships, the Mediator-class—as represented by its first production run—was built as a smaller and more economic variant of the Viscount-class star defender’s battlecruiser-sized prototype. Constructed on the same star cruiser principles that carried Mon-Cal engineers through the Galactic Civil War, the Mediator-class is capable of fighting most any Star Destroyer class the Imperial Remnant had to offer; or in a cross-Canon example it is capable of engaging Resurgent-class SDs with some degree of confidence. Performance: 1 Armor: 13 Structure 13 (0 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 9, 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 (12) - Defense 5, Armor 3, Structure 4 (0 0 0 -1); each attack 1d6+1 at Lead+3. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (12) - Defense 5, Armor 10, Structure 6 (0 0 0 0 0 -1); each attack 1d6 at Lead+8 AP2 Ion, tractor beams (3) 6. Flight Decks (2) - Defense 5, Armor 9, Structure 5 (0 0 0 0 0); each deck holds 36 fighters 7. Power Plant – Defense 6, Armor 12, 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. In cross-Canon fights the Resurgent is roughly equivalent—and slightly superior—to the Mediator battlecruiser. So far as has been revealed yet the First Order does not seem to have smaller frigate-sized vessels; whether this is because of an obsession with hardy vessels capable of independent action or simple oversight is yet to be revealed to the Galaxy Far, Far Away at large. What’s more it’s entirely possible that the Resurgent’s excellent point-defense and fair-enough fighter complement give the First Order the impression that the manpower devoted to anti-starfighter frigates would be wasted. 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+1 at Lead+3 AP1 Ion. Three gun emplacements need be destroyed to reduce main Structure and Threat by 1; 4 Gun Emplacements use missiles and add +2 damage and +1 AP but EPM may be used in defense 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, tractor beams (3) 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. The ship would serve with distinction in both the Yuuzhan Vong Crisis and Second Galactic Civil War; a front-line fighter and force-multiplier. 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+1 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, tractor beams (3); 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 siblings, 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. To the more nostalgic naval commanders of the Galactic Republic Navy, the Endurance-class is well-named; it shows the longevity of the doctrine of old as embraced most fervently by the Venator light Star Destroyers, for some the stand-out vessel of the Republic Navy’s greatest days. Performance: 1 Armor: 12 Structure 10 (0 0 0 0 0 -1 -1 -2 -2 -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+1 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, tractor beams (3) 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) WARBIRDS STAR WARS SSDs, STAR DEFENDERS, DREADNOUGHTS, AND STATIONS Fighting massive targets like Super-Star Destroyers, Star Defenders, various massive dreadnoughts, and space stations presents something of a unique challenge but not one that cannot be overcome using the tools that Warbirds offers us.

Where the challenge comes in is that many of these starships are to be frank the size of cities. Instead of warships that are—relatively speaking—rather small things to focus fights around, starfighters dog-fighting over the hull of an Executor-class or the Death Star will likely find themselves weaving in and out of roadway-like trenches and protrusions or decks reminiscent of buildings much like fighting over a city. One cannot simply put a token on an environment and say “this is the SSD,” when using the perspective of starfighters. These ships are more like the environment itself; the battleground rather than a feature on it.

Because of this one should be mindful of a few things when including these massive starships in your set-pieces and battles: the importance of Strafing and Rounds to the Ground and transitioning from the battlefield of a massive ship to the battlespace surrounding that ship where others might be encountered.

Much like fighting within the tightly-confining asteroid fields of Star Wars and Warbirds: Space Age, the Strafing skill is far more important than Dog-fighting. In order to avoid exposing one’s self to the brunt of an SSDs point- defense, fighters must stay within 2 Rounds to the Ground of the ship’s super-structure; this means that Strafing is incredibly important, even when fighting other snubs in such proximity to the “ground.” Remember that when Rounds to the Ground runs out and fighters are Strafing, they use that skill when trying to shoot each other as well unless one pilot loses their nerve and breaks for the sky.

Transitioning from the battlespace above (or directly below) a massive ship to the battlespace around it wherein it is a distant part of the fight is important. In most scenarios where these machines take place they are like to be the focus, but there are times where the surrounding battle with smaller fleet-ships is more important; consider the battle around the Death Star II where fighters focused on fighting Star Destroyers until the Endor Team’s mission was successful. The actual distance in this transition is up to the GM but we suggest at least one to two full turns of flying at Super directly toward or away from an SSD or station before one is considered in their field of effect; this is incredibly loosely-defined and cinematic but such is the way of Warbirds and, frankly, Star Wars.

Despite the idea of using these ships and stations as set-pieces, one should still stat them out similarly to larger ships or, to use the toolkit provided by Warbirds Core, a Fortification. Here is an example below in the Executor- class Super-Star Destroyer:

KDY/FONDOR SHIPYARDS EXECUTOR-CLASS SUPER-STAR DESTROYER/STAR DREADNOUGHT >named for its first example, the Executor-class was a heavy warship class, its few productions finding use exclusively as command- and flag-ships. At their prime they were the largest vessels in the galaxy and were near-invincible in combat, if extremely costly to operate. A 19-kilometer-long monster, this class of warship is the likely the first in Galactic History to make use of the term “cityscape,” in reference to dorsal superstructure. Performance: 1 Armor: 16 Structure 24 (0 0 0 0 0 0 0 0 0 0 0 0 -1 -1 -1 -1 -2 -2 -2 -2 -3 -3 -3 -3) Sensors: +2 EPM: 1 Super: 1 Defense: 3 Threat: 14 Sub-Systems (roll for random target locations) 1. Main Structure 2. Bridge – Defense 5, Armor 10, Structure 10 (0 0 0 0 0 0 0 0 0 0) 3. Engines (5) - Defense 5, Armor 10, Structure 12 (0 0 0 0 0 0 0 0 0 0 0 0) 4. Gun Emplacements (40) - Defense 5, Armor 4, Structure 4 (0 0 0 -1); each attack 1d6+1 at Lead+3 AP1 Ion. Five gun emplacements need be destroyed to reduce main Structure and Threat by 1 5. Main Batteries (20) - Defense 5, Armor 10, Structure 10 (0 0 0 0 0 -1 -1 -2 -2 -3); each attack 1d6 at Lead+8 AP3 Ion, tractor beams (6); 4 Batteries are assault concussion missile tubes and add AP & Damage +1 6. Flight Decks (8) - Defense 5, Armor 9, Structure 5 (0 0 0 0 0); each deck holds ~80 fighters; docks deep within the superstructure hold many more fighters, guaranteeing a complement of thousands if fully loaded; what’s more the ship carries up to 38,000 troops, platoons of AT-AT and AT-ST walkers with the necessary Y-85 Titan drop-ships (statted as Performance 2 ships with 4 Armor and 7 Structure (0 0 0 -1 -1 -2 -2 -3 -3) to bring them to-and-fro, at least 2 prefabricated FOBs, and various assault and support craft numbering up to 200 7. Power Plant – Defense 6, Armor 16, Structure 14 (0 0 0 0 0 0 0 0 0 0 0 0 0 0)

One of the unique aspects of fighting a ship this large compared to fighting other ships is that since they are in themselves city-sized set-pieces there is no need to have your players contending with all of this at the same time; to make things feel more personal when fighting over a ship’s personal cityscape we suggest breaking the above stats down into something more manageable, like so:

EXECUTOR-CLASS SUPER-STAR DESTROYER CITYSCAPE SEGMENT Performance: 1 Armor: 10 Structure: 10 (0 0 0 0 0 0 -1 -1 -2 -2 -3 -3); Filling this segment structure track does Structure damage to the Super-Star Destroyer (1 or even higher at GM’s discretion) EPM: 1 Super: 1 Defense: 3 Threat: 14 Sub-Systems (roll for random target locations) 1-2. Main Structure 3. Sensor Towers (2) – Defense 5, Armor 4, Structure 5 (0 0 0 0 0); destroying the strategic towers reduces the segment’s ability to coordinate gunners, reducing Threat by 1 4-5. Gun Emplacements (6) – Defense 5, Armor 4, Structure 4 (0 0 0 0); each attack 1d6+1 at Lead+3 AP1 Ion 6. Main Batteries (4) – Defense 5, Armor 8, Structure 8 (0 0 0 0 0 -1 -1 -2)

What’s more, there’s no reason that this can be the only example of a segment; if your players are explicitly targeting the grouped batteries of turbo-lasers, there’s no reason the segment cannot be heavier on the desired targets. If they’re targeting the bridge, engines, or hangars, there may well be a segment dedicated to those; keep in mind however that such strategic targets might have greater AA cover or more enemy fighters than a simple carved section of cityscape.