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Star Wars

The Empire

 Ion Cannons: Treat as EMP Batteries.  Full rules are in the OutRim Coalition Playtest rules.

EMP (Electro-Magnetic Pulse) Batteries
These weapons fire electro-magnetic pulses that short out and disrupt the electronic systems of the target ship but not damaging weapons, crew, holds, and bays.

The EMP Battery works like a normal beam battery using Roman Numerals to indicate size class (dice rolled, range bands, effected by  screens).  When hits are indicated, do not mark off hull boxes, but these 'EMP hits' are accumulated to a maximum of 3.  If multiple EMP beams fire together in a single attack their hits are added together, but any EMP hits after the 3rd are wasted.

When EMP hits are scored on a target ship, roll 1D6 for each EMP vulnerable system: rolling EQUAL TO or LESS than the number of EMP hits means that the system is damaged just as if it had failed a threshold check.

Mass and cost of EMP Batteries are the same as a standard beam battery of the same class and same number of arcs. EMP vulnerable systems are: engines, screens and fire control systems are vulnerable along with many special systems like sensors, cloaks, etc.  If a system is damaged, it takes effect after all weapons on the firing ship have fired.  Systems damaged by an EMP Battery can be repaired just like systems damaged by a threashold check.
   
Vindicator class Heavy Cruiser
Mass 90
NPV 306 / CPV 260 (+fighters 318 / 302)
Hull 26
Thrust 3
FTL
2 Fire Controls
2 PDS
Level-1 Screens
2 Ion Cannons (F/FP/AP. F/FS/AS)
6 Class-2 Beam Batteries (3xF/FP/AP, 3xF/FS/AS)
1 Fighter Bay (TIE Fighters)
Immobilizer 418 class Interdictor
Mass 100
NPV 266 / CPV 188 (+fighters 278 / 230)
Hull 26
Thrust 2
FTL
4 Gravity Well Projectors
1 Fire Control
2 PDS
Level-1 Screens
2 Class-2 Beam Batteries (F/FP/AP, F/FS/AS)
1 Fighter Bay (TIE Fighters)


Gravity Well Projectors: Scenario based effects - when activated, ships passing nearby at light speed/warp/etc. will be pulled back into normal space.  Any ships nearby in normal space can not use their FTL drive.
Usually a scenario objective to disable/destroy this ship.
Victory I class Star Destroyer
Mass 160
NPV 552 / CPV 555 (+fighters 576 / 639)
Hull 48
Thrust 3
FTL
3 Fire Controls
3 PBS
Level-1 Screens
8 Class-2 Beam Batteries
(4xF/FP/AP, 4xF/FS/AS)
2 Class-3 Beam Batteries
(F/FP/AP, F/FS/AS)
1 SML (FP/F/FS) with 8 mass magazine
2 Fighter Bays (TIE Fighters)
1 Mass Cargo
Victory II class Star Destroyer
Mass 160
NPV 555 / CPV 561 (+fighters 579 / 645)
Hull 48
Thrust 3
3 Fire Controls
FTL
3 PDS
Level 1 Screens
4 Class 2 Beam Batteries (2xF/FP/AP, 2xF/FS/AS)
4 Class 3 Beam Batteries (2xF/FP/AP, 2xF/FS/AS)
4 Ion Cannons (2xF/FP/A, 2xF/FS/AS)
2 Fighter Bays (TIE Fighters)
Imperial I class Star Destroyer
Mass 300
NPV 1029 (+fighters 1107)
CPV 1226 (+fighters 1490)
Hull 90
Armour 10 pts
Thrust 3
4 Fire Controls
FTL
4 PDS
Level 1 Screens
4 Class 2 Beam Batteries (2xF/FP/AP, 2xF/FS/AS)
4 Class 3 Beam Batteries (2xF/FP/AP, 2xF/FS/AS)
8 Ion Cannons (4xF/FP/AP, 4xF/FS/AS)
6 Fighter Bays (4xTIE, 1xTie Int, 1xTie Bomber)
Imperial II class Star Destroyer
Mass 308
NPV 1057 / CPV 1286 (+fighters 1141 / 1562)
Hull 92
Armour 10 points
Thrust 3
FTL
4 Fire Controls
4 PDS
Level-1 Screens
4 Class-2 Beam Batteries (2xF/FP/AP, 2xF/FA/AS)
6 Class-3 Beam Batteries (3xF/FP/AP, 3xF/FS/AS)
4 Ion Cannons (2xF/FP/AP, 2xF/FA/AS)
6 Fighter Bays (2xTIE, 2xTie Int, 2xTie Bomber)
T.I.E. Fighter Group
Cost/Group - NPV 12 / CPV 42
Movement – 24"/12"
AF - Standard, AS - 6 only
Num: OOOOOO
End: OOOOOO

Tie Interceptor Group
Cost/Group - NPV 18 / CPV 48
Movement – 36"/12"
AF - Standard, AS - 6 only
Num: OOOOOO
End: OOOOOO

Tie Bomber Group
Cost/Group - NPV 12 / CPV 48
Movement – 18"/6"
AF - 6 only, AS - Attack
Num: OOOOOO
End: OOOOOO

 
 




Super class Star Destroyer