Ship Displays Imperial

  • November 2019
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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

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