Chapter Nine: Starships
After being exposed to galactic society, the Consumables: 25 days
Gormak gained access to new technologies, now Cost: Unique; not available for sale (estimated 30-35,000
some Gormak have turned their efforts toward the to collectors)
construction of Starships. And while the Gormak Hyperdrive Multiplier: x13
shamans toil night and day to perfect their first Nav Computer: No
starship, the Gormak enthusiasm to wage war on Maneuverability: 1D+1
the Voss has not been dampened.[1] Space: 3
Atmosphere: 260, 750 kmh
Despite their incredible affinity for technology, Hull: 1D+1
the Gormak are still a backward species in many Game Notes: The Gormegan-1 does not have the
ways. Although they are capable of repairing, common amenities of modern technologically-advanced
modifying and improving tech created by more starships: it has no interstellar communications, limited
advanced cultures, they are mired in a pre- artificial gravity, and relies only on visual and
spaceflight culture and confined to their electromagnetic sensors.
homeworld.
Gray Secant
Now, under the guidance of Jokull–a visionary
warrior who has risen up to lead his people–the The mysterious Gree starship known as Gray
Gormak are approaching the dawn of a new age. Secant carries a long and unclear history.
Hidden away inside Gorma-Koss, dozens of tribes According to the Gree, this fully-automated vessel
have united to build a starship capable of was launched by their ancestors at some point in
interstellar flight. Using pieces and equipment the distant past, though conventional sensor
salvaged from the Empire, the Republic and even technology has been unable to determine the ship’s
the Voss, they have made slow but steady progress, precise age or even its composition. As a result,
marching towards the future. Should the Gormak there is no way to know the ancient starship’s
successfully complete the vessel, it will forever capabilities for certain, though most experts
alter the destiny of their people by making them a believe its technological sophistication to be well
force within greater galactic culture. The long-term beyond contemporary Republic and Imperial
consequences of such a radical breakthrough are science. Among the Gree themselves, Gray Secant
difficult to predict, but the Gormak firmly believe carries an almost religious significance. The ship
their first starship is the key to their ultimate was sent out from the Gree Enclave to explore and
survival. [4] analyze the rest of the galaxy over the course of
many millennia; getting to see one of their ancient
■ Gormegan-1 legends at work firsthand is understandably
exciting for the Gree.[4]
Craft: Gormak Shamans Gormegan-1 Prototype Ship
Affiliation: Gormak ■ Gray Sceant
Era: Old Republic (Great Galactic War)
Type: Prototype ship Affiliation: Unknown / Gree
Scale: Starfighter Type: Automated research vessel
Length: 41.3 meters Scale: Starfighter
Crew: 5 Length: 83.5 meters
Skill: Space Transports: Gormegan Protoype Skill: Space Transports: Ajuur Transport
Passengers: 10 Crew: None (automated)
Cargo Capacity: 100 metric tons
Galaxy Guide 16: The Old Republic 251
Chapter Nine: Starships
Crew Skill: Droid brain, all skills 5D This class was utilized during the
Passengers: None Sacking of Coruscant. It was used to
Cargo Capacity: Unknown perform bombing runs on the Jedi
Consumables: None Temple and surrounds. During the
Cost: Unique; not available for sale (estimated 30 million Cold War, Havoc Squad tracked down
to collectors) one of these transports in the eastern
Hyperdrive Multiplier: x2 Jundland Wastes on Tatooine, where
Nav Computer: Yes it was said to have transported a SIS
Maneuverability: 3D operative. Havoc Squad successfully
Space: 5 rescued the agent and destroyed the
Atmosphere: 295; 850 kmh vessel in the process. The Republic
Hull: 4D+1 Special Forces Colonel Laren Omas
Shields: 2D+2 owned one of these transports and
Sensors: used it as his personal shuttle during
the Great Galactic War.[1]
Passive: 40/0D
Scan: 75/1D ■ Kolareth-Class CY-1 Imperial
Search: 90/3D
Focus 5/5D Military Transport
Weapons:
Unknown Craft: SoroSuub Kolareth-class CY-1 Imperial
Military Transport
Kolareth-Class CY-1 Imperial Affiliation: Sith Empire
Military Transport Type: Transport
Scale: Starfighter
The Kolareth-class Imperial Military transport Length: 22 meters
was used by the Imperial Military during the Great Skill: Space transports: Kolareth Transport
Galactic War, Cold War, and Second Great Galactic Crew: 2
War. Passengers: 7
Cargo Capacity: 150 metric tons
Consumables: 1 month
Cost: 200,000 (new), 75,000 (used)
Hyperdrive Multiplier: x2.5
Nav Computer: Yes
Maneuverability: 1D+2
Space: 5
Atmosphere: 295; 850 kmh
Hull: 2D+1
Shields: 2D+2
Sensors:
Passive: 10/0D
Scan: 30/1D
Weapons:
2 Light Turbolaser Cannons
Fire Arc: Front
Skill: Starship gunnery
F
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e
C
o
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:
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252 Galaxy Guide 16: The Old Republic
Chapter Nine: Starships
Range: 3-15/35/75 Shields: 2D+1
Atmosphere Range: 6-30/70/150
km Sensors:
Damage: 4D Passive: 30/0D
Scan: 50/1D
Weapons:
2 Twin Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
NR2 Gully Jumper Rendaran-Class Assault Shuttle
The NR2 gully jumper, also known as the NR2 A smaller version of the NR2 gully jumper, the
light transport, was a vessel produced by Celestial Rendaran-class assault shuttle was a long-range
Industries and used by the Galactic Republic during shuttle used by the Galactic Republic during the
the Great Galactic War. Great Galactic War. It has a roughly inverted "V"
shape with two downward sloping wings that fold
A larger version of the similar Rendaran-class upwards when in landing configuration. Its
assault shuttle, the NR2 gully jumper was a long- propulsion system consists of two drive engines
range shuttle used throughout the war effort. The and it is armed with at least two forward-mounted
boarding ramp was located in the "chin" of the laser cannons.
craft.
The Lucky Lancer was a Rendaran-class that was
When the Sith Empire launched an attack on the widely celebrated for having survived over one
Republic capital world of Coruscant, they crashed a hundred combat missions throughout the Great
stolen gully jumper through the Jedi Temple Main Galactic War.
Entrance. When the shuttle came to a stop, the
boarding hatch opened to reveal a horde of Sith After the signing of the Treaty of Coruscant, the
Warriors, led by Lord Adraas, who proceeded to Jedi Master Orgus Din and Lieutenant Harron Tavus
engage the Jedi in a pitched battle that left the were dispatched on a diplomatic mission to
temple in ruins.[1] Balmorra. They used a Rendaran-class shuttle for
their voyage and while en route, stumbled upon a
■ NR-2 Gully Jumper drifting escape pod with Jedi Knight Satele Shan
and the droid SP-99 on board. A ship of
Craft: Celestial Inustries NR-2 Light Transport Mandalorian raiders was bearing down on the pod
Affiliation: Galactic Republic at the same time, but the shuttle was able to
Type: Shuttle salvage the escape pod first, and destroy the much
Scale: Starfighter larger battleship.[1]
Length: 45 meters
Skill: Space transports: Rendaran Shuttle ■ Rendaran-Class Assault Shuttle
Crew: 2
Passengers: 50 Craft: Celestial Industries Rendaran-class Assault Shuttle
Cargo Capacity: 120 metric tons Affiliation: Galactic Republic
Consumables: 2 months
Cost: 110,000 (new), 60,000 (used)
Hyperdrive Multiplier: x2.5
Nav Computer: Yes
Maneuverability: 1D+1
Space: 5
Atmosphere: 295; 850 kmh
Hull: 3D
Galaxy Guide 16: The Old Republic 253
Chapter Nine: Starships
Type: Shuttle during the Battle of Hoth, crashing in the region
Scale: Starfighter later known as the Starship Graveyard.
Length: 30 meters After the Treaty of Coruscant came into effect,
Skill: Space transports: Rendaran Shuttle Jedi Master Dar'Nala and Jedi Knight Satele Shan
were sent to Korriban to oversee the withdrawal of
Crew: 2 Republic troops. After passing through the Kuat
Passengers: 30 sector of the Core Worlds, the Rovanti transport
they were traveling in, the Envoy, came under
Cargo Capacity: 90 metric tons attack by an Oppressor-class battlecruiser. After
Consumables: 2 months seeing Master Dar'nala captured by Sith forces,
Shan fled the ship, with Imperial droid SP-99 in an
Cost: 90,000 (new), 50,000 (used) escape pod.[1]
Hyperdrive Multiplier: x2.5
Nav Computer: Yes
Maneuverability: 1D+1
Space: 5
Atmosphere: 295; 850 kmh
Hull: 3D+2
Shields: 2D+2
Sensors:
Passive: 30/0D
Scan: 50/1D
Weapons:
2 Twin Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-
300/1.2/2.5 km
Damage: 4D
Rovanti-Class R-17 Republic ■ Rovanti-Class Republic Transport
Transport Craft: Rendili Hyperworks Rovanti-class R-17 Republic
Transport
The Rovanti-class Republic Transport ship was Affiliation: Galactic Republic
used by the Galactic Republic during the Great Type: Transport
Galactic War as a multi perpose vessel. These Scale: Starfighter
transports are oblong in shape with a rounded hull, Length: 85 meters
painted grey with blue accent markings. A Skill: Space transports: Rovanti Transport
defensive turbolaser cannon is mounted on the Crew: 8, gunners: 5
dorsal surface of the ship and large viewports run Crew Skill: All skills 4D
along both sides of the vessel. The propulsion Passengers: 20
system consists of two large drive engines. Cargo Capacity: 1,000 metric tons
Consumables: 2 months
In the days before the opening of the Great Cost: 300,000
Galactic War, Harrower-class dreadnoughts Hyperdrive Multiplier: x3
appeared on the edge of the Tingel Arm. Not Nav Computer: Yes
knowing the origin of the warships, the Republic Maneuverability: 2D
sent a diplomatic convoy led by a Rovanti transport Space: 5
ship with a small starfighter escort to investigate Atmosphere: 295; 850 kmh
the fleet. The vessels, belonging to the resurgent Hull: 1D+1
Sith Empire, held position as the Sith Emperor Shields: 2D+1
wanted the Republic and the Jedi to know the full Sensors:
extent of his military might before he attacked. The Passive: 10/0D
diplomats aboard the transport had just enough Scan: 30/1D
time to send disturbing images back before they Weapons:
were killed and their ship destroyed. Light Turbolaser Cannon
Fire Arc: Front
One of these transport ships belonging to the Crew: 5
Republic military was carrying stealth field Skill: Starship gunnery
generators when it was shot down in 3,665 BBY Fire Control: 1D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D
254 Galaxy Guide 16: The Old Republic
Chapter Nine: Starships
Trindel-Class Republic Dropship Damage: 3D
Carried Craft:
The Republic Transport is a type of transport
ship used by the Republic Military throughout the 15 speeder bikes
Cold War.
TZ-2 Transport
The Trindel-class has a large hangar bay on
either side of its main hull. These vessels saw The TZ-2 transport was a model of transport ship
action on the planet Alderaan, and they were also used by the Galactic Republic before the Great
used on the moon Oricon, on which one of them Galactic War. Sometime after the war broke out,
crashed. [1] these vessels were phased out of the Republic
Navy, however, their legacy lives on in the similar
■ Trindel-Class Republic Dropship but smaller TZ-24 Enforcer.[1]
Craft: Rendili Hyperworks Trindel-class Light Corvette ■ TZ-2 Transport
Affiliation: Galactic Republic
Type: Light Corvette Craft: Czerka Corporation TZ-2 Transport
Scale: Starfighter Affiliation: Galactic Republic/ General
Length: 110 meters Type: Transport
Skill: Space transports: Trindel Corvette Scale: Starfighter
Crew: 20, gunners: 15 Length: 20 meters
Crew Skill: All skills 4D Skill: Space transports: TZ-2
Passengers: 7 Crew: 2
Cargo Capacity: 1,000 metric tons Passengers: 3
Consumables: 2 months
Cost: 300,000
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 1D+1
Space: 6
Atmosphere: 300; 950 kmh
Hull: 2D+2
Shields: 2D
Sensors:
Passive: 30/0D
Scan: 50/1D
Weapons:
3 Twin Laser Cannons (fire-linked)
Fire Arc: 1 front, 1 left, 1 right
Crew: 5
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Galaxy Guide 16: The Old Republic 255
Chapter Nine: Starships
Cargo Capacity: 90 kilograms Atmosphere: 295; 850 kmh
Consumables: 2 weeks Hull: 3D
Cost: 150,000 (new), 90,000 (used) Shields: 1D+2
Maneuverability: 2D+1 Sensors:
Space: 6
Atmosphere: 300; 950 kmh Passive: 30/0D
Hull: 3D Scan: 50/1D
Shields: 1D+1 Weapons:
Sensors: 2 Twin Laser Cannons (fire-linked)
Passive: 10/0D Fire Arc: Front
Scan: 20/1D Skill: Starship gunnery
Weapons: Fire Control: 2D
Twin Laser Cannon (fire-linked) Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Fire Arc: Front Damage: 4D
Skill: Starship gunnery Concussion Missiles Launcher
Fire Control: 2D Fire Arc: Front
Space Range: 1-3/12/25 Skill: Starship gunnery
Atmosphere Range: 100-300/1.2/2.5 km Fire Control: 3D+1
Damage: 4D Space Range: 2-12/30/60
Atmosphere Range: 200-1.2/3/6 km
Venitran-Class Imperial Assault Damage: 5D
Shuttle
Vurel-Class Imperial Transport
The Venitran-class Imperial Assault Shuttle was
used by the Sith Empire during the Great Galactic The Vurel-class Imperial Transport is a medium-
War, Cold War, and Second Great Galactic War. scale troop carrier often used to move troops from
orbiting Harrower-class Dreadnoughts to planetside
The Imperial Assault shuttle uses two wings in a engagements, capable of carrying 40 troopers, 20
"V" configuration while in flight. These wings can be speeder bikes, and a full supply of weapons and
folded up when the shuttle has landed, allowing it support gear. Such a transport was used to ferry a
take up less space in hangar bays. A larger variation large number of Sith troopers and Sith Warriors to
of these shuttles exists, however, the Imperial the site of a battle at a planetary defense cannon on
Assault Shuttles are used more frequently than the planet Alderaan during the current Cold War.[1]
their larger counterparts.
■ Vurel-Class Imperial Transport
A Venitran was used by an Imperial strike team
from the Black Talon to board the Brentaal Star. Craft: Tandankin Shipyards Vurel-class Imperial
When war broke out for a second time, an Imperial Transport
Assault Shuttle was used by another Imperial strike Affiliation: Sith Empire
team to board the long missing superdreadnought Type: Transport
Voidstar. An Imperial Assault Shuttle is also Scale: Starfighter
displayed in the Corellian Museum of Starships, and Length: 120 meters
a clever Jedi Knight used the shuttle to infiltrate the Skill: Space Transports: Vurel Transport
Korvalus Tower, Tyrelli Habitat, and Gowix Crew: 10, gunners: 10
Corporation building to destroy the Firestorm Passengers: 40
Turbolasers during the Battle of Corellia.[1] Cargo Capacity: 1,400 metric tons
Consumables: 2 months
■ Venitran-Class Imperial Assault Shuttle Cost: 550,000
Hyperdrive Multiplier: x3
Craft: Tandankin Shipyards Venitran-class Imperial Nav Computer: Yes
Assault Shuttle Maneuverability: 2D
Affiliation: Sith Empire Space: 5
Type: Shuttle Atmosphere: 295; 850 kmh
Scale: Starfighter Hull: 2D+1
Length: 20 meters Shields: 2D
Skill: Space transports: Venitran Shuttle Sensors:
Crew: 2
Passengers: 10 Passive: 10/0D
Cargo Capacity: 50 metric tons Scan: 30/1D
Consumables: 1 month Weapons:
Cost: 70,000 (new), 35,000 (used) 3 Twin Laser Cannons (fire-linked)
Hyperdrive Multiplier: x2.5
Nav Computer: Yes Fire Arc: Front
Maneuverability: 2D+1 Crew: 5
Space: 5 Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
256 Galaxy Guide 16: The Old Republic
Chapter Nine: Starships
Atmosphere Range: 100-300/1.2/2.5 km ■ VX-3 Imperial Shuttle
Damage: 4D
Complement: Craft: Tandankin Shipyards VX-3 Imperial Shuttle
Type: Shuttle
20 speeder bikes Scale: Starfighter
Length: 22 meters
Skill: Space transports: VX-3 Shuttle
Crew: 2
Passengers: 5
Cargo Capacity: 25 metric tons
Consumables: 1 month
Cost: 60,000 (new), 35,000 (used)
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 2D+2
Space: 6
Atmosphere: 300; 950 kmh
Hull: 3D+1
Shields: 2D
Sensors:
Passive: 30/1D
Scan: 50/2D
Weapons:
2 Twin Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
VX-3 Imperial Shuttle X-70B Phantom Transport
The VX-3 Imperial Shuttle was used for The starships of the Imperial Navy are the
transporting personnel and equipment to and from product of centuries of military research and
the occupied planet of Coruscant at the end of the development. The Empire designed its fleet to
Great Galactic War. The Sith Emperor owns a destroy the Republic as quickly and efficiently as
personal shuttle that is kept in Kaas City for his possible. During the years of the Great War,
private use. A slightly smaller variant of the shuttle, however, the Empire refined its design strategies.
the Venitran, also exists which is more commonly Co-opting newly discovered technologies and
used. [1] revising blueprints according to lessons learned,
Imperial engineers built a new generation of
starships.
Galaxy Guide 16: The Old Republic 257
Chapter Nine: Starships
First among these, Imperial Intelligence various operations.
commissioned the X70B-Phantom—the most Darth Serevin used an X-70B during the Battle of
low-profile, high-tech starship the galaxy
has ever known. From its radar-resistant Ilum where he oversaw Darth Malgus's New Empire
sleek exterior paneling to the next- forces. His ship was captured during the battle and
generation navigation systems, used to deliver a strike force to Malgus' space
the Phantom is so far ahead of its station, which eliminated the false emperor.[5]
time that mass production would
never be possible. More likely, the One of the most sophisticated lightweight
experimental prototypes built so far starships in the galaxy, the X-70B Phantom is an
will be designated for critical experimental model designed to resemble a
Intelligence missions, and entrusted only
to the most professional and responsible luxury shuttle while possessing the combat
Imperial Agents.[2] capacity of a heavy starfighter. Beneath the sleek
metal exterior and the interior wood paneling is an
X-70B Phantoms are elite vessels bestowed upon unmatched density of sophisticated circuits, wires,
only the most trusted intelligence agents for the cooling systems and other components, many
most vital missions to the Empire. The ships are never before used in a starship of this size.
coated with a sensor-resistant exterior and
equipped with the most sophisticated equipment The X-70B shields its military-grade hardware
and weapons.
Exal Kressh, Sith apprentice to the Sith Emperor,
piloted an X-70B prototype when she defected from
the Emperor's service. She first traveled in her ship
to an unidentified planet in the Peragus system,
before she was pursued by a fellow Sith apprentice,
Teneb Kel. She then used it to escape from the
destroyed Lenico Colony Blue and return to
Korriban in the Horuset system shortly before the
Republic.
Another of these ships would be given to be used
as the personal ship of an Imperial Agent named
Cipher Nine in order to travel across the galaxy on
258 Galaxy Guide 16: The Old Republic
Chapter Nine: Starships
from virtually all scanners, allowing it to travel and in short supply. Systems are also substantially more
unnoticed among civilian vessels. Its own sensor difficult to maintain in optimal working order. Characters
capabilities are formidable, and although not must add +10 to the difficulty of any skill rolls to modify
normally equipped with a cloaking device (due to or repair the X-70B Phantom.
heat and power concerns), the ship can be refitted Sensor-Resisting Structure: Ships attempting to detect
with such a module for short-term missions. the X-70B Phantom must add +2D to the difficulty of a
sensors roll. Players targeting the X-70B must add +5 to
Maintenance work on the X-70B is extraordinarily the difficulty of a starship gunnery roll to hit it.[10]
difficult and expensive due to the super-
compressed nature of its mechanics, making the XS Stock Light Freighter
Phantom-class an unlikely candidate for wide-scale
production. This difficulty is only aggravated by the "She's not pretty, but she's tough."
fact that Imperial Intelligence refuses to share its ―Nico Okarr
ship specifications with the Imperial military.[4]
The Corellian Engineering Corporation is one of
Other ship features include a recreational the largest civilian starship manufacturers in the
lounge, medical bay, conference room, small cargo galaxy. Known for building ships that are fast,
hold, and operations/tactical room. sturdy and highly customizable, their vessels
essentially serve as blank slates for an owner’s
■ X-70B Phantom Transport modifications. CEC is also known for its
unsupported short runs of certain products, when
Craft: Sith Imperial Intelligence Engineering X-70B an engineer gets “creative” and supplies customers
Phantom Transport with uniquely tuned equipment. Luck can be
Affiliation: Sith Empire / Imperial intelligence important when buying from CEC. The XS Stock
Type: Special/clandestine operations transport
Scale: Starfighter Light Freighter came into service almost twenty
Length: 33.5 meters years ago. Larger and more versatile than its
Skill: Space Transports: X-70B predecessors, and featuring a variety of optional
Phantom upgrades that can make it one of the most nimble
Crew: 4; 1 pilot, 1 co-pilot, 1 navigator, ships in the galaxy, the model has seen more than
1 sensor operator its share of use. Rigged with an oversized cargo
Passengers: 8 hold, passenger quarters, multiple laser turrets and
Cargo Capacity: 80 metric tons a thick armor layer, the XS is an old favorite of
Consumables: 3 months captains traveling through dangerous space. The
Cost: Not available for sale (estimated XS has one other feature not widely advertised: its
650,000) maintenance compartments can be rearranged and
Hyperdrive Multiplier: x2 concealed to serve as ideal hiding spots for
Hyperdrive Backup: x10 contraband cargo. Even security officers aware of
Nav Computer: Yes this trick can be stumped by the work of an
Maneuverability: 3D imaginative owner.[4]
Space: 9
Atmosphere: 400; 1,150 kmh
Hull: 6D
Shields: 3D
Sensors:
Passive: 35/1D
Scan: 55/2D
Search: 85/3D
Weapons:
2 Heavy Laser Cannons (fire-linked)
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 7D
2 Ion Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-2/6/12
Atmosphere Range: 100/600/1.2 km
Damage: 4D (Ion)
Game Notes:
Prototype: The X-70B Phantom is a prototype transport
manufactured in limited quantities by Sith Imperial
Intelligence Engineering. As such, spare parts are rare
Galaxy Guide 16: The Old Republic 259
Chapter Nine: Starships
The classic freighter has advanced by leaps and Nav Computer: Yes
bounds since the Dynamic-class freighters from the
days of the Jedi Civil War. The XS-class freighter is Maneuverability: 2D
more modifiable than its predecessors, and also
features a variety of significant upgrades that make Space: 7
it one of the fastest and most nimble ships in the
galaxy. In addition to an enlarged cargo hold, the Atmosphere: 350; 1,000 kmh
XS's secret compartments located throughout the
ship can be used for transporting contraband and Hull: 4D
anything else the captain would prefer to keep
hidden. Or, If the captain prefers to simply avoid Shields: 2D
being boarded, the XS has proven itself to be fully
capable. Sensors:
Passive: 10/1D
In addition to the standard laser and torpedo Scan: 25/1D+2
batteries, the starship is designed with upper and Search: 40/2D
lower turrets that can be controlled manually or
remotely from the cockpit. Captains of these Weapons:
freighters typically live on board, so the XS
Freighter has all the creature comforts anyone 2 Laser Cannons (fire-linked)
could ask for, from a recreational lounge to extra Fire Arc: Front
sleeping quarters. It’s no wonder that it inspires Crew: 1
such loyalty in its owners.[2] Skill: Starship gunnery
Fire Control: 1D
■ XS Stock Light Freighter Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Craft: Corellian Engineering Corporation XS Stock Light Damage: 4D+2
Freighter
Type: Light freighter 2 Double Laser Turrets
Scale: Starfighter Fire Arc: Turret (ventral and dorsal)
Length: 35 meters Crew: 1
Skill: Space transports: XS Stock Light Freighter Skill: Starship gunnery
Crew: 2; 1 pilot, 1 co-pilot; 2 gunners (optional) Fire Control: 1D
Passengers: 5 Space Range: 1-3/12/25
Cargo Capacity: 85 metric tons Atmosphere Range: 100-300/1.2/2.5 km
Consumables: 3 months Damage: 5D
Cost: 115,000 (new), 76,000 (used)
Hyperdrive Multiplier: x2.5 2 Proton Torpedo Launchers (6 torpedoes; 3 each
Hyperdrive Backup: x15
launcher)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1/3/7
Atmosphere Range: 100/300/700 m
Damage: 9D
Game Notes:
Easy to Modify: The XS Stock Light Freighter is designed
for easy modification and repair. Characters receive a +2
bonus to any skill rolls to m odify or repair the XS Stock
Light Freighter.[10]
260 Galaxy Guide 16: The Old Republic
Chapter Nine: Starships
CHAPTER TEN:
STARFIGHTERS
Atten-SHUN, star pilots! Republic Major Bren Due to the lengthy period of war that has gripped
Audet here. You're about to learn about the the galaxy, there are currently a surprising number
deadliest weapons ever to be unleashed on the of starfighter models in service. Most are designed
galaxy. No, I'm not talking about lightsabers - I'm to suit a specific purpose, but between the major
talking about something that can make even a Jedi starship manufacturers more than a few knock-off
quiver in his boots. Something fast. Something or variant versions exist. Some information is
deadly. spotty, but will be noted where possible.
I'm talking about starfighters. STRIKE FIGHTERS
If you're here thinking starfighters are just
another class of spaceship, deserving to be lumped Strike fighters are ships designed to take on both
in with slowpokes like the XS-class or the BT-7 stationary objectives and other starships, balancing
Thunderclap, then I've got news for you. firepower and maneuverability. Strike fighters rely
Starfighters are an entirely different game. They're on the ability to equip and swap between either two
fast. They're lethal. And if you don't respect 'em, primary or two secondary weapons depending on
you'll be so much space dust faster than you can the specific class of ship prior to each mission.
say Seven Sith in a Saber Spat. Weapon systems include quad lasers and ion
cannons, as well as secondary weapons such as
The Dogs of the Sky cluster missiles and concussion missiles. Some
strike fighters also feature directional shields,
Starfighters are the faster, leaner, meaner which can be toggled to specific directions; the
cousins of the starship family. Space transports are primary threat to a strike fighter is being disabled
good for ferrying things from place to place, and by an interdiction drive or sabotage probe from
enduring long hauls across the spacelanes. Shuttle enemy scouts and gunships. Some strike fighters
and troop transports are used to get people and are capable of carrying two different types of
materiel from one point to another. Capital ships missiles, making them particularly versatile.[2]
are the war engines of the sky, providing a link
between the spaceside generals and their ground The two primary strike fighter production lines –
forces. But starfighters are the true soldiers of the Dromund Kalakar F-T series and the Rendili
space. When there's warring to be done, they're StarDrive FT-series – while different designs, share
the ones to do it, fighting tooth and nail against not only naming similarities but functional
their similarly-armed opponents to determine the specifications as well, as the two lines were
true superiority of space. developed in parallel as part of the initial arms race
of the Great Galactic War.
Starfighters come in four classifications: scout,
strike fighter, gunship, and bomber. Put succinctly, F-T2 Quell
scouts are fast and nimble. Strike fighters are
balanced. Gunships are long-range fortresses, and Capsule: Tradition is as important as innovation
bombers are up-close powerhouses. Each one will at the Dromund Kalakar shipyards, and each new
be covered in more detail in this chapter. design must also honor the past.
Galaxy Guide 16: The Old Republic 261
Chapter Ten: Starfighters
THE STRIKE FIGHTER
Republic Pilot Bren Audet:
No doubt about it, strike fighters are some of the most versatile and
important ships to ever fly for either the Empire or the Republic. Equally
effective against both stationary objectives and other ships, strike fighters have
made the difference in galactic warfare for generations.
The ships that comprise the strike fighter role represent a perfect balance of
firepower and maneuverability. Strike fighters are able to keep up with the deft
maneuvers of all but the most skilled scout pilots and even a heavily armored
gunship can’t hold up under their ballistics barrage for long. The primary
attribute of the strike fighter is its balance between offensive strength,
maneuverability, and durability. This gives the strike fighter a level of
versatility that’s difficult to rival. While flying either the FT-8 Star Guard or F-T6 Rycer many pilots like to
use a combination of Quad Lasers and Ion Cannons. While both of these blasters are somewhat slower and
drain more blaster power than some of their counterparts, they allow a pilot to deliver a one-two punch
that no other ship in the sky can match.
By using Ion Cannons to quickly drain an enemy’s shields, followed by Quad Lasers and a volley of Cluster
Missiles to slam their hull, most targets don’t ever know what hit them.
The strike fighter isn’t just about dog fighting though. The firepower that these ships bring to the battle is
also excellent against stationary objectives such as satellite defense turrets. With Concussion Missiles and
Directional Shields equipped the strike fighter can easily boost headlong toward a satellite’s defenses, toggle
shields to double-front, and unleash a powerful warhead that’ll soon leave the satellite defenseless and
ready for capture.
Whether taking a front line or support stance, the strike fighter’s only real fear is being disabled. Scout
and gunship systems like the Interdiction Drive and Sabotage Probe can quickly strip away a strike fighter’s
advantage. Like an asharl panther, the strike fighter needs to keep moving and anything that can slow or
stop it should be eliminated before it becomes a serious impediment.
If you're a pilot for whom intense dogfighting and dealing constant damage is your idea of starfighter
heaven, then the strike fighter may be the ship for you.[2]
The F-T2 Quell brings an old name to a fresh Cost: 250,000 (new), 130,000
exemplar of strike fighter design, possessing speed,
maneuverability and good defenses coupled with (used)
twin secondary weapon systems that can be
switched over mid-combat. This flexibility enables Maneuverability: 2D+2
a Quell to carry (for example) both ship-to-ship
missiles and torpedoes, allowing it to take on both Space: 7
enemy vessels and stationary objectives.[4]
Atmosphere: 350; 1,000 kmh
■ F-T2 Quell
Hull: 3D
Craft: Dromund Kalakar
Shipyard F-T2 Quell Strike Shields: 2D+1
Fighter
Affiliation: Sith Empire Sensors:
Type: Strike Fighter Passive: 25/1D
Scale: Starfighter Scan: 50/2D
Length: 14.5 meters
Skill: Starfighter piloting: F-T2 Weapons:
Quell
Crew: 2 2 Twin Laser
Passengers: None
Cargo Capacity: 60 kilograms Cannons (fire-
(10 metric tons upgrade
capacity) linked)
Consumables: 1 week Scale: Starfighter
Fire Arc: Front
Skill: Starship
gunnery
Fire Control: 2D
Space Range: 1-
5/10/17
Atmosphere
Range: 100-
500/1/1.7 km
Damage: 3D
Concussion
Missile Launcher
Scale: Starfighter
Ammo: 3
262 Galaxy Guide 16: The Old Republic
Fire Arc: Front Chapter Ten: Starfighters
Skill: Starship gunnery
Fire Control: 2D Weapons:
Fire Rate: 1 2 Twin Laser Cannons (fire-linked)
Space Range: 1/5/9 Scale: Starfighter
Atmosphere Range: 100/500/900 Fire Arc: Front
Damage: 9D Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 3D
Rocket Pod
Scale: Starfighter
Ammo: 10
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 0D
Fire Rate: 3
Space Range: 1/3/7
Atmosphere Range: 100/300/700
Damage: 6D
F-T3C Imperium F-T6 Rycer
Capsule: Although its design is derived from the Capsule: The ultimate Imperial dogfighter, the F-
FT-2 Quell, the Dromund Kalakar-built FT-3C T6 Rycer (named for an ace Imperial pilot of the
Imperium lacks some of its counterpart's speed and last war) is a product of the Dromund Kalakar
maneuverability. Instead, the Imperium carries shipyards. The Rycer can be fitted with two
heavy defenses, state-of-the-art sensors and primary blasters from an arsenal of options,
command-and-control systems—it is the pivot including multiple laser and ion cannons; properly
around which a squadron turns, bolstering and equipped, it can destroy or disable foes at any
coordinating allies while under fire. Its secondary range. The Rycer is even more maneuverable than
weapons are oriented toward eliminating armored most strike fighters, but its defenses are less
objectives instead of dogfighting; Imperium pilots formidable—a fair trade, according to its pilots.[4]
are conquerors first and warriors second.[4]
■ F-T6 Rycer
■ F-T3C Imperium
Craft: Dromund Kalakar Shipyard F-T6 Rycer Strike
Craft: Dromund Kalakar Shipyard F-T3C Imperium Strike Fighter
Fighter Affiliation: Sith Empire
Affiliation: Sith Empire Type: Strike Fighter
Type: Strike Fighter Scale: Starfighter
Scale: Starfighter Length: 14.1 meters
Length: 14 meters Skill: Starfighter piloting: F-T6 Rycer
Skill: Starfighter piloting: FT-3C Imperium Crew: 2
Crew: 2 Passengers: None
Passengers: None
Cargo Capacity: 60 kilograms (10 metric tons upgrade
capacity)
Consumables: 1 week
Cost: 250,000 (new), 130,000 (used)
Maneuverability: 2D+2
Space: 7
Atmosphere: 350; 1,000 kmh
Hull: 3D
Shields: 2D+1
Sensors:
Passive: 25/1D
Scan: 55/2D
Galaxy Guide 16: The Old Republic 263
Chapter Ten: Starfighters
Cargo Capacity: 40 kilograms (10 metric tons upgrade Cargo Capacity: 95 kilograms (10 metric tons upgrade
capacity) capacity)
Consumables: 2 days Consumables: 2 weeks
Cost: 220,000 (new), 120,000 (used) Cost: 180,000 (new), 90,000 (used)
Maneuverability: 3D+2 Maneuverability: 1D+2
Space: 8 Space: 7
Atmosphere: 365; 1,050 kmh Atmosphere: 350; 1,000 kmh
Hull: 2D Hull: 3D+1
Shields: 1D+2 Shields: 2D+2
Sensors: Sensors:
Passive: 10/0D Passive: 10/0D
Scan: 20/1D Scan: 20/1D
Weapons: Weapons:
2 Laser Cannons (fire-linked) 2 Twin Laser Cannons (fire-linked)
Scale: Starfighter Scale: Starfighter
Fire Arc: Front Fire Arc: Front
Skill: Starship gunnery Skill: Starship gunnery
Fire Control: 2D Fire Control: 2D
Space Range: 1-5/10/17 Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km Atmosphere Range: 100-500/1/1.7 km
Damage: 3D Damage: 3D
Rocket Pod Proton Torpedoes
Scale: Starfighter Scale: Starfighter
Ammo: 10 Ammo: 4
Fire Arc: Front Fire Arc: Front
Skill: Starship gunnery Skill: Starship gunnery
Fire Control: 0D Fire Control: 2D
Fire Rate: 3 Fire Rate: 1/2
Space Range: 1/3/7 Space Range: 1/5/9
Atmosphere Range: 100/300/700 Atmosphere Range: 100/500/900
Damage: 6D Damage: 8D+1
Game Notes: This weapon ignores shields and
FT-5A Honor Guard armor bonuses.
Capsule: The FT-5A Honor Guard is a mid-range FT-6 Pike
starfighter in the FT-series produced by Rendili
StarDrive for the Galactic Republic. Due to its Capsule: Well-armed, well armored, and with the
success in early campaigns, the FT-5A was later speed and maneuverability pilots expect from a
redesigned into the FT-8 Star Guard, though many strike fighter, the Rendili FT-6 Pike carries two sets
of the earlier models remain in service. [5] of secondary weapons along with its primaries,
allowing it (when properly equipped) to swap
■ FT-5A Honor Guard between ship-to-ship missiles and torpedoes mid-
combat. This makes the Pike a versatile fighter,
Craft: Rendili StarDrive FT-5A Honor Guard Strike Fighter able to eliminate enemy ships and armored
Affiliation: Galactic Republic / General objectives in the same attack run. Some starfighter
Type: Strike Fighter pilots are specialists, but Pike pilots are ready for
Scale: Starfighter anything.[4]
Length: 15 meters
Skill: Starfighter piloting: FT-5A Honor Guard
Crew: 2
Passengers: None
264 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
■ FT-6 Pike toward eliminating stationary targets and armored
objectives.[4]
Craft: Rendili StarDrive FT-6 Pike Strike Fighter
Affiliation: Galactic Republic ■ FT-7B Clarion
Type: Strike Fighter
Scale: Starfighter Craft: Rendili StarDrive FT-7B Clarion Strike Fighter
Length: 15.1 meters Affiliation: Galactic Republic
Skill: Starfighter piloting: FT-6 Pike Type: Strike Fighter
Crew: 2 Scale: Starfighter
Passengers: None Length: 15.7 meters
Cargo Capacity: 55 kilograms (10 metric tons upgrade Skill: Starfighter piloting: FT-7B Clarion
capacity) Crew: 2
Consumables: 1 week Passengers: None
Cost: 300,000 (new), 150,000 (used) Cargo Capacity: 55 kilograms (10 metric tons upgrade
Maneuverability: 2D+1 capacity)
Space: 7 Consumables: 1 week
Atmosphere: 350; 1,000 kmh Cost: 350,000 (new), 170,000 (used)
Hull: 3D+1 Maneuverability: 2D+2
Shields: 2D Space: 7
Sensors: Atmosphere: 350; 1,000 kmh
Hull: 3D+2
Passive: 10/0D Shields: 2D+2
Scan: 20/1D Sensors:
Weapons:
4 Laser Cannons (fire-linked) Passive: 25/1D
Scan: 55/2D
Scale: Starfighter Weapons:
Fire Arc: Front Rapid-fire Laser Cannon
Skill: Starship gunnery
Fire Control: 2D Scale: Starfighter
Space Range: 1-5/10/17 Fire Arc: Front
Atmosphere Range: 100-500/1/1.7 km Skill: Starship gunnery
Damage: 4D Fire Control: 4D
Concussion Missile Launcher Space Range: 1-3/5/8
Scale: Starfighter Atmosphere Range: 1-300/500/800
Ammo: 3 Damage: 3D
Fire Arc: Front Ion Cannon
Skill: Starship gunnery Scale: Starfighter
Fire Control: 2D Fire Arc: Front
Fire Rate: 1 Skill: Starship gunnery
Space Range: 1/5/9 Fire Control: 1D
Atmosphere Range: 100/500/900 Space Range: 1-3/10/20
Damage: 9D Atmosphere Range: 1-300/500/800
Proton Torpedoes Damage: 3D (Ion)
Scale: Starfighter
Ammo: 4 FT-8 Star Guard
Fire Arc: Front
Skill: Starship gunnery Capsule: Rendili has been producing Republic
Fire Control: 2D starfighters for centuries, and the FT-8 Star Guard is
Fire Rate: 1/2 the company's latest achievement—a complete
Space Range: 1/5/9 redesign of the FT-5A Honor Guard model. The Star
Atmosphere Range: 100/500/900 Guard carries two primary blasters and gains
Damage: 8D+1
Game Notes: This weapon ignores shields and
armor bonuses.
FT-7B Clarion
Capsule: The Rendili FT-7B Clarion lacks the
weapon capacity of other strike fighters, instead
possessing a powerful array of sensors and
command-and-control systems that boost overall
squadron effectiveness; if a typical strike fighter is a
squadron's fist, the Clarion is a squadron's mind
and voice. The Clarion also sacrifices a degree of
speed and maneuverability in return for heavier
defenses, and its secondary weapons are oriented
Galaxy Guide 16: The Old Republic 265
Chapter Ten: Starfighters
Damage: 3D (Ion)
Ion Cannon
Scale: Starfighter
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/10/20
Atmosphere Range: 1-300/500/800
Damage: 3D (Ion)
maneuverability over other strike fighter-class Plug-6 Heavy Fighter
ships at the cost of defensive strength. The Star
Guard can support an array of laser and ion Capsule: The Plug-6 heavy fighter designed by
cannons that allow it to engage foes at multiple Czerka is a heavy starfighter that commonly
distances, but its lack of heavy ordnance makes it doubles as a light freighter. While used mainly by
less effective against armored objectives. When it smugglers and crime syndicates, the Mandalorians
comes to dogfighting, however, there may be no also make use of the fighter’s heavy armament and
finer ship in the galaxy.[4] spacious interior. The Plug-6 is similar in design
and appearance to the Republic's TZ-24 Enforcer,
■ FT-8 Star Guard sharing many systems and construction methods
with the more specialized starfighter.[1]
Craft: Rendili StarDrive FT-8 Star Guard Strike Fighter
Affiliation: Galactic Republic ■ Plug-6 Heavy Fighter
Type: Strike Fighter
Scale: Starfighter Craft: Czerka Corporation Plug-6 Heavy Starighter
Length: 15.7 meters Affiliation: Galactic Republic / General
Skill: Starfighter piloting: FT-8 Star Guard Type: Strike Fighter
Crew: 2 Scale: Starfighter
Passengers: None Length: 15.3 meters
Cargo Capacity: 50 kilograms (10 metric tons upgrade Skill: Starfighter piloting: Plug-6
capacity) Crew: 2
Consumables: 1 week Passengers: 3
Cost: 300,000 (new), 150,000 (used) Cargo Capacity: 150 kilograms (11 metric tons upgrade
Maneuverability: 2D+1 capacity)
Space: 7 Consumables: 3 weeks
Atmosphere: 350; 1,000 kmh Cost: 100,000 (new), 75,000 (used)
Hull: 3D Maneuverability: 2D
Shields: 2D+1 Space: 6
Sensors: Atmosphere: 300; 950 kmh
Hull: 3D
Passive: 25/1D Shields: 2D
Scan: 50/2D Sensors:
Weapons:
2 Laser Cannons (fire-linked) Passive: 10/0D
Scan: 20/1D
Scale: Starfighter Weapons:
Fire Arc: Front Twin Laser Cannon
Skill: Starship gunnery
Fire Control: 2D Fire Arc: Front
Space Range: 1-5/10/17 Skill: Starship gunnery
Atmosphere Range: 100-500/1/1.7 km Fire Control: 2D
Damage: 3D Space Range: 1-3/12/25
Ion Cannon Atmosphere Range: 100-300/1.2/2.5 km
Scale: Starfighter Damage: 3D
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/10/20
Atmosphere Range: 1-300/500/800
266 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
Strike Fighter Simulator would provide long years of use even in the galaxy's
most remote sectors. Given its extended history of
Capsule: The Kalakar-designed ST-3A Strike service with minimal need for upgrades, the model
Fighter Simulator is a training vessel
designed and built at the behest of the has surely lived up to its designers (and buyers)
Republic Naval Academy. Due to a rash expectations.
of training-related accidents involving
live-fire incidents with their fighter As a venerable starfighter design sold to security
cadets, the Navy commissioned the forces on many of the worlds conquered by the
weaponless ST-3A to perform all of the Empire, uncountable thousands of TZ-24 Enforcers
combat maneuvers and squadron – renamed Gladiators - have fallen into Imperial
techniques without the risk of losing hands over the years. Adapted from the larger TZ-2
prospective pilots and – more transport, the Enforcer was designed to serve as a
importantly – their expensive craft. The rugged, no-frills combat fighter for long campaigns
ST-3A uses simulated weapon strikes, in remote regions. The Empire has done little to
using low-powered optical lasers and a alter the model given its excellent performance
network of visual sensors positioned record, and regularly fields the Gladiator alongside
over the craft to create a near-combat its standard starfighter complements.
environment with little to no actual risk
to the being inside. The TZ-24 – either the Enforcer or the Gladiator –
shares many design specifications with the earlier
A small number of Simulators have Plug-6 heavy fighter commonly used by smugglers
found their way onto the secondary and fringe groups. [5]
market, occasionally found as single-
pilot pleasure craft or personal luxury ■ TZ-24 Enforcer
speeders, thouh their use is more of a novelty than
anything else. In addition, some of these black- Craft: Czerka Corporation TZ-24 Enforcer Strike Fighter
market craft have had their nonfunctional
weaponry replaced with live ordnance, making for
an unexpectedly nimble – and cheap – fast-attack
craft that has the benefit of being both unassuming
and unanticipated.
■ Strike Fighter Simulator
Craft: Kalakar ST-3A Strike Fighter Simulator
Affiliation: Galactic Republic
Type: Strike Fighter
Scale: Starfighter
Length: 4.5 meters
Skill: Starfighter piloting: Strike Fighter Simulator
Crew: 1
Passengers: None
Cargo Capacity: 60 kilograms (0.5 metric tons upgrade
capacity)
Consumables: 1 week
Cost: 40,000 (new), 15,000 (used)
Maneuverability: 3D
Space: 6
Atmosphere: 300; 950 kmh
Hull: 1D+2
Shields: None
Sensors:
Passive: 25/0D
Scan: 15/1D
TZ-24 Enforcer
Capsule: Designed before the start of the Great
Galactic War, the TZ-24 Enforcer remains a highly
popular design, and serves as the mainstay of
dozens of planetary defense forces throughout the
Republic. The ship's designers took great pride in
the rugged simplicity of their design, hoping it
Galaxy Guide 16: The Old Republic 267
Chapter Ten: Starfighters
Affiliation: Galactic Republic / Sith Empire / speed with deadly offensive capabilities. A Flashfire
General
Type: Strike Fighter may not compete head-on against a strike fighter,
Scale: Starfighter
Length: 22.5 meters but its maneuverability may be the edge a skilled
Skill: Starfighter piloting: TZ-24 Enforcer pilot needs.[5]
Crew: 2
Passengers: None ■ Flashfire
Cargo Capacity: 90 kilograms (10 metric tons
upgrade capacity) Craft: Corellia Stardrive Flashfire Scout Starfighter
Consumables: 2 weeks Affiliation: Galactic Republic
Cost: 280,000 (new), 140,000 (used) Type: Scout Starfighter
Maneuverability: 2D Scale: Starfighter
Space: 7 Length: 15.2 meters
Atmosphere: 350; 1,000 kmh Skill: Starfighter piloting: Flashfire
Hull: 3D+2 Crew: 1
Shields: 2D+2 Passengers: None
Sensors: Cargo Capacity: 20 kilograms (6 metric tons upgrade
capacity)
Passive: 10/0D Consumables: 1 day
Scan: 20/1D Cost: 145,000 (new), 75,000 (used)
Weapons: Maneuverability: 3D+1
3 Dual Laser Cannons (fire-linked) Space: 10
Atmosphere: 415; 1,200 kmh
Scale: Starfighter Hull: 2D+2
Fire Arc: Front Shields: 1D+2
Skill: Starship gunnery Sensors:
Fire Control: 2D
Space Range: 1-5/10/17 Passive: 10/0D
Atmosphere Range: 100-500/1/1.7 km Scan: 20/1D
Damage: 4D Weapons:
2 Laser Cannons (fire-linked)
SCOUTS
Scale: Starfighter
Scouts have high speed, high maneuverability, a Fire Arc: Front
boost ability, and possess Rocket Pods in addition Skill: Starship gunnery
to their blaster cannons. Team-oriented Scout ships Fire Control: 2D
such as the Republic's default NovaDive or the Space Range: 1-5/10/17
Empire's default S-12 Blackbolt can use a number of Atmosphere Range: 100-500/1/1.7 km
devices, such as a Slicing Device to scramble an Damage: 3D
enemy's navigation systems and tag their location, Rocket Pod
or a Sensor Beacon to help track the enemy's Scale: Starfighter
movements. Other Scout ships, such as the Ammo: 10
Flashfire and the S-13 Sting, are designed for ship- Fire Arc: Front
to-ship combat. They exchange some of their Skill: Starship gunnery
maneuverability and speed for heavier firepower— Fire Control: 0D
they feature Rapid-Fire Laser Cannons and Cluster Fire Rate: 3
Missiles to overwhelm the shields of enemy Space Range: 1/3/7
fighters, and have access to the Blaster Overcharge Atmosphere Range: 100/300/700
and Booster Recharge systems. Another Scout Damage: 6D
model is the IL-5 Ocula, also known as the IL-5
Skybolt for the Republic.[2]
Flashfire
Capsule: When Corellia StarDrive appeared on
the verge of losing its military contract, the
company refocused on a new scout model—one
that would trade away sensor and communications
range along with specialized sensor tech in return
for more powerful laser cannons, mid-range
missiles and stronger defenses across the board.
The result is the Flashfire, combining other scouts'
268 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
THE SCOUT
Republic Pilot Brey Hof:
Scouts, as the fastest of all starfighters, are often the vanguard of any battle. Their
light-weight hulls and moderate shield projectors allow them to be lightning quick,
getting them to objectives before their enemies. A scout can make a quick strike and
be gone to a safe range before their targets even know what hit them. In a dogfight, a
opponent or their powerful thrusters to escape to fight another day. Their top-of-the-
line sensor systems allow them to locate enemies and communicate their locations
to their allies.
Although all scout class ships share the qualities we just went over, they are not
all the same. Some, like the Republic NovaDive or the Imperial S-12 Blackbolt, are
built to maximize their speed and maneuverability. They have unmatched speed
that allows them boost to a target and quickly wreak havoc with a deadly combination of Rocket Pods and
blaster fire. They can then easily boost away from any strike fighters or make themselves nearly unhittable for
gunships using their maneuverability and speed. More team-oriented pilots can play a supporting role by using
the bevy of communications toys at their fingertips, like firing a Slicing Device to scramble an enemy’s navigation
systems and tag their location. Or, if they prefer, they can drop a Sensor Beacon that can help to track the
movements of the opposition.
Conversely, the Republic Flashfire and the Imperial S-13 Sting are built for ship-to-ship combat. They exchange
some of their speed and communications systems in favor of more powerful weaponry and defenses. A savvy
pilot can use these crafts’ excellent maneuverability to get the advantage over a strike fighter and tear through
their shields with Rapid-Fire Laser Cannons and quick-locking Cluster Missiles. Additionally, these tough little
ships have advanced systems that most strike fighters don’t have access to. Some, like the Blaster Overcharge
system, allows a ship to fire faster and have more blaster power. While, other systems, like the Booster Recharge,
allow a ship to boost their speed for longer to maximize their speed advantage.
Regardless of the ship variant, a scout class starfighter is the perfect craft for pilots who value speed and
maneuverability above all.[2]
IL-5 Ocula number of regional governors and "flexible" fleet
admirals have made the craft a common sight on
Capsule: The Czerka IL-5 Ocula was the Republic fleet decks nonetheless, dubbing it the
Skybolt. Flight crews have a great appreciation for
company's first entry into the modern scout the ease of installing a huge variety of aftermarket
components (a rare feature from Czerka), and many
starfighter field, and utilizes a number of pilots have come to favor the design over their
standard-issue scout models.[4]
proprietary miniaturization techniques to ensure
■ IL-5 Ocula
that nearly all popular internal components can be
Craft: Czerka Corporation IL-5 Ocula Scout Starfighter
accommodated. Imperial military officials have Affiliation: Galactic Republic / Sith Empire / General
Type: Scout Starfighter
shown a particular fondness for the design,
Scale: Starfighter
ordering thousands of the craft through Length: 14.4 meters
Skill: Starfighter
intermediaries while Czerka executives turn a blind piloting: IL-5
Crew: 1
eye. Imperial pilots often employ the craft on long- Passengers: None
Cargo Capacity: 20
range kilograms (6 metric
tons upgrade
reconnaissance capacity)
Consumables: 2 days
missions into Cost: 180,000 (new),
120,000 (used)
territories where Maneuverability: 3D
Space: 9
their standard scout
ships would be
quickly recognized.
Although the
Republic military
officially passed on
Czerka's IL-5 Ocula in
favor of designs from
Corellia StarDrive, a
Galaxy Guide 16: The Old Republic 269
Chapter Ten: Starfighters
Atmosphere: 400; 1,150 kmh subsequent Civil War, it has only recently begun to
be replaced by the more advanced NovaDive.
Hull: 2D+1 Functionally, the two designs are nearly identical,
with the Liberator being identified by its slightly
Shields: 1D+1 stubbier nose, straighter wings, and longer weapon
struts. Though it is slowly being phased out in favor
Sensors:
Passive: 5/0D of newer, more specialized craft, the Liberator is
Scan: 15/1D nonetheless still a mainstay of the Republic fleet
and the primary weapon of most engagements.
Weapons:
■ Liberator-Class
2 Laser Cannons (fire-linked)
Scale: Starfighter Craft: Corellia Stardrive TR-16 Liberator-class Scout
Fire Arc: Front Starfighter
Skill: Starship gunnery Affiliation: Galactic Republic
Fire Control: 2D Type: Scout Starfighter
Space Range: 1-5/10/17 Scale: Starfighter
Atmosphere Range: 100-500/1/1.7 km Length: 14.2 meters
Damage: 3D Skill: Starfighter piloting: Liberator-class
Crew: 1
Cluster Missile Launcher Passengers: None
Scale: Starfighter Cargo Capacity: 25 kilograms (5 metric tons upgrade
Ammo: 10 capacity)
Fire Arc: Front Consumables: 2 days
Skill: Starship gunnery Cost: 145,000 (new), 90,000 (used)
Fire Control: 3D+1 Maneuverability: 3D
Fire Rate: 3 Space: 10
Space Range: 1/3/5 Atmosphere: 415; 1,200 kmh
Atmosphere Range: 100/300/500 Hull: 2D+1
Damage: 5D Shields: 1D+1
Game Notes: This weapon's quick lock-on time
gives a +2 to each additional shot fired per Sensors:
Passive: 25/1D
round. Scan: 50/2D
Weapons:
2 Laser Cannons (fire-linked)
Scale: Starfighter
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 3D
Liberator-Class Mk. VI Supremacy-Class
Capsule: The TR-16 Liberator (also known as the Capsule: The Mk. VI Supremacy-
“Talon” fighter) is the forerunner of the TT-17R class starfighter - also known as the
NovaDive in Corellia StarDrive’s scout starfighter ISF interceptor or the Mk. VI
line. The Republic’s primary starfighter leading up interceptor - is the primary mainstay
to and during the Great Galactic War and of the Imperial forces. The Mk. VI was
heavily relied on when the Sith
attacked the Republic shipyards in
the Sluis sector and in the Battle of
Alderaan. Darth Malgus used these fighters during
the Battle of Ziost and the Sacking of Coruscant.
While the Mk. VI lacks shielding, and is lightly
armed, it compensated for these short falls with its
powerful engines, rapid fire laser cannons and
complex swarm tactics.[1]
270 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
As the basis for the Tandankin-produced Sith NovaDive
Imperial fighter fleet, the successful design of the
Mk. VI was quickly incorporated into the later S-SC4 Capsule: The centerpiece of Corellia StarDrive's
Bloodmark. While that later fighter was more scout ship line, the NovaDive is designed to
effective on the battlefield, however, the Mk. VI's provide the ideal balance of reconnaissance and
more bare-bones systems and cheaper manufacture offensive capabilities. Advanced sensor and
have kept it on the frontlines of the majority of communications suites allow NovaDive pilots to
Imperial engagements. quickly spot enemy craft and relay their positions
to allies, while mountings for short- and mid-range
■ Mk. VI Supremacy-Class laser cannons and rocket pods ensure that the
craft can hold its own against enemy fighters and
Craft: Tandankin Shipyards Mk. VI Supremacy-class Scout even strike at armored objectives. Unfortunately,
Starfighter defensive systems are meager at best; veteran
Affiliation: Sith Empire pilots have learned to rely more on the NovaDive's
Type: Scout Starfighter speed and maneuverability than its shields or
Scale: Starfighter armor to survive tough engagements. [5]
Length: 11.9 meters
Skill: Starfighter piloting: Mk. VI Supremacy-class ■ NovaDive
Crew: 1
Passengers: None Craft: Corellia Stardrive TT-17R NovaDive Scout
Cargo Capacity: 25 kilograms (6 metric tons upgrade Starfighter
capacity) Affiliation: Galactic Republic
Consumables: 2 days Type: Scout Starfighter
Cost: 130,000 (new), 85,000 (used) Scale: Starfighter
Maneuverability: 3D Length: 15.4 meters
Space: 7 Skill: Starfighter piloting: NovaDive
Atmosphere: 350; 1,000 kmh Crew: 1
Hull: 2D Passengers: None
Shields: 0D Cargo Capacity: 25 kilograms (7 metric tons upgrade
Sensors: capacity)
Consumables: 2 days
Passive: 25/1D Cost: 175,000 (new), 100,000 (used)
Scan: 55/2D Maneuverability: 3D+2
Weapons: Space: 11
2 Laser Cannons (fire-linked) Atmosphere: 435; 1,250 kmh
Hull: 2D+1
Scale: Starfighter Shields: 1D+2
Fire Arc: Front Sensors:
Skill: Starship gunnery
Fire Control: 2D Passive: 25/1D
Space Range: 1-5/10/17 Scan: 50/2D
Atmosphere Range: 100-500/1/1.7 km Weapons:
Damage: 3D 2 Laser Cannons (fire-linked)
Scale: Starfighter
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Galaxy Guide 16: The Old Republic 271
Chapter Ten: Starfighters
Space Range: 1-5/10/17 Space: 10
Atmosphere Range: 100-500/1/1.7 km Atmosphere: 415; 1,200 kmh
Damage: 3D
Hull: 1D+1
Concussion Missile Launcher Shields: 1D
Scale: Starfighter
Ammo: 3 Sensors:
Fire Arc: Front Passive: 25/1D
Skill: Starship gunnery Scan: 55/2D
Fire Control: 2D
Fire Rate: 1 Weapons:
Space Range: 1/5/9
Atmosphere Range: 100/500/900 2 Laser Cannons (fire-linked)
Damage: 9D Scale: Starfighter
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 3D
Concussion Missile Launcher
Scale: Starfighter
Ammo: 3
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Fire Rate: 1
Space Range: 1/5/9
Atmosphere Range: 100/500/900
Damage: 9D
S-12 Blackbolt S-13 Sting
Capsule: The Imperial Tandankin shipyards Capsule: The shipyards of Tandankin have
produce a small number of elite scout craft used for served the Imperial war machine for decades,
both reconnaissance and lightning strikes. The S-12 specializing in experimental designs. With its array
Blackbolt combines extraordinary speed, of laser cannons, ship-to-ship missiles, and
maneuverability and strafing capacity with hardened armor and shields, the Tandankin-built S-
powerful sensors and communications rigs. 13 Sting barely qualifies as a scout, but it maintains
Enemies can be spotted early and their locations considerable sensor and communications range
relayed to allies—or a Blackbolt pilot can take foes diminished only in comparison to other scout-class
on directly with short- and mid-range laser vessels. Its weapons and defenses still don't match
cannons. Stationary objectives are prime targets for those of a full strike fighter, but it can be just as
the Blackbolt's rockets. The Blackbolt has only deadly in the right hands.[4]
bare-bones defenses, however, with weak shields
and a thin, unarmored hull. For that reason,
Blackbolt pilots often earn reputations as thrill-
seekers or suicidal fools (or sometimes both). [4]
■ S-12 Blackbolt
Craft: Tandankin Shipyards S-12 Blackbolt Scout
Starfighter
Affiliation: Sith Empire
Type: Scout Starfighter
Scale: Starfighter
Length: 11.9 meters
Skill: Starfighter piloting: S-12 Blackbolt
Crew: 1
Passengers: None
Cargo Capacity: 15 kilograms (7 metric tons upgrade
capacity)
Consumables: 6 hours
Cost: 120,000 (new), 55,000 (used)
Maneuverability: 3D+2
272 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
■ S-13 Sting Spearpoint
Craft: Tandankin Shipyards S-13 Sting Scout Starfighter Capsule: Outsourcing dozens of components to
Affiliation: Sith Empire sensor manufacturers previously focused on the
Type: Scout Starfighter scientific market, Corellia StarDrive managed to
Scale: Starfighter assemble the Spearpoint scout ship—a vessel
Length: 6.8 meters whose sensors and communications equipment
Skill: Starfighter piloting: S-13 Sting outperform practically every other ship on the
Crew: 1 market, including other scouts. The Spearpoint also
Passengers: None possesses auxiliary systems designed to coordinate
Cargo Capacity: 10 kilograms (6 metric tons upgrade and support an entire squadron, offering fellow
capacity) pilots a clear view of the battlefield. These
Consumables: 6 hours enhancements come at the cost of some of the
Cost: 120,000 (new), 55,000 (used) scout class's traditional maneuverability and speed,
Maneuverability: 3D+2 however, and also sacrifices some internal storage
Space: 10 space.[4]
Atmosphere: 415; 1,200 kmh
Hull: 2D+1 ■ Spearpoint
Shields: 1D
Sensors: Craft: Corellia Stardrive Spearpoint Scout Starfighter
Affiliation: Galactic Republic
Passive: 20/0D Type: Scout Starfighter
Scan: 40/1D Scale: Starfighter
Weapons: Length: 15.8 meters
2 Laser Cannons (fire-linked) Skill: Starfighter piloting: Spearpoint
Crew: 1
Scale: Starfighter Passengers: None
Fire Arc: Front Cargo Capacity: 10 kilograms (6 metric tons upgrade
Skill: Starship gunnery capacity)
Fire Control: 2D Consumables: 1 day
Space Range: 1-5/10/17 Cost: 180,000 (new), 120,000 (used)
Atmosphere Range: 100-500/1/1.7 km Maneuverability: 3D
Damage: 3D Space: 9
Ion Missiles Atmosphere: 400; 1,150 kmh
Scale: Starfighter Hull: 2D+1
Ammo: 5 Shields: 1D+1
Fire Arc: Front Sensors:
Skill: Starship gunnery
Fire Control: 2D Passive: 25/1D
Fire Rate: 2 Scan: 55/2D
Space Range: 1/5/9 Weapons:
Atmosphere Range: 100/500/900 2 Laser Cannons (fire-linked)
Damage: 0D+2 (physical) /7D (Ion)
Scale: Starfighter
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 3D
Rocket Pod
Scale: Starfighter
Ammo: 10
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 0D
Fire Rate: 3
Space Range: 1/3/7
Atmosphere Range: 100/300/700
Damage: 6D
S-SC4 Bloodmark
Capsule: Imperial starfighter squadrons drill
relentlessly so that their pilots fly and fight with
a single mind. For ultimate coordination, the
Tandankin shipyards S-SC4 Bloodmark is
Galaxy Guide 16: The Old Republic 273
Chapter Ten: Starfighters
practically a necessity. Sacrificing some speed and Space Range: 1/3/7
maneuverability along with ship-to-ship missiles in Atmosphere Range: 100/300/700
exchange for some of the galaxy's best sensors and Damage: 6D
communications technology, the Bloodmark also
possesses unique subsystems for improved Stardrive Flash
battlefield awareness. A squadron containing an
expert Bloodmark pilot can act with greater Capsule: The success of Corellia StarDrive’s
efficiency than any other. [4] Flashfire production led to a variety of civilian and
nonmilitary options. Stripped of weaponry or
offensive equipment, the Stardrive Flash series
rejuvenated Corellia StarDrive’s civilian sales and
reinforced their focus on noncombat lines, leaving
them considering demilitarized versions of their
other popular starfighter designs.
■ S-SC4 Bloodmark ■ Stardrive Flash
Craft: Tandankin Shipyards S-SC4 Bloodmark Scout Craft: Corellian Engineering Corporation Stardrive Flash
Starfighter Affiliation: Galactic Republic
Affiliation: Sith Empire Type: Scout Starfighter
Type: Scout Starfighter Scale: Starfighter
Scale: Starfighter Length: 6.5 meters
Length: 11.9 meters Skill: Starfighter piloting: Stardrive Flash
Skill: Starfighter piloting: S-SC4 Bloodmark Crew: 1
Crew: 1 Passengers: None
Passengers: None Cargo Capacity: 10 kilograms (0.5 metric tons upgrade
Cargo Capacity: 30 kilograms (6 metric tons upgrade capacity)
capacity) Consumables: 1 week
Consumables: 2 days Cost: 50,000 (new), 38,000 (used)
Cost: 150,000 (new), 90,000 (used) Maneuverability: 2D+2
Maneuverability: 3D Space: 6
Space: 7 Atmosphere: 300; 950 kmh
Atmosphere: 350; 1,000 kmh Hull: 2D
Hull: 2D Shields: 0D+2
Shields: 1D+1 Sensors:
Sensors:
Passive: 25/1D
Passive: 25/1D Scan: 50/2D
Scan: 55/2D
Weapons: ■ Stardrive Stealth
2 Laser Cannons (fire-linked)
Craft: Corellian Engineering Corporation Stardrive Stealth
Scale: Starfighter Affiliation: Galactic Republic
Fire Arc: Front Type: Scout Starfighter
Skill: Starship gunnery Scale: Starfighter
Fire Control: 2D Length: 6.5 meters
Space Range: 1-5/10/17 Skill: Starfighter piloting: Stardrive Flash
Atmosphere Range: 100-500/1/1.7 km Crew: 1
Damage: 3D Passengers: None
Rocket Pod Cargo Capacity: 10 kilograms (0.5 metric tons upgrade
Scale: Starfighter capacity)
Ammo: 10 Consumables: 1 week
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 0D
Fire Rate: 3
274 Galaxy Guide 16: The Old Republic
Cost: 60,000 (new), 55,000 (used) Chapter Ten: Starfighters
Maneuverability: 2D+2
Space: 7 Crew: 1
Atmosphere: 350; 1,000 kmh Passengers: None
Hull: 2D Cargo Capacity: 100 kilograms (external; 1 metric ton
Shields: 1D upgrade capacity)
Sensors: Consumables: 1 day
Cost: 10,000 (new), 4,000 (used)
Passive: 25/1D Maneuverability: 1D+1
Scan: 50/2D Space: 3
Equipped With: Sensor jamming equipment Atmosphere: 260, 750 kmh
Hull: 2D
Shields: None
Sensors: None
Equipped With: Two manipulator arms (Lifting 8D), two
welding/cutting torches (4D damage)
Orbital Lifter SF-3 Scout Transport
Capsule: The KDY OR-17 Orbital Lifter is a Capsule: The Rendili SF-3 scout transport is a
common sight among the starports and transit medium-quality, single person transport often used
freighters throughout the galaxy. Used to load and to ferry personnel to and from orbital stations and
unload medium-sized cargo, a single OR-17 can freighters. Lacking the frills and amenities of a
transfer the cargo of a stock light freighter – Corellia StarDrive transport, the SF-3 is
approximately 100 metric tons – in less than two nevertheless a common standard among the grimy
hours. starports of the galaxy, though very few are to be
found in full working condition.
■ Orbital Lifter
■ SF-3 Scout Transport
Craft: Kuat Drive Yards OR-17 Orbital Lifter
Affiliation: Galactic Republic Craft: Rendili SF-3 Scout Transport
Type: Scout Starfighter Affiliation: Galactic Republic
Scale: Starfighter Type: Scout Starfighter
Length: 5 meters Scale: Starfighter
Skill: Starfighter piloting: Orbital Lifter Length: 6.6 meters
Skill: Starfighter piloting: Rendili SF-3
Crew: 1
Passengers: None
Cargo Capacity: 150 kilograms (2 metric ton upgrade
capacity)
Consumables: 1 week
Cost: 65,000 (new), 30,000 (used)
Maneuverability: 2D
Space: 3
Atmosphere: 260, 750 kmh
Hull: 3D+2
Shields: 1D+1
Sensors:
Passive: 10/0D
Scan: 20/1D
Galaxy Guide 16: The Old Republic 275
Chapter Ten: Starfighters
GUNSHIPS Sensors:
Passive: 5/0D
Gunships are the heaviest class of starfighter, Scan: 15/1D
and each gunship commonly features at least one
long-distance Railgun with a zoom firing mode Weapons:
available. Some gunships can swap between
different Railguns: the Ion Railgun drains the 4 Twin Laser Cannon
enemy's power, the Plasma Railgun inflicts heavy Fire Arc: Front
damage over time, and the Slug Railgun penetrates Skill: Starship gunnery
enemy shields. Gunships survive best when they Fire Control: 2D
remain hidden, as they cannot move when using Space Range: 1-3/12/25
the Railgun, though they can still turn and strafe. Atmosphere Range: 100-300/1.2/2.5 km
Gunships can use a variety of shields as well—the
Feedback Shield charges the ship's shields with Damage: 5D
energy and releases it upon enemies when hit, and
the Fortress Shield can double a ship's shields but Slug Railgun
render them motionless. Scale: Starfighter
The Rotational Thrusters Ammo: 30
allow gunships to quickly Fire Arc: Front
rotate under fire, and the Skill: Starship gunnery
Interdiction Drive boosts a Fire Control: 2D
ship's speed and cripples Fire Rate: 1/3
the enemy's speed to allow Space Range: 3-5/30/100
for getaways.[2] Atmosphere Range: 200-
500/3 km/5 km
GSS-3 Mangler Damage: 10D
Game Notes: This weapon
Capsule: After the
Empire's conquest of must be charged for two
Sullust, Imperial engineers
put several local SoroSuub rounds before firing.
factories to work creating
starfighter parts. The GSS-4Y
SoroSuub-built GSS-3 Mangler sports two kinds of
swappable railguns, strafes relatively rapidly and Jurgoran
has an augmented communications range. Its
defenses are more than acceptable, while its Capsule: Despite
weaknesses—unimpressive sensors, speed, and
turning rate—are standard for the class. Rumor has numerous delays
it that one Mandalorian clan even requested
Manglers for payment when the Empire bought its caused by local
services.[4]
insurgencies,
■ GSS-3 Mangler
SoroSuub continues
Craft: SoroSuub Corporation GSS-3 Mangler Gunship
Affiliation: Sith Empire production of the
Type: Gunship
Scale: Starfighter GSS-4Y Jurgoran—a gunship designed for
Length: 18.6 meters
Skill: Starfighter piloting: GSS-3 Mangler survivability on battlefields where keeping foes at a
Crew: 2
Passengers: None distance isn't feasible. Along with its basic railgun,
Cargo Capacity: 100 kilograms (20 metric tons
upgrade capacity) the Jurgoran can switch to ship-to-ship missiles in
Consumables: 2 weeks
Cost: 480,000 (new), 200,000 (used) mid-combat and unleash volleys from enhanced
Maneuverability: 1D
Space: 5 close-range laser cannons. Additional speed,
Atmosphere: 295; 850 kmh
Hull: 4D maneuverability and equipment options over the
Shields: 3D+2
GSS-3 Mangler make the Jurgoran ready and able to
finish off damaged foes or escape from enemies
who may be closing in.[4]
■ GSS-4Y Jurgoran
Craft: SoroSuub Corporation GSS-4Y Jurgoran Gunship
Affiliation: Sith Empire
Type: Gunship
276 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
THE GUNSHIP
Imperial Pilot Cres Semet:
As you race across the battlefield, the path is clear in front of you. You’re
boosting along to try and reach your objective and—WHAM! Suddenly, your
engine power is drained. Again—WHAM! Critical hit on your hull! By the time you
find the culprit, you are already severely damaged. Now you’ve closed the gap on
this sniper, and have her in your sights. But without warning, you see a bright
flash of light as she boosts away while somehow rendering your ship too slow to
catch up. What just happened?
You have just met the gunship.
The gunship pilot has a few unique role-defining options that can create some
truly powerful impacts in a dogfight scenario. First and foremost, each gunship is
commonly equipped with at least one Railgun, a powerful long-range weapon that allows you to damage
enemies from a safe distance. Railguns have a long-range targeting computer that allows a pilot or gunner to
zoom in on the action from a great distance and prowl for their next victim. But make sure and charge your
shots fully to inflict maximum damage!
Some gunships can be mounted with a second Railgun, allowing them to swap between different functions
while in battle, giving you even more options. Would you rather ruthlessly drain energy from your enemy’s
power pools with the Ion Railgun, deliver the most deadly amount of damage, but spread over time with the
Plasma Railgun, or just go right for your enemy’s shields with the penetrating Slug Railgun? Regardless of what
you choose, staying hidden and moving in and out of sight may be your best chance at survival. Once you’re in
Railgun firing mode, you cannot move, but you can still turn and strafe to fine-tune your aiming.
The Gunship offers a great advantage to a sniper-style ace adept at picking off enemies at great range,
combined with enough tricks to get out of a sticky situation at close range. Enemies are hit with instant panic
when they see a gunship charging up her railgun.[2]
Scale: Starfighter Atmosphere Range: 200-500/3 km/5 km
Length: 18.8 meters Damage: 10D
Skill: Starfighter piloting: GSS-4Y Jurgoran Game Notes: This weapon must be charged for
Crew: 2 two rounds before firing.
Passengers: None Concussion Missile Launcher
Cargo Capacity: 95 kilograms (20 metric tons upgrade Scale: Starfighter
capacity) Ammo: 3
Consumables: 2 weeks Fire Arc: Front
Cost: 460,000 (new), 185,000 (used) Skill: Starship gunnery
Maneuverability: 1D+1 Fire Control: 2D
Space: 6 Fire Rate: 1
Atmosphere: 300; 950 kmh Space Range: 1/5/9
Hull: 3D+1 Atmosphere Range: 100/500/900
Shields: 3D+2 Damage: 9D
Sensors: Proton Torpedoes
Scale: Starfighter
Passive: 10/0D Ammo: 4
Scan: 20/1D Fire Arc: Front
Weapons: Skill: Starship gunnery
2 Laser Cannons (fire-linked) Fire Control: 2D
Fire Rate: 1/2
Scale: Starfighter Space Range: 1/5/9
Fire Arc: Front Atmosphere Range: 100/500/900
Skill: Starship gunnery Damage: 8D+1
Fire Control: 2D Game Notes: This weapon ignores shields and
Space Range: 1-5/10/17 armor bonuses.
Atmosphere Range: 100-500/1/1.7 km
Damage: 3D GSS-5C Dustmaker
Slug Railgun
Scale: Starfighter Capsule: The G-2A gunship razed whole cities on
Ammo: 30 Sullust when the Empire conquered that planet.
Fire Arc: Front Therefore, Sullustan manufacturer SoroSuub was
Skill: Starship gunnery
Fire Control: 2D
Fire Rate: 1/3
Space Range: 3-5/30/100
Galaxy Guide 16: The Old Republic 277
Chapter Ten: Starfighters
given the honor of designing the G-2A's successor. Space Range: 3-5/30/100
The GSS-5C Dustmaker gunship carries only a basic Atmosphere Range: 200-500/3 km/5 km
railgun but can equip heavy lasers and proton Damage: 10D
torpedoes to enact devastation from afar. While its Game Notes: This weapon must be charged for
defenses are less formidable than those of other two rounds before firing.
Concussion Missile Launcher
gunships, the Dustmaker's unmatched Scale: Starfighter
firepower more than makes up for it in Ammo: 3
the Fire Arc: Front
minds of most pilots.[4] Skill: Starship gunnery
Fire Control: 2D
■ GSS-5C Dustmaker Fire Rate: 1
Space Range: 1/5/9
Craft: SoroSuub Corporation Dustmaker Gunship Atmosphere Range: 100/500/900
Affiliation: Sith Empire Damage: 9D
Type: Gunship Proton Torpedoes
Scale: Starfighter Scale: Starfighter
Length: 18.4 meters Ammo: 4
Skill: Starfighter piloting: GSS-5C Dustmaker Fire Arc: Front
Crew: 2 Skill: Starship gunnery
Passengers: None Fire Control: 2D
Cargo Capacity: 95 kilograms (20 metric tons upgrade Fire Rate: 1/2
capacity) Space Range: 1/5/9
Consumables: 2 weeks Atmosphere Range: 100/500/900
Cost: 450,000 (new), 180,000 (used) Damage: 8D+1
Maneuverability: 1D+2 Game Notes: This weapon ignores shields and
Space: 6 armor bonuses.
Atmosphere: 300; 950 kmh
Hull: 3D+2 K-52 Strongarm
Shields: 3D+1
Sensors: Capsule: Republic forces have
increasingly recruited additional
Passive: 10/0D support from privateers, mercenaries, and other
Scan: 20/1D nonmilitary sources. These "free spirited"
Weapons: individuals often take great pride in their personal
2 Laser Cannons (fire-linked) craft, with the Hyrotii K-52 Strongarm being one of
the most popular. After seeing the gunship in
Scale: Starfighter action, Republic officials have been quite
Fire Arc: Front impressed, and authorized the ships as a valid
Skill: Starship gunnery alternative for individuals or squadrons that can
Fire Control: 2D manage to afford them. [4]
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km ■ K-52 Strongarm
Damage: 3D
Slug Railgun Craft: Hyrotii K-52 Strongarm Gunship
Scale: Starfighter Affiliation: Galactic Republic
Ammo: 30 Type: Gunship
Fire Arc: Front Scale: Starfighter
Skill: Starship gunnery Length: 15.7 meters
Fire Control: 2D Skill: Starfighter piloting: K-52 Strongarm
Fire Rate: 1/3 Crew: 2
Passengers: None
Cargo Capacity: 100 kilograms (20 metric tons upgrade
278 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
capacity) ■ SGS-41B Comet Breaker
Consumables: 2 weeks
Craft: Sienar Fleet Systems SGS-41B Comet Breaker
Cost: 350,000 (new), 170,000 (used) Gunship
Maneuverability: 2D Affiliation: Galactic Republic
Type: Gunship
Space: 7 Scale: Starfighter
Atmosphere: 350; 1,000 kmh Length: 21.9 meters
Skill: Starfighter piloting: SGS-41B Comet Breaker
Hull: 3D Crew: 2
Shields: 3D Passengers: None
Cargo Capacity: 95 kilograms (20 metric tons upgrade
Sensors: capacity)
Passive: 5/0D Consumables: 2 weeks
Scan: 15/1D Cost: 400,000 (new), 190,000 (used)
Maneuverability: 1D+2
Weapons: Space: 6
Atmosphere: 300; 950 kmh
Laser Cannon Hull: 2D+2
Scale: Starfighter Shields: 3D+1
Fire Arc: Front Sensors:
Skill: Starship gunnery
Fire Control: 2D Passive: 5/0D
Space Range: 1-5/10/17 Scan: 15/1D
Atmosphere Range: 100-500/1/1.7 km Weapons:
Damage: 2D 2 Laser Cannons (fire-linked)
Slug Railgun Scale: Starfighter
Scale: Starfighter Fire Arc: Front
Ammo: 30 Skill: Starship gunnery
Fire Arc: Front Fire Control: 2D
Skill: Starship gunnery Space Range: 1-5/10/17
Fire Control: 2D Atmosphere Range: 100-500/1/1.7 km
Fire Rate: 1/3 Damage: 3D
Space Range: 3-5/30/100 Ion Missile Launcher
Atmosphere Range: 200-500/3 km/5 km Scale: Starfighter
Damage: 10D Ammo: 5
Game Notes: This weapon must be charged for Fire Arc: Front
two rounds before firing. Skill: Starship gunnery
Fire Control: 2D
Concussion Missile Launcher Fire Rate: 2
Scale: Starfighter Space Range: 1/5/9
Ammo: 3 Atmosphere Range: 100/500/900
Fire Arc: Front
Skill: Starship gunnery Damage: 0D+2
Fire Control: 2D (physical) /7D
Fire Rate: 1 (Ion)
Space Range: 1/5/9 Proton Torpedoes
Atmosphere Range: 100/500/900 Scale: Starfighter
Damage: 9D Ammo: 4
Fire Arc: Front
SGS-41B Comet Skill: Starship
gunnery
Breaker Fire Control: 2D
Fire Rate: 1/2
Capsule: For pilots who Space Range: 1/5/9
Atmosphere
want an armory packed into Range: 100/500/900
Damage: 8D+1
a starfighter, Sienar offers Game Notes: This
weapon ignores
the SGS-41B Comet Breaker shields and armor
bonuses.
(so named after an
SGS-45 Quarrel
accidental weapons
Capsule: The Sienar SGS-45 Quarrel carries
discharge during testing). swappable models of long-range railguns, giving it
versatility as well as firepower. Its speed and
The Comet Breaker lacks the
multiple railgun types of the
Quarrel, but can equip heavy
laser cannons and proton
torpedoes to deal extra damage at range. Its
defenses are also slightly reduced from the gunship
baseline—but for Comet Breaker pilots, worrying
about defense misses the whole point.[4]
Galaxy Guide 16: The Old Republic 279
Chapter Ten: Starfighters
maneuverability sit at the unimpressive
gunship baseline, but it can strafe quickly and
it has an impressive communications range.
Hotshot dogfighters occasionally sneer at the
Quarrel's "workmanlike" build—until they see
a skilled gunner devastate an enemy squadron
without taking a single hit.[4]
■ SGS-45 Quarrel
Craft: Republic Sienar Systems SGS-45 Quarrel
Gunship
Affiliation: Galactic Republic
Type: Gunship
Scale: Starfighter
Length: 21.9 meters
Skill: Starfighter piloting: SGS-45 Quarrel
Crew: 2
Passengers: None
Cargo Capacity: 100 kilograms (20 metric tons
upgrade capacity)
Consumables: 2 weeks
Cost: 450,000 (new), 180,000 (used)
Maneuverability: 1D+1
Space: 5
Atmosphere: 295; 850 kmh
Hull: 2D+2
Shields: 3D+2
Sensors:
Passive: 10/0D
Scan: 20/1D
Weapons:
2 Laser Cannons (fire-linked)
Scale: Starfighter
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 3D
Slug Railgun
Scale: Starfighter
Ammo: 30
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Fire Rate: 1/3
Space Range: 3-5/30/100
Atmosphere Range: 200-500/3 km/5 km
Damage: 10D
Game Notes: This weapon must be charged
for two rounds before firing.
SGS-S1 Condor counterparts and can equip a variety of shields and
engines. While it's still not built for prolonged
Capsule: Sienar spent a decade perfecting the dogfights, it can effectively finish off damaged foes
SGS-S1 Condor before introducing it to the Republic or escape to safety when an enemy squadron
Navy. The result is a gunship with survivability and closes in.[4]
limited close-combat capability—while its sensor
range and ammunition capacity is less than that of ■ SGS-S1 Condor
similar ships, it can switch its secondary weapon to
dogfighting missiles and has access to more Craft: Republic Sienar Systems SGS-S1 Condor Gunship
powerful short-range laser cannons. The Condor is Affiliation: Galactic Republic
also faster and more maneuverable than its Type: Gunship
280 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
Scale: Starfighter elements it has been sold to. Designed by Dromund
Length: 19.1 meters Kalakar, the ship has a rectangular body with a
Skill: Starfighter piloting: SGS-S1 Condor triangular underside and similarly triangular
Crew: 2 cockpit, and two wings at the rear that angle up and
Passengers: None away from the body.[5]
Cargo Capacity: 90 kilograms (20 metric tons upgrade
capacity) ■ VX-5 Ricker
Consumables: 2 weeks
Cost: 480,000 (new), 200,000 (used) Craft: Dromund Kalakar Shipyard VX-5 Ricker Gunship
Maneuverability: 1D+2 Affiliation: Hutt Cartel / General
Space: 6 Type: Gunship
Atmosphere: 300; 950 kmh Scale: Starfighter
Hull: 3D Length: 14.75 meters
Shields: 3D+1 Skill: Starfighter piloting: VX-5 Ricker
Sensors: Crew: 2
Passengers: None
Passive: 10/0D Cargo Capacity: 95 kilograms (20 metric tons upgrade
Scan: 20/1D capacity)
Weapons: Consumables: 2 weeks
2 Laser Cannons (fire-linked) Cost: 350,000 (new), 170,000 (used)
Maneuverability: 1D+2
Scale: Starfighter Space: 5
Fire Arc: Front Atmosphere: 295; 850 kmh
Skill: Starship gunnery Hull: 3D
Fire Control: 2D Shields: 3D
Space Range: 1-5/10/17 Sensors:
Atmosphere Range: 100-500/1/1.7 km
Damage: 3D Passive: 5/0D
Slug Railgun Scan: 15/1D
Scale: Starfighter Weapons:
Ammo: 30 2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery Scale: Starfighter
Fire Control: 2D Fire Arc: Front
Fire Rate: 1/3 Skill: Starship gunnery
Space Range: 3-5/30/100 Fire Control: 2D
Atmosphere Range: 200-500/3 km/5 km Space Range: 1-5/10/17
Damage: 10D Atmosphere Range: 100-500/1/1.7 km
Game Notes: This weapon must be charged for Damage: 3D
two rounds before firing. Slug Railgun
Scale: Starfighter
VX-5 Ricker Ammo: 30
Fire Arc: Front
Capsule: The precursor to the VX-9 Mailoc, the Skill: Starship gunnery
VX-5 Ricker still sees extensive action in service to Fire Control: 2D
the Sith Empire as well as the various criminal Fire Rate: 1/3
Space Range: 3-5/30/100
Atmosphere Range: 200-500/3 km/5 km
Damage: 10D
Game Notes: This weapon must be charged for
two rounds before firing.
Galaxy Guide 16: The Old Republic 281
Chapter Ten: Starfighters
VX-9 Mailoc Scan: 15/1D
Weapons:
Capsule: Although it is no longer fielded as
widely as newer designs, the VX-9 Mailoc gunship is 2 Laser Cannons (fire-linked)
still produced at Dromund Kalakar shipyards, and Scale: Starfighter
remains a favorite of many veteran Imperial pilots. Fire Arc: Front
Skill: Starship gunnery
The ship has certainly distinguished itself in Fire Control: 2D
combat against Republic forces. After Republic Space Range: 1-5/10/17
pilots first encountered the Empire's VX-9 Mailoc Atmosphere Range: 100-500/1/1.7 km
gunship in battle, their first request was that their Damage: 3D
superiors get them "a ship like that!" The Strategic
Information Service volunteered to do just that, Slug Railgun
undertaking the lengthy and complex operation to Scale: Starfighter
infiltrate the Dromund Kalakar shipyards and Ammo: 30
acquire the Mailoc's design specifications. The Fire Arc: Front
mission was a complete success, and Republic Skill: Starship gunnery
pilots have gladly employed the Redeemer against Fire Control: 2D
its original designers in battle ever since. Unfazed Fire Rate: 1/3
by the loss, Imperial Mailoc pilots take great pride Space Range: 3-5/30/100
in targeting the enemy's "knockoff" fighters Atmosphere Range: 200-500/3 km/5 km
whenever possible.[4] Damage: 10D
Game Notes: This weapon must be charged for
■ VX-9 Mailoc two rounds before firing.
Craft: Dromund Kalakar Shipyard VX-9 Mailoc Gunship BOMBERS
Affiliation: Sith Empire
Type: Gunship Bombers are the heavy hitters of the starfighter
Scale: Starfighter family. Designed to approach a target forcefully and
Length: 15.2 meters demolish it utterly with heavy payloads, the
Skill: Starfighter piloting: VX-9 Mailoc bomber class is typically heavily armored, slow and
Crew: 2 lumbering, and packs a serious wallop with its
Passengers: None various armaments. Though not quick enough to
Cargo Capacity: 100 kilograms (20 metric tons upgrade outrun the more springhtly scout or strikefighter
capacity) classes, the bomber is nevertheless quite deadly
Consumables: 2 weeks should it acquire a target lock. Fortunately for most
Cost: 500,000 (new), 260,000 (used) other pilots, the bomber's focus is usually on
Maneuverability: 2D ground or capital targets.
Space: 6
Atmosphere: 300; 950 kmh The Empire's B-4D Legion and Republic's
Hull: 3D+2 Warcarrier both carry a drone turret and missiles,
Shields: 3D+2 while the Empire's M-7 Razorwire and Republic's
Sensors: Rampart Mark Four are designed as minelayers.[1]
Passive: 5/0D B-28 Extinction-class
Capsule: The Sernpidal shipyards' The B-28
Extinction-class bomber, also referred to as the B-
28, was first used by the Sith Empire during the
Great Galactic War.
The bomber saw extensive use during the
Sacking of Coruscant, wherein squadrons of the
vessels devastated much of the Coruscant
cityscape. During the Cold War, the Keizar-Volvec
bulk cruiser Paramount carried several B-28s and
used them to bombard the planet Sebaddon during
Independent Operation Sebaddon.[5]
Though they have seen overall design
improvement in the form of the M-7 Razorwire, the
B-28 is still the de facto frontline assault bomber for
the Imperial forces, being the standard compliment
for nearly all dreadnoughts and carriers.
282 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
■ B-28 Extinction-class Crew: 2
Passengers: None
Craft: Imperial Sernpidal Shipyards B-28 Extinction-class Cargo Capacity: 45 kilograms (15 metric
tons upgrade capacity)
Bomber Consumables: 1 week
Affiliation: Sith Empire Cost: 250,000 (new), 190,000 (used)
Maneuverability: 1D
Type: Bomber Space: 5
Scale: Starfighter Atmosphere: 295; 850 kmh
Hull: 3D+1
Length: 14.7 meters Shields: 2D+2
Skill: Starfighter piloting: B-28 Extinction-class Sensors:
Passive: 5/0D
Scan: 15/1D
Weapons:
Heavy Laser Cannon
Scale: Starfighter
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 6D
Concussion Missile Launcher
Scale: Starfighter
Ammo: 3
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Fire Rate: 1
THE BOMBER
Imperial Pilot Jas Atar:
A bomber is a big target, not fast or maneuverable enough to be very effective in
a one-on-one dogfight, but never make the mistake of thinking it’s easy prey. Getting
into range to shoot it usually involves threading through a deadly field of mines. If
you do get in range you’ll find the bomber can absorb a tremendous amount of
punishment, and you’ll probably be taking fire from a nearby sentry drone as you
try to whittle down its shields. Finally, if the bomber starts to run, following too
closely will likely lead to an explosive meeting with a mine.
Bombers are massive starfighters, protected by powerful shields and heavy
armor, and bristling with a dizzying array of specialized weaponry. In addition to
the cannons, missiles and torpedoes found on most fighters, they can also be
loaded out with a variety of mines, drones and other systems, giving their pilots a huge toolbox of combat
abilities, both deadly to enemies and helpful to friends.
Mines are explosive devices that the bomber drops in space. After a few seconds their proximity sensors
activate, and when an enemy gets too close they detonate, damaging all nearby foes. Bombers can equip basic
damage-dealing mines like concussion mines or seismic mines, drain shields and power from enemies with ion
mines, or slow foes with interdiction mines. the bomber can also equip seeker mines, which launch themselves
at enemies from a fair distance away.
Drones are stationary AI-controlled ships that serve a variety of functions. Sentry drones are armed, and
automatically attack nearby foes, allowing them to defend control points and other important areas. There are
several different varieties of sentries, armed with laser cannons, concussion missiles, railguns, or an
interdiction field. Repair drones deploy probe droids that restore the hull of nearby ships, and can be upgraded
to recharge shield reactors or refill spent munitions.
The bomber has a few other unique abilities, in addition to the mines and drones. It can use a Shield
Projector to protect nearby ships, or deploy a hyperspace beacon to give its hyperdrive-equipped squadmates
quick access to the battlefield.
So… if you enjoy tactical dogfighting, supporting your team and laying traps for unsuspecting foes, the
bomber is the ship for you![2]
Galaxy Guide 16: The Old Republic 283
Chapter Ten: Starfighters
Space Range: 1/5/9 Cost: 500,000 (new), 260,000 (used)
Atmosphere Range: 100/500/900 Maneuverability: 1D+2
Damage: 9D
Seismic Mines Space: 5
Scale: Starfighter Atmosphere: 295; 850 kmh
Ammo: 4
Blast Radius: 1/3/5 (Space), 100/300/500 Hull: 3D+1
(Atmosphere) Shields: 3D+2
Damage: 9D/7D/3D*
Game Notes: When deployed, a mine acts as a Sensors:
triggered explosive. A pursuing starship must Passive: 5/0D
make a Moderate sensors roll to detect it. If Scan: 15/1D
triggered, the mine causes decreasing levels of
damage with distance. The deploying vessel has Weapons:
until the end of the round in which it was
deployed to clear the blast radius; after that, the Heavy Laser Cannon
mine does not distinguish between friend and Scale: Starfighter
foe. Fire Arc: Front
Skill: Starship gunnery
B-4D Legion Fire Control: 1D
Space Range: 1-5/10/17
Capsule: The Sernpidal shipyards' B-4D Legion Atmosphere Range: 100-500/1/1.7 km
bomber utilizes drone technology at every turn. Damage: 6D
The Legion's drones can be used to strike at foes,
reinforce and repair allies, and offer new battlefield Concussion Missile Launcher
strategies, turning the bomber into a versatile and Scale: Starfighter
devious wildcard. In addition to its basic laser Ammo: 3
cannons, the Legion can equip either a missile or Fire Arc: Front
mine as a secondary weapon, giving it further Skill: Starship gunnery
means of destroying foes.[4] Fire Control: 2D
Fire Rate: 1
Space Range: 1/5/9
Atmosphere Range: 100/500/900
Damage: 9D
Seismic Mines
Scale: Starfighter
Ammo: 4
Blast Radius: 1/3/5 (Space), 100/300/500
(Atmosphere)
Damage: 9D/7D/3D*
Game Notes: When deployed, a mine acts as a
triggered explosive. A pursuing starship must
make a Moderate sensors roll to detect it. If
triggered, the mine causes decreasing levels of
damage with distance. The deploying vessel has
until the end of the round in which it was
deployed to clear the blast radius; after that, the
mine does not distinguish between friend and
foe.
■ B-4D Legion G-X1 Firehauler
Craft: Imperial Sernpidal Shipyards B-4D Legion Bomber Capsule: A common joke suggests that
Affiliation: Sith Empire GSI only produces the Firehauler
Type: Bomber because it encourages additional sales of
Scale: Starfighter their many explosive munitions, but
Length: 14.7 meters there are very few bomber pilots in the
Skill: Starfighter piloting: B-4D Legion Republic who would turn down the
Crew: 2 chance to fly one on any given mission.
Passengers: None The design has been quick to impress everyone
Cargo Capacity: 50 kilograms (15 metric tons upgrade who's taken it for a spin, and GSI's sales projections
capacity) have only gone up as word for the Firehauler's
Consumables: 1 week capabilities has spread among the Republic brass.
A relatively new addition to Imperial starfighter
complements, the GSI-produced G-X1 Firehauler –
renamed the Oslaught – is already earning a stellar
reputation among first-run pilots. Bulk purchases of
military hardware from outside the Empire's own
manufacturing centers are incredibly rare, but
rumors persist that the Ministry of War plans to
284 Galaxy Guide 16: The Old Republic
make the Onslaught a common sight among Chapter Ten: Starfighters
Imperial bomber squadrons in years to come,
suggesting that the ship is even more capable than Damage: 3D against shields, 9D otherwise
its enthusiastic marketing materials suggest.[4] Game Notes: A successful hull hit inflicts a
second damage roll against the hull the following
■ G-X1 Firehauler round, with a damage of 3D. This occurs even if
the shields are active by this time.
Craft: Czerka Corporation G-X1 Firehauler Bomber Seismic Mines
Affiliation: Galactic Republic Scale: Starfighter
Type: Bomber Ammo: 4
Scale: Starfighter Blast Radius: 1/3/5 (Space), 100/300/500
Length: 15.5 meters (Atmosphere)
Skill: Starfighter piloting: G-X1 Firehauler Damage: 9D/7D/3D*
Game Notes: When deployed, a mine acts as a
triggered explosive. A pursuing starship must
make a Moderate sensors roll to detect it. If
triggered, the mine causes decreasing levels of
damage with distance. The deploying vessel has
until the end of the round in which it was
deployed to clear the blast radius; after that, the
mine does not distinguish between friend and
foe.
Crew: 2 M-7 Razorwire
Passengers: None Capsule: The M-7 Razorwire is the
Cargo Capacity: 100 kilograms (15 metric tons upgrade ultimate Imperial minelayer, built in the
Sernpidal shipyards and loaded with
capacity) some of the most dangerous ordnance in
Consumables: 2 weeks the galaxy. The Razorwire carries multiple
sets of mines and possesses expanded
Cost: 480,000 (new), 200,000 (used) ammunition capacity, allowing it to
Maneuverability: 2D+1 deploy deadly traps and barricades
wherever required. A moderate sensor range and
Space: 5 long-range communications systems allow
Atmosphere: 295; 850 kmh Razorwire pilots to coordinate with allies, but as
with other bombers, its dogfighting capability is
Hull: 3D poor.[4]
Shields: 3D
Sensors: ■ M-7 Razorwire
Passive: 10/0D Craft: Imperial Sernpidal Shipyards M-7 Razorwire
Scan: 20/1D Bomber
Weapons: Affiliation: Sith Empire
Heavy Laser Cannon Type: Bomber
Scale: Starfighter
Scale: Starfighter Length: 15 meters
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 6D
Thermite Torpedoes
Scale: Starfighter
Ammo: 7
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Fire Rate: 1
Space Range: 1/5/9
Atmosphere Range: 100/500/900
Galaxy Guide 16: The Old Republic 285
Chapter Ten: Starfighters
Skill: Starfighter piloting: M-7 Razorwire damage as usual, but convert all explosive
Crew: 2 damage to concussive damage:
Shields Ionized - no effect
Passengers: None Lightly damaged - Atmospheric microfractures.
Cargo Capacity: 90 kilograms (15 metric tons upgrade The ship will gradually lose atmosphere within
2D hours.
capacity) Heavily damaged - Significant Hull rupture. The
Consumables: 2 weeks ship is venting atmosphere and will lose
pressure in 2D minutes.
Cost: 550,000 (new), 275,000 (used) Severely damaged - Extreme hull fracture. Space
Maneuverability: 2D is visible between the hull plates. Complete
depressurization in 1D rounds. Occupants begin
Space: 6 to suffer vaccum exposure.
Atmosphere: 300; 950 kmh Destroyed - The hull has been completely torn
open. All internal volumes are exposed to space.
Hull: 3D+1 Seismic Mines
Shields: 3D+1 Scale: Starfighter
Ammo: 4
Sensors: Blast Radius: 1/3/5 (Space), 100/300/500
Passive: 5/0D (Atmosphere)
Scan: 15/1D Damage: 9D/7D/3D*
Game Notes: When deployed, a mine acts as a
Weapons: triggered explosive. A pursuing starship must
2 Laser Cannons (fire-linked) make a Moderate sensors roll to detect it. If
Scale: Starfighter triggered, the mine causes decreasing levels of
Fire Arc: Front damage with distance. The deploying vessel has
Skill: Starship gunnery until the end of the round in which it was
Fire Control: 2D deployed to clear the blast radius; after that, the
Space Range: 1-5/10/17 mine does not distinguish between friend and
Atmosphere Range: 100-500/1/1.7 km foe.
Damage: 3D
Concussion Mines Rampart Mark Four
Scale: Starfighter
Ammo: 4 Capsule: Elsinore-Cordova's Rampart Mark Four
Blast Radius: 1/3/5 (Space), 100/300/500 bomber is a minelayer first and foremost. With
(Atmosphere) extended ammunition caches and two distinct
Damage: 9D/7D/3D* types of mines, the Rampart is capable of laying
Game Notes: When deployed, a mine acts as a down barricades any squadron would fear to
triggered concussive device. A pursuing starship penetrate. Its defenses and primary weapons match
must make a Moderate sensors roll to detect it. the bomber baseline, while it has a moderate
If triggered, the mine causes decreasing levels of
damage with distance. The deploying vessel has
until the end of the round in which it was
deployed to clear the blast radius; after that, the
mine does not distinguish between friend and
foe.
Concussion mines do not cause explosive
damage, but rather generate a power energy field
capable of cracking a ship's hull. Roll ship
286 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
sensor range and excellent communications deployed to clear the blast radius; after that, the
mine does not distinguish between friend and
systems.[4] foe.
Missile Sentry Drone
■ Rampart Mark Four Hull: 2D
Weapons:
Craft: Elsinore-Cordova Rampart Mark Four Bomber Missile Launcher
Affiliation: Galactic Republic Scale: Starfighter
Type: Bomber Ammo: 3
Scale: Starfighter Fire Arc: Turret
Length: 13.8 meters Fire Control: 4D
Skill: Starfighter piloting: Rampart Mark Four Fire Rate: 1
Crew: 2 Space Range: 1/5/9
Passengers: None Atmosphere Range: 100/500/900
Cargo Capacity: 100 kilograms (15 metric tons upgrade Damage: 9D
capacity) Game Notes: When deployed, a drone acts as a
Consumables: 2 weeks sentry turret controlled by the gamemaster. A
Cost: 500,000 (new), 260,000 (used) pursuing starship must make a Moderate sensors
Maneuverability: 2D+2 roll to detect it. The drone will avoid targeting
Space: 5 friendly ships with weapons fire so long as they
Atmosphere: 295; 850 kmh were identified before launch, or the drone
Hull: 3D maintains a communications link with the
Shields: 3D+2 deploying faction.
Sensors:
Warcarrier
Passive: 10/0D
Scan: 20/1D Capsule: The Elsinore-Cordova Warcarrier is
Weapons: designed to carry and deploy automated drones to
2 Laser Cannons (fire-linked) strike at enemies, assist allies and reshape the field
of battle. Its basic laser cannons can be augmented
Scale: Starfighter by secondary missiles or mines, but while it
Fire Arc: Front possesses the bomber class's usual resilience, its
Skill: Starship gunnery ship-to-ship combat abilities remain limited. When
Fire Control: 2D properly utilized, a Warcarrier can bring a terrifying
Space Range: 1-5/10/17 range of technologies into play, leaving enemies
Atmosphere Range: 100-500/1/1.7 km scrambling to adjust.[4]
Damage: 3D
Seismic Mines ■ Warcarrier
Scale: Starfighter
Ammo: 4 Craft: Elsinore-Cordova Warcarrier Bomber
Blast Radius: 1/3/5 (Space), 100/300/500 Affiliation: Galactic Republic
(Atmosphere) Type: Bomber
Damage: 9D/7D/3D* Scale: Starfighter
Game Notes: When deployed, a mine acts as a Length: 15.7 meters
triggered explosive. A pursuing starship must Skill: Starfighter piloting: Warcarrier
make a Moderate sensors roll to detect it. If Crew: 2
triggered, the mine causes decreasing levels of Passengers: None
damage with distance. The deploying vessel has Cargo Capacity: 100 kilograms (15 metric tons upgrade
until the end of the round in which it was capacity)
Consumables: 2 weeks
Cost: 480,000 (new), 200,000 (used)
Maneuverability: 2D
Space: 5
Atmosphere: 295; 850 kmh
Hull: 3D+1
Shields: 3D+1
Sensors:
Passive: 10/0D
Scan: 20/1D
Weapons:
2 Laser Cannons (fire-linked)
Scale: Starfighter
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-5/10/17
Galaxy Guide 16: The Old Republic 287
Chapter Ten: Starfighters
Atmosphere Range: 100-500/1/1.7 km frequent use against civilians. The new B-6 Decimus
Damage: 3D
Seismic Mines design was rededicated to combat, can equip either
Scale: Starfighter
Ammo: 4 missiles or torpedoes as secondaries, and has
Blast Radius: 1/3/5 (Space), 100/300/500
(Atmosphere) access to a limited selection of auxiliary mines and
Damage: 9D/7D/3D*
Game Notes: When deployed, a mine acts as a drones. The Decimus is more maneuverable than
triggered explosive. A pursuing starship must other bombers but has a somewhat weaker hull.[4]
make a Moderate sensors roll to detect it. If
triggered, the mine causes decreasing levels of ■ B-6 Decimus
damage with distance. The deploying vessel has
until the end of the round in which it was Craft: Imperial Sernpidal Shipyards B-5 Decimus Bomber
deployed to clear the blast radius; after that, the Affiliation: Sith Empire
mine does not distinguish between friend and Type: Assault Bomber
foe. Scale: Starfighter
Missile Sentry Drone Length: 14.3 meters
Hull: 2D Skill: Starfighter piloting: B-5 Decimus
Weapons: Crew: 2
Missile Launcher Passengers: None
Scale: Starfighter Cargo Capacity: 50 kilograms (12 metric tons upgrade
Ammo: 3 capacity)
Fire Arc: Turret Consumables: 1 week
Fire Control: 4D Cost: 500,000 (new), 260,000 (used)
Fire Rate: 1 Maneuverability: 2D+2
Space Range: 1/5/9 Space: 7
Atmosphere Range: 100/500/900 Atmosphere: 350; 1,000 kmh
Damage: 9D Hull: 3D
Game Notes: When deployed, a drone acts as a Shields: 2D+2
sentry turret controlled by the gamemaster. A Sensors:
pursuing starship must make a Moderate sensors
roll to detect it. The drone will avoid targeting Passive: 10/0D
friendly ships with weapons fire so long as they Scan: 20/1D
were identified before launch, or the drone Weapons:
maintains a communications link with the Heavy Laser Cannon
deploying faction.
Scale: Starfighter
B-6 Decimus Fire Arc: Front
Skill: Starship gunnery
Capsule: Named for the Sith Lord who Fire Control: 1D
commissioned it, the Sernpidal-built B-5 Decimus Space Range: 1-5/10/17
was banned by the Treaty of Coruscant for its Atmosphere Range: 100-500/1/1.7 km
Damage: 6D
Seismic Mines
Scale: Starfighter
Ammo: 4
Blast Radius: 1/3/5 (Space), 100/300/500
(Atmosphere)
Damage: 9D/7D/3D*
Game Notes: When deployed, a mine acts as a
triggered explosive. A pursuing starship must
make a Moderate sensors roll to detect it. If
triggered, the mine causes decreasing levels of
damage with distance. The deploying vessel has
until the end of the round in which it was
deployed to clear the blast radius; after that, the
mine does not distinguish between friend and
foe.
Concussion Missile Launcher
Scale: Starfighter
Ammo: 3
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Fire Rate: 1
Space Range: 1/5/9
Atmosphere Range: 100/500/900
Damage: 9D
288 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
Sledgehammer triggered, the mine causes decreasing levels of
damage with distance. The deploying vessel has
Capsule: Designed primarily for destroying until the end of the round in which it was
satellites, bunkers and similar armored or immobile deployed to clear the blast radius; after that, the
objectives, the Elsinore-Cordova Sledgehammer is mine does not distinguish between friend and
more maneuverable than other bombers but foe.
possesses a somewhat weaker hull. The Concussion Missile Launcher
Sledgehammer can carry either missiles or Scale: Starfighter
torpedoes and can be equipped with mines and Ammo: 3
drones as auxiliary systems; in addition, it can Fire Arc: Front
utilize heavy laser cannons. While not an ideal ship Skill: Starship gunnery
for dogfighting, very few structures can survive a Fire Control: 2D
fully armed Sledgehammer bearing down.[4] Fire Rate: 1
Space Range: 1/5/9
■ Sledgehammer Atmosphere Range: 100/500/900
Damage: 9D
Craft: Elsinore-Cordova Sledgehammer Bomber
Affiliation: Galactic Republic STARFIGHTER COMBAT TACTICS
Type: Assault Bomber
Scale: Starfighter According to Brendar Tallon's An Analysis of
Length: 13.8 meters Starfighter Techniques, starfighter combat can be
Skill: Starfighter piloting: Sledgehammer broken up into five stages.
Crew: 2
Passengers: None Detection: The first stage is detection (and its
Cargo Capacity: 55 kilograms (12 metric tons upgrade opposite, avoidance of detection). Starfighters can
capacity) be detected by two methods — visual and
Consumables: 1
week electronic. These are
Cost: 550,000 the keys to
(new), 275,000 identification — the
(used) main objective in
Maneuverability: detection.
2D+1
Space: 6 Closing: The second
Atmosphere: 300; phase of starfighter
950 kmh combat is called closing.
Hull: 3D The objective during
Shields: 3D this stage is to reach an
Sensors: advantageous position
from which to attack the
Passive: enemy.
10/0D
Scan: 20/1D Attack: The third, and
Weapons: most decisive stage is
Heavy attack.
Laser
Cannon Maneuver: Maneuver
is the fourth and most glamorous stage of
Scale: Starfighter starfighter combat. Its importance is often
Fire Arc: Front overrated, however. A successful attack stage
Skill: Starship gunnery renders maneuver academic.
Fire Control: 1D
Space Range: 1-5/10/17 Disengagement: Finally, there is the fifth and
Atmosphere Range: 100-500/1/1.7 km most underrated stage, disengagement. New pilots
Damage: 6D often take this stage for granted — usually to their
Seeker Mines dismay.[26]
Scale: Starfighter
Ammo: 3 Stage One: Detection and
Blast Radius: 1/3/5 (Space), 100/300/500 Identification
(Atmosphere)
Damage: 9D/7D/3D* Starfighter combat begins thousands of
Game Notes: When deployed, a mine acts as a kilometers before the ships are within weapons
triggered explosive. A pursuing starship must range, a silent, deadly battle of machine versus
make a Moderate sensors roll to detect it. Seeker machine. Given the tremendous speed which
mines function the same way as standard Seisic starfighters are able to attain, early and accurate
Mines, but are equipped with lateral thrusters detection is vital if a threat is to be met in time.[26]
that attempt to target any vessel within their 8
space unit detection radius. They have a Space
rating of 5, and a Maneuverability of 2D+2. If
Galaxy Guide 16: The Old Republic 289
Chapter Ten: Starfighters
Sensors information about the target's course and speed
directly to the fighter's combat computer.
Successful interception of an enemy fighter is
dependent on early detection and positive This system is generally as effective as the flight
identification. Individual Repubblic ships are controller; a good, imaginative controller can judge
generally better equipped for long-range scanning the ebb and flow of a battle and send the Sith
than their Imperial counterparts; a lone NovaDive is fighters to the appropriate sectors before the
very likely to spot a lone Mk. VI Supremacy well enemy can react; a mediocre controller who does
before it spots him. However, according to Imperial everything "by the numbers" can severely hamper
tactical doctrine, Sith fighters are supposed to stay the fighters' ability to response quickly and
well within sensor range of their base or capital intelligently to events.[26]
ship — and a starfighter's sensors cannot match
those aboard larger vessels or bases. Visual Scanners
After a target is detected, it must be positively If a fighter's electronic sensors are jammed, the
identified. For Republic pilots, this is handled by pilot must rely on visual scanners, This is a short-
the starfighter's data-sorting computers directly range sensor resembling a video camera with a
linked to the sensor suite. After examining profile, telescopic lens, giving the pilot visual contact with
heat, and electromagnetic signature, these identify the enemy craft long before it can be seen by the
all craft within range, assigning threat levels to naked eye. These sensors are almost impossible to
each and displaying the information on the jam, though cloaking devises are effective against
starfighter's video display. them.[26]
The Empire's starfighters tend to rely on flight Visual Contact
controllers for this information. After the craft have
been identified by the ground or ship-based The last, and most reliable, means of
sensors and computers, the flight controllers assign identification is actual visual contact. Despite their
targets to individual Sith fighters, relaying the sophisticated array of long-range detection devices,
Republic pilots depend the most on their own eyes.
290 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
Eyes cannot easily be jammed, altered, or intelligence reports are accurate, and the attacking
otherwise interfered with. [26] Republic squadron achieves the desired surprise,
the raid can be devastating. But, if the Imperials are
Surprise prepared for such an attack or have changed
course or position, the result could be disastrous
A detailed analysis of recordings that have been for the Republic. [26]
registered during starfighter victories reveals that
four out of every five starfighters shot down in Scanning In Formation
dogfights never saw their assailant. In battle, the
key to a quick victory is to surprise the enemy. The There was an age old saying among pilots of the
key to avoiding a quick defeat is to avoid being Great Galactic War: "The first to spot the enemy
surprised. wins." While this may be a slight exaggeration,
spotting the enemy first does give the pilot the
The perfect way to achieve surprise would be to initiative. In battle, initiative is everything.
render your vessel completely invisible — not only
to the naked eye, but to highly-sophisticated To improve their chances of first detection and
sensors as well. A very small number of larger ships thus winning the initiative, starfighters fly in
are equipped with quite effective cloaking devices; formations which allow their sensors to work
however, the equipment required for cloaking is together in the most efficient manner possible.
simply too massive and expensive to fit into a
starfighter. In formation, the pilot has two tasks. The first is
to monitor his own detection systems, and the
Rendering your ship "invisible" by keeping out of second is to keep a visual lookout for any enemy
close sensor range and using long-range weapons is ships which may be evaded the formation's
generally an ineffective battle tactic. Lasers lose detection net. [26]
coherency and thus "punch" over long range;
concussion missiles and other extreme range Deciding To Attack
weapons are easily tracked by starfighters' sensor
equipment, allowing an excellent change of evasion. When a formation of fighters is detected, a
It is for these reasons that starfighter combat most decision must be made whether or not to attack.
often takes place within visual range. Ideally, this decision is made by a flight controller,
who should have a better overall picture of the
The most effective method of achieving surprise battle's tactical situation than the pilots.
is to drop in close to your enemy from hyperspace.
This tactic is commonly employed by Republic For a controller, the battle is a game of
pilots, and it is both extremely rewarding and probabilities: he knows the tactical situation; he
extremely dangerous. knows his ships' capabilities and can make good
guesses about his opponents'. He judges the odds
Sensors cannot operate from out of hyperspace of success and the price of failure; if the odds are in
to scan the intended target. Therefore, when his favor and the price of failure acceptable, he sets
Republic ships employ this tactic, they are up his ships in the most advantageous position he
attacking "blind," relying on intelligence reports of can and lets them go.
the enemy's position, course, and composition. If
For the pilot or wing commander without a flight
Galaxy Guide 16: The Old Republic 291
Chapter Ten: Starfighters
controller and therefore without a clear picture of the enemy finds themselves facing much larger
the battle, the decision is not so clear-cut. When his numbers of starfighters than they are prepared for.
sensors pick up an enemy, he has to answer some
difficult questions very quickly: Does the contact he opposition to
pose an immediate threat? What are his squadron's split up to meet both threats. When the enemy gets
chances of surviving an engagement with the in range of one of the wings, they discover that it
contact? What support is available? consists entirely of drone starfighters —
completely harmless. The other wing has all the
Getting any of these questions wrong can mean real ships in it, and the opposition suddenly finds
not only the pilot's personal death, but also make itself for a short time very badly outnumbered.
him cause the deaths of his comrades. [26]
the enemy's starfighters. Once the ships are locked
Stage Two: Closing in battle and all of the enemy's reserve ships
thrown in, send in a small force at top speed to
If the decision to engage is made, the pilot must make a run against the undefended battle control
attempt to gain an advantageous position for his ship.
attack run. This stage of battle is known as
"closing." [26] components. The first begins jamming the enemy's
transmissions as soon as they are within range,
Speed And Concealment drawing a great deal of attention to themselves by
doing so. The second component goes in quietly,
The two essential elements to a successful attacking from the other direction, using visual
closing are speed and concealment. Both aid in scanners only. The third waits.
limiting the amount of time the opponent has to
react to the attack. High speed is useful fore The enemy must decide which threat is more
another reason, as well. It increases the energy dangerous, and split his forces accordingly. The
available to the fighter for maneuver combat or attackers he chooses to concentrate upon turn tail
disengagement, should either become necessary. and run, and the third attacking component joins
the other force, once more hopefully gaining local
Because of the sophistication of Imperial sensor superiority.
equipment, concealment is very difficult to achieve.
Sensor jamming is usually attempted, but it screws The possibilities are literally endless, particularly
up the jamming starfighter's equipment even more when you realize that the enemy can and will also
than its target, and the pilot has no idea how be simultaneously trying to deceive you. [26]
effective it is. Further, while it may blur the
starfighter's exact location, it will alert everyone Stage Three: Attack
within a light year that there is an unfriendly
starfighter somewhere in the area. [26] The attack stage accounts for four out of every
five starfighter kills. It is thus the single most
Deception decisive stage of starfighter combat.
Assuming that, as usual, concealment fails, there Two factors affect the attack: the tactical
are other ways to surprise your opposition and situation and the capabilities of the vessels
maintain the initiative. Of these, deception is the involved. Taking both of these into account, the
most important. attack must be launched from the best possible
position at the best possible moment. If the attack
Essentially, the pilots have to fool their is launched correctly, the attacker has a
opponents into believing that the attacker's tremendous advantage. If not, he is in grave peril.
objectives are different from what they really are,
that there are more or fewer attackers than there The head-on attack will result in a quick, decisive
really are, that the main assault is really a feint, that victory — for one pilot or the other, usually the one
a feint is really the main assault, and so forth. The with the best ship and steadiest nerves. There is no
attackers must do the unexpected. For instance: subtlety in this attack, no finesse: both starships
can fire at each other, both are relatively easy
ters make their approach in a targets, and the one who gets in the first telling
dangerously tight formation, which, for a while at shot wins.
least, appears as a single blip on an enemy's sensor
screen. The formation stays together until the last The best place from which to attack is astern
possible moment — until they reach visual (behind) your opponent. Your opponent cannot
scanning range of the targets. Only then does the return fire, and, as there is little lateral movement,
formation break up into individual ships. If carried he is an easy target. This is a difficult posture to
off well (and no ship blunders into its wingmate) attain during the attack stage, unless the attacker
has achieved a high level of tactical surprise during
his closing run. [26]
292 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
MANEUVERS IN THE GAME who makes a mistake loses. The pilot who holds the
initiative can keep his opponent under constant
When maneuvering, attackers and defenders roll pressure. The longer the pressure continues, the
opposed piloting skill rolls (normally starfighter greater the stress on the defending pilot. Stress
piloting, but some vessels do use other skills) with breeds mistakes.
their craft's maneuverability dice added. The ship with
the higher number gains or retains the better attack The maneuver stage begins as soon as a pilot
position. For each maneuver described below, a realizes that he is about to come, or is already
difficulty modifier is shown. under attack. His first priority is simple survival;
turning the tables is secondary. The opening moves
When attempting a maneuver, deduct the modifier of the maneuver are defensive, with the attacker
from the skill roll for the participant listed (defender or attempting to defeat the defender's evasive actions.
attacker). If the number is still greater than the If the defender is able to "shake" his attacker, he
opponents, the maneuver is successful. Success results can then either break off the engagement or
are also listed, and are given as modifiers to the attempt to turn the tables; if the attacker can hang
current round's combat rolls or the next round's on, it is merely a matter of time until he destroys
maneuverability rolls. [26] his opponent.
Deception In Attack Most successful attacks during maneuver
combat are from astern. The closer an attacker
It is essential to the success of any attack to angles in to the intended target's stern, the better
positively identify the type of enemy formation a shot he will get. Brendar Tallon refers to this
pilot has encountered. If a lone ship is spotted, vulnerable target area as the "prime target cone."
where is his wingman? A favorite Imperial ploy is to
have one fighter trail some distance behind his Each maneuver has a counter-maneuver. It is the
wingman, waiting for an enthusiastic young execution of the maneuver which is most
Republic pilot to jump in behind the front Sith important, not necessarily the quality of the
fighter to attack it from the rear. If he does so, the starfighter itself. The most technically advanced
Republic pilot has unknowingly lined himself up for fighter in the galaxy is only as good as its pilot. [26]
a devastating attack by the trailing fighter.
SINGLE-FIGHTER
Republic pilots often use a somewhat more MANEUVERS
complicated strategy of deception, known as the
"feint and backstab." In this technique, a decoy The Break
formation attacks in order to distract the enemy
from the true attack. This maneuver is used when an attacker is first
detected as attempting to close in, or is already in
For example: one flight of starfighters forms up the defender's prime target cone. It's purpose is to
for a head-on run in full view of enemy sensor spoil the attacker's aim and cause his fighter to
surveillance, while a second flight skirts around "overshoot" (move out in front of you, thus
behind the enemy, remaining outside sensor range. allowing you to move in behind him and into his
The first flight closes as if to attack, but breaks prime target cone). To execute the break, the pilot
away before close range is reached. At the same turns his starfighter and cuts in his reverse
time, the other flight closes from an advantageous thrusters.
position, ready to take advantage of the enemy's
confusion. The diversionary flight stands by, ready The break is always made toward the direction of
to re-enter the fight if needed. attack. Both the turn itself and the loss of speed
forces the attacker to either overshoot or
If they survive their first battle, pilots quickly compensate by turning inside, which takes him out
learn never to take anything for granted. [26] of the prime target cone.
Stage Four: Maneuver The break does present the attacker with an
opportunity to fire just as the defender sweeps
The maneuver stage of combat occurs only when across his sights, but this is a difficult shot and
an attack fails and the starfighters begin jockeying allows no sustained fire.
for position. During maneuver combat, the
experienced pilot will strive to deny his adversary Game Notes:
the initiative. He knows that dogfights are more Modifier: -5 for defender.
often lost than they are won; that is, the first pilot Success: Attacker's difficulty to hit defender
increased by +5 and attacker's difficulty to
reacquire target increased by +5. [26]
Galaxy Guide 16: The Old Republic 293
Chapter Ten: Starfighters
The Scissors starfighters - one evading, one pursuing - quickly
find themselves racing toward each other.
This is a series of sharp turn reversals performed
in an attempt to get the attacker out in front of the Game Notes:
defender and into a position of disadvantage. Modifier: -5 for defender.
Success: Defender reverses course and changes
The initial turn reversal is made after the direction.
attacker has overshot (perhaps after a successful If the direction is away from the attacker, attacker's
break). Timing is critical when performing a difficulty to hit defender is increased by +5.
scissors maneuver. If one fighter turns too quickly, If the direction is toward the attacker, both pilots
the other ship may drift wide more slowly and immediately make Moderate starfighter piloting
come up behind him. rolls to avoid a head-on collision.
This maneuver may become a stalemate, with The Reverse Throttle Hop
neither fighter ending up behind the other. The
winner in a scissors contest is usually the fighter This maneuver is a way of retaining the
which can reduce its forward velocity the most advantage when the target breaks. As the defender
while making the sharp turn reversals, thus ending goes into his break, the attacker pulls up above his
up behind his opponent. opponent and decelerates. As the defender finishes
his break, the attacker drops back down behind the
Game Notes: defender, having performed a sort-of exaggerated
Modifier: -10 for defender. "hop."
Success: Defender becomes attacker, but difficulty
to hit target is increase by +5 for next round. [26] This is a very difficult maneuver to perform well.
It requires split-second timing, precise execution,
Jinking and a bit of intuition. If it is started too early, the
defender will simply loop back and follow the
This is a defensive strategy designed to throw off defender up, giving himself the advantage. If it is
the aim of an attacker who has achieved an started too late, the attacker is in danger of
excellent attack position (in the prime target cone). overshooting and once again ending up in front of
It is a series of random turns, slips, waggles, and his opponent.
dives which will hopefully prevent the attacker
from getting a target lock. Game Notes:
Modifier: -15 for attacker.
While the attacker is still able to retain his Success: Attacker keeps up with defender, difficulty
excellent advantage, the longer he is forced to to hit defender reduced by -5. [26]
concentrate on shooting at the opponent, the less
aware he will become of what is going on around The Slip Roll
him, making him a prime target for other defending
starfighters in the area. This difficult maneuver is performed when the
attacker becomes aware that he is going to
Game Notes: overshoot a breaking defender. He comes level,
Modifier: -5 for defender. pulls his nose hard up, then rolls away from the
Success: Attacker's difficulty to hit defender direction of the turn. This three-dimensional
increases by +5. [26] maneuver is completed by sliding in astern of the
target. Effectively, this maneuver alters the angle of
The Koiogran Turn approach to the target without losing speed or
distance. It is difficult for a defender to counter the
A Koiogran turn, or drop-kick Koiogran turn, was roll, as it takes place entirely behind him and in his
a combat maneuver developed by Kendra Novar blond spot.
that was eventually utilized by other starfighter
pilots to escape pursuit. By pushing the throttle The difficulty of the maneuver is the roll itself. It
forward with one hand and twisting the control is easy to become disoriented while in a roll and an
stick with the other, the pilot loses all forward unskilled attacker can easily overshoot, taking
momentum and loop-rolls in another direction.[5] himself out of the fight completely and putting
himself at the mercy of the defender.
The effect of a Koiogran Turn can be difficult to
visualize in two dimensions, but by pulling back on Note: In later eras, this will come to be known as
the stick, the pilot performs a full loop while rolling the Tallon Roll.
the ship 180 degrees. The end effect is that the
starfighter reverses its course to face in the Game Notes:
opposite direction from their previous heading. Modifier: -10 for attacker.
This dangerous maneuver has caused many head- Success: Attacker keeps up with defender, difficulty
on collisions in combat arenas, as the two to hit defender reduced by -5. [26]
294 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
The Snap Turn increases by +10.
The snap turn is the less flamboyant answer to MANEUVERING
the Koiogran Turn. A starfighter pilot pulls a hard IN PAIRS
left or right on the stick while dropping the throttle
and pulling about 180 degrees, then stomps on the A single starfighter in a hostile environment is
throttle. extremely vulnerable. Alliance starfighters operate
in elements of two. "Battle spread" is the most
The effect leaves the starfighter facing the commonly used pairs formation. In it, the two
reverse of its previous course without rolling. fighters fly side by side with a minimal distance
between them.
Game Notes:
Modifier: -5 for defender. A pair, working as a team, has the potential to be
Success: Defender reverses course 180 degrees. far more effective than two single starfighters each
Attacker's difficulty to hit defender is decreased by operating on its own. The guard each others' blind
-5. Both pilots immediately make Moderate spots and hunt together as a coordinated unit.
starfighter piloting rolls to avoid a head-on
collision. Following are two of the more effective
maneuvers for starfighters operating in pairs. [26]
The Power Dive
The Trap
The power dive is a strong evasion maneuver in
which the pilot pushed the throttle to full, rolls 180 The trap is the oldest, simplest, and still most
degrees, and changes direction in a sharp 90 degree effective trick in the book. If either fighter is
turn. It effectively leaves them facing 90 degrees attacked from behind, he turns hard in either
downward with their cockpit's "up" vector facing direction. If the attacker follows, he is trapped by
the direction from which they have just come. the second man.
Game Notes: The most effective defense against this maneuver
Modifier: -10 for defender. is for the attacker to feint, pretending to follow the
Success: Defender turns straight down and rotates first man. As the second man slots in behind the
180 degrees. attacker, he performs a full-throttle hop or a slip
Attacker's difficulty to hit defender is increased by roll, forcing the second man to overshoot him. This
+15. leaves both defending fighters in front of the
attacker.
The Barrel Roll
Game Notes:
The barrel roll is a longstanding starfighter Modifier: -5 for defenders.
maneuver. The more aggressive answer to jinking, Success: Second defender's attack difficulty
it is similarly used to evade an excellent attack reduced by -5.
position. The pilot rolls the ship while slipping
slightly sideways in a long, wide corkscrew motion. The Under Split
Game Notes: This maneuver involves some danger for the lead
Modifier: -10 for defender. man, and should only be attempted if the lead
Success: Attacker's difficulty to hit defender
starfighter can take a bit of punishment.
In it, the lead man shoots out ahead of
his wingman in full view of a pair of
enemy fighters. As the enemy ships turn
toward the lead man, his wingman
crosses under unobserved and pulls up
hard for a belly shot.
Trainee pilots are always taught to
keep a sharp lookout for this type of
decoy move. Unfortunately, in the heat
of battle, the chance of a quick kill
against an outnumbered opponent often
drives out this training, leaving the
starfighters at deadly peril.
Game Notes:
Modifier: -10 for attacker.
Success: Second defender's to hit
Galaxy Guide 16: The Old Republic 295
Chapter Ten: Starfighters
difficulty reduced by -5. [26] should immediately disengage and find easier prey.
If he remains engaged, he risks becoming
Stage Five: Disengagement disadvantaged himself."
This is the final stage in starfighter combat. Lifesaving Techniques
Brendar Tallon's comments on the subject are
rather strong: "It is rarely given adequate attention. There are several crucial elements to any
The inexperienced pilot frequently believes that disengagement. First and foremost, the pilot must
following an attack pass, part icularly a successful have speed. It is far easier for a pilot to disengage
one, the engagement is over and he can relax. This when travelling at full-throttle, particularly when
is dangerous nonsense." the combatants are not on parallel courses. Full-
throttle puts a great deal of distance between a
Diminished vigilance at this final stage of combat pilot and an adversary attempting to turn and catch
is a recipe for disaster — particularly for Republic him.
pilots. This is because we almost always find
ourselves outnumbered. In a typical quick-strike To make sure that the disengagement is clean, a
attack, the pilots cannot afford to dally, for fear of pilot must attempt to maintain visual contact with
giving the Imperials too much time to regroup or his opponent. Attempting to disengage while
gather reinforcements. If a pilot cannot disengage, unsure of an enemy's position could easily result in
he cannot make a clean jump into hyperspace. The the opponent gaining a position of advantage.
longer he stays in the combat area, the more
vulnerable he is to being swarmed by superior If a pilot loses sight of his opponent while in a
numbers of Imperial fighters. turning contest (such as the scissors), he should
continue turning until he regains contact. If seeking
The ideal way to disengage is, of course, to to disengage while under attack, the pilot should
destroy all of the enemy. This is not always always turn toward the enemy. In this way, he can
possible. A plan for disengagement should be meet his assailant with the best chance of angling-
considered before an attack is commenced. off and escaping after the attacker has taken his
Angling-off at full-throttle following a full-throttle shots. If the pilot flies away from his opponent, he
attack is the simplest method, and is effective if the risks allowing the opponent to get on his tail. This
attacker has not become engaged in a dogfight. is doom. [26]
Getting free from a dogfight is much more
difficult because the timing must be perfect. The
best moment to break off from maneuver combat is
when the situation is neutral, with neither
starfighter having the positional advantage.
The words of Brendar Tallon once again: "If a
pilot is under enemy attack and manages to recover
to a neutral position and disengage, he has won the
engagement. If he is the assailant and his target
manages to attain a more neutral position, he
296 Galaxy Guide 16: The Old Republic
Chapter Ten: Starfighters
CHAPTER ELEVEN:
VEHICLES
Welcome, citizen. I'm Republic troop change in equipment or performance, but much
commander Jace Malcom, and I'm here to talk to more commonly they are simple aesthetic
you about vehicles. As soldiers, my men and I rely variations intended for sale in different parts of the
just as often on our assault cannons and armor as galaxy, to capitalize on the differing wants and
we do on our vehicles, and often those vehicles desires of various worlds.
make the difference between a resounding victory
and a costly defeat. FLITTERS
While they may just be giant buckets of
durasteel, polymer, and repulsor grilles, there's ■ Longspur Elite
nothing more worthy of your respect than the
vehicle you ride - or the one that rides in to rescue Type: Personal flitter
you when the tide turns grim. Whether its a Scale: Speeder
military walker armed to the teeth or a souped-up Length: 1.9 meters
civilian swoop, our vehicles are a part of our lives, Skill: Repulsorlift operation
and are just as important as anything with a Crew: 1
hyperdrive and a navicomputer. Passengers: None
Cargo Capacity: None
Cover: 1/4
VEHICLES IN THE GALAXY
There are as many different types of vehicles as
there are possible uses for them. From airspeeders,
to swoops, to sail barges, there are countless
models, variants and modifications for any
expected vehicle use. There are many forms of
propulsion, from the common repulsorlift, to fuel
burning combustion engines to fusion. Likewise, the
purpose of a given vehicle can vary dramatically,
from fast, light combat assault vehicle to heavy
duty cargo transport. The Old Republic introduces
countless new vehicles, giving a glimpse into the
latest in cutting edge technology and its uses on the
modern battlefield.[13]
The vehicles in this section cover a wide range of
manufacturers. Although only a few models are
listed here, each manufacturer of vehicles
commonly produces multiple variants of each
model. Occasionally a variant shows a marked
Galaxy Guide 16: The Old Republic 297
Chapter Eleven: Vehicles
Altitude Range: Ground level-1 kilometer Move: 87; 250 kmh
Cost: 8,300 (new), 1,200 (used)
Maneuverability: 2D+1 Body Strength: 1D+1
Move: 80; 230 kmh Variants: STAP Executive, STAP Royal
Body Strength: 1D
Variants: Outrider, Pacer, Ranger, Recon, Scout, Sportster ■ Rendili Flitter
■ Longspur STAP Type: Personal flitter
Scale: Speeder
Type: Personal flitter Length: 2 meters
Scale: Speeder Skill: Repulsorlift operation
Length: 1.7 meters Crew: 1
Skill: Repulsorlift operation Passengers: None
Crew: 1 Cargo Capacity: 1 kilogram
Passengers: None Cover: 1/4
Cargo Capacity: None Altitude Range: Ground level-1 kilometer
Cover: 1/4 Cost: 6,500 (new), 2,000 (used)
Altitude Range: Ground level-1 kilometer Maneuverability: 1D+1
Cost: 9,300 (new), 1,600 (used) Move: 80; 230 kmh
Maneuverability: 2D Body Strength: 3D
Variants: OutriderFireball, Nightshade, Protector,
Shadow, Solar, Watchman
■ Ubrikki DR-1 Flitter
Type: Personal flitter
Scale: Speeder
Length: 1.8 meters
Skill: Repulsorlift
operation
Crew: 1
Passengers: None
Cargo Capacity:
None
Cover: 1/4
Altitude Range:
Ground level-800
meters
Cost: 8,000 (new),
1,000 (used)
Maneuverability:
3D+2
Move: 150; 475 kmh
Body Strength: 1D
Variants: Sand Devil, Crimson Claw, Crimson Skull, Talon,
War-rider, Hunter, Raider, Striker
HOVERCHAIRS
■ Command Hoverchair
Type: Hoverchair
Scale: Speeder
Length: 3 meters
Skill: Repulsorlift operation: hoverchair
Crew: 1
Passengers: None
Cargo Capacity: 5 kilograms
Cover: 1/4
Altitude Range: Ground level-1 meter
Cost: 20,000 (custom-made)
Maneuverability: 0D
Move: 14; 40 kmh
Body Strength: 1D+2
298 Galaxy Guide 16: The Old Republic
Chapter Eleven: Vehicles
■ Gree Sphere ■ Hoverchair
Type: Hoverchair
Type: Hover platform Scale: Speeder
Scale: Speeder Length: 2 meters
Length: 3.5 meter diameter Skill: Repulsorlift operation: hoverchair
Skill: Repulsorlift operation: Gree sphere Crew: 1
Crew: 1 Passengers: None
Passengers: None Cargo Capacity: 10 kilograms
Cargo Capacity: 1 kilogram Cover: 1/4
Cover: 1/4 Altitude Range: Ground level-2 meters
Altitude Range: Ground level-3 meters Cost: 8,000 (new), 2,000 (used)
Cost: 100,000 to collectors Maneuverability: 1D
Maneuverability: 1D Move: 14; 40 kmh
Move: 35; 100 kmh Body Strength: 2D
Body Strength: 1D+2
Variants: Blue Sphere, Cyan Sphere, Helix Hyperpod, Red SWOOPS
Scphere, Solus Secant (note - each of these are worth
varying amounts to collectors) ■ Adno A-R6
Type: Swoop
Scale: Speeder
Length: 4.4 meters
Skill: Swoop
operation
Crew: 1
Passengers: None
Cargo Capacity: 1
kilog ram
Cover: 1/4
Altitude Range:
Ground level-35
meters
Cost: 9,500 (new),
3,000 (used)
Maneuverability:
4D
Move: 175; 500 kmh
Body Strength: 1D
Galaxy Guide 16: The Old Republic 299
Chapter Eleven: Vehicles
Variants: Firewasp (tan), Locust (green), Saberwasp ■ Aratech Lux
(chrome), Windscoprion (red)
Type: Swoop
■ Amzab ZB-7 Scale: Speeder
Length: 4 meters
Type: Swoop Skill: Swoop operation
Scale: Crew: 1
Speeder Passengers: None
Length: 4.1 Cargo Capacity: 1 kilogram
meters Cover: 1/4
Skill: Swoop Altitude Range: Ground level-35 meters
operation Cost: 9,800 (new), 2,000 (used)
Crew: 1 Maneuverability: 2D+1
Passengers: Move: 210; 600 kmh
None Body Strength: 2D+1
Cargo Shields: 1D+2
Capacity: 1 Game Notes: The Lux series uses shielding to protect the
kilogram body of the
Cover: 1/4 speeder in
Altitude Range: Ground level-35 meters place of
Cost: 7,500 (new), 1,000 (used) paneling. This
Maneuverability: 2D+2 shielding does
Move: 225; 650 kmh not protect
Body Strength: 2D+2 the driver or
Variants: Breeze (sky blue), Glory (gold), Renegade (red) the engine
exhaust.
■ Aratech Basic Variants: Blur
(blue
Type: Swoop shielding),
Scale: Speeder Rose (pink
Length: 4 meters shielding)
Skill: Swoop operation
Crew: 1 ■ Czerka Hoverbike
Passengers: None
Cargo Capacity: 1 Type: Swoop
kilogram Scale: Speeder
Cover: 1/4
Altitude Range: Ground
level-35 meters
Cost: 8,500 (new), 1,600
(used)
Maneuverability: 2D+2
Move: 210; 600 kmh
Body Strength: 2D+1
■ Aratech Eclipse
Type: Swoop
Scale: Speeder
Length: 4 meters
Skill: Swoop operation
Crew: 1
Passengers: None
Cargo Capacity: 1 kilogram
Cover: 1/4
Altitude Range: Ground level-35 meters
Cost: 9,500 (new), 1,900 (used)
Maneuverability: 2D+2
Move: 210; 600 kmh
Body Strength: 3D
Variants: Coral (pink), Dagger (tan), Fire (red), Ghost
(mottled beige), Ice (blue), Lancer (gold), Nethian
(black), Nightscythe (dark gray), Scythe (gray), Techno
(blue and green), Verdant (dark green)
300 Galaxy Guide 16: The Old Republic