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It’s been a The Last Jed streak, and I’m planning to keep it going. One thing I’m eager to try is working out how exactly to approach the minor upgrading of Galactic Civil War equipment into the Sequel Trilogy era. I thought I’d put my toe in the water with the RZ-2 “A-Wing” and see whether I get heckled too badly on my take on it. As always, would love to see your take on this in the comments below.
RZ-2 “A-Wing” Starfighter
The RZ-2 “A-Wing” starfighter, successor to the high speed A-Wing interceptor of the Rebel Alliance, provides the Resistance with the perfect platform for hit and fade operations. Much like the T-70 X-Wing, the RZ-2 was originally developed by the New Republic by standardizing common upgrades to the original A-Wing. These upgrades include a streamlined hull, swiveling cannon mounts, bolstered shields, and enhanced jammers. These A-wings saw service in the early days of the post-Galactic Civil War Republic fleet. With the peace lasting, most of these starfighters were divested, being purchased by local defense forces, corporate security details, daredevils, and racers. General Organa’s growing Resistance acquired many RZ-2 space frames, providing a high speed complement to the T-70.
Sil 3; Speed 6; Handling +3; Def 1/-/-/1 Armor 2
Hull Trauma 6; System Strain 7
Hull Type/Class: Starfighter/RZ-2 “A-Wing”.
Manufacturer: Kuat Systems Engineering.
Hyperdrive: Primary: Class 1, Backup: None.
Navicomputer: Yes.
Sensor Range: Long.
Crew: One pilot.
Encumbrance Capacity: 3.
Passenger Capacity: 0.
Consumables: One week.
Price/Rarity: 185,000 credits / 7
Customization Hard Points: 1.
Weapons: Side-mounted swiveling laser cannons (Fire Arc Forward and Aft; Damage 6; Critical 3; Range [Close]; Linked 1), forward-mounted twin concussion missile launchers (Fire Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 12, Linked 1, Slow-Firing 1)
Special Equipment: CloakEye Sensor Jammer. Blocks all sensors within range, counting its ship or vehicle’s silhouette as one smaller when being fired at. Immediately notifies all ships in a star system, or within one hundred kilometers if planetside, to the ship or vehicle’s existence. Increase difficulty by 1 when making subsequent attacks with the Guided quality.
Tactic: Hyperspace Extraction Point
Refining the Rebellion’s hit and fade tactics out of a desperate necessity, the Resistance’s starfighter corps has developed a procedure for rapidly extracting from a space combat zone. By pre-selecting coordinates for a withdrawal jump, using advances in hyperspace theory and navicomputer processing power, it is possible to remove the necessity to calculate a hyperspace jump. This allow’s Resistance starfighters to jump out immediately with a catch: they have to make the jump from nearly the exact pre-programmed coordinates. Even a minor deviation risks a deadly hyperspace mishap. Despite the risks, many potential suicide missions have been made into mere daring raids by using this high risk tactic.
A pre-selected hyperspace extraction point is calculated the normal way, increasing the difficulty by one due to the inherent complexities, with success generating the required data. A starship with a navicomputer or astromech droid loaded with this data may enter hyperspace without making an Astrogation check so long as they are within Close range to the pre-selected point. A character can attempt to jump using this data at Short range, making immediate short hand calculations with a thrice upgraded Hard (3 Red) Astrogation Check, success allows the ship to immediately jump to hyperspace.
Christopher Hunt
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