Battle Zone Technology: Imperial Spacecraft:
Non-TIE class Fighters/Freighter Scale Starships
- Alpha-class Xg-1 Assault Gunboat: Manufactured by Cygnus Spaceworks, this was the first Imperial starfighter with shields and hyperdrive put into general distribution. Ostensibly a multi-role space superiority fighter, its speed and maneuverability rank between those of the ancient Y-Wing and an X-Wing, making its most prudent use heavy assault against larger ships. Put another way - any pilot who has flown an Assault Gunboat knows it's not worth trying to knock out an A-Wing - they can fly circles around the Xg-1 and you have minimal chance of getting a lock. It looks like a miniaturized Lambda-class shuttle. The cabin accommodates a crew of 2 (1 pilot, 1 gunner), and the navicomputer can hold 10 hyperspace jumps. The ship has a hyperdrive rating of
2, a maneuverability rating of 30/45, and can fly 1,000 km/h in atmosphere. The weapons complement consists of 2 hull mounted, front aiming laser cannons (damage 320 when fire-linked, 280 when fired separately), 2 forward facing ion cannon (damage is 160 when fire-linked, 80 when fired separately), and 2 proton torpedo launchers (damage 400 when fire-linked, 360 when fired separately). It has a 25 second (recharge cycle of 3 minutes) jamming capability that has a good chance of breaking the lock of incoming missiles. The hull and shield strength ratings are 230 and 80, respectively. Cost is 150 points. A character must be an Imperial military officer to purchase one of these ships.
- Armed Scout: This ship contains no exceptional technology, a minimal crew of 3 (includes 1 pilot, 1 sensor/comm operator and 1 gunner) and is inexpensive to produce. It has toilet facilities, a tiny galley and 6 months of food supplies, and so can undertake relatively longer-term missions than a starfighter reconnaissance probe. It has generic military-grade long-range sensors (good, but nothing worth stealing unless you happen to be a smuggler with no lawful military part access), advanced processors and a high-speed hypertransceiver to monitor the spectrum. Its purpose is to enter systems or strategic areas of space and identify hostile activity. The loss of a goodly number of these vessels to enemy fire is regarded as inevitable, though they have enough armor and shielding to take a surprise salvo and still escape. (Standard operating procedure is to calculate the jump back out before jumping in.) It looks sort of like a 23 meter-long sting-ray without the tail. There is a medium laser cannon turret on top (damage is 240). The ship has a hyperdrive rating of
1, a maneuverability rating of 40/50, and can fly 950 km/h in atmosphere. It has one message torpedo launcher and carries 2 hyperspace message torpedoes. There is a self-destruct button that permanently deletes the ship's computer memory and activates a shaped charge that blows the reactor in 20 seconds. Self-destruct is standard operating procedure to prevent capture. The hull and shield strength ratings are 200 and 80, respectively. Cost is 140 points. (design by
Kanaris)
- Chameleon Shuttle (Shuttle-class II-S90): Manufactured by Seinar Fleet Systems' Black Projects division, the ultra-top-secret Shuttle-class II-S90, referred to by those in the trade and the know as the "Chameleon Shuttle" because of the chameleon like exterior, makes extensive use of composite fabrication materials, a heavily engineered fractionated hull exterior with chromaprismatic coating, and a broad array of other extremely advanced secret Imperial passive and active systems to minimize its sensor profile and substantially reduce the odds of its detection or destruction (deduct 70 from the gunnery skill utilized by any ship using electronically aided or visible eye/manual targeting against a II-S90). The engines are mounted in the front of the ship, and their exhaust runs through a series of baffles for the length of the ship before it leaves the hull, eliminating the wave and heat signature. This rather small shuttle is typically assigned the task of penetrating heavily defended enemy systems and planets to drop-off and pick-up a single squad of Imperial Intelligence agents or commandos. It is normally configured for medium range use (range can be extended with reduced passenger/cargo capacity) and used in conjunction with a mother ship outside the sensitive zone. The shuttle has an upgraded computer so that it can calculate hyperspace jumps quicker than can pursuing small craft. It has excellent communications facilities including full encryption and communications jamming abilities, but no HoloNet transceiver unless extensively modified. The crew compartment is sealed off from the passenger/cargo compartment by an armored airlock. The rear-facing hatch in the passenger/cargo compartment can be opened while the ship is in-flight to permit exiting of troops or equipment with appropriate protection. This ship contains ultra-secret Imperial technology, and a pilot-compartment activated, ship-wide self-destruct mechanism that will leave no debris worth analyzing. There is a separate limited field self-destruct mechanism for the communications/countermeasures desk and a button to permanently delete any sensitive data in the computer cores and data storage. The chromaprismatic coating permits the ship to minimize the odds of detection in the visible, infra-red and other common sensor search spectrums by projecting on one side of the ship the light wave emissions picked up impacting the other side of the ship (computer adjusted for the distance passage). This neat bit of refraction should not be confused with true invisibility -- the effect is more like wavy hazy but against the background of space or blue sky, that is usually good enough, and it is added protection against airborne search while a shuttle is grounded. Unfortunately, this top-secret coating is degraded by continued use and must typically be replaced after every second or third mission. The II-S90 requires 2 to operate (1 pilot who also operates the forward facing weaponry, 1 copilot/communications and countermeasures operator who also operates the repeating blaster) and has space for 10 fully equipped troops or commensurate cargo. It
has a maneuverability rating of 20/30, flies at 1075 km/h in most planetary atmospheres and has a hyperdrive rating of .95. Twin laser cannons facing forward (damage is 200 when fire-linked or 160 when fired separately) and a heavy gattling-gun style repeating blaster with automatic targeting capability in a retractable turret on top (damage is 180) make up the offensive capabilities of the II-S90. When the turret is extended, add back 20 to the gunnery skill penalty on incoming fire. The hull strength rating is 200 and the shield strength rating is 140. This craft cannot be purchased. It may only be obtained when assigned by the Ubiqtorate or a top level Imperial Intelligence officer. That is typically done on a mission specific/qualified agent only basis since capture of an II-S90 by Rebel Alliance personnel would almost certainly require extraordinary measures by the Empire to destroy the shuttle before it can be analyzed. In the same vein, any surviving Imperial officer foolish enough to risk capture of a valuable II-S90 by engaging in open space combat can expect to be severely disciplined. (design by Admiral
Kanaris)
- Gamma-class Shuttle: This assault shuttle is used to ferry 40 fully-loaded Zero G Stormtroopers, known as "Spacetroopers." It is one of the most heavily shielded vessels in the Imperial fleet due to the high percentage of total power cycled to the shields (most channeled into the front arc) so the ship can withstand concentrated fire for at least a short period of time. The troop compartment has recharge sockets for the Spacetroopers' armor as they are carried, and 10 fold away launch doors on each side of the shuttle. It is 30 meters long, and requires a crew
of 5 (includes 2 gunners), but with a "Command" skill of 45 can function with a skeleton crew of 1. It has a hyperdrive rating of
2, a maneuverability rating of 45, and is not atmosphere capable. The weapons complement consists of 4 turret mounted laser cannons (damage is 100 each), 1 front arc tractor beam projector (beam thrust is 265), and 1 front arc concussion missile launcher (damage is 200 each). Typically the assault shuttle will grab its target with a tractor beam or magnetic harpoons (a little disabling fire always helps) then launch the Spacetroopers. The hull and shield strength ratings are 165 and 215, respectively. Cost is 130 points.
- Guardian 344-class Light Cruiser: Manufactured by Sienar Fleet Systems, few of these have been purchased by any organization other than the Imperial Navy. This is a Guardian-class cruiser modified for a smaller operating crew to accommodate a boarding party. It is 42 meters long. It requires a crew of 8 (includes 4 gunners). It has a hyperdrive rating of
1, a maneuverability rating of 35/50, and can travel at 1,150 km/h in atmosphere. The weapons complement consists of four laser cannons (2 facing front, 2 in turrets, all fire separately) that do 250 damage each. The hull and shield strength ratings are 200 and 80, respectively. Cost is 165 points.
- Guardian-class Light Cruiser: This is a fast, tough, hard-hitting ship intended to patrol remote systems without immediate fear of destruction. The Guardian is not well-equipped for boarding actions, as it lacks space for a boarding party, and often patrols with corvette or frigate support. It is 42 meters long. It requires a crew of 20 (3 can coordinate) (includes 4 gunners), but with a command skill of 45 can operate with a skeleton crew of 8. The brig can accommodate 6. It has a hyperdrive rating of
1, a maneuverability rating of 45/60, and can travel at 1,150 km/h in atmosphere. The weapons complement consists of 2 turret-mounted laser cannons and 2 front arc laser cannons (damage is 250 each). The hull and shield strength ratings are 250 and 100, respectively. Cost is 150 points.
- Corellian HLAF-500: This Heavy/Light Attack Fighter is an improved LAF-250, with the addition of SoroSuub 9X2 fusial engines and extra weapons hardpoints. It is 12 meters long and seats a crew of 1. It has a hyperdrive rating of
2, a maneuverability rating of 25/30, and can travel at 1,300 km/h in atmosphere. The weapons complement consists of 2 front aiming laser cannons (damage is 250 each) and 2 front aiming proton torpedo launchers (damage is 450 each). The hull and shield strength ratings are 100 and 100, respectively. Cost is 180 points.
- Incom I-7 Howlrunner: The first design to be released from Incom since the Empire reorganized it. The fact that Incom designs are largely in use by the Alliance hasn't endeared the Howlrunner to many Imperial pilots, but Imperial officers appreciate the quality of the ship. seats one pilot. Flies at 1300 km/h in most planetary atmospheres (it is not hyperspace capable) and
has a maneuverability rating of 25/25. It packs two laser cannons with a damage rating of 240 (fire-linked) or 200 fired separately. The hull strength rating is 160 and the shield strength rating is 60. Cost is 110 points.
- IR-3F Patrol Ship: Built by Sienar Fleet Systems, this 110 meter long non-hyperspace-capable patrol/customs craft is tied to a particular system and primarily used by single system governments. It also remains in limited service in the Empire (replaced by the IPV 1), typically assigned to systems with ongoing blockades or large numbers of support vessels. It is quite an impressive design, with a high power output for its size. Its main flaw is the small crew, which tends to wear down more quickly than missions call for, due to inadequate rotation. It requires a crew of 11 (includes 8 gunners), but with a command skill of 45 can operate with a skeleton crew of 1. It carries 10 troops. It has no
hyperdrive, a maneuverability rating of 30/45, and can travel at 1,000 km/h in atmosphere. The weapons complement consists of 4 turret-mounted turbolaser cannons (damage is 200 each). The hull and shield strength ratings are 150 and 115, respectively. Cost is 100 points.
- Imperial Patrol Vessel 1: Built by Sienar Fleet Systems, this 120 meter long non-hyperspace-capable patrol/customs craft is a commonly seen Imperial patrol vessel. The IPV 1 is the bane of smugglers and pirates from the Core to Wild Space. It has also found a large market supporting local system governments, although it lacks a hyperdrive and is tied to a single system. It requires a crew of 12 (includes 8 gunners), but with a command skill of 45 can operate with a skeleton crew of 3. It carries 10 troops. It can travel at 1,000 km/h in
atmosphere and has a maneuverability rating of 35/45. The weapons complement consists of 4 turret-mounted turbolaser cannons (damage is 200 each). The hull and shield strength ratings are 165 and 150, respectively. Cost is 110 points.
- Corellian LAF-250: This agile multi-purpose light attack fighter is under-powered. It is 12 meters long and seats a crew of 1. It has a hyperdrive rating of
2, a maneuverability rating of 30/40, and can travel at 1,000 km/h in atmosphere. The weapons complement consists of 2 front aiming laser cannons (damage is 250 each). The hull and shield strength ratings are 100 and 50, respectively. Cost is 80 points.
- Lambda-class Shuttle: This is one of the most popular Imperial shuttle styles. It has been in use for many years, and even though a Lambda shuttle contributed to the devastating defeat for the Empire at Endor, the Imperial Navy still uses it. It maintains a command crew of 4 with the option of adding 2 additional officers who normally handle secured communications and power allocation. A single pilot can handle the ship, but performance suffers significantly. It also has room for up to 20 passengers and their gear/luggage. It flies at 850 km/h in most planetary atmospheres and
has a maneuverability rating of 30/30; it has a hyperspace rating of 1. It has three double blaster cannons (2 facing forward, 1 facing backward; all fire separately doing 160 damage) and two double laser cannons (faces forward; damage is 160 when fire-linked or 120 fired separately). The hull strength rating is 160 and the shield strength rating is 70. Cost is 130 points.
- Missile Boat: This starfighter-class vessel looks like a baby shuttle with three reverse-swept wings and two rectangular missile tube six-packs (damage is 400 when fire-linked - maximum of 2 can be fired at one time -- 360 when fired separately) located on a 45 degree angle at the top corners. The cabin accommodates a crew of 1, and the navicomputer can hold 6 hyperspace jumps. The ship has a hyperdrive rating of
2, a maneuverability rating of 40/40, and can fly 1,000 km/h in atmosphere. It is relatively fast in space, but has poor maneuverability. It also has a SLAM system that allows a 15 second turbo-charged burst of speed (forward or backward) (2 minute recycle time). In addition to the missile launchers, the weapons complement also includes 1 hull mounted, front aiming laser cannon (damage is 160). The hull and shield strength ratings are 110 and 100, respectively. Cost is 140 points. A character must be an Imperial military officer to purchase one of these ships.
- Scimitar Assault Bomber: A step away from the TIE designs for Sienar Fleet Systems. Commissioned by Grand Admiral Thrawn during his campaign against the New Republic, the Scimitar combines the best features of the TIE Interceptor, the TIE Bomber, and Alliance starfighters. It seats a pilot and a gunner. It flies at 850 km/h in most planetary atmospheres (though it has a diving speed of 1000 km/h) and
has a maneuverability rating of 25/30 (it is not capable of hyperspace travel). Offensively it has two laser cannons (damage is 160 when fire-linked, 120 when fired separately), and concussion missile racks (damage is 360). The hull rating is 200 and it has a shield rating of 70. Cost is 125 points. A character must be Imperial to purchase this ship.
- Delta-class JV-7 Escort Shuttle: The preferred transport of VIP's, this is the militarized version of the Lambda-class shuttle featuring heavier armament and shielding. It is 64 meters in length and features a central body with a three sets of wings, 120 degree spaced, each of which has a weapons pod on the tip. It lists for a crew of 8, including 2 gunners, and has a passenger capacity of 24. The weapons complement consists of 3 forward facing, wing tip mounted laser cannons (damage is 340 when fire linked, 240 each when fired separately) and a hull mounted ion cannon (damage is 160). It has a hyperspace rating of
1, a maneuverability rating of 30/45, and can travel at 950 km/h in atmosphere. The hull and shield strength ratings are 200 and 100, respectively. Cost is 130 points.
- Delta-class Dx-9 Stormtrooper Transport: This shuttle was designed to carry Stormtroopers to installations and assist boarding operations. It is 36 meters in length and looks like a space going bus with 2 rectangular forward-pointing missile launcher 6-packs on each side of the passenger compartment (damage is 400 when fire-linked, 360 each when fired separately). It lists for a crew of 3, including 1 gunner, but could travel with a single half-decent pilot. It was designed to accommodate crew and passengers of limited mental capacities. The passenger capacity is 20 Imperial Stormtroopers and their gear. It has a hyperspace rating of
1, a maneuverability rating of 30/45, and can travel at 850 km/h in atmosphere. The hull and shield strength ratings are 265 and 100, respectively. Cost is 120 points.
- Sentinel-class Landing Shuttle: This landing craft was derived from the Lambda-class fleet shuttle, and features a stationary top wing with two folding lower wings. It has a larger cargo area, and is heavily armed and armored. It maintains a command crew of 5, including a pilot, copilot/sensor officer, and 3 gunners. The passenger capacity is 6 squads (54 troops), and the cargo hold has room for 12 repeating blasters and 6 speeder bikes. The seating units are removable, so the ship can quickly be converted to full cargo mode with capacity for 36 speeder bikes or 12 compact assault vehicles. Each Sentinel has a reconnaissance speeder bike with slaved communications (frequency randomly selected before each mission to inhibit intercept), and a full comm array for standard fleet and ground unit communications. It has a hyperspace rating of
1, a maneuverability rating of 40/40, and can travel at 1,000 km/h in atmosphere. The weapons complement consists of 4 sets of retractable double laser cannons mounted in pairs on each side of the troop compartment (damage is 160 when fire-linked,120 fired separately), an ion cannon mounted in a retractable turret in front of the stationary wing (damage is 160), 2 concussion missile launchers which draw on individual magazines of 8 missiles each (damage is 400 when-fire linked, 360 when fired separately), and 2 rotating repeating blasters (damage is 160 each) deployed upon landing to provide covering fire. The hull and shield strength ratings are 200 and 100, respectively. Cost is 130 points.
- Surveillance Shuttle (Shuttle Class II-S1): Manufactured by Seinar Fleet Systems' Black Projects division, the Shuttle Class II-S1, known in intelligence circles as the Imperial Intelligence ("II") "Surveillance Shuttle," incorporates exterior elements from dozens of common shuttle designs. Most experienced spacers who notice the unexceptional looking vessel think they have seen this elderly shuttle design before, and make no association between the shuttle and the Empire. This craft is typically assigned the unglamorous task of quietly "following that ship" intra-system and through hyperspace on long-range missions, with boarding capability to apprehend a suspect. The shuttle has exceptionally good electronic countermeasures and weapons jamming to minimize the odds of its detection and destruction (deduct 35 from the gunnery skill utilized by any ship using electronically aided targeting against a II-S1), the same extended range sensor capability normally reserved for fleet pickets, an upgraded computer to quickly identify the destination of target vessel hyperspace jumps, and excellent communications facilities including full encryption and communications jamming abilities. The communications center can also accommodate an encrypted HoloNet transceiver, but these are installed on a critical mission only basis. There is also a hidden, extendible explosive boarding ring - belly mounted since a nose mounted airlock would be apparent to onlookers - and magnetic and explosive spike grapples. Boarding ring damage is 320 but the range is only four meters. Hot-shot pilots may attempt to execute a fast-paced spiral maneuver that slams the ring against the target, providing extra umph and an added 20 points of damage or doing heavy damage to the shuttle if piloting skills are not up to snuff. The crew compartment includes the communications package and is sealed off from the passenger compartment so that any atmosphere loss during boarding operations is confined to the passenger compartment. Exclusive of the communications equipment and Imperial Intelligence data on the computer (which can be irrevocably deleted with the push of a button), the standard II-S1 is a fine (albeit expensive) package of advanced technology but contains nothing really secret. It still has self-destruct capability, including a second limited-field self-destruct mechanism inside the communications/electronic countermeasures package. It requires 2 to operate (1 pilot, 1 copilot/communications and countermeasures operator) and has space for 9 passengers. It flies at 1075 km/h in most planetary atmospheres,
a maneuverability rating of 30/30, and has a hyperspace rating of .95. Two laser cannons facing forward make up the offensive capabilities of the II-S1 (damage is 180 when fire-linked or 140 when fired separately). The hull strength rating is 170 and the shield strength rating is 70. Cost is 150 points. This craft is only available for purchase by Imperial Intelligence or COMPNOR associated characters. (design by Admiral Kanaris)
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