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Raiders of the Rim: Known Ships
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=Standard Designs= ==X-wing Fighter== '''High Concept:''' ''"Space Superiority Starfighter"'' '''Scale:''' 2 '''Stress:''' *Hull: OO *Systems: OO '''Skills:''' *Drives: 3 *Systems: 2 *Guns: 3 *Shields: 2 '''Stunts:''' *Proton torpedoes - 2 shots *Maneuverability - (Scale 3 maximum) +2 in Pilot vs Pilot contests, or other tests of Pilot maneuvering skills *Fast ship - +2 Drives bonus for sublight tests involving speed, especially when Closing to Engage *Onboard astromech - typically with +2 Engineering for in-flight repairs ==A-wing Fighter== '''High Concept:''' ''"Temperamental Interceptor"'' '''Scale:''' 2 '''Stress:''' *Hull: OO *Systems: OO '''Skills:''' *Drives: 4 *Systems: 3 *Guns: 3 *Shields: 1 '''Stunts:''' *Proton torpedoes - 2 shots *Maneuverability - (Scale 3 maximum) +2 in Pilot vs Pilot contests, or other tests of Pilot maneuvering skills *Fast ship - +2 Drives bonus for sublight tests involving speed, especially when Closing to Engage *Stealth suite - +2 in Systems vs Systems tests for escape and evasion or passing undetected ==Y-wing== '''High Concept:''' ''"Aging Fighter-Bomber"'' '''Scale:''' 2 '''Stress:''' *Hull: OOO *Systems: OOO '''Skills:''' *Drives: 2 *Systems: 2 *Guns: 3 *Shields: 2 '''Stunts:''' *Proton torpedoes - 2 shots *Hardened - +1 Stress box for both Hull and Systems *Shunt shield power - +2 to Shields for 1 exchange in one quadrant with Engineering roll vs. +2 Fair, -1 in other quadrants *Onboard Astromech - typically with +2 Engineering for in-flight repairs ==TIE Fighter== '''High Concept:''' ''"Cheap Disposable Standard Fighter"'' '''Aspects:''' *Ultra maneuverable *No shields, no worries *Cannon-fodder pilots '''Fate Points:''' 0 '''Refresh:''' 0 '''Scale:''' 1 '''Stress:''' *Hull: O *Systems: O '''Skills:''' *Drives +3 *Systems +0 *Guns +2 *Shields +0 '''Stunts:''' *Fast ship - +2 Drives bonus for sublight tests involving speed, especially when Closing to Engage *Maneuverability - +2 in Pilot vs Pilot contests, or other tests of Pilot maneuvering skills '''Notes:''' The TIE fighter is designed as the ultimate no-compromise dogfighter's fighter, with all other priorities rescinded. That means no shields, no hyperdrive, and even no life support for the pilot, who relies on suit air. However, the TIE fighter's two ion engines confer high speed and exceptional maneuverability, and its guns pack a reasonable punch, especially when employed inside an opponent's shields. TIE pilots are ideally highly skilled and fanatical, giving their craft a further edge: a TIE pilot frequently has Pilot +4 and Shoot +3. They almost always fly in wings of four or above. ==Imperial Light Cruiser== '''High Concept:''' ''"Second-line Patrol Ship"'' '''Aspects:''' *Presence not power *Versatile and flexible *Gunboat diplomacy '''Fate Points:''' 1 '''Refresh:''' 1 '''Scale:''' 5 '''Stress:''' *Hull: OOOOO *Systems: OOOOO '''Skills:''' *Drives +2 *Systems +2 *Guns +3 *Shields +2 '''Stunts:''' *Enhanced sensor suite - +2 in Systems vs Systems tests for detection; +1 zone range for detection *Advanced hyperdrive - reduces transit time in hyperspace, halves jump fuel consumption, maximizes 1 dice in jump rolls *Advanced astrogation - reduces calculation time for jump to lightspeed, calculation becomes a half turn action rather than a full turn, +2 for jump rolls *Proton torpedoes - missile weapon *Tractor beam - Guns vs Drives/opposing Pilot contest against target to capture it *Hyperdrive inhibitor - Guns vs Drives/opposing Pilot contest against target to prevent its escape to hyperspace, effect persists for number of rounds equal to shifts generated. *Point defense - +2 Guns attack on small craft inside deflector shields *Subsidiary ships - TIE fighters, shuttles *Passenger deck *Enhanced hold '''Notes:''' The Imperial light cruisers are built for patrol, interdiction and enforcement work rather than front-line combat. They cruise the Imperium wherever a full Star Destroyer is not warranted. They are equipped to deliver Stormtrooper units and support ground operations as well as patrolling deep space. They are often the main Imperial ship type that civilian traffic encounters in less important systems. ==CR90 corvette== '''High Concept:''' ''"Fast light blockade runner"'' '''Aspects:''' * Escape and evade * Light build * Travel in comfort '''Fate Points:''' 1 '''Refresh:''' 1 '''Scale:''' 5 '''Stress:''' *Hull: OOOOO *Systems: OOOOO '''Skills:''' *Drives +3 *Systems +2 *Guns +2 *Shields +2 '''Stunts:''' *Fast ship - +2 Drives bonus for sublight tests involving speed, especially when Closing to Engage *Advanced hyperdrive - reduces transit time in hyperspace, halves jump fuel consumption, maximizes 1 dice in jump rolls *Advanced astrogation - reduces calculation time for jump to lightspeed, calculation becomes a half turn action rather than a full turn, +2 for jump rolls *Enhanced sensor suite - +2 in Systems vs Systems tests for detection; +1 zone range for detection *Stealth suite - +2 in Systems vs Systems tests for escape and evasion or passing undetected *Decoys - +2 in defensive moves in conflicts (5 shots only) *Passenger deck - double base passenger capacity '''Notes:''' The CR90 corvettes, often known as Corellian corvettes or blockade runners, were fast courier ships, originally designed for diplomatic and liaison missions. Conversion for combat use maximized their speed and stealth capabilities, with limited offensive punch or shield power. CR90 blockade runners were normally intended to evade contact with the enemy entirely.
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