Viii Crucible Sector Rebel Fleet

VIII. Crucible Sector Rebel Fleet Section Last Updated: 7/22/25

Name Type # Introduced Creator Status/Notes
Discovery Loronar Reconnaissance Cruiser 1 1 J. Miller Flagship of Crucible Fleet; Sabotaged and captured at the Battle of Navhiba; Currently part of Moff Arklon's fleet renamed Lan's Folly
The Freedom Modified Rendili StarDrive's Dreadnaught 1 WCS'18 Sem J. Guillemette Current flagship of Crucible Fleet; Donated by Slik, Ned'lx, and Fred Slick reclaimed from dead slaver
Spark Mark 1 Gallofree Yards Medium Scout 2 1 J. Miller
Rendili Stardrive's Imperial Customs Frigate 4 17 J. Mills
Hope Modified Gallofree Medium Scout 1 18 J. Miller
Vigilance Modified Invincible-class Dreadnaught Heavy Cruiser 1 19 S. Tucker Retrofitted to produce X-wings (12 per month; 6 per event #); Damaged in #251; Repaired Mem Day Online SL ‘21
Wandering Bantha Corellian YT-1300 1 19 S. Tucker
Stack freighters Rendili Stardrive's Stack Freighter 3 35 J. Miller
Corellia's Folly Corellian PB-950 Patrol Boat 1 82 PCs aka Industrious Speed; acquired by PCs
Insight Base Mobile Space Dock 1 110 J. Miller and Storyline Command base of Crucible Sector
Converted Neutron Star Bulk Carrier Cruisers 1 110.2 J. Miller i.e. Underdog, Raptor Heart, Under Plated King; One of the first
Restoration Modified (Unarmed) Invincible-class Dreadnaught Heavy Cruiser 1 110.2 J. Miller Unarmed as a fleet medical ship
Open Door Modified Ghtroc 720 Freighter 1 124.2 B. Lands aka The Lock and Key
Dawning Light Nebulon B Frigate 1 Char'11 Sem J. Medley Used for Black Squadron
Crimson Rancor Immobilzer 418 Interdictor Cruiser 1 168 D. Hird Stolen from CAT fleet
Stronghold Lictor-class Dungeon Ship 1 286B S. Tucker Stolen and donated by Slik to replace Inquisitor Raddich's returned ship during #286B - renamed by Slik
Avenger Flame Mon Calamari MC30 Frigate 1 195 D. Hird
Corellia's Fury II Corellian Gunship 1 COD'15 Sem J. Guillemette Stolen from Thalassian slavers by Slik, sold to and renamed by Fenn Bel Iblis, and on loan to Crucible Fleet
Indomitable CC-5400 Carrier Cruiser 1 Orig'14 Sem J. Medley Recovered from slaver/pirate group; Converted 1 large and 1 small hangar bay into assembly lines to produce A-wing (4 per month; 2 per event #) and B-wing/E (2 per month; 1 per event #) starfighters; Damaged in #251; Repaired Mem Day Online SL ‘21
The Adjuvant Modified XS-800 1 178.2 Z. Rajput/S. Tucker Recovered from NPC and donated by PC (statistics available in #178B)
The Bareback Loronar MOD-17 Container Freighter 1 VC'16 Sem A. Joelson
The Marauder KDY Law-class Light Patrol Craft 1 VC'16 Sem A. Joelson Engine replaced
Cecilia Ascendent Loronar MOD-17 Container Freighter 1 218 J. Medley Rebuilt by KVG, and on loan to Crucible Fleet
Lambda-class Shuttle 1 COD'17 SL A. Joelson Claimed during rescue/recovery op
Evermoon Baudo-class Space Yacht 1 234.1 J. Medley
Droid Control Ship 1 227 J. Romppainen Partial droid complement onboard
Ravager Modified CRX-Tug 1 J. Romppainen Donated by Orzol Hazamar
The Kantar Kondo Modified YV-545 Transport 1 253 D. Hird Stolen from Bounty Hunters and donated to the Rebel fleet
GAT-12g Skypray Blastboat 4 Orig'19 Sem J. Guillemette Stolen from Hutt defense fleet and donated to the Rebel fleet by Slik
Modified Action IV Bulk Transports 2 Orig'19 Sem J. Guillemette Stolen from Hutt defense fleet and donated to the Rebel fleet by Slik
Modified Ubrikkian Hutt Space Yacht 1 Orig'19 Sem J. Guillemette Stolen from Hutt defense fleet and donated to the Rebel fleet by Slik
Modified Cal Battleships 2 Char'19 Sem J. Guillemette Stolen from Hutt defense fleet and donated to the Rebel fleet by Slik
Imperial Star Destroyer 3 CODcon'22 SL B. Jackman Stolen from Imperial Mining Corporation (IMC) and other sources donated to the Rebel fleet by Slik
Interdictor Cruiser 2 CODcon'22 SL B. Jackman Stolen from Imperial Mining Corporation (IMC) and donated to the Rebel fleet by Slik (1 is missing 2 Gravity Well Projectors)
Modified Rendili StarDrive's Dreadnaughts 3 Char'19 & Ville'19 Sem J. Guillemette Stolen from Hutt defense fleet and donated to the Rebel fleet by Slik
Rendili StarDrive's Dreadnaughts (modified?) 7 Villecon'19 Sem B. Jackman Stolen from Hutt defense fleet and donated to the Rebel fleet by Slik
X-Q2 System Patrol Cruiser 2 Char'19 Sem J. Guillemette Stolen from Hutt defense fleet and donated to the Rebel fleet by Slik; One has only 2D Maneuverability
Assorted Freighters and Transports 2
X-wing Starfighters (16 squadrons +2) 194 Storyline i.e. Blue (Storm) Squadron, Eagle, Falcon, Vultures, Buzzards; 14 fighters assigned to White Squadron - training
Y-wing Starfighters (4 squadrons +11) 59 Storyline i.e. Gold Squadron, Condor; 11 fighters assigned to White Squadron - training
Y-wing Longprobe 44 205.3 J. Medley
Z-95 Starfighter (1 squadron +1) 13 Storyline i.e. White Squadron - training; All assigned to White Squadron - training
A-wing Starfighters (7 squadrons +6) 78 Char'11 Sem Storyline i.e. Black (Night Angels) Squadron; 18 fighters assigned to White Squadron - training
B-wing/E Starfighters (3 squadrons +5) 41 176 (post) Storyline i.e. Silver Squadron; 5 fighters assigned to White Squadron - training
ARC-170 Starfighters (2 squadrons 24 223 Storyline Acquired in trade deal with King for 2 squadrons of B-wing/E (complete #236)
TIE/ln Starfighters 11 56 B. Duff Assigned to White Squadron - training; additional 8 assigned (#209)
TIE Interceptor Starfighter 1 19 S. Tucker Assigned to White Squadron - training
M3-A Scyk Starfighters 4 208.2 J. Medley Assigned to White Squadron - training
TIE/ra4 Starfighters (4 squadron +4) 52 226 A. Joelson Retrofit of TIE/ln designated Rebel Alliance Variant 4 (complete #252); first 4 refits assigned to White Squadron
White Squadron Mix of starfighters - new pilot training varies Storyline Currently: 13 Z-95, 11 Y-wings, 14 X-wings, 18 A-wings, 5 B-wing/E, 11 TIE/ln fighters, 1 TIE interceptor, 4 M3-A Scyk, 4 TIE/ra4
Orange Squadron Ad Hoc mix of starfighters varies J. Miller Special SpecOps field squadron - used to integrate field personnel (PCs) with their own mix of ships into a squadron as missions demand

The Discovery – Currently Captured and in Moff Arklon’s fleet as Lans’ Folly

  • Craft: Loronar Reconnaissance Cruiser
  • Type: Medium Cruiser
  • Scale: Capital
  • Length: 550 meters
  • Crew: 3,842; gunners: 62-128, skeleton crew: 92/+10
  • Crew Skill: astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D, sensors 5D+2, starship gunnery 4D, starship shields 4D+1
  • Passengers: 240 (Scouts)
  • Cargo: 7,777 metric tons
  • Consumables: 5 years
  • Hyperdrive: x1
  • Hyperdrive Backup: x10
  • Nav Computer: yes
  • Maneuverability: 1D+2
  • Space: 7
  • Hull: 5D
  • Shields: 3D
  • Sensors:
    • Passive: 60/3D
    • Scan: 80/4D
    • Search: 175/5D
    • Focus: 6/5D+2
  • Sensor Countermeasures:
    • Jamming: 60/+2D
    • Sensor Decoy: +3D
    • Countermeasures: +3D (must be outside 30 units)
  • Weapons:
    • 8 Quad Turbolaser Batteries
      • Fire Arc: 2 front, 2 left, 2 right, 2 rear
      • Crew: 3
      • Scale: capital
      • Skill: capital ship gunnery
      • Fire Control: 4D
      • Space Range: 3-20/40/80
      • Atmosphere Range: 300-2km/4km/8km
      • Damage: 5D
    • 6 Heavy Turbolaser Batteries
      • Fire Arc: 2 front, 2 left, 2 right
      • Crew: 1-3
      • Scale: capital
      • Skill: capital ship gunnery
      • Fire Control: 1D
      • Space Range: 3-10/30/60
      • Atmosphere Range: 300-1km/3km/6km
      • Damage: 7D
    • 6 Ion Cannons
      • Fire Arc: 3 left, 3 right
      • Crew: 1-7
      • Scale: capital
      • Skill: capital ship gunnery
      • Fire Control: 4D
      • Space Range: 1-10/25/50
      • Atmosphere Range: 100-1km/2.5km/5km
      • Damage: 4D
    • 8 Quad Laser Cannons
      • Fire Arc: 2 front, 3 left, 3 right
      • Crew: 3
      • Scale: starfighter
      • Skill: starship gunnery
      • Fire Control: 2D
      • Space Range: 1-5/10/17
      • Atmosphere Range: 100-500/1km/1.7km
      • Damage: 4D
    • 2 Tractor Beam Projectors
      • Fire Arc: 1 left, 1 right
      • Crew: 1-10
      • Scale: capital
      • Skill: capital ship gunnery
      • Fire Control: 2D
      • Space Range: 1-5/15/30
      • Atmosphere Range: 100-500/1.5/3 km
      • Damage: 4D

This is an Old Republic ship that still sees action in the Imperial Navy. Originally designed and produced during the close of the Clone Wars this cruiser is once again seeing a fair amount of action with the emergence of the Empire. The reconnaissance cruiser has two mission profiles. The first of these is exploration. When carrying out this mission its primary goal is seeking worlds that will support human life. Its second mission profile is to provide reconnaissance for fleet operation. When in this role, the mission is to seek out the enemy and report the location to the main fleet.

The reconnaissance cruiser is well equipped for both missions. Its weapons are designed mainly for defense, but it is more than capable of holding its own with any type of vessel that it might encounter from its various missions. It has enough sensor equipment to find both new worlds as well as an enemy fleet. In order to carry out its secondary mission of reconnaissance it is equipped with the very finest in sensor countermeasure equipment of all kinds.

The Old Republic realized that exploration could sometimes result in hostile reaction from new worlds, so the reconnaissance cruiser is equipped with two Skipray Blastboats as well as a full squadron of Z-95 starfighters. In addition, the ship also holds 6 medium scout ships (Spark Mk. I) as well as a full squadron of the new Sienar Lone Scout A.

The Discovery was originally to be decommissioned, but instead was liberated by Rebel operatives. Rebel operatives also convinced her retired command crew to join the Rebellion and retake command of The Discovery once again. (Sparks #12A-C: The Discovery).

The Discovery was captured at the Battle of Navhiba (Sparks #218 Gencon 2015 Interactive) and has been renamed Lans’ Folly and given a line position in Moff Arklon’s fleet.

The Vigilance

  • Craft: Rendili/Vaufthau Shipyards Ltd. Invincible-class Dreadnaught Heavy Cruiser
  • Type: Modified Invincible-class heavy cruiser
  • Scale: capital
  • Length: 2,011 meters
  • Skill: archaic starship piloting: Invincible-class heavy cruiser
  • Crew: 9,734; gunners: 90, skeleton crew: 5,412/+10, 500 slave circuited droids
  • Crew Skill: archaic starship piloting 4D, astrogation 4D+2, capital ship gunnery 4D, capital ship shields 3D+1, sensors 3D
  • Passengers: 1,000 (troops), 100 assembly line workers, 200 assembly line droids
  • Cargo: 500 metric tons; X-wing starfighter assembly line (produces 12 starfighters per month)
  • Consumables: 1 year
  • Hyperdrive: x2
  • Hyperdrive Backup: x16
  • Nav Computer: yes
  • Maneuverability: 1D
  • Space: 6
  • Hull: 5D
  • Shields: 3D
  • Sensors:
    • Passive: 30/0D
    • Scan: 50/1D
    • Search: 100/2D
    • Focus: 4/3D
  • Weapons:
    • 6 Concussion Missile Tubes
      • Fire Arc: 2 front, 2 left, 2 right
      • Crew: 2
      • Scale: capital
      • Skill: capital ship gunnery
      • Fire Control: 1D
      • Space Range: 2-10/20/30
      • Atmosphere Range: 200-1km/2/3 km
      • Damage: 7D
    • 12 Turbolaser Cannons
      • Fire Arc: 4 front, 3 right, 3 left, 2 back
      • Crew: 3
      • Scale: capital
      • Skill: capital ship gunnery
      • Fire Control: 2D+1
      • Space Range: 3-15/35/75
      • Atmosphere Range: 6-30/70/150 km
      • Damage: 6D
    • 30 Quad Laser Cannons
      • Fire Arc: 7 front, 10 right, 10 left, 3 back
      • Crew: 1
      • Scale: starfighter
      • Skill: starship gunnery
      • Fire Control: 2D
      • Space Range: 1-5/12/25
      • Atmosphere Range: 100-500/1.2/2.5 km
      • Damage: 6D
    • 6 Tractor Beam Projectors
      • Fire Arc: 2 front, 2 right, 2 left
      • Crew: 2
      • Scale: capital
      • Skill: capital ship gunnery
      • Fire Control: 2D
      • Space Range: 1-5/15/30
      • Atmosphere Range: 100-500/1.5/3 km
      • Damage: 4D

The Invincible-class Dreadnaught heavy cruiser was the main battle cruiser in the later days of the Old Republic before Star Destroyers came on the scene. It has a sizable arsenal at its disposal but was mainly used to take and hold hostile planets. The cruiser houses 6000 troops and 2 full squadrons of TIE fighters.

The Vigilance was recently reassigned to Compnor and was thus removed from the standard fleet records. Compnor began refitting most of the outdated components of the cruiser like the hyperdrives, sublight drives, shields, etc. By upgrading to newer components, it would not only improve the performance of the cruiser, but also make more inside space that could be used for other operations. Compnor hoped to refit The Vigilance as a mobile intelligence and strike ship. But before Compnor could put her to use Rebel operatives liberated her. Lans Garner had a plan to add a refit and modified dreadnaught to the Crucible sector fleet. He plans on using the newly acquired space in the cruiser to set up a mobile manufacturing facility, which would specialize in making new prototype starfighters for the Rebellion cause. (Sparks #19: The Heist)

Producing 12 X-wings a month (6 per module number).

Production damaged during recent attack (Sparks #251).
Parts and Equipment procured, and repairs made during Memorial Day Online Shore Leave 2021

Modifications and Notes:

In Sparks #19
- Ion Engines: replaced Space 2 engines with Space 6 and actually takes up ~40% less space.
- Hull: upgraded from 3D+2 to 5D.
- Shields: replaced 2D shield generator with 3D.
- Concussion Missiles: replaced 3D with 7D capital damage warhead missiles.
- Electronics: core overhauled and replaced to reduce crew.
- Droids: added 500 slave circuited droids to reduce crew.
Post Sparks #19
- Hyperdrives: replaced x4 with x2 and Backup x25 with x16 and takes up ~30% less space.
- Concussion Missile Tubes: replaced launchers to reduce crew, increase ranges, and decrease space required; warheads (damage) already upgraded in module.
- Turbolaser Cannons: increased damage and range, but no crew reduction; decrease space required.
- Quad Laser Cannons: replaced to increase range and decrease space required.
- Tractor Beam Projectors: replaced to increase ranges and decrease space required.
- Troop Capacity: removed 5,000 troops to decrease space required.
- Electronics: additional upgrades to reduce crew and skeleton crew operation penalty to +10.

The Spark Mk. I

  • Craft: Gallofree Yards Medium Scout Craft
  • Type: Medium Scout Craft
  • Scale: Starfighter
  • Length: 90 meters
  • Crew: 2-10
  • Passengers: 6 Scouts
  • Crew Skill: astrogation 4D, sensors 5D+2, space transports 5D, starship gunnery 4D+1, starship shields 4D+1
  • Cargo Capacity: 900 metric tons
  • Consumables: 1 year
  • Cost: Not available for sale; {300,000 for upgrade and modification purposes}
  • Hyperdrive Multiplier: x2
  • Hyperdrive Backup: x9
  • Nav Computer: Yes
  • Maneuverability: 1D+2
  • Space: 5
  • Hull: 2D+2
  • Shields: 2D
  • Sensors:
  • Passive: 60/3D
    • Scan: 80/4D
    • Search: 175/5D
    • Focus: 6/5D+2
  • Sensor Countermeasures:
    • Jamming: 30/+2D
    • Sensor Decoy: +3D
    • Counter measures: +3D (must be outside 30 units)
  • Weapons:
    • 2 Quad Laser Cannons (fire separately)
      • Fire Arc: turret
      • Crew: 1
      • Skill: Starship Gunnery
      • Fire Control: 2D
      • Atmosphere Range: 100-300/1.2km/2.5km
      • Space Range: 1-5/10/17
      • Damage: 4D
    • Four Twin Laser Cannons (fire linked)
      • Fire Arc: front
      • Crew: 1
      • Skill: Starship Gunnery
      • Fire Control: 1D if pilot 3D if crew member
      • Atmosphere Range: 100-300/1.2km/1.5km
      • Space Range: 1-3/12/25
      • Damage: 4D
    • 1 Proton Torpedo Launcher
      • Fire Arc: front
      • Crew: 1
      • Skill: Starship gunnery
      • Fire Control: 2D
      • Atmosphere Range: 50-100/300/700m
      • Space Range: 1/3/7
      • Damage: 4D

This is an Old Republic ship that still sees a fair amount of action in the outer rim areas as well as areas beyond that. This vessel is easily mistaken for the medium transport from the same manufacture. This is a result of Gallofree using the same basic frame as the medium transport. There are however several major changes that are visible once you step inside. The first of these is the four main science stations that are on the bridge. In addition to this there are eight fully stocked and functional labs aboard this vessel. All of this has a purpose, exploration.

In addition to the main bridge functions the proton torpedo launcher is controlled by the co-pilot while the 2 quad laser cannons are in bubble mounts on the top and bottom of the vessel. The original twin laser cannons can still be controlled by the pilot or a crewmember.

As with most exploration craft some thought has been given to defense. The medium scout craft is rather lightly armed in the minds of many people. In order to make up for this weakness whenever it goes into known hostile areas it is normally escorted by a Skipray Blastboat. For missions where no escorts are available the medium scout ship relies on its sensor countermeasures to remain undetected. (Sparks #1: The Only Way Out)

Medical Transport: Hope

  • Craft: Modified Gallofree Yards Medium Scout Craft
  • Type: Modified Medium Scout Craft
  • Scale: Starfighter
  • Length: 90 meters
  • Crew: Command 8, Medical 30, 10 Droids
  • Passengers: 275 Patients
  • Crew Skill: astrogation 4D, sensors 5D+2, space transports 5D, starship gunnery 4D+1, starship shields 4D+1
  • Cargo Capacity: 900 metric tons
  • Consumables: 1 year
  • Cost: Not available for sale; {300,000 for upgrade and modification purposes}
  • Hyperdrive Multiplier: x2
  • Hyperdrive Backup: x9
  • Nav Computer: Yes
  • Maneuverability: 1D+2
  • Space: 5
  • Hull: 2D+2
  • Shields: 2D
  • Sensors:
    • Passive: 60/3D
    • Scan: 80/4D
    • Search: 175/5D
    • Focus: 6/5D+2
  • Sensor Countermeasures:
    • Jamming: 30/+2D
    • Sensor Decoy: +3D
    • Counter measures: +3D (must be outside 30 units)
  • Weapons:
    • 2 Quad Laser Cannons (fire separately)
      • Fire Arc: turret
      • Crew: 1
      • Skill: Starship Gunnery
      • Fire Control: 2D
      • Atmosphere Range: 100-300/1.2km/2.5km
      • Space Range: 1-5/10/17
      • Damage: 4D
    • Four Twin Laser Cannons (fire linked)
      • Fire Arc: front
      • Crew: 1
      • Skill: Starship Gunnery
      • Fire Control: 1D if pilot 3D if crew member
      • Atmosphere Range: 100-300/1.2km/1.5km
      • Space Range: 1-3/12/25
      • Damage: 4D

The Hope is a heavily modified medium scout ship taken from the cruiser Discovery. It became clear to the Rebels in the Crucible Sector that some form of quick medical treatment was a must if they were going to have any long-term success.

The medical transport is equipped with the best equipment that the Rebels could acquire from both legal and illegal means. Currently the Hope is equipped with One 2-1B medical Droid, six MD-5 Droids and 3 MD-4 Droids. There are two operating bays, four recovery rooms, enough beds for 275 patients and their pride and joy is 5 fully functional bacta tanks. (Sparks #18: Bacta Run)

Stack Light Freighter

  • Craft: Rendili Stardrive’s Stack Freighter
  • Type: Light Freighter
  • Scale: Starfighter
  • Length: 25 meters
  • Crew: 6 (Pilot, Co-pilot, Cargomaster, Weapons Officer, 2 Gunners)
  • Passengers: 2
  • Cargo Capacity: 25 metric tons
  • Consumables: 1 month
  • Cost: Not available for sale; {260,000 for upgrade and modification purposes}
  • Hyperdrive Multiplier: x2
  • Hyperdrive Backup: x10
  • Nav Computer: Yes
  • Maneuverability: 2D (#pods: 1=2D; 2=1D; 3-4=0D)
  • Space: 13 (#pods: 1=10; 2=7; 3=4; 4=2)
  • Hull: 3D+1
  • Shields: 1D (can only extend to first two pods)
  • Sensors:
  • Passive: 30/0D
    • Scan: 40/1D
    • Search: 90/2D
    • Focus: 3/3D
  • Weapons:
    • 2 Ion Cannons (fire separately, or fire linked forward)
      • Fire Arc: dorsal turret, ventral turret
      • Crew: 0 or 1
      • Skill: Starship Gunnery
      • Fire Control: 0D (Bridge); 2D (Turret)
      • Atmosphere Range: 100-200/1.0km/1.7km
      • Space Range: 1-2/10/17
      • Damage: 5D (6D if fire linked to Bridge)
    • 2 Concussion Missile Launcher
      • Fire Arc: front
      • Crew: 0
      • Skill: Starship gunnery
      • Fire Control: 1D
      • Atmosphere Range: 50-100/200/600m
      • Space Range: 1/2/6
      • Damage: 8D
      • Ammo: 6 missiles each

Stack Light Freighter – Cargo Pod

  • Craft: Rendili Stardrive’s Class A Cargo Pod
  • Type: Cargo Pod for use with Stack Light Freighter
  • Scale: Starfighter
  • Length: 14 meters
  • Crew: 0, 1 fifth degree pilot/control droid
  • Crew Skill: space transports: cargo pod 5D, repulsorlift: cargo pod 4D
  • Passengers: 0
  • Cargo Capacity: 20 metric tons
  • Cost: 5,000 (includes pilot/control droid)
  • Hyperdrive Multiplier: NA
  • Hyperdrive Backup: none
  • Nav Computer: none
  • Maneuverability: 0D
  • Space: 2
  • Hull: 2D
  • Shields: none
  • Sensors: none

The stack light freighter is a brand-new prototype developed by the Corporate Sector Authority (CSA). It is designed specifically to run planetary blockades. By clearing the way with its forward dual missile launchers, it can bypass orbital picket ships and drop its external cargo pods from low orbit. And now without the added pods slowing them down, they can make a quick exit. The stack freighter is capable of linking up four cargo pods, but this drastically reduces its speed and maneuverability. As the pods are dropped, its speed and maneuverability increase. Also, since the cargo pods have pilot droids to guide them safely to the ground, the stack freighter does not have to land to offload the cargo and is less susceptible to being caught on the ground.

Rebel operatives stole the plans for the prototype stack light freighter before the CSA even had a working model. With quick engineering and cutting-edge manufacturing techniques the Rebellion has begun turning out working models. The first test of the stack freighter proved a success in delivering needed weapons and medical supplies to the Shivan Rebels through its planetary blockade of Star Destroyers. (Sparks #35: Stack)

TIE/ra4

  • Craft: Modified Siener Fleet Systems TIE/ln variant Rebel Alliance x4
  • Type: Space Superiority Starfighter
  • Scale: Starfighter
  • Length: 7.8 meters
  • Crew: 1
  • Cargo Capacity: 150 kg
  • Consumables: 5 days
  • Cost: Not Available For Sale
  • Hyperdrive Multiplier: x4
  • Hyperdrive Backup: None
  • Nav Computer: Yes; Limited to 10 jumps
  • Maneuverability: 2D (1D+2 in Atmosphere)
  • Space: 10
  • Atmosphere: 415; 1,200 kmh
  • Hull: 3D
  • Shields: 2D
  • Sensors:
  • Passive: 20/0D
    • Scan: 40/1D
    • Search: 60/2D
    • Focus: 3/3D
  • Weapons:
    • 3 Heavy 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: 6D
    • 2 One-Use Proton Torpedo Launchers
      • Fire Arc: front
      • Skill: Starship gunnery
      • Fire Control: 2D
      • Space Range: 1/3/7
      • Atmosphere Range: 50-100/300/700 m
      • Damage: 9D
      • Ammo: 1 torpedo each

Ravager – CRX-Tug

  • Craft: Modified Cuirilla-Raye Xylines-class Spacetug
  • Type: Spacetug
  • Scale: Starfighter
  • Length: 42 meters
  • Skill: Space transports: Xylines Spacetug
  • Crew: 2, 2 Gunners
  • Crew Skill: Varies widely
  • Passengers: 8
  • Cargo Capacity: 225 metric tons
  • Consumables: 4 Months
  • Cost: 20,000 (used), 166,500 (Current Value)
  • Hyperdrive Multiplier: x1/2
  • Hyperdrive Backup: x5
  • Nav Computer: Yes
  • Maneuverability: 2D
  • Space: 8
  • Atmosphere: 400; 1150 km/h
  • Hull: 3D
  • Shields: 2D
  • Sensors:
    • Passive: 5/+1
    • Scan: 15/1D
    • Search: 25/1D+1
    • Focus: 1/2D
  • Weapons:
    • 2 Quad Heavy Laser Cannons
      • Fire Arc: Turret
      • Crew: 1
      • Fire Control: 2D
      • Space Range: 1-3/12/25
      • Atmosphere Range: 100-300m/1.2km/2.5km
      • Damage: 8D
    • 2 Tractor Beam Projectors
      • Fire Arc: Turret
      • Skill: Starship gunnery
      • Fire Control: 3D
      • Space Range: 1-5/15/30
      • Atmosphere Range: 100-500/1.5/3 km
      • Damage: 5D


The Freedom

  • Craft: Modified Rendili StarDrive’s Dreadnaught
  • Type: Heavy cruiser
  • Scale: Capital
  • Length: 600 meters
  • Skill: Capital ship piloting: Dreadnaught
  • Crew: 16,113, gunners: 97, skeleton: 9,000/+15
  • Crew Skill: varies
  • Passengers: 2000 “troop” style, 100 cells, + 9 very large & luxurious suites
  • Cargo Capacity: 6,000 metric tons + 1000 stasis tubes for organic beings
  • Consumables: 2 years
  • Cost: Not available for sale
  • Hyperdrive Multiplier: x1/2
  • Hyperdrive Backup: x5
  • Nav Computer: Yes (+2D bonus to Astrogation)
  • Maneuverability: 2D plus emergency switch to add +3D of jury-rig
  • Space: 8 plus emergency switch to bump up to 11 with jury-rig
  • Hull: 7D
  • Shields: 4D
  • Sensors: (includes EPRs, FSTs, DERs, & LFIs)
    • Passive: 312/4D
    • Scan: 1000/5D
    • Search: 1875/6D
    • Focus: 22/8D
  • Weapons:
    • 10 Turbolaser Cannons
      • Fire Arc: 5 left, 5 right
      • Crew: 1(5), 2(5)
      • Skill: Capital ship gunnery
      • Fire Control: 3D
      • Space Range: 3-15/35/75
      • Damage: 2D
    • 20 Quad Turbolaser Cannons
      • Fire Arc: 6 front, 7 left, 7 right
      • Crew: 3
      • Skill: Capital ship gunnery
      • Fire Control: 2D
      • Space Range: 25/50/100
      • Damage: 5D+2 with safety off switches for jury-rig which can add +3D
    • 10 Turbolaser Batteries
      • Fire Arc: 5 front, 5 back
      • Crew: 1(2), 2(4), 3(4)
      • Skill: Capital ship gunnery
      • Fire Control: 1D
      • Space Range: 3-10/30/60
      • Damage: 7D
    • 5 Concussion-sphere Launchers
      • Fire Arc: 1 turret, 4 rear (can be fire-linked)
      • Crew: 1 ea
      • Skill: Capital ship gunnery
      • Fire Control: 2D
      • Space Range: 6-12/24/36
      • Blast Radius: 6/12/24
      • Damage: 7D/5D/2D
  • Starfighter Complement: bay converted to handle small transports, conventional starfighters, or blastboats

Other Modifications & Systems:

  • Concussion-sphere Turret: The concussion sphere turret is sensor shielded and has its own backup battery as well as its own passive sensor system (250/3D). Its systems are also faradonium infused (giving them a +2 vs ionization damage). If the rest of the ship is ionized, it will stay dormant until a target(s) get to range 30, then will fire at either a space next to the target, or if there are multiple targets it will fire in the middle to try to hit as many as possible (not aiming directly at any of them, so if they are not familiar with concussion spheres they may choose not to take evasive maneuvers from the first shot).
  • Internal Security: When a security breach has been activated, motion plates are activated in key corridors so that when motion is detected retractable turrets with quad decksweepers pop down and fire at the motion (no dodge if move is 5 – 10, dodge at -2D if move is 3-4 or 11-20, Damage 9D stun). Also, puts monofilament screens into place in some random corridors at 2m above the floor (tall crewmembers may need to duck in these areas) (Causes 6D damage to anyone/thing that comes into contact with it, 9D damage if moving rapidly).
    • (a) Crew and Crucible Rebellion made aware of these security features. They may be removed if deemed more hazardous to own crew than boarders.
  • Environmental Security: The environmental controls have been re-engineered and modified to lock the atmospheric content to within safe type 1 standards. To adjust O2 or CO2 levels requires a Capital Ship Repair of 50 or better.
  • “Training Suite”: A medical type lab with 2 rooms (one observation/control room, and one empty room).
    • (b) The equipment in this room has been removed and this space can be repurposed as needed.
  • “Computer Core Room”: Behind this door is where the computer core is usually located. Search 30 to determine that the seals on the door have been beefed up a little (it is airtight). Sensors 30 to determine that there is actually nothing in the space behind the door. Door is locked, but only requires a Security 10 to open. Door opens into the space behind it (away from the person opening it). As soon as unlatch the door, it will fly fully open and the person opening it will be sucked into the space behind it. If they make a Brawling (NOT Martial Arts) 25 they may grab the door as they are sucked passed it. The hull breach alarms will go off and the section of hallway will seal off. Anyone else in that 20-meter section of hall can make a Perception 10 to get 1 action prior to also being sucked out the door. Takes 2 rounds for the section to completely depressurize during which Strength 20 checks for those hanging onto things to keep from getting sucked out will be required each round. Then Strength checks are no longer needed, but there is no air to breathe. Behind the door is an empty room with a 2-meter diameter opening that goes straight out to the exterior of the ship (the passage is about 20 meters long between the “room” and space).
  • Computer Core: Has been relocated to a different secure location in the ship than standard and is labeled as a storage room on the door and on all shipboard diagrams and schematics.
    • (c) Installed advanced Astrogation navigation suite.
  • Holonet Relay: Has a full military grade holonet relay installed so it can securely connect to the holonet from anywhere in the galaxy (other than in hyperspace).
  • Stasis Tubes: Have stasis tubes to store up to 1000 beings (up to Whiphid-sized). Has an emergency power supply.
    • (d) These can be transferred to medical ships or dungeon ships for better use, sold, or repurposed as needed.
  • VIP Quarters: These quarters are sectioned off with separate power supply and actually built to be a launchable escape vehicle. Will automatically be launched if the rest of the ship loses power for 30 min. Droidbrain astrogation & pilot (Mech 4D, Astro 8D, Piloting 7D, Comms 7D) will head towards nearest space lane with distress beacons active. Has a x17 hyperdrive capable of 1 jump and consumables for 4 people for 2 months. Sublight speed is initially 12 when launched but only has maneuvering thrusters, so once it slows it will not be able to speed up. There is also a scanner proof compartment with a biometric lock that can be programmed to open only with valid life-signs and biometrics of VIP.

Runner I and II – Dreadnaught Perimeter Defense and Special Operations Ships

  • Craft: Modified Sienar Fleet Systems GAT-12g Skypray Blastboat
  • Type: Defense and patrol blastboat
  • Scale: Capital (due to power output)
  • Length: 25 meters
  • Skill: Starfighter piloting: skypray blastboat
  • Crew: 2 (1 can coordinate), skeleton: 1/+5; gunners: 2
  • Crew Skill: skills vary
  • Cargo Capacity: 8 metric tons + 1 stasis tube for an organic being
  • Passengers: 2; plus cells for 2 prisoners
  • Consumables: 1 month
  • Cost: 285,000 (new), 150,000 (used), approximately 1,300,000 (as modified)
  • Hyperdrive Multiplier: x1/2
  • Nav Computer: Yes
  • Maneuverability: 3D (4D in atmosphere) plus emergency switch to add +3D jury rig to Maneuverability
  • Space: 10 plus emergency switch to add +3 jury rig to space speed
  • Atmosphere: 415; 1,200 kmh
  • Hull: 3D
  • Shields: 2D
  • Sensors: (include EPRs, FSTs, DERs, & LFIs)
    • Passive: 312/4D
    • Scan: 1000/5D
    • Search: 1875/6D
    • Focus: 22/8D
  • Weapons:
    • 1 Medium Ion Cannon
      • Fire Arc: Front
      • Crew: 1
      • Skill: Capital ship gunnery
      • Fire Control: 3D
      • Space Range: 1-3/12/25
      • Atmosphere Range: 100-300/1.2/2.5 km
      • Damage: 4D
    • 1 Turbolaser Cannon
      • Fire Arc: Front
      • Crew: 2 (requires both gunners)
      • Skill: Capital ship gunnery
      • Rate of Fire: 1 / 3 rounds
      • Fire Control: 1D
      • Space Range: 25/63/138
      • Atmospheric Range: 2.5/6.3/13.8 km
      • Damage: 6D+2 (includes rhenium) with safety off switches for jury-rig which can add +3D
    • Proton Torpedo Launcher
      • Fire Arc: Front
      • Crew: 1 (same gunner as ion cannon)
      • Scale: Starfighter
      • Skill: Starship gunnery
      • Fire Control: 2D
      • Space Range: 1/3/7
      • Atmosphere Range: 50-100/300/700
      • Damage: 9D
    • 1 Laser Cannon
      • Fire Arc: Turret
      • Crew: 1
      • Scale: Starfighter
      • Skill: Starship gunnery
      • Fire Control: 1D
      • Space Range: 1-4/15/31
      • Atmosphere Range: 100-400/1.5/3.1 km
      • Damage: 6D
    • Tractor Beam Projector (GAT-12g model only)
      • Fire Arc: Front
      • Crew: 1 (same gunner as ion cannon)
      • Scale: Starfighter
      • Skill: Starship gunnery
      • Fire Control: 4D
      • Space range: 1-3/8/12
      • Atmosphere Range: 100-300/800/1.2 km
      • Damage: 6D
    • Quad Repeating Blasters
      • Fire Arc: Turret
      • Crew: 1 (same gunner as Laser Cannons)
      • Scale: Character
      • Skill: Vehicle Blasters
      • Space Range: .03-.94/2.5/6.25
      • Atmosphere Range: 3-94/250/625
      • Damage: 13D (includes rhenium – can be set to Stun damage
  • Other Modifications & Systems:
    • Decoy Tubes: 5 decoys
      • Model: Corellian Trickster Decoys
        • Game Notes: Trickster Drones add +2D to difficulty to determine which sensor contact is the ship and which is the decoy. (Syncs with the Mimic System so decoys match what the ship currently shows up as.)
    • Mimic System: Has the following profiles currently available:
      • YT-1300 “Grubhauler” (scan 90 to detect) – lightly armed, seems averagely modified
      • Ghtroc Industries Luxurious-class Space Yacht “Diamonds Be 4Evar” (scan 81 to detect) – unarmed, no modifications in scan
      • Barloz “Griztle” (scan 86 to detect) – heavily armed, seems heavily modified
      • Rendili StarDrive Dreadnaught “The Freedom” (scan 92 to detect) – very heavily modified from stock (does not come up in any BOSS registries)
    • Sensor Stealth:
      • Bonus: 1D+2
      • Range: outside 50 (has no effect inside this range)
      • Effect: The bonus is applied as an increase in the difficulty to be detected and/or identified if outside the minimum operating range.
    • Stasis Tube: Can store 1 being of up to Whipid size.
    • Entry Security: Has 9 keypads next to the access hatch. Touching or trying to bypass any of these activates the modified decksweepers inside the airlock that will fire on anything that enters the airlock (10D stun, no dodge if in the airlock), plus activates a monofilament screen guard on the entrance to the cockpit (VD search to detect, causes 6D or 9D of damage to those who come in contact depending on how fast they are moving). None of the keypads actually unlock the door. Door is actually only unlocked from inside or by remote control hatch lock. Security 25 to bypass once you realize the keypads are not part of the locking system.
    • Controls Security: BiVVoL system (voice lock) To bypass requires Moderate communications AND forgery rolls AND at least 3 hours. And Console Dead Lock (Security 25 to bypass).
    • Nav Computer Security: system removed
    • Environmental Security: The environmental controls have been re-engineered and modified to lock the atmospheric content to within safe type 1 standards. To adjust O2 or CO2 levels requires a Capital Ship Repair of 50 or better.

Hutt Modified Action IV Bulk Freighter

  • Craft: Corellian Action IV Transport
  • Type: Medium bulk freighter
  • Scale: Capital
  • Length: 100 meters
  • Skill: Space transports: Action IV transport
  • Crew: 8; gunners: 40
  • Cargo Capacity: 74,000 metric tons
  • Consumables: 3 months
  • Base Cost: 945,000 (new), 345,000 (used)
  • Value Used as Modified: 993,000
  • Hyperdrive Multiplier: x3
  • Nav Computer: No (droid or starport computations)
  • Space: 2
  • Hull: 2D
  • Sensors:
    • Passive: 35/1D
    • Scan: 60/1D+2
    • Search: 100/2D
    • Focus: 3/2D+2
  • Weapons:
    • 20 Turbolaser Cannons
      • Fire Arc: 4 front, 6 left, 6 right, 4 back
      • Crew: 2ea
      • Skill: Capital ship gunnery
      • Fire Control: 3D
      • Space Range: 15/35/75
      • Atmosphere Range: 1.5/3.5/7.5 km
      • Damage: 7D
  • Capsule: Stolen from Hutt defense fleet guarding Bootana Hutta, Hutt restricted spacelane in the heart of Hutt territory.

Hutt Space Yacht

  • Craft: Modified Ubrikkian Space Yacht
  • Type: modified space yacht
  • Scale: Capital
  • Length: 115 meters
  • Skill: Space transports: Ubrikkian space yacht
  • Crew: 8; gunners: 12
  • Passengers: 80
  • Cargo Capacity: 65 metric tons
  • Consumables: 2 months
  • Cost: 1,108,000
  • Hyperdrive Multiplier: x2
  • Hyperdrive Backup: x14
  • Nav Computer: Yes
  • Maneuverability: 2D
  • Space: 4
  • Atmosphere: 280; 800 km/h
  • Hull: 3D
  • Shields: 1D
  • Sensors:
    • Passive: 25/1D
    • Scan: 50/2D
    • Search: 75/2D+2
    • Focus: 3/3D
  • Weapons:
    • 6 Heavy Turbolaser Cannons
      • Fire Arc: 2 front, 1 left, 1 right, 2 back
      • Crew: 2
      • Skill: Capital ship gunnery
      • Fire Control: 2D
      • Space Range: 1-4/15/30
      • Atmosphere: 100-400/1.5/3 km
      • Damage: 7D
  • Capsule: Stolen from Hutt defense fleet guarding Bootana Hutta, Hutt restricted spacelane in the heart of Hutt territory. Recovered with one minor Hutt aboard.


Cal Battleship

  • Craft: Kumauri Cal-class Battleship
  • Type: Cal-class Battleship
  • Scale: Capital
  • Length: 3,000 meters
  • Skill: Archaic starship piloting: Cal-class
  • Crew: 6,450, gunners: 230, skeleton 3,225/+10
  • Crew Skill: varies
  • Passengers: 4,000 (troops)
  • Cargo Capacity: 3,000 metric tons
  • Consumables: 1 year
  • Cost: Not available for sale
  • Hyperdrive Multiplier: x2
  • Hyperdrive Backup: x18
  • Nav Computer: Yes
  • Space: 5
  • Hull: 5D
  • Shields: 3D
  • Sensors:
    • Passive: 50/1D
    • Scan: 100/3D
    • Search: 200/4D
    • Focus: 6/4D+2
  • Weapons:
    • Mass Driver
      • Fire Arc: Front
      • Crew: 10
      • Skill: Capital ship gunnery: mass driver
      • Fire Control: 1D
      • Space Range: 2-15/45/90
      • Damage: 8D
    • Connor Net
      • Fire Arc: Front
      • Crew: 4
      • Skill: Capital ship gunnery
      • Space Range: 6/30/60
      • Blast Radius: Net is 300 meters in diameter
      • Damage: 10D (ionization)
        • Game Notes: To successfully activate the Conner net requires a Difficult starship gunnery roll. All ships (or other targets) touched by the net suffer a +5D penalty when using any electrical systems (including drive, weapons, sensors and ship-integrated communications systems). Any unprotected person who touches a charged Conner net suffers 10D damage every round they are in contact with the mesh.
    • 6 Pulse-Wave Cannons
      • Fire Arc: 1 front, 2 left, 2 right, 1 back
      • Crew: 3
      • Skill: Capital ship gunnery
      • Fire Control: 3D
      • Space Range: 1-12/42/72
      • Atmosphere Range: 25-450/900/1.2 km
      • Damage: 5D
    • 6 Short-range Concussion-sphere Launchers
      • Fire Arc: 1 front, 2 left, 2 right, 1 back
      • Crew: 3
      • Skill: Capital ship gunnery
      • Fire Control: 2D
      • Space Range: 1-12/24/36
      • Blast Radius: 6/12/24
      • Damage: 7D/5D/2D
    • 6 Concussion Missile Tubes
      • Fire Arc: 1 front, 2 left, 2 right, 1 back
      • Crew: 3
      • Skill: Capital ship gunnery
      • Fire Control: 2D
      • Space Range: 6/18/42
      • Atmosphere Range: 50-600/1.8km/4.2km
      • Damage: 9D
    • 6 Proton Torpedo Tubes
      • Fire Arc: 1 front, 2 left, 2 right, 1 back
      • Crew: 4
      • Skill: Capital ship gunnery
      • Fire Control: 2D
      • Space Range: 2-12/30/60
      • Atmosphere Range: 4-24/60/120 km
      • Damage: 9D
    • 26 Heavy Blaster Cannons
      • Fire Arc: 4 front, 9 left, 9 right, 4 back
      • Crew: 3
      • Skill: Capital ship gunnery
      • Fire Control: 2D
      • Space Range: 1-12/42/72
      • Atmosphere Range: 25-450/900/1.2 km
      • Damage: 5D
    • 30 Laser Cannons
      • Fire Arc: 6 front, 10 left, 10 right, 4 back
      • Crew: 1
      • Skill: Starship gunnery
      • Scale: Starfighter
      • Fire Control: 2D
      • Space Range: 1-3/10/20
      • Atmosphere Range: 100-300/1/2 km
      • Damage: 2D
    • 6 Tractor Beam Projectors
      • Fire Arc: 2 front, 1 left, 1 right, 2 back
      • Crew: 5
    • Skill: Capital ship gunnery
      • Fire Control: 3D
      • Space Range: 1-10/15/25
      • Atmosphere: 2-10/30/60 km
      • Damage: 4D
  • Capsule: Stolen from Hutt defense fleet guarding Bootana Hutta, Hutt restricted spacelane in the heart of Hutt territory. 

Modified Imperial I Star Destroyer

  • Craft: Kuat Drive Yards’ Imperial I Star Destroyer
  • Type: Star Destroyer
  • Scale: Capital
  • Length: 1,600 meters
  • Skill: Capital ship piloting: Star Destroyer
  • Crew: 36,810, gunners: 275, skeleton: 5,000/+20
  • Crew Skill: varies
  • Passengers: 9,700 (troops)
  • Cargo Capacity: 36,000 metric tons
  • Consumables: 6 years
  • Hyperdrive Multiplier: x2
  • Hyperdrive Backup: x8
  • Nav Computer: Yes
  • Maneuverability: 1D
  • Space: 6
  • Hull: 8D
  • Shields: 4D
  • Sensors:
    • Passive: 50/1D
    • Scan: 100/3D
    • Search: 200/4D
    • Focus: 6/4D+2
  • Weapons:
    • 60 Turbolaser Batteries
      • Fire Arc: 20 front, 20 left, 20 right
      • Crew: 1 (20), 2 (40)
      • Skill: Capital ship gunnery
      • Fire Control: 4D
      • Space Range: 3-15/35/75
      • Atmosphere Range: 6-30/70/150 km
      • Damage: 5D
    • 60 Ion Cannons
      • Fire Arc: 20 front, 15 left, 15 right, 10 back
      • Crew: 1 (15), 2 (45)
      • Skill: Capital ship gunnery
      • Fire Control: 2D+2
      • Space Range: 1-10/25/50
      • Atmosphere Range: 2-20/50/100 km
      • Damage: 3D
    • 10 Tractor Beam Projectors
      • Fire Arc: 6 front, 2 left, 2 right
      • Crew: 1 (2), 4 (2), 10 (6)
      • Skill: Capital ship gunnery
      • Fire Control: 4D
      • Space Range: 1-5/15/30
      • Atmosphere Range: 2-10/30/60 km
      • Damage: 6D
  • Starfighter Complement: currently none (capacity for 6 squadrons)
  • Ground/Air Complement: currently none
  • Other Notes: Military Grade Holotransciever, Full Nav Buoy Functionality after in a location for 24 hours.
  • Capsule: Stolen from Hutt defense fleet guarding Bootana Hutta, Hutt restricted spacelane in the heart of Hutt territory and from Nal Hutta defense fleet. 

Modified Dreadnaught

  • Craft: Rendili StarDrive’s Dreadnaught
  • Type: Heavy cruiser
  • Scale: Capital
  • Length: 600 meters
  • Skill: Capital ship piloting: Dreadnaught
  • Crew: 16,113, gunners: 97, skeleton: 9,000/+15
  • Crew Skill: varies
  • Passengers: 3,000 (troops)
  • Cargo Capacity: 9,000 metric tons
  • Consumables: 2 years
  • Cost: Not available for sale
  • Hyperdrive Multiplier: x2
  • Hyperdrive Backup: x18
  • Nav Computer: Yes
  • Maneuverability: 1D
  • Space: 4
  • Hull: 7D
  • Shields: 3D
  • Sensors:
    • Passive: 30/0D
    • Scan: 50/1D
    • Search: 100/3D
    • Focus: 4/3D
  • Weapons:
    • 10 Turbolaser Cannons
      • Fire Arc: 5 left, 5 right
      • Crew: 1(5), 2(5)
      • Skill: Capital ship gunnery
      • Fire Control: 3D
    • Space Range: 3-15/35/75
      • Damage: 2D
    • 20 Quad Turbolaser Cannons
      • Fire Arc: 6 front, 7 left, 7 right
      • Crew: 3
      • Skill: Capital ship gunnery
      • Fire Control: 2D
      • Space Range: 3-20/40/80
      • Damage: 4D
    • 10 Turbolaser Batteries
      • Fire Arc: 5 front, 5 back
      • Crew: 1(2), 2(4), 3(4)
      • Skill: Capital ship gunnery
      • Fire Control: 1D
      • Space Range: 3-10/30/60
      • Damage: 7D
  • Starfighter Complement: currently none (capacity for 1 squadron)
  • Capsule: Stolen from Hutt defense fleet guarding Bootana Hutta, Hutt restricted spacelane in the heart of Hutt territory and from Nal Hutta defense fleet. 

X-Q2 System Patrol Cruisers

  • Craft: Loronar Regulator X-Q2 System Patrol Cruiser
  • Type: Inter-system patrol/customs cruiser
  • Scale: Capital
  • Length: 150 meters
  • Skill: Capital ship piloting: X-Q2
  • Crew: 9, gunners: 5, skeleton: 5/+15
  • Crew Skill: varies
  • Passengers: 15
  • Cargo Capacity: 500 metric tons
  • Consumables: 3 months
  • Cost: Not available for sale
  • Maneuverability: 2D+2 {*One has only 2D fully modified}
  • Space: 7
  • Atmosphere: 350; 1,000 kmh
  • Hull: 4D
  • Shields: 2D+2
  • Sensors:
    • Passive: 40/1D
    • Scan: 80/2D
    • Search: 100/3D
    • Focus: 5/4D
  • Weapons:
    • 5 Laser Cannons
      • Fire Arc: 1 front, 1 left, 1 right, 1 back, 1 turret
      • Skill: Capital ship gunnery
      • Fire Control: 2D+2
      • Space Range: 3-15/35/75
      • Atmosphere Range: 6-30/70/150 km
      • Damage: 4D
  • NOTE: These are towed by the Cal Battleships when the fleet moves through Hyperspace.
  • NOTE: One had maneuvering thrusters swapped with another ship. Replaced 2D+2 with 2D (fully modified).
  • Capsule: Stolen from Hutt defense fleet guarding Bootana Hutta, Hutt restricted spacelane in the heart of Hutt territory.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License