NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone
No Outside Book Needed Ships use same d20 engine: d20 + Piloting vs Defense, Damage DC 15+Rank vs Toughness. Scale matters but not as math wall — see below. All costs in credits.
P Personal (human) < V Speeder/Bike < W Walker/Tank (AT-ST) < S Starfighter < C Capital (Corvette/Frigate) < T Titan (Star Destroyer/Death Star)
Used Rule: Starting characters may only buy Used ships. Used = 25-60% new cost + 1 hidden Complication (GM picks, you don’t know: faulty hyperdrive, hidden tracker, bloodstain = Investigation DC25 to sell, previous owner’s debt 5k, leaking coolant -1 Handling). After 3 sessions you may reveal it and gain Hero Point when it screws you. Trade-in 50% used value. New vs Used: New has clean history and full shields. Used has story.
Ownership: Only Scoundrel starts with a ship (Used XS Freighter 25k + 35k debt). Everyone else must buy. Technician rebuilt his droid, not a ship. Noble can buy a yacht but needs crew. Officer can Requisition, never own. Fixer can procure any Restricted ship 2d6 days with Persuasion DC15+Tier.
Loans: Want 100k now? Take loan 100k = Debt -1,000cr/mo. Fail to pay = -100cr/mo per 10k. Miss 2 = collectors Tier 3 → Tier 6 bounty hunters. Loan sharks active pursuit if you decide not to pay. Smuggler’s dream.
Defense = 10 + Handling + Size mod + Pilot Vehicles ranks? Simplified: Defense = 10 + Pilot’s Vehicles bonus + Handling - size steps from Huge (base). In table we give Base Defense (unpiloted/autopilot). With Pilot L5 + Vehicles 6 + AGI 2 + Handling -2 = Def ~16. Shields = extra Toughness that needs Technology DC15 to restore 1/hr in hangar.
| Ship | Type / Role | Scale | Size / Str / Handling | Speed / Hyper | Def / Tough / Shields | Crew / Pass | Cargo (tons / kg) | Consum / Weapons | Restriction | Cost New | Cost Used | Why Buy It |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| XS Light Freighter (Scoundrel Starter) | Transport / Smuggler | S | Gargantuan / STR12 / -2 Handling | Speed10 2k mph / Hyper×2 (Class2) Navcomp | Def5→12 piloted / Tough11 / Shields6 | 1 pilot +1 co-pilot +2 gunners / Pass2 | 20t + Hidden 500kg shielded DC25 | 2mo / Laser Cannons Dmg8 twin (2 gunners) Accurate 0 | Licensed | 100,000cr | 25,000cr (starter) 40-60k normal used | Cheapest freighter with hidden compartments. 20t = 2 speeder bikes or 1 Airspeeder disassembled. Faulty hyperdrive is feature — forces Astrogation checks. Classic “piece of junk” players love. |
| YT-1300 Light Freighter (Falcon) | Transport / Smuggler / Gunship | S | Gargantuan / STR14 / -1 Handling (YTs fly heavy) | Speed10 / Hyper×1 (Class1) Navcomp top | Def4→11 / Tough12 / Shields8 | 2 +2 gunners / Pass6 | 100t | 2mo / Turret Lasers Dmg8 ×2 (dorsal+ventral) Conc Missiles Dmg10 Burst6 6 uses optional 15k | Licensed (Restricted with mil turrets) | 300,000cr | 100-120k used | Most famous ship. 100t cargo + 6 pass = can run passengers+spice. Hyper1 = you outrun Star Destroyer calculating. Needs co-pilot or -2 Handling solo. Fixer favorite: he knows guy who knows guy. |
| YT-2400 Light Freighter | Transport / Fast courier | S | Gargantuan / STR13 / +1 Handling (nimble) | Speed11 2.5k mph / Hyper×1 | Def5→13 / Tough11 / Shields7 | 1-2 / Pass4 | 75t | 2mo / Laser Cannons Dmg8 twin-linked +1 to-hit | Licensed | 350,000cr | 110k used | If you want Falcon speed but better handling. Smuggler’s racer. Less cargo than 1300 but out-turns TIEs. |
| VCX-100 Light Freighter (Ghost) | Transport / Base | S | Gargantuan / STR13 / -2 Handling | Speed9 / Hyper×2 | Def5→12 / Tough11 / Shields7 | 2-4 / Pass10 | 80t + Shuttle Bay (can dock small shuttle / Attack Shuttle 20t) | 3mo / Turret Dmg8 + Nose Dmg7, shuttle bay base | Licensed | 300,000cr | 100k used | Flying base. Crew of misfits. Shuttle bay gives you landing craft. Ghost crew vibes. |
| G9 Rigger Light Freighter (Twilight) | Transport / Cheap | S | Gargantuan / STR11 / -3 Handling (brick) | Speed9 / Hyper×2 | Def4→10 / Tough10 / Shields5 | 1-2 / Pass6 | 30t | 2mo / Single Laser Dmg7 | Licensed | 180,000cr | 60k used | Cheapest real freighter. Awkward but owns. Good “we found it in junkyard” ship. |
| Wayfarer Medium Transport | Transport / Combo carrier | S (border C) | Colossal / STR18 / -3 Handling | Speed8 1k mph / Hyper×3 | Def2→7 / Tough13 / Shields8 | 6 / Pass20 | 250t + can lift 1 Walker (AT-ST 40t stripped) externally | 3mo / Light Lasers Dmg7 ×2 | Licensed | 250,000cr | 90k used | If you want to carry cargo + a Walker or 2 speeder tanks externally. Slow. Needs escort. |
| CARGO HAULERS | ||||||||||||
| GR-75 Medium Transport (Rebel) | Cargo / Rebel workhorse | C | Colossal / STR16 / -2 | Speed7 / Hyper×4 (slow) | Def2→6 / Tough13 / Shields5 thin | 6 / Pass90 troops | 1,000t | 6mo / No weapons stock (can add 2 lasers 20k each Military) | Licensed | 200,000cr | 70k used | 1,000t! If you want to actually trade. One run 200t spice = 200k profit minus Imp attention. Needs fighter escort (you ARE the escort). |
| Action VI Bulk Transport | Cargo / Heavy | C | Awesome / STR20 / -4 | Speed6 / Hyper×3 | Def0→4 / Tough15 / Shields10 | 12 / Pass8 | 5,000t | 3mo / 2 Point-Defense Dmg9 Accurate vs fighters | Licensed | 600,000cr | 250k used | 5 kilotons. You are a corporation now. One full load common metal 5k t = 12.5Mcr but you need 6 months to sell in sector without crashing market. |
| FIGHTERS — BUYABLE IF YOU CAN FIND LICENSE / FIXER / OFFICER | ||||||||||||
| Z-95-AF4 Headhunter | Fighter / Cheap multirole | S | Huge / STR8 / +2 Handling | Speed10 / Hyper×2 + Navcomp | Def7→15 piloted / Tough9 / Shields6 | 1 / 0 | 0.1t (locker) | 1wk / Lasers Dmg7 twin, Conc Missiles Dmg10 Burst6 6 uses | Restricted | 90,000cr | 40k used | Best starter fighter. Hyper, missiles, cheap to fix. Rebel militia, pirates, mercs. X-Wing’s daddy. |
| TIE/LN | Fighter / Swarm | S | Huge / STR8 / +3 Handling | Speed11 / NO hyper NO shields (naked) | Def8→16 / Tough8 / Shields0 | 1 / 0 | 65kg | 2d / Twin Lasers Dmg7 linked +1 | Military (Imperial surplus Military license 80k new, black 320k 4×) | 80,000cr Imp / 30k surplus | 30k surplus / 120k black | Fast, fragile, no air. If you can add shields aftermarket (Fixer 20k + Tech 1wk), you have TIE Advanced basically. 2 of these cost 1 X-Wing. |
| TIE/IN Interceptor | Fighter / Hotrod | S | Huge / STR8 / +4 Handling best | Speed12 / NO hyper Shields0 | Def9→17 / Tough8 / Shields0 | 1 | 75kg | 2d / 4 Lasers Dmg8 quad +2 to-hit burst | Military | 120,000cr | 50k surplus | Fastest TIE. Cuts X-Wings in half if piloted well. No mistakes allowed — 1 Injury = death. Ace’s ship. |
| X-Wing T-65B | Fighter / Legendary | S | Huge / STR9 / +1 Handling | Speed10 / Hyper×2 + Astro slot | Def6→14 / Tough10 / Shields8 | 1 + Astro | 0.11t | 1wk / 4 Lasers Dmg8, Proton Torps Dmg10 Burst8 Inacc 6 uses, Astromech buffers Nav | Restricted (Rebel/New Rep) Military Imp | 180,000cr | 80k used rebel cache | You know why. Shielded, hyper, torps. Needs Astromech (Technician buddy loves this). Maintenance hog. Everybody wants one. |
| Y-Wing BTL-A4 | Bomber / Tank | S | Huge / STR9 / -1 Handling (heavy) | Speed9 / Hyper×2 | Def5→12 / Tough11 / Shields8 | 1-2 + Astro | 0.3t + 10t bombs external | 1wk / Lasers Dmg7 twin, Ion Cannon Afflict5 Objects, Proton Torps Dmg10 Burst8 6 uses, Toughest fighter (Prot+) | Restricted | 160,000cr | 70k used | Tank. Takes beating, delivers torps, ion to disable capital turret. Slow but Pilot can still Outmaneuver. |
| A-Wing RZ-1 | Interceptor / Glass cannon | S | Huge / STR8 / +3 | Speed13 fastest / Hyper×1 slim Navcomp | Def8→16 / Tough8 / Shields6 | 1 | 40kg | 1wk / Lasers Dmg7, Conc Missiles Dmg10 Burst6 | Military | 175,000cr | 75k used | Fastest ship players can buy. Fragile, outrun missiles. Needs gate skim talent. Crack pilot needed. |
| V-Wing / Alpha-3 Nimbus | Fighter / Old clone war surplus | S | Huge / STR8 / +2 | Speed11 / Hyper×1 with ring | Def7→14 / Tough9 / Shields5 | 1 + Astromech optional | 60kg | 3d / Lasers Dmg7 ×2 | Restricted surplus | 75,000cr | 30k used | Cheap, light, good numbers cheap. Clone war surplus flooded Outer Rim 4 ABY. Good squad filler. |
V = Speeder Scale. -5 Damage from P small arms per step (so P pistol Dmg4 vs V Tough8 = DC19 vs Tough+5 effective = soft). Heavy blaster pistol/rifle and ion are decent. Missile launcher ignores 1 step Up = actually hurts.
| Vehicle | Scale | Size / Str / Def / Tough | Speed | Crew/Pass | Cargo | Restriction | New | Used |
|---|---|---|---|---|---|---|---|---|
| Landspeeder (X-34 etc) | V | Large / STR5 / Def8→12 / Tough8 | 5 (300mph) | 1+1+2 | 0.3t | Licensed | 10,550cr | 2,500cr |
| Speederbike (74-Z, Swoop) | V | Medium / STR1 / Def10→14 / Tough8 | 6 400mph | 1 (+1) | 4kg | Licensed | 6,750cr | 1,200cr |
| Airspeeder (T-47 mod, etc) | V | Large / STR6 / Def8→12 / Tough8 | 6 600mph Flight6 | 1+1 | 0.1t | Licensed | 25,750cr | 14,200cr |
Landspeeder = cheap family car of Star Wars. Holds blaster rifle in trunk. Airspeeder = higher, faster, can chase starfighter low. Speederbike = -2 Handling bonus is actually +0 Medium, feels nimble, Def10 base = hard to hit with blaster rifle -2 med range.
| Vehicle | Scale | Size / Tough / Shields | Speed | Weapons | Rest. | Cost |
|---|---|---|---|---|---|---|
| AT-ST | W | Gargantuan Tough13 Shields6 | 4 90kph | Blaster Cannon Dmg9 + Grenade Launcher Dmg7 Burst4 + Twin Laser Dmg8 | Military | 180k / 70k used |
| TX-225 Occupier Tank | W | Gargantuan Tough12 Shields5 | 4 55kph + cargo rack 10t | Twin Laser Dmg8 | Military | 120k / 50k |
| AAT ( surplus) | W | Gargantuan Tough12 | 4 | Laser Dmg8 Burst2 | Military | 90k / 35k |
Walkers are W Scale: P pistol vs W = -10 Damage (2 steps). You need AT weapon. Against P troops, W walker gets +10 Damage and -10 to-hit (spray). Point-defense ignores -5 to-hit one step → walker’s anti-infantry lasers hit normally.
Full price. Clean history. Full factory shields and warranty 1 year. License included. No complications. Officer Requisition can get Military new on success (DC20) but must return or pay if lost.
25-60% new. 1 hidden Complication GM picks. Examples: Faulty Hyperdrive (2 successes needed), Hidden Tracker (Imperial Security Bureau knows where you are, -10 to Stealth in Imperial space), Leak (1d6 days consumables only), Wiring Rat Nest (-1 Handling until Tech 8h + 200cr), Previous Owner’s Debt (thugs think you owe 10k), Stolen Transponder (Forgery DC25 or Military stops you), Embarrassing Paint Job (-2 Intim +2 Persuade scum).
Trade-in 50% used value.
Loan 10k = -100cr/mo income. 100k = -1,000cr/mo. Scoundrel 35k = -350cr/mo. Fixer 15k = -150cr/mo. If you miss 2 payments: collector Tier 3 enforcers. Miss 4: bounty hunter Tier 6 posts. Debt is Complication — you get Hero Point when it screws you (collector shows up mid-deal, repo tries in Imperial impound).