Académique Documents
Professionnel Documents
Culture Documents
More chapters
o Freighters (currently 50% complete)
o Capital Ships (waiting on Age of Rebellion)
o Miscellaneous Ships (coming as needed)
o Airspeeders and Ground Vehicles (still to come!)
o Individual Custom ships (as requested)
o A starship modifications chapter
Descriptions and blurbs
o This may be on hold for some time, as I dont want to step on the toes of anyone who is already
sharing this information.
Currently, only the Starship chapter is complete, sans page numbers with the table of contents and description
blurbs. Enjoy!
Starfighter Chapter
Aggressive ReConnaissance-170 Starfighter (ARC-170)
Alpha-3 Numbus-class V-Wing Starfighter
Alpha-class Xg-1 Star Wing (Assault Gunboat)
Amphibious Fighter
Aurek-class Tactical Strikefighter
Belbullab-22 and Belbullab-24
Balde-32 Superiority Fighter
C-73 Tracker Starfighter
Chirdaki (Death Seed)
Clutch Fighter (Ugly)
Cutlass-9 Patrol Fighter
CX-133 Chaos Fighter
Dagger-class Starfighter
Davaab-type Starfighter
Defender Starfighter
Delta-7 Aethersprite-class Light Interceptor
Dianoga-class Assault Starfighter
Drexl-class Starfighter
Droid Tri-Fighter
E-Wing Starfighter
Eta-2 Actis-class Interceptor
Flashfire
G1-M4-C Dunelizard
Gauntlet Starfighter
I-7 Howlrunner
IRD and IRD-A Starfighter
Ixiyen-class Fast attack Craft
Kihraxz Assault Fighter and Vaksai Fighter
M12-L Kimogila
M3-A Scyk
Manta-class Assault Starfighter
Missile Boat
Miytil Assault Bomber
Miytil Starfighter
MorningStar Starfighters (A/B/C Variants)
N-1 Starfighter (Naboo Starfighter)
NovaDive
NovaSword Space Superiority Fighter
Porax-38 / Rogue-Class Starfighter
Preybird-class Starfighter
R-41 Starchaser
Razor-class Starfighter
RC-2 Twilight Scoutship
Rihkxyrk Assault Fighter
S-100 Stinger-class Starfighter
Sabaoth Starfighter
Sabaoth Defender
Savage Star Fighter
Scurrg H-6 Prototype Bomber
Sith Fighter (Old Republic)
Star Saber XC-01 Starfighter
Supa Fighter
T-Wing Interceptor
TIE Advanced x1
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Era: Rebellion
Hull type: Starfighter
Ship Class: Alpha-class Xb-1 Star Wing Starfighter
Manufacturer: Cygnus Spaceworks
Hyperdrive: Class 12
Navcomp: Yes
Sensor Range: Short
Ship's Complement: Pilot
Encumbrance Capacity: 10 (100kg)
Passenger Capacity: 0
Consumables: 3 Days
Cost/Rarity: 125,000 credits (75,000 credits used)/ 7
Customization Hard Points: 2
Silhouette: 3
Speed: 4
Handling: 0
Defense: 2/1
Armor: 3
Hull Threshold: 14
System Threshold: 10
Weapons:
2 Chin-mounted Light Laser Cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close]; Linked 1)
2 Cockpit-mounted Light Ion Cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)
2 Forward Mounted Concussion Missile Launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach
4; Blast 4; Guided 3; Limited Ammo 16; Slow-Firing 1, Linked 1)
Note: The Alpha-class Xg-1 was a versatile predecessor to the TIE Defender. This ship has been known to exchange
Concussion Missiles for 12 Proton Torpedoes, 8 Heavy Rockets, or 4 Heavy Space Bombs. Others have been known
to carry Ion Torpedoes, and one has been recorded to use a Tractor Beam.
Of course, this is all based on the need of the organization using it. This ship didnt see widespread use, but is
versatile in the right hands.
Amphibious Fighter
Special: The Amphibious Fighter can act as a submersible after configuring the shields. This configuration leaves
the ship with 1/0 defense, and it can reach a maximum depth of 1,000 meters.
Creators Note: This makes an appearance in a comic, and little else is noted. As the ship was pitted against
Aethersprites, I assume it had reasonable speed and handling with a good hull and system threshold like all other
Mon Cal fighters.
I was concerned about giving this a 2/1 defense rating for the backup shield generators that are common on Mon Cal
ships, but with the hull being closer to a Z-95 than a Y-Wing, I felt it balanced out.
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Dagger-class Starfighter
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Davaab-type Starfighter
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Defender Starfighter
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Drexl-class Starfighter
(Predecessor to scrapped Preybird)
Era: Rebellion
Hull type: Starfighter
Ship Class: Drexl-class Starfighter
Manufacturer: SoroSuub Corporation
Hyperdrive: None
Navcomp: None
Sensor Range: Short
Ship's Complement: Pilot; Co-pilot/astromech
Encumbrance Capacity: 6 (3 with co-pilot present)
Passenger Capacity: 0
Consumables: 2 days (1 day with co-pilot present)
Cost/Rarity: 165,000 credits (100,000 credits used)/8
Customization Hard Points: 3
Silhouette: 3
Speed: 4
Handling: +1
Defense: 1/0
Armor: 3
Hull Threshold: 10
System Threshold: 8
Weapons:
2 Wing Mounted Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
Forward Mounted Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4;
Blast 4; Guided 3; Limited Ammo 12; Slow-Firing 1)
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E-Wing Starfighter
Note: This version is after all of the kinks have been worked out of the original design. Originally, this could only
use an R7 astromech, and the blasters were often weaker and/or had a reduced range.
Creators Note: As I dont have the AoR Beta, and with the argument regarding the X-Wing there, I had to do a lot
of guesswork. I basically did an amped up version of the Z-95 as a guideline and went from there to determine the
above.
One argument that came up was with regards to the Armor rating: do we go with a 4 or a 3 (but higher Hull). This
went the latter route, but may still not be perfect.
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Flashfire
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Gauntlet Starfighter
Era: Rebellion
Hull type: Starfighter
Ship Class: Gauntlet Starfighter
Manufacturer: Shobquix Yards
Hyperdrive: None
Navcomp: None
Sensor Range: Short
Ship's Complement: One Pilot, one Co-pilot/Gunner
Encumbrance Capacity: 10
Passenger Capacity: 0
Consumables: 2 days
Cost/Rarity: 165,000 credits (85,000 credits used)/7
Customization Hard Points: 2
Silhouette: 3
Speed: 4
Handling: +1
Defense: 1/1
Armor: 3
Hull Threshold: 10
System Threshold: 9
Weapons:
2 Cockpit Mounted Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
Forward Mounted Proton Torpedo Launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6;
Blast 6; Guided 2; Limited Ammo 5; Slow Firing 1)
2 Gunner-Operated Medium Laser Cannon Turrets (Fire Arc Turret; Damage 6; Critical 3; Range [Close]; Linked 1)
Era: Rebellion
Hull type: Starfighter
Ship Class: I-7 Howlrunner Starfighter
Manufacturer: Incom Corporation
Hyperdrive: None
Navcomp: None
Sensor Range: Close
Ship's Complement: One pilot
Encumbrance Capacity: 8
Passenger Capacity: 0*
Consumables: Two Days
Cost/Rarity: 165,000 credits /6
Customization Hard Points: 3
Silhouette: 3
Speed: 5
Handling: +3
Defense: 1/1
Armor: 3
Hull Threshold: 9
System Threshold: 9
Weapons:
2 Mounted Medium Laser Cannons: (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
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IRD Starfighter
(Intercept * Reconnaissance * Defense)
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Era: Rebellion
Hull type: Starfighter
Ship Class: Ixiyen-class Fast Attack Craft
Manufacturer: TransGalMeg Industries
Hyperdrive: Class 1
Navcomp: Equipped
Sensor Range: Short
Ship's Complement: Pilot
Encumbrance Capacity: 6
Passenger Capacity: 0
Consumables: 1 week
Cost/Rarity: 180,000 credits (40,000 used)/5 (R)
Customization Hard Points: 2
Silhouette: 3
Speed: 4
Handling: +1
Defense: 1/1
Armor: 3
Hull Threshold: 10
System Threshold: 9
Weapons:
2 Wing-Mounted Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
1 Nose Mounted Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4,
Blast 4, Guided 3, Limited Ammo 5, Slow-Firing 1)
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Era: Rebellion
Hull type: Starfighter
Ship Class: Kihraxz assault fighter
Manufacturer: TransGalMeg Industries
Hyperdrive: Class 2
Navcomp: Equipped
Sensor Range: Short
Ship's Complement: Pilot
Encumbrance Capacity: 10
Passenger Capacity: 0
Consumables: 2 days
Cost/Rarity: 70,000 credits (40,000 used)/4
Customization Hard Points: 5
Silhouette: 3
Speed: 6
Handling: +2
Defense: 1/0
Armor: 2
Hull Threshold: 8
System Threshold: 8
Weapons:
2 wing mounted light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1)
1 Nose mounted concussion missile launcher (Fire Arc ; Damage 6; Critical 3; Range [Short]; Breach 4, Blast 4,
Guided 3, Limited Ammo 5, Slow-Firing 1)
Note: I disagree with making this ship a Restricted Vessel, and have done away with it due to the lack of armaments.
If you feel it should be restricted, then make it so. Additionally, a common variant of this craft, the Vaksai, is
nothing more than a heavily modified version put together by Black Sun. Here are the changes for a Vaksai:
Hyperdrive: Class 1
Encumbrance Capacity: 8
Cost/Rarity: 185,000 credits (115,000 used)/8 (R)
Customization Hard Points: 1
Defense: 1/1
Armor: 3
Hull Threshold: 9
System Threshold: 9
Weapons: Upgrade light blaster cannons to Medium Laser Cannons (Fire Arc ; Damage 6; Critical 3; Range
[Close]; Linked 1)
Notes: The cockpit acts as an escape pod, allowing the pilot to eject without needing a sealed suit. I know there isnt
a modification for increased Hull Trauma/System Strain yet, but I see that happening with the cargo hit,
customization reduction, and armor increase without a loss in handling.
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M12-L Kimogila
Era: Rebellion
Hull type: Starfighter
Ship Class: M12-L Kimogila Fighter
Manufacturer: MandalMotors
Hyperdrive: Class 2
Navcomp: Equipped
Sensor Range: Short
Ship's Complement: Pilot; Astromech droid
Encumbrance Capacity: 12
Passenger Capacity: 0
Consumables: 2 weeks
Cost/Rarity: 175,000 credits (125,000 used)/7 (R)
Customization Hard Points: 1
Silhouette: 3
Speed: 4
Handling: 0
Defense: 1/1
Armor: 3
Hull Threshold: 11
System Threshold: 10
Weapons:
2 Forward Mounted Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
Forward Mounted Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4,
Blast 4, Guided 3, Limited Ammo 12, Slow-Firing 1)
Forward Mounted Proton Torpedo Launcher (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6,
Blast 6, Guided 2, Limited Ammo 8, Slow-Firing 1)
Note: The weapon is often replaced based on the needs of the pilot or group. Typical weapons include a light ion
cannon, a concussion missile launcher or a proton torpedo launcher.
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Era: Rebellion
Hull type: Starfighter
Ship Class: Manta-class Assault Starfighter
Manufacturer: Tapani Starship Cooperative
Hyperdrive: None
Navcomp: None
Sensor Range: Close
Ship's Complement: One pilot
Encumbrance Capacity: 8
Passenger Capacity: 0
Consumables: One Week
Cost/Rarity: 95,000 credits/6 (5 in the Tapani Sector)
Customization Hard Points: 2
Silhouette: 3
Speed: 4 (5)
Handling: +1 (0)
Defense: 1/1
Armor: 3
Hull Threshold: 9
System Threshold: 9
Weapons:
2 Chin-Mounted Light Ion Cannons (Fire Arc Forward; Damage 5; Critical 4; Range [Close]; Ion, Linked 1)
2 Wing-Mounted Medium Laser Cannons: (Fire Arc Foward; Damage 6; Critical 3; Range [Close]; Linked 1)
2 Wing-Mounted Heavy Laser Cannons: (Fire Arc Foward; Damage 7; Critical 3; Range [Close]; Linked 1)
Note: Takes one maneuver action to calibrate between attack mode (listed stats) and interceptor mode (stats in
parenthesis). All weapons except the Ion Cannons are deactivated when in Intercept Mode.
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Missile Boat
Era: Rebellion
Hull type: Starfighter
Ship Class: Missile Boat
Manufacturer: Cygnus Spaceworks
Hyperdrive: Class 6
Navcomp: Yes
Sensor Range: Short
Ship's Complement: Pilot
Encumbrance Capacity: 10 (100kg)
Passenger Capacity: 0
Consumables: 3 Days
Cost/Rarity: Not Available For Sale (estimated 250,000 credits/8)
Customization Hard Points: 1
Silhouette: 3
Speed: 5
Handling: 0
Defense: 2/2
Armor: 2
Hull Threshold: 9
System Threshold: 10
Weapons:
One Cockpit Mounted Medium Laser Cannon (Fire Arc Foward; Damage 6; Critical 3; Range [Close])
Two Forward Mounted Advanced Concussion Missile Launchers (Fire Arc Forward; Damage 7; Critical 3; Range
[Short]; Breach 4; Blast 4; Guided 4; Limited Ammo 40; Slow-Firing 1, Linked 1)
Two Forward Mounted General Purpose Warhead Launchers* (Fire Arc Forward; Linked 1; Slow-Firing 1)
*: The General Purpose Warhead Launchers are geared to change the payload as needed. These launchers are
capable of carrying the following:
40 Advanced Concussion Missiles (see above)
30 Advanced Proton Torpedoes (Damage 9; Critical 2; Range [Shot]; Breach 6; Blast 6; Guided 3)
20 Heavy Rockets (May stat at a later time)
10 Heavy Space Bombs (May stat at a later time)
Note: This ship also comes equipped with the SLAM system. My current rule of thumb is to double the speed for 3
system strain per turn it is active.
Era: Rebellion (speculated production; first appearance outside Hapan Space in the New Republic Era)
Hull type: Starfighter
Ship Class: MiyTil Assault Bomber
Manufacturer: Olanji/Charubah
Hyperdrive: Class 2 (Backup Class 12)
Navcomp: Equipped
Sensor Range: Short
Ship's Complement: Pilot; Gunner
Encumbrance Capacity: 12
Passenger Capacity: None
Consumables: 2 Days
Cost/Rarity: 200,000 credits (85,000 used)/9 (6 in Hapes Consortium)
Customization Hard Points: 1
Silhouette: 3
Speed: 5
Handling: +1
Defense: 1/1
Armor: 3
Hull Threshold: 13
System Threshold: 11
Weapons:
2 Wing Mounted Medium Laser Cannons : (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
2 Ventral Mounted Heavy Concussion Missile Launcher (Fire Arc Forward; Damage 7; Critical 3; Range [Short];
Breach 4; Blast 4; Guided 3; Limited Ammo 32; Slow-Firing 1; Linked 1)
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Era: Rebellion (speculated production; first appearance outside Hapan Space in the New Republic Era)
Hull type: Starfighter
Ship Class: MiyTil Starfighter
Manufacturer: Olanji/Charubah
Hyperdrive: Class 1.5 (Backup Class 12)
Navcomp: No; Astromech Droid
Sensor Range: Short
Ship's Complement: Pilot, Astromech Droid
Encumbrance Capacity: 6
Passenger Capacity: None
Consumables: One Week
Cost/Rarity: 210,000 credits (85,000 used)/9 (6 in Hapes Consortium)
Customization Hard Points: 4
Silhouette: 3
Speed: 6
Handling: +2
Defense: 1/1
Armor: 3
Hull Threshold: 11
System Threshold: 10
Weapons:
2 Wing Mounted Medium Laser Cannons : (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
1 Chin Mounted Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4;
Blast 4; Guided 3; Limited Ammo 6; Slow-Firing 1)
Note: A Command version of this ship adds another linked Front Firing Medium Laser Cannon, another linked
Concussion Missile Launcher, and two Front Firing Light Ion Cannons (Fire Arc ; Damage 6; Critical 4; Range
[Short]; Ion; Linked 1). This version would still have at least 2 Customization Hard Points remaining.
The Command version is not normally for sale, but Black Market prices would be estimated to be no less than
300,000 credits.
The Storm, a more famous Miytil fighter, was estimated to have over 500,000 credits worth of changes over the
standard Miytil fighter, but this is more of an exception to the rule.
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MorningStar Starfighters
A/B/C variants.
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Preybird-class Starfighter
Era: Rebellion
Hull type: Starfighter
Ship Class: Preybird-class Starfighter
Manufacturer: SoroSuub Corporation (originally); Cavrilhu Pirates (manufacturer: 19 ABY)
Hyperdrive: Class 3
Navcomp: Equipped
Sensor Range: Short
Ship's Complement: Pilot; Gunner
Encumbrance Capacity: 3
Passenger Capacity: 0
Consumables: 4 days
Cost/Rarity: 200,000 credits (150,000 credits used)/9 (8 around 19 ABY)
Customization Hard Points: 2
Silhouette: 3
Speed: 5
Handling: 0
Defense: 1/1
Armor: 4
Hull Threshold: 11
System Threshold: 9
Weapons:
2 Wing Mounted Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
Forward Mounted Concussion Missile Launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4;
Blast 4; Guided 3; Limited Ammo 5; Slow-Firing 1)
Aft Mounted Concussion Missile Launcher (Fire Arc Aft; Damage 6; Critical 3; Range [Short]; Breach 4; Blast 4;
Guided 3; Limited Ammo 5; Slow-Firing 1)
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R-41 Starchaser
Optional Note: The ship lacks most of the internal bracing of other starfighters, and is suseptible to well-placed hits.
Increase the critical hit rating by 10. (This also explains the low HT)
Alternatively, the ship is reliable and easy to maintain, granting a boost die to all repairs done.
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Razor-class Starfighter
Era: Legacy
Hull type: Starfighter
Ship Class: RC-2 Twilight Scoutship
Manufacturer: Incom Corporation
Hyperdrive: Class 1
Navcomp: Equipped
Sensor Range: Medium
Ship's Complement: Pilot
Encumbrance Capacity: 15 (100kg)
Passenger Capacity: 2
Consumables: 2 weeks
Cost/Rarity: 275,000 credits (125,000 used)/8 (R)
Customization Hard Points: 1
Silhouette: 3
Speed: 4
Handling: +1
Defense: 1/0
Armor: 2
Hull Threshold: 15
System Threshold: 15
Weapons:
Forward mounted light laser cannon (
Forward mounted proton torpedo launcher (Limited Ammo 2)
Special Coating: The RC-2 gains a boost die on all Stealth-related checks and adds a Setback die to any roll to
detect it.
Jamming Field: Remove the guided quality from any weapon targeting the RC-2. Additionally,
(Debating between the following)
Option 1: The RC-2 reduces the effective sensor range of any ship attempting to detect it by one.
Option 2: Increase the difficulty of any detection attempts to detect the ship with scanners. This also applies for
target locks.
Option 3: Add 3 setback dice to any attempt to detect the ship.
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Era: Rebellion
Hull type: Starfighter
Ship Class: Rihkxyrk Assault Fighter (also known as the Rihkxyrk Attack Ship)
Manufacturer: TransGalMeg Industries
Hyperdrive: Class 2
Navcomp: Equipped
Sensor Range: Short
Ship's Complement: Pilot
Encumbrance Capacity: 7
Passenger Capacity: 0
Consumables: 1 day
Cost/Rarity: 240,000 credits (150,000 used)/5 (R)
Customization Hard Points: 1
Silhouette: 3
Speed: 4
Handling: 0
Defense: 1/1
Armor: 4
Hull Threshold: 14
System Threshold: 10
Weapons:
3 Wing and Fore-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked
2)
Fore-mounted concussion missile launcher (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4, Blast
4, Guided 3, Limited Ammo 10, Slow-Firing 1)
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Sabaoth Defender
Era: Rise of the Empire
Hull type: Starfighter
Ship Class: Sabaoth Defender
Manufacturer: Unknown
Hyperdrive: Class 2
Navcomp: Equipped
Sensor Range: Close
Ship's Complement: Pilot
Encumbrance Capacity: 4 (20kg)
Passenger Capacity: 1
Consumables: 7 days
Cost/Rarity: Not available for sale (estimated at 240,000 credits/8 (R) (Military))
Customization Hard Points: 1
Silhouette: 3
Speed: 4
Handling: 0
Defense: 1/1
Armor: 3
Hull Threshold: 13
System Threshold: 9
Weapons:
2 Wing Mounted and 2 Chin Mounted Medium Laser Cannons (Fire Arc: Forward; Damage 6; Critical 3; Range
[Close]; Linked 3)
2 Wing Mounted Concussion Missile Launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach 4,
Blast 4, Guided 3, Limited Ammo 4, Slow-Firing 1; Linked 1)
Note: This is basically a beefed up Sabaoth Starfighter, so Ive put it afterward in the Table of Contents for that
reason. It is different enough to warrant its own page and statblock, but it didnt come with a photo.
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Supa Fighter
Era: Rebellion
Hull type: Starfighter
Ship Class: Supa Fighter
Manufacturer: Joraan Drive Systems
Hyperdrive: Class 2
Navcomp: Equipped
Sensor Range: Short
Ship's Complement: Pilot
Encumbrance Capacity: 8
Passenger Capacity: 0
Consumables: 1 day
Cost/Rarity: 110,000 credits (70,000 credits used)/7
Customization Hard Points: 2
Silhouette: 3
Speed: 4
Handling: +1
Defense: 1/1
Armor: 3
Hull Threshold: 12
System Threshold: 10
Weapons:
2 Wing Mounted Medium Laser Cannons (Fire Arc Foward; Damage 6; Critical 3; Range [Close]; Linked 1)
1 Forward Mounted Light Ion Cannon (Fire Arc Forward; Damage 6; Critical 4; Range [Short]; Ion)
2 Forward Mounted Concussion Missile Launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach
4; Blast 4; Guided 3; Limited Ammo 8; Slow-Firing 1; Linked 1)
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T-Wing Interceptor
Era: Rebellion
Hull type: Starfighter
Ship Class: T-Wing Interceptor
Manufacturer: Hoersch-Kessel Drive, Inc.
Hyperdrive: Class 1
Navcomp: Yes
Sensor Range: Short
Ship's Complement: Pilot
Encumbrance Capacity: 10
Passenger Capacity: 0
Consumables: 1 Week
Cost/Rarity: 150,000 credits (60,000 used)/7
Customization Hard Points: 2
Silhouette: 3
Speed: 6
Handling: +1
Defense: 1/0
Armor: 3
Hull Threshold: 9
System Threshold: 9
Weapons:
2 Wing Mounted Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
2 Forward Mounted Proton Torpedo Launchers (Fire Arc ; Damage 8; Critical 2; Range [Short]; Breach 6, Blast 6,
Guided 2, Limited Ammo 8, Slow-Firing 1)
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TIE Advanced x1
Era: Rebellion
Hull type: Starfighter
Ship Class: Twin Ion Engine Advanced x1
Manufacturer: Sienar Fleet Systems
Hyperdrive: Class 4
Navcomp: Equipped
Sensor Range: Close
Ship's Complement: Pilot
Encumbrance Capacity: 13 (150kg)
Passenger Capacity: 0
Consumables: 5 days
Cost/Rarity: Not Available For Sale (Estimated at 96,000 credits)/8 (R)
Customization Hard Points: 0
Silhouette: 3
Speed: 5
Handling: +2
Defense: 1/1
Armor: 2
Hull Threshold: 10
System Threshold: 9
Weapons:
2 chin-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 2)
Cluster Missile Launcher (as Concussion Missiles) (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Breach
4, Blast 4, Guided 3, Limited Ammo 8, Slow-Firing 1)
Note: Fluff dictates that this has a very advanced sensor package. I would give each weapon Accurate to denote this,
but it is optional.
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TIE Avenger
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TL-118 StarHammer
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Toscan 8-Q
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A Treatise On Uglies
Uglies are ships that are built from various parts that one would have on hand. You will be hard pressed to find
one in the open market, but you may find a good number of them piloted by pirates or other groups who are unable
to afford proper craft. That isnt to say that Uglies are worthless ships, but rather they are unreliable due to their
nature.
The two biggest advantages to an Ugly are also their biggest drawbacks: they are cheap and have unknown
capabilities.
If one wishes to build an Ugly, they will need, at the very least, a hull from one vehicle, the engines of another, and
parts to complete the ship.
I will be honest, I doubt there will ever be clean mechanics for this, as many Uglies defy all normal rules. That said,
heres a few guidelines to get started.
First, choose two or more ships to put together. Determine where the different parts would meet; for example, there
are two combinations of Y-Wings and TIE Fighters based on which wings and cockpits are being used.
Second, assign the statistics of the vehicle. Use the following concepts:
Speed: Use the Speed of the ship that youve pulled the engines from. Reduce it if the vehicle is much heavier
and/or is forced to split power to systems it never had.
Handling: Take the lowest Handling of the two vehicles. As most Uglies are variable, some can be more agile (at the
cost of other abilities), but most are less agile, and therefore subtract another 1-2 to Handling.
Hull and System: This one is up for debate as you have two options. The first is to use the Hull of the primary ship
(i.e. the fuselage); the second is to guess a number between the two Hull values. System Strain should be the lowest
of the ships involved, with another -1 to -3 taken away due to the quality of the vehicle.
Cost/Rarity: The cost is always variable, as you are basically purchasing a collection of flying scrap with some
working components. The ships are worth as much or as little as you please, but can have that can rise up to 90% of
a single ships cost.
Encumbrance, Passengers, and Consumables: Again, this is variable, but use the values of the cockpit of the ship
you are using. Make adjustments as needed.
Hard Points: Once built, Uglies do not have any Hard Points.
Weapons: Weapons are one of the most versatile part of an Ugly, as there are no defaults. The easiest weapons to
mount are those on the parts of the ship you are using, but others can be added, even if they are too big for the
ship. . .at a penalty, of course.
Other Abilities: Uglies are prone to having a good number of tricks available to them in exchange for reliability
issues. A simple way of doing this is to remove a system it would normally have (such as weapons, shields), weaken
a system it would have (engines, maneuverability), reduce armor/Hull, or cause a setback die to all checks made
with the ship in exchange for something it would normally not have. Examples have included powerful shields,
heavy weapons not available to a ship of its size, or engines that can outpace a TIE Interceptor.
The following Uglies are Tried and True and tend to not vary very often from one to another, even though they are
not factory built. They have guidelines and tend to do the job that they are required to do: be cheaply produced
fighters that can be built in your own backyard!
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TYE-wing Ugly
Parts: TIE cockpit and cannons, engine nacelles of Y-Wing.
Era: Rebellion
Hull type: Starfighter
Ship Class: Ugly
Manufacturer: Various groups
Hyperdrive: None
Navcomp: None
Sensor Range: Close
Ship's Complement: Pilot
Encumbrance Capacity: 4 (65kg)
Passenger Capacity: 0
Consumables: Variable (Two days)
Cost/Rarity: Variable; up to 40,000 credits / 4
Customization Hard Points: 0
Silhouette: 3
Speed: 4
Handling: -1
Defense: 0
Armor: 2
Hull Threshold: 6
System Threshold: 7
Weapons:
Two Forward Mounted Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
Parts: X-Wing fuselage and engines, TIE wings. Torpedoes remain, often replaced by cannons. X-Wing shields.
Era: Rebellion
Hull type: Starfither
Ship Class: Ugly
Manufacturer: Variable
Hyperdrive: Class 1
Navcomp: N/A Astromech Socket
Sensor Range: Close
Ship's Complement: Pilot, Astromech.
Encumbrance Capacity: 10
Passenger Capacity: 0
Consumables: Variable (One week)
Cost/Rarity: Up to 75,000 credits / 5
Customization Hard Points: 0
Silhouette: 3
Speed: 5
Handling: -2
Defense: 1/1
Armor: 2
Hull Threshold: 8
System Threshold: 7
Weapons:
1 Forward-mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [Short]; Breach 6,
Blast 6, Guided 2, Limited Ammo 3, Slow-Firing 1)
1 Forward Mounted light laser cannon (Fire Arc Forward; Damage 5; Critical 3; Range [Close])
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Parts: X-wing fuselage, missiles, shields, and hyperdrive. Interceptor solar panels with cannons.
Era: Rebellion
Hull type: Starfither
Ship Class: Ugly
Manufacturer: Variable
Hyperdrive: Class 1
Navcomp: N/A Astromech Socket
Sensor Range: Close
Ship's Complement: Pilot, Astromech.
Encumbrance Capacity: 10
Passenger Capacity: 0
Consumables: Variable (One week)
Cost/Rarity: Up to 90,000 credits / 5
Customization Hard Points: 0
Silhouette: 3
Speed: 5
Handling: 0*
Defense: 1/1
Armor: 2
Hull Threshold: 9
System Threshold: 8
Weapons:
4 Wingtip-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3)
2 Forward-mounted proton torpedo launchers (Fire Arc ; Damage 8; Critical 2; Range [Short]; Breach 6, Blast 6,
Guided 2, Limited Ammo 6, Slow-Firing 1; Linked 1)
*Note: You can argue a +1 out of this, especially if it is a good quality ship.
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65
Y-TIE Ugly
Parts: Y-Wing fuselage, cannons, and shields, TIE wings, engines, sensors, and cannons (replacing ion cannons).
Faster than Y-Wing.
Era: Rebellion
Hull type: Starfighter
Ship Class: Ugly
Manufacturer: Variable
Hyperdrive: Class 1
Navcomp: NA Astromech Socket
Sensor Range: Close
Ship's Complement: Pilot, Astromech; Gunner (available in BTL-S3)
Encumbrance Capacity: 10
Passenger Capacity: 0 (1 if using BTL-S3 without a gunner)
Consumables: One Week
Cost/Rarity: Up to 45,000 credits / 4
Customization Hard Points: 0
Silhouette: 3
Speed: 5
Handling: -1
Defense: 1/1
Armor: 2
Hull Threshold: 8
System Threshold: 7
Weapons:
2 Forward mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1)
2 Turret-mounted medium laser cannons (Fire ArcTurret; Damage 6; Critical 3; Range [Close]; Linked 1)*
2 Forward-mounted proton torpedo launchers (2 Forward-mounted proton torpedo launchers (Fire Arc ; Damage 8;
Critical 2; Range [Short]; Breach 6, Blast 6, Guided 2, Limited Ammo 8, Slow-Firing 1; Linked 1)
*Note: if the turret is locked to forward firing, combine the two laser cannon sets and changed Linked 1 to Linked
3
Parts: Z-95 fuselage, engines, shields, hyperdrive, and two wingtip cannons. Solar panels, cockpit and 2 cannons
from TIE Interceptor. Astromech mounted to the front.
Era: Rebellion
Hull type: Starfighter
Ship Class: Ugly
Manufacturer: Variable
Hyperdrive: Class 2
Navcomp: N/A; Imbedded Astromech
Sensor Range: Close
Ship's Complement: Pilot, Imbedded Astromech
Encumbrance Capacity: 8
Passenger Capacity: 0
Consumables: One day
Cost/Rarity: 25,000-40,000 credits/5
Customization Hard Points: 0
Silhouette: 3
Speed: 4
Handling: 0
Defense: 1/0
Armor: 2
Hull Threshold: 8
System Threshold: 7
Weapons:
4 wingtip mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3)
Twin Light Laser Cannon Turret (Fire Arc Turret; Damage 5; Critical 3; Range [Close]; Linked 1)
66
67
V-19 Torrent
68
Era: Rebellion
Hull type: Starfighter
Ship Class: Zebra Starfighter
Manufacturer: Hyrotil Vehicle Works
Hyperdrive: None
Navcomp: None
Sensor Range: Short
Ship's Complement: Pilot
Encumbrance Capacity: 5
Passenger Capacity: None
Consumables: 1 Day
Cost/Rarity: 80,000 credits (30,000 used)/5
Customization Hard Points: 4
Silhouette: 3
Speed: 4
Handling: -1
Defense: 0
Armor: 3
Hull Threshold: 8
System Threshold: 8
Weapons:
2 Wing Mounted Heavy Laser Cannons (Fire Arc Forward; Damage 7; Range [Close]; Linked 1)
69
70
Era:
Hull type:
Ship Class:
Manufacturer:
Hyperdrive:
Navcomp:
Sensor Range:
Ship's Complement:
Encumbrance Capacity:
Passenger Capacity:
Consumables:
Cost/Rarity:
Customization Hard Points:
Silhouette:
Speed:
Handling:
Defense:
Armor:
Hull Threshold:
System Threshold:
Weapons:
71
72
73
I4 Ionizer
Hull type:
Ship Class:
Manufacturer:
Hyperdrive:
Navcomp:
Sensor Range:
Ship's Complement:
Encumbrance Capacity:
Passenger Capacity:
Consumables:
Cost/Rarity:
Customization Hard Points:
Silhouette:
Speed:
Handling:
Defense:
Armor:
Hull Threshold:
System Threshold:
Weapons:
74
75
X-83 TwinTail
Legacy Era
Era:
Hull type:
Ship Class:
Manufacturer:
Hyperdrive:
Navcomp:
Sensor Range:
Ship's Complement:
Encumbrance Capacity:
Passenger Capacity:
Consumables:
Cost/Rarity:
Customization Hard Points:
Silhouette:
Speed:
Handling:
Defense:
Armor:
Hull Threshold:
System Threshold:
Weapons:
76
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Series: Babylon 5
Hull type: Starfighter
Ship Class:
Manufacturer: Mitchell-Hyundyne
Hyperdrive: Not equipped
Navcomp: N/A
Sensor Range: Short
Ship's Complement: Pilot
Encumbrance Capacity: 8
Passenger Capacity: 0
Consumables: 1 day
Cost/Rarity: Not available for sale (Estimated at 220,000 credits/8 (R))
Customization Hard Points: 8*
Silhouette: 3
Speed: 4
Handling: +2
Defense: 0
Armor: 2
Hull Threshold: 10
System Threshold: 8
Weapons:
4 Copeland JC466/A Pulse Discharge Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3)
2 Copeland JC44 Pulse Discharge Cannons (Fire Arc Forward; Damage 5; Critical 3; Range [Close])
*The Starfury has eight points to install extra weapons and ammunition, thus the high number of hard points and
high credit cost for a fighter. Only weapons may be mounted on these points.
Creators Note: I have NEVER seen an episode of Babylon 5, so I cant really help you with this one. Im doing
pure conjecture based on what I am reading, but it seems to be reasonably fast and agile; I didnt make it Speed 5 as
there seems to be faster ships that are nowhere near as heavily armed.
79
Viper Mark II
*The Vipers are known to have areas to mount extra weapon pods or ammunition. 2 of the 3 Hard Points are for
weapon systems only.
Note: I think Ive balanced this out a bit. As the Vipers use rapid-firing railguns that let loose tracer rounds, I
thought Breach and Accurate were proper to add to an Auto-Blaster.
Note: I made the Vipers rather expensive as they are purely military craft in the Battlestar Galactica Universe,
but may not be considered as such in Star Wars.
I can see a reduction if they were mass produced and more prevalent, but I wouldn't put ANY of them any
lower than a Z-95 in terms of cost.
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*The Vipers are known to have areas to mount extra weapon pods or ammunition. 2 of the 3 Hard Points are for
weapon systems only.
Note: I think Ive balanced this out a bit. As the Vipers use rapid-firing railguns that let loose tracer rounds, I
thought Breach and Accurate were proper to add to an Auto-Blaster.
Note: I made the Vipers rather expensive as they are purely military craft in the Battlestar Galactica Universe,
but may not be considered as such in Star Wars.
I can see a reduction if they were mass produced and more prevalent, but I wouldn't put ANY of them any
lower than a Z-95 in terms of cost.
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Note: I made the Vipers rather expensive as they are purely military craft in the Battlestar Galactica Universe,
but may not be considered as such in Star Wars.
I can see a reduction if they were mass produced and more prevalent, but I wouldn't put ANY of them any
lower than a Z-95 in terms of cost.
Era:
Hull type:
Ship Class:
Manufacturer:
Hyperdrive:
Navcomp:
Sensor Range:
Ship's Complement:
Encumbrance Capacity:
Passenger Capacity:
Consumables:
Cost/Rarity:
Customization Hard Points:
Silhouette:
Speed:
Handling:
Defense:
Armor:
Hull Threshold:
System Threshold:
Weapons:
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