T.I.E. Starfighter
BPV: 10 (10) TPV Crew: Pilot
Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
T.I.E. Starfighter
BPV: 10 (10) TPV Crew: Pilot
Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
R Systems: Damage Control: 1-2 Decoys:
Damage Track Defensive Value: 13 Damage Reduction
Drive
J J Q J c U a J Y 2
T.I.E. Starfighter
Tight Turn: +3 Q
ID:
BPV: 10 (10) TPV Crew: Pilot
Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
Systems: Damage Control: 1-2 Decoys: Damage Track Defensive Value: 13 Damage Reduction
Drive
J J Q J c U a J Y 2
T.I.E. Starfighter
ID:
BPV: 10 (10) TPV Crew: Pilot
Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
R Systems: Damage Control: 1-2 Decoys:
Damage Track Defensive Value: 13 Damage Reduction
J J Q J c U a J Y 2
Tight Turn: +3 Q
Drive
Tight Turn: +3 Q
ID:
Systems: Damage Control: 1-2 Decoys: Damage Track Defensive Value: 13 Damage Reduction
J J Q J c U a J Y 2
Drive
Tight Turn: +3 Q
ID:
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Pulse Lasers Malfunction. May not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
TIE/In Fighter
BPV: 18 (14) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
TIE/In Fighter
BPV: 18 (14) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
R Systems: Damage Control: 1-3 Decoys:
Damage Track Defensive Value: 13 Damage Reduction
Drive
J J Q J J U c a Y J J 2
TIE/In Fighter
Tight Turn: +3 Q
ID:
BPV: 18 (14) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
Systems: Damage Control: 1-3 Decoys: Damage Track Defensive Value: 13 Damage Reduction
Drive
J J Q J J U c a Y J J 2
TIE/In Fighter
ID:
BPV: 18 (14) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
R Systems: Damage Control: 1-3 Decoys:
Damage Track Defensive Value: 13 Damage Reduction
Tight Turn: +3 Q
Drive
J J Q J J U c a Y J J 2
Tight Turn: +3 Q
ID:
Systems: Damage Control: 1-3 Decoys: Damage Track Defensive Value: 13 Damage Reduction
Drive
J J Q J J U c a Y J J 2
Tight Turn: +3 Q
ID:
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Meld Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Meld Lasers Malfunction. May not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
TIE/rc Fighter
BPV: 16 (13) TPV Crew: Pilot
Pilot Weapon: Pulse Laser (F) 2D8 + ADB Low Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
TIE/rc Fighter
BPV: 16 (13) TPV Crew: Pilot
Pilot Weapon: Pulse Laser (F) 2D8 + ADB Low Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
Systems: Damage Control: 1-3 Decoys:
R
Damage Track Defensive Value: 15 Damage Reduction
Drive
J J O J J S c a W J J 2
TIE/rc Fighter
Tight Turn: +3 O
ID:
BPV: 16 (13) TPV Crew: Pilot
Pilot Weapon: Pulse Laser (F) 2D8 + ADB Low Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
Systems: Damage Control: 1-3 Decoys:
R
Damage Track Defensive Value: 15 Damage Reduction
Drive
J J O J J S c a W J J 2
TIE/rc Fighter
ID:
BPV: 16 (13) TPV Crew: Pilot
Pilot Weapon: Pulse Laser (F) 2D8 + ADB Low Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
Systems: Damage Control: 1-3 Decoys:
R
Damage Track Defensive Value: 15 Damage Reduction
Drive
J J O J J S c a W J J 2
Tight Turn: +3 O
ID:
Tight Turn: +3 O
Systems: Damage Control: 1-3 Decoys:
R
Damage Track Defensive Value: 15 Damage Reduction
Drive
J J O J J S c a W J J 2
Tight Turn: +3 O
ID:
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Pulse Laser Malfunction. May not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 26 (21) TPV Crew: Pilot
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Crew: Pilot
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 3
BPV: 26 (21) TPV
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 3
ID: J J O J c Q J J S b J U 3 a W c J Y J bJ J O J c Q J J S b J U 3 a W c J Y J b [ J J ] 2 [ J J ] 2 ID:
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 26 (21) TPV Crew: Pilot
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 3
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 26 (21) TPV Crew: Pilot
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 3
ID: ID: J J O J c Q J J S b J U 3 a W c J Y J b J J O J c Q J J S b J U 3 a W c J Y J b [ J J ] 2 [ J J ] 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Pulse Lasers Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 29 (23) TPV Crew: Pilot
Refit: Shields
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 14 Damage Reduction
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Crew: Pilot
Refit: Shields
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
BPV: 29 (23) TPV
R
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
ID: J J O J c Q J J S 9 b U a J W c J Y 3 bJ J O J c Q J J S 9 b U a J W c J Y 3 b [ J J ] 2 [ J J ] 2 ID:
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 29 (23) TPV Crew: Pilot
Refit: Shields
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 29 (23) TPV Crew: Pilot
Refit: Shields
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
ID: ID: J J O J c Q J J S 9 b U a J W c J Y 3 b J J O J c Q J J S 9 b U a J W c J Y 3 b [ J J ] 2 [ J J ] 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Pulse Lasers Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 31 (25)
TPV Crew: Pilot
Refit: Blasters
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
Pilot Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 3
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 31 (25)
Refit: Blasters
TPV
Critical Hits (Roll 2D6) a
Crew: Pilot
2
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
Pilot Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 3
ID: J J O J c Q J J S b J U 3 a W c J Y J bJ J O J c Q J J S b J U 3 a W c J Y J b [ J J ] 2 [ J J ] 2 ID:
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Pilot Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
BPV: 31 (25)
TPV Crew: Pilot
Refit: Blasters
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 3
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Pilot Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
BPV: 31 (25)
TPV Crew: Pilot
Refit: Blasters
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 3
ID: ID: J J O J c Q J J S b J U 3 a W c J Y J b J J O J c Q J J S b J U 3 a W c J Y J b [ J J ] 2 [ J J ] 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Targeting Systems Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Weapon’s Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 49 (39) TPV Crew: Pilot
Refit: Warheads
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
Warheads: Mk.30 Express Torps
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive Q Tight Turn: +3 3
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 49 (39) TPV Crew: Pilot
Refit: Warheads
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
Warheads: Mk.30 Express Torps
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive Q Tight Turn: +3 3
ID: J J J Q c e J S d b J U 3 e c W d a J YJ J J Q c e J S d b J U 3 e c W d a J Y b e J [ 2 b e J [ 2 ID:
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Warheads: Mk.30 Express Torps
BPV: 49 (39) TPV Crew: Pilot
Refit: Warheads
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive Q Tight Turn: +3 3
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Warheads: Mk.30 Express Torps
BPV: 49 (39) TPV Crew: Pilot
Refit: Warheads
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive Q Tight Turn: +3 3
ID: ID: J J J Q c e J S d b J U 3 e c W d a J Y J J J Q c e J S d b J U 3 e c W d a J Y b e J [ 2 b e J [ 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Weapon’s Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 32 (36) TPV Crew: Pilot
Refit: Turbo Lasers
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
Pilot Weapon: Twin Turbo Lasers (F) 2D8 + ADB +1 High +2 Drive <8 Range: 1/9/19/25/28/30
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-5 Decoys: Drive Q Tight Turn: +3 3
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 32 (36) TPV Crew: Pilot
Refit: Turbo Lasers
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
Pilot Weapon: Twin Turbo Lasers (F) 2D8 + ADB +1 High +2 Drive <8 Range: 1/9/19/25/28/30
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-5 Decoys: Drive Q Tight Turn: +3 3
ID: Q Q J J J c J J S a b J U 3 J c W J a J YJ J J c J J S a b J U 3 J c W J a J Y b J J [ c J 2 b J J [ c J 2 ID:
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Pilot Weapon: Twin Turbo Lasers (F) 2D8 + ADB +1 High +2 Drive <8 Range: 1/9/19/25/28/30
BPV: 32 (36) TPV Crew: Pilot
Refit: Turbo Lasers
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-5 Decoys: Drive Q Tight Turn: +3 3
TIE/In Interceptor Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Pilot Weapon: Twin Turbo Lasers (F) 2D8 + ADB +1 High +2 Drive <8 Range: 1/9/19/25/28/30
BPV: 32 (36) TPV Crew: Pilot
Refit: Turbo Lasers
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-5 Decoys: Drive Q Tight Turn: +3 3
ID: ID: Q Q J J J c J J S a b J U 3 J c W J a J Y J J J c J J S a b J U 3 J c W J a J Y b J J [ c J 2 b J J [ c J 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Targeting Systems Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Weapon’s Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 62 (56) TPV Crew: Pilot
Payload: Proton Torpedoes
PLT: GNR: F
Sith:
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 62 (56) TPV Crew: Pilot
Payload: Proton Torpedoes
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
Warheads: Mk.30 Standard Torps
Systems: Damage Control: 1-3 Decoys:
R
Warheads: Mk.30 Standard Torps
Systems: Damage Control: 1-3 Decoys:
R
Damage Track Defensive Value: 11 Damage Reduction Tight Turn: +3 Drive U Tight Turn: +3 U ID: ID: J J e J d U J e J d a W e J d J c Y e JJ J e J d U J e J d a W e J d J c Y e J d a [ e J d J J e ] d J 2 d a [ e J d J J e ] d J 2 Damage Track Defensive Value: 11 Damage Reduction
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
Warheads: Mk.30 Standard Torps
Drive
BPV: 62 (56) TPV Crew: Pilot
Payload: Proton Torpedoes
PLT: GNR: F
Sith:
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 62 (56) TPV Crew: Pilot
Payload: Proton Torpedoes
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
Systems: Damage Control: 1-3 Decoys:
Warheads: Mk.30 Standard Torps
R
Systems: Damage Control: 1-3 Decoys:
Damage Track Defensive Value: 11 Damage Reduction Tight Turn: +3 Drive U Tight Turn: +3 U ID: ID: J J e J d U J e J d a W e J d J c Y e J J J e J d U J e J d a W e J d J c Y e J d a [ e J d J J e ] d J 2 d a [ e J d J J e ] d J 2 Damage Track Defensive Value: 11 Damage Reduction
Drive
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Pulse Laser Malfunction. May not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 75 (68) TPV Crew: Pilot
Payload: Concussion Missiles
PLT: GNR: F
Sith:
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 75 (68) TPV Crew: Pilot
Payload: Concussion Missiles
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
Warheads: Mk.30 Express Torps
Systems: Damage Control: 1-3 Decoys:
R
Warheads: Mk.30 Express Torps
Systems: Damage Control: 1-3 Decoys:
R
Damage Track Defensive Value: 11 Damage Reduction Tight Turn: +3 Drive U Tight Turn: +3 U ID: ID: J e J d J U e d J e a W d e J d c Y e dJ e J d J U e d J e a W d e J d c Y e d J a [ e d e J d J ] e d 2 J a [ e d e J d J ] e d 2 Damage Track Defensive Value: 11 Damage Reduction
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
Warheads: Mk.30 Express Torps
Drive
BPV: 75 (68) TPV Crew: Pilot
Payload: Concussion Missiles
PLT: GNR: F
Sith:
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 75 (68) TPV Crew: Pilot
Payload: Concussion Missiles
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
Systems: Damage Control: 1-3 Decoys:
Warheads: Mk.30 Express Torps
R
Systems: Damage Control: 1-3 Decoys:
Damage Track Defensive Value: 11 Damage Reduction Tight Turn: +3 Drive U Tight Turn: +3 U ID: ID: J e J d J U e d J e a W d e J d c Y e d J e J d J U e d J e a W d e J d c Y e d J a [ e d e J d J ] e d 2 J a [ e d e J d J ] e d 2 Damage Track Defensive Value: 11 Damage Reduction
Drive
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Pulse Lasers Malfunction. May not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 66 (60) TPV Crew: Pilot
Payload: Concussion Bombs
PLT: GNR: F
Sith:
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 66 (60) TPV Crew: Pilot
Payload: Concussion Bombs
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
Warheads: Mk.50 Torps
Systems: Damage Control: 1-3 Decoys:
R
Warheads: Mk.50 Torps
Systems: Damage Control: 1-3 Decoys:
R
Damage Track Defensive Value: 11 Damage Reduction Tight Turn: +3 Drive U Tight Turn: +3 U ID: ID: J J J e J U J d J J a W e J J d c Y J eJ J J e J U J d J J a W e J J d c Y J e J a J [ d J J e J ] J d 2 J a J [ d J J e J ] J d 2 Damage Track Defensive Value: 11 Damage Reduction
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
Warheads: Mk.50 Torps
Drive
BPV: 66 (60) TPV Crew: Pilot
Payload: Concussion Bombs
PLT: GNR: F
Sith:
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 66 (60) TPV Crew: Pilot
Payload: Concussion Bombs
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
Systems: Damage Control: 1-3 Decoys:
Warheads: Mk.50 Torps
R
Systems: Damage Control: 1-3 Decoys:
Damage Track Defensive Value: 11 Damage Reduction Tight Turn: +3 Drive U Tight Turn: +3 U ID: ID: J J J e J U J d J J a W e J J d c Y J e J J J e J U J d J J a W e J J d c Y J e J a J [ d J J e J ] J d 2 J a J [ d J J e J ] J d 2 Damage Track Defensive Value: 11 Damage Reduction
Drive
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Pulse Lasers Malfunction. May not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 111 (101)
TPV Crew: Pilot
Payload: Minelayer
PLT: GNR: F
Sith:
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 111 (101)
Payload: Minelayer
2
Sith:
FQL
FQR
RQL
RQR
RQL
RQR
R
Crew: Pilot
GNR: F
FQR
Systems: Damage Control: 1-3 Decoys:
Critical Hits (Roll 2D6) a
PLT:
FQL
Warheads: Mk.30 Mines
TPV
Warheads: Mk.30 Mines
R
Systems: Damage Control: 1-3 Decoys:
Damage Track Defensive Value: 11 Damage Reduction Tight Turn: +3 Drive U Tight Turn: +3 U ID: ID: J J J J e U J J J e a W J J e J c Y J eJ J J J e U J J J e a W J J e J c Y J e J a J [ e J J J J ] e J 2 J a J [ e J J J J ] e J 2 Damage Track Defensive Value: 11 Damage Reduction
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
Warheads: Mk.30 Mines
Drive
BPV: 111 (101)
TPV Crew: Pilot
Payload: Minelayer
PLT: GNR: F
Sith:
TIE/sa Bomber Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 111 (101)
Crew: Pilot
Payload: Minelayer
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
Systems: Damage Control: 1-3 Decoys:
Warheads: Mk.30 Mines
TPV
R
Systems: Damage Control: 1-3 Decoys:
Damage Track Defensive Value: 11 Damage Reduction Tight Turn: +3 Drive U Tight Turn: +3 U ID: ID: J J J J e U J J J e a W J J e J c Y J e J J J J e U J J J e a W J J e J c Y J e J a J [ e J J J J ] e J 2 J a J [ e J J J J ] e J 2 Damage Track Defensive Value: 11 Damage Reduction
Drive
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Mine Layer Bay Rupture. Lose 1D4 mines. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Mine Laying Chute Failure. No mines may be laid until after the next game turn. 9 Pulse Lasers Malfunction. May not be fired until after the next game turn. 10 Mine Layer Bay Hit. Mines detonate. Take 3D12 additional hits. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
TIE/sh Shuttle
BPV: 19 (17)
TPV Crew: Pilot
Pilot Weapon: Pulse Laser (F) 2D8 + ADB Low Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
TIE/sh Shuttle Pilot Weapon: Pulse Laser (F) 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 19 (17)
Critical Hits (Roll 2D6) a
Crew: Pilot
2
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
TPV
Systems: Damage Control: 1-3 Decoys:
R
Systems: Damage Control: 1-3 Decoys:
Damage Track Defensive Value: 12 Damage Reduction Tight Turn: +3 Drive Q Tight Turn: +3 Q ID: ID: J J Q J J S J J U c a W J J Y J J [ J 2J J Q J J S J J U c a W J J Y J J [ J 2 Damage Track Defensive Value: 12 Damage Reduction
TIE/sh Shuttle
Drive
BPV: 19 (17)
TPV Crew: Pilot
Pilot Weapon: Pulse Laser (F) 2D8 + ADB Low Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
TIE/sh Shuttle
BPV: 19 (17)
Crew: Pilot
Pilot Weapon: Pulse Laser (F) 2D8 + ADB Low Range: 2/3/8/9/10/-
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
Systems: Damage Control: 1-3 Decoys:
TPV
R
Systems: Damage Control: 1-3 Decoys:
Damage Track Defensive Value: 12 Damage Reduction Tight Turn: +3 Drive Q Tight Turn: +3 Q ID: ID: J J Q J J S J J U c a W J J Y J J [ J 2 J J Q J J S J J U c a W J J Y J J [ J 2 Damage Track Defensive Value: 12 Damage Reduction
Drive
Ktank! Nothing’s getting through this armor! 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Pulse Laser Malfunction. May not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Whew! Call that a good investment! 12 Reactor Hit. Fighter is utterly destroyed.
TIE Advanced x1 Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 36 (30) TPV Crew: Pilot
Darth Vader’s personal craft
PLT: GNR: F
Sith:
TIE Advanced x1
BPV: 36 (30) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
ID: J J J O J J J Q J J 9 S a J J U c J J WJ J J O J J J Q J J 9 S a J J U c J J W J 3 a Y J J J [ J J J ] 2 J 3 a Y J J J [ J J J ] 2 ID:
TIE Advanced x1
BPV: 36 (30) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
TIE Advanced x1
BPV: 36 (30) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
ID: ID: J J J O J J J Q J J 9 S a J J U c J J W J J J O J J J Q J J 9 S a J J U c J J W J 3 a Y J J J [ J J J ] 2 J 3 a Y J J J [ J J J ] 2
Critical Hits (Roll 2D6) a 2
Ktank! Nothing’s getting through this armor! 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Meld Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Meld Lasers Malfunction. May not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
TIE/D Prototype Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 35 (30) TPV Crew: Pilot
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
TIE/D Prototype Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Crew: Pilot
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
BPV: 35 (30) TPV
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
ID: J J J O J J c Q J J J S b 9 a U J J J WJ J J O J J c Q J J J S b 9 a U J J J W c J J Y 3 a J [ b J J ] J J 2 c J J Y 3 a J [ b J J ] J J 2 ID:
TIE/D Prototype Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 35 (30) TPV Crew: Pilot
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
TIE/D Prototype Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 35 (30) TPV Crew: Pilot
PLT: GNR: F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
ID: ID: J J J O J J c Q J J J S b 9 a U J J J W J J J O J J c Q J J J S b 9 a U J J J W c J J Y 3 a J [ b J J ] J J 2 c J J Y 3 a J [ b J J ] J J 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Pulse Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Pulse Lasers Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
TIE/D Defender Mk.I Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 52 (45) TPV Crew: Pilot
Warheads: Mk.30 Express Torps
PLT: GNR:
F
Sith:
FQL
FQR
RQL
RQR
Pilot Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
TIE/D Defender Mk.I Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
BPV: 52 (45) TPV Crew: Pilot
Warheads: Mk.30 Express Torps
PLT: GNR:
F
Sith:
FQL
FQR
RQL
RQR
Pilot Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
ID: J J J O J c e Q J J J S 9 b d U a c J WJ J J O J c e Q J J J S 9 b d U a c J W e J J Y 3 b a [ d c J ] J J 2 e J J Y 3 b a [ d c J ] J J 2 ID:
TIE/D Defender Mk.I Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Pilot Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
BPV: 52 (45) TPV Crew: Pilot
Warheads: Mk.30 Express Torps
PLT: GNR:
F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
TIE/D Defender Mk.I Pilot Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 Pulse Laser (F) #3 Pulse Laser (F) #4 2D8 + ADB Low Range: 2/3/8/9/10/-
Pilot Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
BPV: 52 (45) TPV Crew: Pilot
Warheads: Mk.30 Express Torps
PLT: GNR:
F
Sith:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-3 Decoys: Drive O Tight Turn: +3 9
ID: ID: J J J O J c e Q J J J S 9 b d U a c J W J J J O J c e Q J J J S 9 b d U a c J W e J J Y 3 b a [ d c J ] J J 2 e J J Y 3 b a [ d c J ] J J 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Targeting Systems Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Weapon’s Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
Lambda-class shuttle Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 64 (64) TPV Co-Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
F
Crew: Pilot
Crew: Co-Pilot
FQR
FQL
PLT:
Lambda-class shuttle Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
BPV: 64 (64) TPV Co-Pilot Weapon: Twin Pulse Lasers (F) 2D8 + ADB + 1 Low +1 Range: 2/3/8/9/10/-
F
Crew: Pilot
Crew: Co-Pilot
FQR
FQL
PLT:
PLT:
PLT:
GNR:
GNR:
GNR:
GNR:
Sith:
Sith:
Sith:
Sith:
Critical Hits: Front (Roll 2D4) a 2
3 4 5 6
7
RQR
RQL
RQR
RQL
8 Gunner A Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
R Gunner C Weapon: Twin Splatterguns (RQL/R/RQR) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
Crew: Gunner A
GNR:
Crew: Gunner C
Gunner B Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
Crew: Gunner B
GNR:
Gunner A Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
R Gunner C Weapon: Twin Splatterguns (RQL/R/RQR) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
Crew: Gunner A
GNR:
Systems: Damage Control: 1-3 Decoys:
Crew: Gunner C
GNR:
Gunner B Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
Critical Hits: Sides (Roll 2D4) a 2
Crew: Gunner B
GNR: Systems: Damage Control: 1-3 Decoys:
3 4 5
GNR: 6
ID:
Defensive Value: 12
Damage Reduction
Tight Turn: +4 ;
S T U V W X Y Z [ \ ] ^ ` Drive W X Y Z [ \ ] ^ ` DV
Damage Track: Front
DR
ID:
Defensive Value: 12
Damage Reduction
Tight Turn: +4 ;
S T U V W X Y Z [ \ ] ^ ` Drive W X Y Z [ \ ] ^ ` DV
;
Damage Track: Front
:
Damage Track: Left
:
Damage Track: Right
9
Damage Track: Rear
DR
Pilot killed. Co-Pilot takes command. Shuttle cannot move for one turn. Co-Pilot killed. The shuttle cannot move. Electronic Warfare Damaged. Reduce Defensive Value by 2. Shields Damaged. Reduce Defensive Value by 1. Too Tough! No extra damage. Weapon’s Malfunction. One random weapon system may not be fired until after the next game turn. Gunner Killed. One random Gunner is killed. Lose use of gunner’s weapon. Cockpit Console Destroyed. The vessel may not move. Defensive Value drops to 5.
7 8
Structural Damage. Take 5 more hits on Left and Right Damage Tracks. Weapons Targeting Damaged. One random weapon is -2 to hit. Shields Damaged. Reduce Defensive Value by 1. Too Tough! No extra damage. Structural Damage. Take 5 hits on this sides Damage Track and 3 on the opposite sides Damage Track. Gunner Killed. One random Gunner is killed. Lose use of gunner’s weapon. Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 2.
;
Critical Hits: Rear (Roll 2D4) a
:
3
J J J J J J J J ; J J J J J c a J : J J J J J J J J J J J J J ; J J J J J c a J : J J J J J 2 Heavy Structural Damage. J J J 9 J J b a J J J J 2 3 J J J J J J J 2 J J J 9 J J b a J J J J 2 3 J J J J J J J 2Take 10 more hits on Rear and 1D10 Damage Track: Left
DR
DR
hits on Left and Right Damage Tracks. Electronic Warfare Damaged. Reduce Defensive Value by 2. Shields Damaged. Reduce Defensive Value by 1. Too Tough! No extra damage. Maneuver Thrusters Damaged. All turns +1 Movement Points. Gunner Killed. One random Gunner is killed. Lose use of gunner’s weapon. Reactor Detonates. The shuttle is utterly destroyed.
J J J J J J J J : J J _ a J J J J 9 c J J J J J J J J J J J J : J J _ a J J J J 9 c J J J J 4 _ a J 3 2 J J J J J J 2 _ a J 3 2 J J J J J J 2 Damage Track: Right
DR
DR
:
5
J J J J J J J J : J J _ a J J J J 9 c J J J J J J J J J J J J : J J _ a J J J J 9 c J J J J 6 _ a J 3 2 J J J J J J 2 _ a J 3 2 J J J J J J 2 Damage Track: Rear
DR
DR
9
7
8 J J _ J J _ J J _ 9 a _ c J _ J 2 _ 3 a _ J J J J _ J J _ J J _ 9 a _ c J _ J 2 _ 3 a _ J J _ 2 _ 2
Firespray patrol craft
BPV: 61 (68)
TPV
Crew: Pilot
Gunner A Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
PLT: GNR:
F
Sith: FQR
FQL
Firespray patrol craft
PLT: Sith: FQR
FQL
Crew: Gunner A
GNR:
Crew: Gunner B
GNR:
RQR
Systems: Damage Control: 1-3
3 4 5 6
Gunner B Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
7 8
RQR
RQL
R
2
Crew: Gunner B
GNR:
Gunner B Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
Critical Hits: Front (Roll 2D4) a
GNR:
F
GNR:
RQL
TPV
Crew: Pilot
Gunner A Weapon: Twin Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
Crew: Gunner A
BPV: 61 (68)
R
Critical Hits: Sides (Roll 2D4) a Systems: Damage Control: 1-3
2 3 4 5 6
7
ID:
Defensive Value: 12
Damage Reduction
Tight Turn: +4 ;
S T U V W X Y Z [ \ ] ^ ` Drive T U V W X Y Z [ \ ] ^ ` DV
Damage Track: Front
DR
ID:
Defensive Value: 12
Damage Reduction
Tight Turn: +4 ;
S T U V W X Y Z [ \ ] ^ ` Drive T U V W X Y Z [ \ ] ^ `
8
DV
:
Damage Track: Front
:
Damage Track: Left
:
Damage Track: Right
3
Damage Track: Rear
DR
:
Pilot killed. The shuttle cannot move. Defensive Value drops to 5. Electronic Warfare Damaged. Reduce Defensive Value by 2. Shields Damaged. Reduce Defensive Value by 1. Too Tough! No extra damage. Weapon’s Malfunction. One random weapon system may not be fired until after the next game turn. Gunner Killed. One random Gunner is killed. Lose use of gunner’s weapon. Cockpit Console Destroyed. The vessel may not move. Defensive Value drops to 5.
Structural Damage. Take 5 more hits on Left and Right Damage Tracks. Weapons Targeting Damaged. One random weapon is -2 to hit. Shields Damaged. Reduce Defensive Value by 1. Too Tough! No extra damage. Structural Damage. Take 5 hits on this sides Damage Track and 3 on the opposite sides Damage Track. Gunner Killed. One random Gunner is killed. Lose use of gunner’s weapon. Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 2.
Critical Hits: Rear (Roll 2D4) a 2
Heavy Structural Damage. Take 10 more hits on Rear and 1D10 hits on Left and Right Damage Tracks. Electronic Warfare Damaged. Reduce Defensive Value by 2. Shields Damaged. Reduce Defensive Value by 1. Too Tough! No extra damage. Maneuver Thrusters Damaged. All turns +1 Movement Points. Gunner Killed. One random Gunner is killed. Lose use of gunner’s weapon. Reactor Detonates. The shuttle is utterly destroyed.
J J J J J J J J J : J J J a J J J J J 9 c J J J J J J J J J J J : J J J a J J J J J 9 c J J J J J J a J 3 J 2 J J J J J J J 2 J J J J a J 3 J 2 J J J J J J J 2 3 Damage Track: Left
DR
DR
:
4
J J J J J J J : J J _ a J J J 9 J J J J J _ a J J J J J J J : J J _ a J J J 9 J J J J J _ a 5 3 2 J J J J J 2 3 2 J J J J J 2 Damage Track: Right
DR
DR
:
6
3
8
J J J J J J J : J J _ a J J J 9 J J J J J _ a J J J J J J J : J J _ a J J J 9 J J J J J _ a 7 3 2 J J J J J 2 3 2 J J J J J 2 Damage Track: Rear
DR
DR
J _ J _ J _ J _ a _ 3 _ J _ 2 _ a _ J _ J 2 J _ J _ J _ J _ a _ 3 _ J _ 2 _ a _ J _ J 2