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Imperial I Class Star Destroyer
Imperial I Class Star Destroyer
Imperial I Class Star Destroyer
Max. Speed: 2 Silhouette: 8 Handling: Jamming – Average Computers check. If successful, one
Current Speed: Sensor Range: Long enemy ship must make an Average Computers check to use
their communications systems. Increase the Difficulty for every
Plot Course – Average Astrogation or Hard Pilot or additional ss and increase the number of ships affected by
Hard Perception check. Reduce the penalty for flying every a.
through navigational hazards by per s.
Fire Discipline – Hard Leadership or Discipline check. If
Copilot – Average Piloting check. Downgrade the difficulty successful, the next Crew Member to fire one of the ship’s
of the Pilot’s next Piloting check by 1 per s. weapons gains . Each additional ss affects one more Crew
Member. Additional aaa allows ship’s weapons to deal an
Maneuvers
additional 1 Strain on a hit, until the beginning of the next
round.
Fly/Drive your ship.
Scan the Enemy – Hard Perception check. If successful,
Accelerate / Decelerate ‐ speed up or slow down the ship learn the base stats of the enemy vehicle. Can spend aa to
Speed by 1. A faster ship Speed gets you: learn current Hull Damage and System Strain suffered.
• Move faster during a Chase Scene.
• Fly out of star system faster. Slice Enemy Systems – Hard Computers check. If
• Harder check when flying through hazards. successful, reduce the defense of one shield zone on an enemy
vehicle by 1 for 1 round per s. Spend x to disable weapons
GUNNERY TURRETS systems for 1 Round. Spend aa to inflict 1 System Strain.
MEDIUM RANGE WEAPONRY
Silhouette 7‐9: Spoof Missiles – Average Computers check or Hard
(12) Ventral Hvy Twin Ion Cannons:
Silhouette 6: Vigilance check. If successful, the difficulty of attacks against
Fire Arc Forward / Port / Starboard ship by Guided weapons increases by 1, plus an additional
Silhouette 5: Damage 7+, Crit aaaa
Silhouette 4: upgrade per additional ss, until beginning of next turn.
Breach 3, Ion, Linked 1, Slow‐firing 2
Silhouette 3:
Silhouette 2: (12) Port Heavy Twin Ion Cannons:
Forward/Port/Starboard/Aft
Fire Arc Forward / Port
Concentrated Barrage: Make an attack Shields: 3/3/3/2
Damage 7+, Crit aaaa ENGINEERING
with a weapon group. On a hit, spend Breach 3, Ion, Linked 1, Slow‐firing 2 Armor: 10 Massive: 2
aa to deal additional damage to the Angle Deflector Shields – transfer Shields
Hull Trauma Threshold: 145
target equal to the number of weapons (12) Starboard Heavy Twin Ion between shield zones. This should not be
Hull Trauma:
in the weapon group. Cannons: done if the enemy starship has “Gained
Fire Arc Forward / Starboard the Advantage”.
Overwhelming Barrage: Make an Damage 7+, Crit aaaa
attack with a weapon group. On a hit, SHORT RANGE WEAPONRY Breach 3, Ion, Linked 1, Slow‐firing 2 LONG RANGE WEAPONRY System Strain Threshold: 60 Boost Shields – Hard Mechanics
spend a to deal weapon base damage System Strain: check. If successful, ship takes 1 System
to an additional target of the same (10) Tractor Beam Emplacements: (10) Forward Light Turbolasers: (10) Dorsal Hvy Twin Turbolasers: Strain and increases 1 shield zone by 1 for
attack roll difficulty. Range Short; Fire Arc Forward Fire Arc Forward / Port / Starboard 1 round, plus an additional shield zone per
Fire Arc Forward / Port / Starboard Damage 9+, Crit aaa Damage 11+, Crit aaa additional s.
Blanket Barrage: Make an Average Damage ‐‐‐; Tractor 6 Breach 2, Slow‐firing 1 Breach 4, Linked 1, Slow‐firing 2 FLIGHT DECK
() Gunnery check and treat a Damage Control – Once per Encounter,
weapon group as if it had fired. On a (15) Port Medium Ion Cannons: (10) Port Light Turbolasers: (10) Port Heavy Twin Turbolasers: Twelve (12) Flight Groups of four (4) Mechanics check or a Hard Athletics
success, smaller ships upgrade their Range Short; Fire Arc Port Fire Arc Port Fire Arc Forward / Port TIE/LN Fighters to repair 1 Hull Trauma, plus 1 additional
attacks against your ship from the Damage 6+, Crit aaaa Damage 9+, Crit aaa Damage 11+, Crit aaa Hull Trauma per additional ss.
Ion Breach 2, Slow‐firing 1 Breach 4, Linked 1, Slow‐firing 2 Three (3) Flight Groups of four (4)
weapon group’s firing arc and take half • Hull Trauma 71 or less – Easy
TIE/IN Interceptors
the weapon group’s base damage on (15) Starboard Medium Ion Cannons: (10) Starboard Light Turbolasers: (10) Stbd. Heavy Twin Turbolasers: • Hull Trauma 72 to 144 – Average
tt. Three (3) Flight Group of four (4) • Hull Trauma 145 or greater – Hard
Range Short; Fire Arc Starboard Fire Arc Starboard Fire Arc Forward / Starboard
aa: Upgrade the attacks an additional TIE/SA Bombers
Damage 6+, Crit aaaa Damage 9+, Crit aaa Damage 11+, Crit aaa
time. Ion Breach 4, Linked 1, Slow‐firing 2
Breach 2, Slow‐firing 1