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Vehicle control is usually handled by manual controls or droid links. Human beings who get cybernetic links to their vehicles usually develop problems with dissociation after a while.

Sith Lords are always looking for more novel tactics in their struggles for power. Just about any vehicle type has been considered for military use at some time.

Most scale 2+ vehicles have crash fields that engage in an accident— they’re similar to the acceleration compensators on a spacecraft. They operate off ultracapacitor banks that charge off a vehicle’s engines and can function even if the engine is shot to pieces. They require antigravity technology. (Cheaper vehicles use force fields for the same purpose, which work like full-body seatbelts, which provide more uneven deceleration.)

Some vehicles are built for quick replacement; others are built to last. Military vessels in particular can last a very long time, since they’re built for durability, and there is a robust market in secondhand ships that aren’t quite up to the state of the art for someone’s military but will do just fine in the hands of a mercenary fleet, or as trade escort vessels, or get refitted for trade or colonization purposes.


Hydrogen is a very popular fuel; in small vehicles, it can run fuel cells, and in larger ones, it runs fusion plants.


Alarms will usually produce a powerful distraction to disrupt the concentration of anyone attempting to break into a vehicle, but their primary threat is summoning security services via wireless. Many autopilots are able to use more active defenses; some will simply lock a person into the vehicle and take them someplace for punishment, while others will attempt to run people over. Some vehicles are electrified or equipped with other weapons for dissuading unpleasant behavior. Naturally, this leads criminals to testing the alarms, and it’s not surprising to see an accumulation of dead vermin in the gutter after they’ve been thrown at a succession of parked speeders to test their defenses.


Vehicles controlled by the Drive skill. This includes repulsorlift-based speeders, wheeled and tracked vehicles, and walkers.

Military and rough-weather vessels have more need of traction than civilian transports, so they usually have some way to keep in contact with the ground, such as wheels, treads (often made with advanced plastics), or legs; some rely entirely on them, while others also include repulsorlifts and thrusters for traveling in good conditions. Some military units use speederbike cavalry.


Vehicles that use a repulsorlift force field cushion to push off the ground; when stationary, they can go no higher than their own width above the ground. At high enough velocity, many can reconfigure the cushion to become a ground effect vehicle, with a maximum altitude of about 10 meters. (In this mode, Drive skill is complemented by Pilot.) Repulsorlifts are extremely efficient devices; they use so little power that people generally leave their landspeeders powered up for convenience. Maintaining altitude requires very little energy, so the main cost to repulsorlift craft is overcoming atmospheric friction.

Using gravity or traction fields for lateral acceleration, however, is very slow, so most repulsorlift craft have some form of thruster:

Hotwiring a repulsorlift ground vehicle for flight is very tricky, since their traction fields can’t provide stability against the ground and they lack the gyros of air and spacecraft. They also lack the energy throughput for rapid ascent. Repulsorlifts ignore terrain modifiers, but have the most problems with weather; they are also more expensive for many kinds of cargo.

Landspeeders have a difficult time navigating extreme slopes; the force field cushion has negligible mass, and a landspeeder can simply flip over if it goes up too steep a slope (particularly if the slope is boulder-strewn and the speeder needs the ground clearance) and its center of mass goes too far back. Wheels and treads are more reliable in rugged terrain, particularly in inclement weather.


Small (size 1) vehicles holding one to two people, holding much the same role as motorcycles. They are fast and maneuverable, but can carry at most two people. Quad-bikes are speederbikes with dual sidecars that mount extra thrusters; they have extra seats but not much cargo capacity. Some military versions have sidecars with pintle mounts for heavy weapons, with the sidecars able to rotate to fire backwards.


Compact (size 2) vehicles holding from two to eight people, holding much the same role as cars.

Heavy Vehicles


Podracers are minimalist contraptions that feature two gigantic thrusters connected to each other by force field binders, connected to a control pod by physical cables. All three have repulsorlift cushions to get them off the ground, and the absurd amount of power on the engines can pull the whole assemblage up to 800kph, roughly ⅔ the speed of sound on most habitable planets. Podracers are almost never used for anything but podracing; they are notoriously difficult to control, have a terrible turning radius, and the flexible configuration makes weapon mounts absurd. Insurance companies usually have stringent policy clauses that keep them from having to pay out if a client takes the controls of a podracer.

By tradition, podracers are homebrew, with thrusters scavenged from airspeeder transports. This doesn’t prevent major vehicle manufacturers from cranking out production models, often with modifications that make them less of a racer and more of a status symbol, such as two-seater cockpits that serve as a serious drag in a race but are superb for picking up race enthusiasts for a date.

Controlling a podracer requires Drive complemented by Pilot.

While a podracer in flight configuration is 15–20m from nose to tail, the actual vehicle is no larger than an interceptor; the size is Compact (2).

Unlike most vehicles, podracers have separate Maneuver and Acceleration skills. They suffer from overheating; each round, subtract Systems from the amount of Acceleration used (1 is sufficient to maintain speed), and roll. If the result is positive, apply that level of stress to the vehicle’s Systems track; if the result is negative, clear any stress box of that level or lower. If the driver uses an aspect like Redline to accelerate, it will be compelled on this check.

Wheeled Vehicles

Wheeled vehicles take the worst terrain modifiers, but can deliver excellent speed and carrying capacity.



Walkers are slow but extremely steady. They take minimal terrain modifiers (as they can usually just step over obstacles that would stymie a wheeled vehicle or slow a tracked one) and minimal weather modifiers (as they can simply adjust their stance to deal with all but the most turbulent conditions).

  • AT-RT: the one-man two-legged walker with a cannon. It’s spry enough to make significant jumps. ¤40,000. ICS:RotS p21 tCWCG p164
  • AT-PT: an enclosed AT-RT. RECG p132
  • AT-XT: an enclosed AT-RT. ¤14,700. tCWCG p163
  • AT-MP: a one-man enclosed walker with a load of missiles.
  • AT-ST: a bigger two-legged walker with an armored cabin for two. Blaster cannon in front, light blaster cannon on the side, concussion launcher on the other side. SECR p175 ICS p27
  • AT-CT: an AT-ST with a tractor beam for construction work. tFUCG p201
  • AT-AR: a variant of the AT-ST.
  • AT-KT: tFUCG p200
  • AT-ST/A: an AT-ST variant.
  • AT-TE: a six-legged tank 13.2m long × 5.32m wide × 5.02m high, top speed 60 kph. 1 pilot, 1 spotter, 4 gunner/support crew, 1 turret gunner outside. 20 clone troopers as passengers, 1 medical droid. 6 anti-personnel turrets (4 front, 2 back), 1 heavy projectile cannon. ICS:AotC p28 tCWCG p164 Variant: AT-TE (cargo).
  • AT-AP: a tripedal artillery walker. tCWCG p163
  • AT-HE; 22.5m long.
  • AT-AT: a four-legged walker, 20m long and 22.5m high, top speed of 60 kph. 5 crew. Heavy laser cannons, blaster cannons. Cargo: 40 troopers, several speeder bikes. Medium (3). SECR p175 ICS p24
  • AT-AA: Large (4). Flak pod, light missile launcher. RECG p131
  • Shadow Walker.
  • AT-IC: an AT-AT carrying a big ion cannon.
  • AT-AA: an anti-air quadrupedal walker.
  • AT-AHT: improved passenger-carrying walker. Maximum speed is 80 kph. Carries 60 troops. Colossal, so it’s the size of a light freighter. 2 gunners. LECG p185
  • AT-OT: walking troop carrier.
  • AT-RCT: an urban AT-ST. Blaster cannons for the pilot, stun cannons for the copilot. 90 kph, pilot and copilot. LECG p184
  • Octuptarra magna tri-droid: Large (4). ¤100,000. 48 heavy ordnance shells. tCWCG p202
  • SPHA: 12-legged heavy artillery. Large (4). 25 crew, 30 passengers. SPHA-T: turbolaser. SPHA-I: ion cannon. SPHA-V: antivehicle heavy laser. SPHA-C: concussion missile launcher. SPHA-M: mass-driver cannon. Also 12 heavy repeating antipersonnel blaster cannons (Weapon:5). tCWCG p168
  • SPMA: eight-legged medium artillery.
  • Basilisk war droid: Has modes for flying and quadrupedal movement. ¤70,000. KotORCG p203

Tracked Vehicles

Tracked vehicles are faster than walkers, and the most stable of all against inclement weather. They range from individual all-terrain vehicles to armored personnel carriers to tanks.


Vehicles controlled by the Pilot skill.

Jetpacks and repulsor packs are available, but they are seldom integrated into anything less than heavy armor. Flying suits are cumbersome, but can be useful for certain types of assaults. They aren’t superbly maneuverable, a flying person is a very obvious target, and the energy cost is fairly high, so flight is generally used only for dealing with building walls and steep hills.


Airspeeders are unable to hover in the air, and follow the roles of old-style fixed-wing aircraft. Airspeeders have stronger engines than landspeeders, in order to reach the velocity where they can reconfigure their repulsorlift cushion to make the entire vehicle into a lifting body, and stabilizers that work without proximity to the ground.


Antigravity vehicles capable of hovering at any altitude, with small geometry buffers that store potential energy for rapid ascents. With enough energy, they could theoretically exit the atmosphere, but they rarely have life support or drives that would work in vacuum to allow them to reach orbital velocity; practically, they are limited to a planet’s troposphere. Swoops vary from sport vehicles to search and rescue to military. Military swoops are used for assault support roles.

Marketing departments happily conflate terms like speeder and swoop, leading to much confusion over what people call their vehicles.


Small (size 1) vehicles holding one to two people, holding much the same role as motorcycles.

  • BARC speeder: ¤8,300. It’s listed as a speeder but can go to high altitude. tCWCG p165
  • Flare-S swoop: Maximum altitude of only 350 meters?!? Bizarre. ¤5,750. tFUCG p111
  • Zephyr-G: ¤5,750. tFUCG p112
  • Air-2 racing swoop: 1 crew, no passengers, 50kg cargo, 600kph, 1km flight ceiling. ¤4,500. RECG p62
Basic Swoopbike

A flying commuter vehicle. Maneuver 2, Systems 1, Cargo 1 (~30kg).

Patrol Swoopbike

More rugged than a basic swoopbike, used in security and military roles. Maneuver 3, Systems 2, Cargo 2 (~50kg), Structure 1, Sensors 1, Armor 1.

Racing Swoopbike

Fast and maneuverable, with very little cargo. Some are armed, though, for the more dangerous racing circuits. Maneuver 4, Systems 3, Sensors 2, Structure 1, Cargo 0 (10kg, no passengers).


A racing swoopbike from Feral Flight.


Compact (size 2) vehicles holding from two to eight people, holding much the same role as cars.


A sporty, two-seater vehicle with very little cargo capacity. They usually have no physical canopy, relying on a force field when the occupants want to keep out wind and weather. Maneuver 3, Systems 2, Structure 2, Sensors 1, Cargo 0 (100kg, 1 passenger).


A sporty and maneuverable two-seater from Feral Flight. The force field bubble roof can vary from windscreen to complete enclosure.


A high-performance swoopcoupe, similar to a modern stock car. All swoopracers are flying advertisements for their manufacturers. Maneuver 4, Systems 3, Structure 2, Sensors 1, Cargo 0 (100kg, 1 passenger).


Practical vehicles with room for a few passengers or a healthy amount of cargo. Maneuver 3, Structure 2, Systems 2, Cargo 1 (a few passengers), Cargo 1 (a few hundred kg), Sensors 1.


A sedan from Feral Flight, with four bucket sets that can turn inward so businessfolk can hold meetings (or friends chat) while the vehicle moves on autopilot. Solid roof.


More rugged than a swoopsedan, used in security and military roles. Maneuver 3, Systems 2, Structure 2, Sensors 1, Armor 1, Cargo 1 (a few passengers), Cargo 1 (a few hundred kg).


Bulky vehicles with room for several passengers or a lot of cargo. Maneuver 2, Cargo 2 (several passengers), Cargo 2 (several hundred kg), Structure 1, Sensors 1.


Feral Flight’s equivalent of a sports utility vehicle. Solid roof.

Touring Swoop

The flying equivalent of a touring car.


From Feral Flight. Two bucket seats in front followed by two bench seats behind. Force field bubble roof.


Medium (size 3) vehicles with lateral-facing armament, facilitating attacking targets while flying circles around them.

Troop Transports

Medium (size 3). Effectively a flying armored personnel carrier.

  • LAAT: Large (4). 17.4m long × 17m wingspan × 6.1m depth. 620kph max airspeed. 1 pilot, 1 copilot/gunner, 2 auxiliary turret gunners. 30 clone troopers or 17m³ cargo, 1 medical droid, 3 anti-personnel turrets (2 front, 1 back), 2 mass-driver missile launchers, 4 laser turrets (2 remote, on wings; 2 manned), 8 light air-to-air rockets. Carries 4 military speeder bikes. ICS:AotC p22 The LAAT/c can drop an AT-TE or 4 AT-XTs or a TX-130 fighter tank or a forward command center or a Republic troop transport. ¤58,000. tCWCG p167
  • Medlifter transport: ¤24,000. 2 crew, 4 passengers. Compact (2). tCWCG p167
  • Republic Troop Transport: Large (4). 2 crew, 12 passengers. Laser cannons for the pilot, missile launcher for the gunner with 12 missiles. ¤42,000. tCWCG p167



Watercraft can make use of supercavitation for speed. Water-surface travel usually takes place with seaspeeders, but sailing is sometimes used for pleasure craft; such vessels can get quite fast, similar to the modern Hydroptère.


Burrowing and drilling droids exist for laying cables and pipes, but the really awesome machines are the fusion-powered subterrenes that can melt their way through solid rock. They need to be hooked up to a massive cooling system as they dig so they don’t melt. These are used to retrofit subway systems into existing cities, though on extremely old ecumenopolis worlds like Coruscant, the subways were likely blasted through the lower levels rather than the bedrock.


Weapon emplacements.


A ship with a solid superstructure can last for centuries or millennia, with occasional upgrades and refits; the equilibrium technology level of blasters, repulsorlifts, antigravity, ion drives, and hyperdrive has been around for a long time. Some freighters have hosted generations of the same family, and your grandmother’s tricked-out landspeeder, if well-maintained, may still have tricks to show people strutting their new purchase.

Some species are very utilitarian in their designs; others will go to great inconvenience to fit their particular worldview. It’s common to see starships at dock, painted with features like eyes, mouths, clan tattoos, and coat patterns.

Some people install droid brains in starships to manage complex systems, but they never achieve proper consciousness because they lack proper embodiment; a starship just doesn’t offer sufficiently versatile interaction with the rest of the world. The closest you find to a self-willed, self-piloting starship is one with a high-quality droid that integrates with the ship’s systems.

There are a lot of great ideas for personalities for self-willed starships in Starblazer Adventures, but it’s just not in genre for Star Wars.

No sane person flies in a starship that doesn’t have a minimally operating deflector screen that can deal with the inevitable accumulation of orbital debris.

Between high-quality emergency crash fields, antigravity lifters, and internal grav plates shanghaied into emergency mode, it is possible for a skilled pilot to bring a failing spacecraft down from orbit to a survivable crash. The final impact diverts all the energy to protect the passengers (who should be gathered together into as small a volume as possible) and usually leaves the rest of the ship beyond repair.

Starships usually adjust their internal gravity and atmospheric, pressure, gas mix, and humidity to match the properties of the destination planet in order to minimize adaptation for passengers. (Some make a point of maximizing the comfort on the voyage instead, presuming their passengers can afford the hovercabs and hotels that offer similar amenities.) Others have the environment cranked up to keep the environment challenging; if your crew regularly works out in 1.5g, they’ll find most planets easy to handle.

All starships have tanks of water, liquid hydrogen, and liquid oxygen. The fusion plant can easily electrolyze the water to top up the other two tanks, the hydrogen runs the fusion plant, and when the fusion plant is shut down, the hydrogen and oxygen run the ship’s fuel cells. The water tanks are often divided into distilled (by the spare heat from the fusion plant) and impure (which can be loaded up on any ice asteroid or habitable planet). The impure tank is usually brought up to temperatures inimical to life at some point on a voyage, to prevent introducing new life forms to other planets, but some people just aren’t good galactic citizens, and those tanks do need washing out...

Hyperdrives have a variety of coolants, such as korfaise, tibanna.

Interstellar travel is much slower than in the Imperial Era; it requires performing astrogation calculations and cross-referencing against the latest charts. The galaxy only contains the beginnings of the hyperspace beacon system that has thoroughly mapped the hyperlanes by the time of the Old Sith Wars (to be later superseded by navicomputers). A pilot can expect hyperspace beacons to make their lives easier on major trade routes, though experienced ones will always check against their old records, just in case someone has hijacked the beacon.

Spatch-Cote is a brand of hull sealant that most starships have in their emergency kit; durafill is the spaceworthy version of Bondo.


Standard starship crew positions:

Nonmilitary Vessels

Some nonmilitary vessels are more than a match for many military vessels of their same tonnage and capabilities.


The smallest possible hyperdrive ship, about twice times the size of a starfighter and half the size of a light freighter. A fast hyperdrive, good ion engines, a fusion plant to run it, enough shields and weapons to break away from an engagement, and life support for up to four people (no bunks— the crew sleep in reclining acceleration seats and have a very compact fresher), sometimes with hibersleep for several more, and storage comparable to a small walk-in closet.


A hyper-capable ship with small cargo capacity and life support for about half a dozen people, about ⅔ the size of a light freighter. They usually stand out in a spaceport because they’re supported by very portable stores of value— information, or people being carried around. Like a courier, they’re designed for running rather than fighting.


Usually the size of a light freighter; used for bulk transport of personnel and goods; these are used when it’s time to move large amounts of crew down for shore leave and resupply a ship. Sometimes also called a launch, or (in a military vessel) a cutter. They can usually carry 50 people or 20 tons of cargo without sacrificing maneuverability. Shuttles often have sufficiently rugged repulsors that they can carry up to three times as much cargo mass, though the maneuverability drops to that of a stunned bantha.

I’m basing the ratio of people and cargo tonnage on the DC-3. In this era, shuttles shouldn’t have hyperdrives; in the era of the films, everything bigger than the family minivan has one.

Expeditious-class Shuttle

The Magnificent Jyvus Starship Foundry workhorse shuttle. It can carry 100 tons of cargo and 30 passengers.

  • Quality: Fair (2)
  • Scale: Large (4)
  • Aspects: Shuttle, Classic Jyvus (maintenance, customization).
  • Good: Cargo (bulk), Maneuver
  • Fair: Structure, Systems, Shields, ECM, Cargo (passenger seating)
  • Average: Armor, Sensors, Life Systems
  • Stunts: Streamlining
  • Cost: Superb (5)


Light freighter

A hyper-capable ship designed for profitable interstellar trade, usually about 35m long. They often have slots for up to four cargo modules. They can pack a decent punch in a fight, especially if they’ve loaded weapons pods in place of more profitable cargo modules. They usually attract little notice in spaceports. Such ships are Large (4), and with Good (3) cargo can carry several dozen tons of cargo; with Great (4) cargo, even 150 tons. If your planet isn’t at least on a tertiary trade route, it’s rare to get visits from anything bigger than this.

  • 578-R space transport: ¤75,000. 2 crew, 10 passengers, 40 tons cargo. KotORCG p96
  • Lethisk-class_armed_freighter: ¤470,000. 3 crew, 8 passengers, 60 tons cargo. Double laser cannons for the gunner, 12 light concussion missiles for the pilot. KotORCG p99
  • Quartermaster-class supply carrier: ¤300,000. 2 crew, 10 passengers, 120 tons cargo. KotORCG p100
  • Dynamic-class: 27.24m long × 25.94 m wide. ¤80,000, 60 tons cargo. SotG p80
  • Ghtroc 720: 35m long. ¤98,500, 135 tons cargo. SotG p88
  • YT-1300: 34.75m long. ¤100,000, 100 tons cargo. SotG p154 SECR p182
  • YT-2000: ¤150,000, 115 tons cargo. SotG p155
  • YT-2400: ¤130,000, 150 tons cargo. SotG p156
  • Barloz-class freighter: ¤120,000. 2 crew, 4 passengers, 85 tons cargo, laser cannon for the copilot. tCWCG p75
  • G9 Rigger freighter: ¤85,000. 2 crew, 6 passengers, 70 tons cargo. Double light laser cannons for the pilot, light laser cannons for the copilot. tCWCG p76
  • KR-TB “Doomtreader”: ¤350,000. 2 crew, 6 passengers, 100 tons cargo. Dual laser cannons. tCWCG p78
  • Pursuer-class enforcement ship: ¤200,000. 1 crew, 2 passengers, 5 prisoners. 35 tons cargo. Blaster cannons and ion cannon for the pilot. tCWCG p79
  • Seltiss-2 caravel: ¤800,000. 4 crew, 12 passengers, 50 tons cargo. The cabin is a size 2 shuttle. tCWCG p80
  • HWK-290: ¤135,000, 150 tons cargo, 6 passengers. Blaster cannons for pilot and gunner. tFUCG p118
  • Maka-Eekai L4000: 4 crew, 9 passengers, 410 tons cargo. Double laser cannons for the gunner. One of the largest transports ever built for the independent freighter market. ¤180,000. tFUCG p119–20
  • YKL-37R Nova Courier: 6 passengers, 60 tons cargo. 2 laser cannons, 3 tubes of 12 concussion missiles each. ¤150,000. RECG p68
  • YV-545 light freighter: 5 passengers, 80 tons cargo, double lasers. ¤120,000. RECG p69
  • AEG-77 Vigo: 8 crew, 6 passengers, 25 tons cargo, 6 turrets with laser cannon. ¤200,000. RECG p146
  • YX-1980: ¤150,000. 110 tons cargo. LECG p89–91
Opportunity-class Light Freighter

A classic Corellian design from Talon Shipyards. It doesn’t carry as much cargo as some light freighters, but it’s more likely to get the cargo to its destination despite opposition. It has brackets for one standard cargo module.

  • Quality: Good (3)
  • Scale: Large (4)
  • Aspects: Light Freighter, Classic Talon (speed and durability).
  • Great: Structure, Maneuver
  • Good: Cargo (bulk), Hyperdrive, Weapon (forward blaster turret), Shields
  • Fair: Cargo (modules), Cargo (workshop), Life Systems, Systems, Weapon (tail blaster turret), Sensors, ECM, Armor
  • Average: Cargo (med bay), Weapon (rear-facing point defense blaster)
  • Stunts: Surge,
  • Cost: Superb (5)
Salubrious-class Light Freighter

A classic Duro design from the Magnificent Jyvus Starship Foundry. It’s designed to get the cargo from system to system as fast as possible, with an emphasis on running rather than fighting.

  • Quality: Good (3)
  • Scale: Large (4)
  • Aspects: Light Freighter, Classic Jyvus (hyperdrive, maintenance, customization).
  • Great: Cargo (bulk), Hyperdrive
  • Good: Cargo (modules), Maneuver, Shields, ECM
  • Fair: Cargo (staterooms), Life Systems, Structure, Systems, Weapon (dorsal blaster turret), Weapon (ventral blaster turret), Sensors, Armor
  • Average: Cargo (med bay), Weapon (rear-facing point defense blaster)
  • Stunts: Broadband Guidance Jamming, Crew Droid
  • Cost: Superb (5)
Medium Freighter

Medium freighters are Huge (5), usually carrying a thousand tons of cargo. They require more investment in the ship and the cargo, and are seldom found outside at least a tertiary trade route.

Heavy Freighter

Heavy freighters are Immense (6), carrying up to 10,000 tons of cargo, and are seldom found outside minor trade routes.

  • GR-75 medium transport: 90m long. 19,000 tons cargo, ¤350,000. SotG p111
  • Star Galleon-class frigate: 300m long. 100,000 tons cargo. Obviously has the Bulk Carrier stunt. ¤17,503,500. SotG p133
  • Hardcell-class interstellar transport: 190 crew, 1017 passengers, 12,400 tons cargo, 650 Hailfire tanks. 6 gunners on 2 laser cannon batteries.
  • Imperial cargo ship: Gargantuan (8). Essentially an Acclamator-class assault ship refitted for cargo work. 502,212 tons cargo, 14,587 crew, 16,000 stormtroopers. 2 quad turbolaser batteries (6 gunners), 4 point-defense light laser cannon batteries (6 gunners). RECG p67
  • YZ-2500 heavy transport: 60,000 tons cargo. ¤1,500,000. LECG p91
Bulk freighter

Designed to carry hundreds or thousands of cargo modules, or a million tons of cargo. They usually have very poor maneuverability, and the larger ones aren’t even designed to land on a planet— they just move into low orbit and call for cargo shuttles from the planet below. They are usually deployed with corvette or frigate escorts capable of fighting off pirates, and only have a few turrets for offense; their force fields are usually quite good, and many are designed to be able to shunt all their power to internal force fields to compartmentalize damage during battles. They are seldom seen outside the galaxy’s major trade routes.

Some bulk freighters keep a batch of weapons pods tucked in the back of the hold; if ordinary escorts are not available, they hire light freighters to load up the weapons pods in their container grips and serve as escorts.


Yachts vary from interstellar pleasure craft to hyperdrive-capable homes. Many entrepreneurs have yachts that serve as a home office: fly it to a planet with good markets, rent some land to park it, deploy the collapsible pavilions for extra living space, and you’re all set. If it looks like trouble is heating up in that sector, pack up and get out while the getting is good. (Yachts designed for this purpose have integral dust covers and other gear for keeping flight readiness while parked for years at a time, including droid programs for regular maintenance without firing up the ion engines and annoying the neighbors.)

Nomad-class Interstellar Home

The spacegoing equivalent of a houseboat (if houseboats were seaworthy); it can even function as a houseboat on water worlds where it’s easier to rent dock space than it is to rent a landing bay. (Typically the ship comes to a stop at a high-and-dry altitude, hovers on antigrav long enough to cool the engines, closes watertight armor panels over them, then descends on antigravs and maneuvering thrusters.) Ships like this usually house a family or two, traveling to worlds where the markets need their expertise, and leaving when opportunities beckon elsewhere or local trends point at dangerous unrest; standard equipment includes two workspaces. Such ships are generally unarmed, and only travel in convoy with armed vessels. In flight, a Nomad is quite comfortable, and when it deploys its collapsible pavilions for extra living and office space, it is spacious. The 60-ton cargo hold may hold anything from several generations of attic furniture to feedstock for fabber workspaces. Only minor retooling is required to convert the workspaces to kitchens and the expansion quarters into restaurant seating, and some celebrity chefs go on galactic tours in such vessels.

  • Quality: Good (3)
  • Scale: Large (4)
  • Aspects: Yacht, Domestic Comforts
  • Great: Life Systems, Cargo (staterooms and family rooms)
  • Good: Systems, Structure, Shields, Armor
  • Fair: Maneuver, Hyperdrive, ECM, Sensors, Cargo (workspace), Cargo (workspace), Cargo (bulk)
  • Average: Cargo (medbay), Cargo (garage), Cargo (garage)
  • Stunts: Expansion Quarters, Amphibious, Long-Term Readiness
  • Cost: Superb (5)
Aerie-class Star Yacht

A luxury yacht with a dozen staterooms and barracks for a dozen servants, a 20-ton cargo area, a garage for a swoop, and a workshop for the owner’s hobby. It is designed to go places fast, running from any fights; the weapons are there to hold off the rabble until the yacht can get away. For a racing yacht, swap out the Takes a Beating and Failover Backups stunts for Surge and Pirouette. For an all-droid-crew yacht, swap out the barracks for a droid maintenance bay.

  • Quality: Good (3)
  • Scale: Large (4)
  • Aspects: Yacht, Luxurious
  • Great: Maneuver, Hyperdrive
  • Good: Life Systems, Cargo (staterooms), Structure, Shields
  • Fair: Systems, Armor, ECM, Sensors, Cargo (workspace), Weapon (blaster cannon)
  • Average: Cargo (medbay), Cargo (barracks), Weapon (antipersonnel blaster), Weapon (rear-facing point defense blaster), Cargo (bulk), Cargo (garage)
  • Stunts: Luxury, Streamlining, Takes a Beating, Failover Backups
  • Cost: Fantastic (6)
Passenger ship

A smaller passenger ship, less than 100 meters long, carrying up to 500 passengers.

Passenger liner

A passenger ship at least 100 meters long, usually carrying over 500 passengers. A luxury liner will usually carry less than half as many passengers as a comparable passenger liner, but have a great deal more space. They are usually designed for running rather than fighting, though demand from the wealthy and paranoid has led to some luxury ships that qualify as frigates.

The most extravagant luxury vessels are called worldliners; they’re spherical vessels whose surface is covered in soil and plants, with a particle screen holding in the atmosphere around it. They have their own luxury shuttles for ferrying passengers to and from planetary surfaces. Most spots on a worldliner are at most 100 meters from a concealed entrance to the more secure decks below. They have oversize power plants to power the modified grav plates (which are operating more like tractor beams, since there are no ceiling plates). A similar design, slightly less extravagant, is an oasis: a circular ship (drive on the bottom) whose top deck is covered by a large garden.


An overengineered ship with a heavy frame, big engines, and either tractor beams or grappling droids hooked up to massive cables. These can retrieve vessels no longer capable of moving under their own power, or those not allowed to do so, such as if the pilot’s insurance has lapsed. (Usually, if your pilot’s insurance has lapsed, it’s cheaper to pay for an inspector to come visit from a nearby space station or the surface. Tugs are expensive, and hyper-capable tugs extremely so.)


Large amounts of space junk accumulate in orbit around industrialized worlds. No one sane flies in a ship without functioning shields to stop the occasional loose rivet from causing serious impact damage. At a certain point, it becomes worthwhile to sweep the debris out of the sky by deploying huge webs of force fields to clear the more popular orbits. Vacsweepers are also used for forensic purposes when a ship has been destroyed and its pursuer wants the maximum data available from its remains.

Mining Vessels

Asteroid mining is common.


Big spherical vessels that have simulated environments inside; one ship can have numerous layers for different spots on a planet, and the largest ships can simulate multiple worlds. They’re used as reservoirs of viable species; they’re usually stocked by pulling up entire cores from the soil and allowing the lifeforms from there to spread into a prepared sterile growth medium (with the same balance of raw materials as humus-rich soil), then stocking with the larger flora and fauna. In the smaller, humanoid-scale decks, they have huge reservoirs of sampled genes and gametes from the larger creatures, where they would not be able to maintain a breeding population. These are used as research vessels for biotechnology corporations.

Military Vessels

Sith keep a lot of warships. The era of the films is one in which military technology has been undergoing rapid change; before the Clone Wars, capital ships were only needed to prevent spacelane piracy. Under the Sith, there has been considerably more demand, and the technology has been mature for a very long time. Some capital ships have been in service for over a thousand years, and most are heavily ornamented to show their owner’s wealth.

Small Craft

Most capital ships are designed to be able to land on a planetary surface, but they don’t usually do so unless they’re establishing a garrison. They carry a variety of small craft to deal with anything from exterior repairs to personnel transport to resupply. Most small craft don’t carry hyperdrives of their own, but do have repulsors and geometry buffers sufficient to land on a planetary surface.


The gig is a small vehicle with room for half a dozen people, generally with oversized engines, power plant, and shields to provide for the safety of the captain; some are even hyper-capable, built on a scout template. In Sith and Sith-inspired militaries, most captains kit theirs out with plush nerf-leather upholstery, a thick rug, and a small robobar for entertaining visitors.


A vehicle used for exterior inspections and repairs. They can carry up to half a dozen people, and only need a single pilot for crew. They only have the repulsors and engines of an airspeeder; they can land from orbit, but lack the power to get back again. Many of them have exterior arms mounted, which can be controlled by waldos or droids to assist in exterior construction work.


A workhorse vehicle used for transporting people and goods; it can carry up to a dozen people or couple of tons of cargo. They usually have one pilot and an astromech droid aboard. These are the smallest craft equipped for extended missions, possessing fold-down bunks for four and a mealpak heater. They are also the smallest vehicle to carry a set of long-range sensors, and are often sent on in-system scouting missions or courier work between ships in a fleet.


Essentially a double-sized pinnace, with much the same functions; it’s the military version of the shuttle. Can carry up to two dozen people or several tons of cargo. In Sith and Sith-like militaries, a capital ship’s officers will generally appropriate one for their own use and kit it out comfortably, so they don’t have to ride in the same shuttle with the enlisted men.

  • S40K Phoenix Hawk-class light pinnace: Size 3 (listed as a gargantuan starfighter). 1 or 2 crew, 4 passengers, 20 tons cargo. Heavy blaster cannons and light ion cannons. ¤112,000. tCWCG p84
Assault shuttle

A shuttle designed to take troops into combat and provide covering fire.

  • KT-400 military droid carrier: ¤280,000. 8 crew, 400 bipedal droids, 40 tons cargo. Double medium laser cannon for the gunner. KotORCG p183
  • CR-20 troop carrier: ¤680,000. Medium turbolasers for pilot and gunner. 6 crew, 40 troops, 15 tons cargo, 12 speeder bikes. tCWCG p166
  • Sentinel-class shuttle: Ion cannon for the copilot, 2 gunners on repeating blaster cannons (antipersonnel), 2 gunners on 8 medium concussion missiles, laser cannons for a gunner. 6 crew, 54 troops, 180 tons cargo, up to 36 light ground vehicles. Listed as a Gargantuan starfighter, but it looks closer to Colossal. ¤240,000. tFUCG p206
  • Imperial assault shuttle
  • ν-class attack shuttle: ¤85,000. 2 crew, 30 passengers, 2 tons cargo. Medium laser cannons for the pilot, double light laser cannons for the copilot. tCWCG p172
  • γ-class assault shuttle: ¤850,000, SotG p95
  • Crix-class assault shuttle: Laser cannons for the pilot, 4 gunners running blaster cannons, 50 passengers, 2 landspeeders or 6 speeder bikes. ¤600,000. LECG p146
  • Herald-class shuttle: 2 crew, 5 passengers, 70 tons cargo, 1 landspeeder, 2 speeder bikes. KotORCG p164
  • MT dropship: 200 troops + gear and speeders or 50 troops + 4 scout walkers. 500 tons cargo. 6 gunners on laser cannon, 4 gunners on concussion missiles (24 missiles in magazine). ¤600,000. LECG p146

A Sith creation from Imperial Dominance Designs. The main cargo area can hold 100 tons and is full of clip points for attaching webbing for securing up to 80 troops, and the weapons/storage locker can hold 20 tons. It is designed to deliver its payload intact and provide covering fire while the troops or cargo unloads. There are multiple ramps on the underside for rapid deployment, and the ramming prow has an assault airlock for invading starships. The dorsal and ventral turrets carry antivehicle armament, while the side turrets carry antipersonnel blasters. While it is primarily made to insert and evacuate troops, it can also serve in holding territory, with barracks for the shuttle crew, a kitchen for feeding the troops, and a workshop for repairing their gear.

  • Quality: Good (3)
  • Scale: Large (4)
  • Aspects: Assault Shuttle, Imperial Aggression
  • Great: Shields, Armor
  • Good: Cargo (bulk), Maneuver, Structure, Systems
  • Fair: ECM, Sensors, Weapon (blaster cannon), Weapon (blaster cannon), Weapon (antipersonnel), Weapon (antipersonnel)
  • Average: Life Systems, Cargo (medbay), Cargo (barracks), Cargo (weapons/storage locker), Cargo (workshop– equipment repair), Cargo (workshop— kitchen)
  • Stunts: Streamlining, Reinforced Prow, Takes a Beating, Failover Backups
  • Cost: Fantastic (6)

Attack Craft


No one has yet developed a hyperdrive small enough to integrate with a starfighter, so most fighters are designed to operate from a carrier vessel of some sort. Some planetary-defense interceptors (for colony worlds) are designed to stay under a tarp in a barn for years with monthly maintenance, flying into low orbit to defend the colony.

Sith starfighters are all named after hand-to-hand combat weapons. The Sith combat philosophy is to have lots of cheap starfighters and lots of pilots, and the ones who have the talent to excel in the cheap starfighters are worthy; the ones who don’t— if they live— are reassigned to other small craft. They tend to have excellent squadron discipline as a matter of survival.

Most fighters in d20 are Gargantuan, which makes them Medium (3). Interceptors in d20 are usually Huge, which makes them Compact (2).


Fast, maneuverable fighters– Compact (2), a size smaller than other fighters— designed to intercept bombers and reconnaissance craft. Interceptor can be tagged against fighter-bombers, bombers, and blastboats, for maneuverability and disengaging from a fight; it can be compelled when it goes up against shipping and capital ships.

Steffan suggests:
Interceptor - A Wing - +2 vs Fighter/bombers, +1 vs Heavy. Can disengage easily. Very Weak against CapShips. largely useless against light shipping.
This craft should be fast enough to get to an incoming bomber squadron & break it up before it gets into missile range of a task group. They are too lightly armed to pose a threat to shipping, although exceptional pilots may gamble on agility protecting them from AA fire long enough to pick off point defense turrets. Trying to score kills on bombers in the face of escorts is also a daredevil move.
A-Wings would have move-fast & counter-missile stunts.

  • A-Wing, with two blaster cannons and two concussion missile launchers with six missiles each, and it’s smaller than the X-Wing, so concussion missiles must be smaller. Jammers are canon for the A-Wing, so we should look at ECM/ECCM. It’s ¤175,000— basic starfighter is ¤100,000.
  • TIE/In Interceptor: SECR p180
  • Sith interceptor: 1 pilot, laser cannon, 40 kg cargo. KotORCG p164
  • Aurek-class_tactical_strikefighter: ¤360,000. Heavy laser cannon, 6 proton torpedoes. KotORCG p180
  • Davaab-type starfighter: ¤150,000. Light laser cannons or 3 medium concussion missiles. KotORCG p204
  • Pinook fighter: 1 pilot, no passengers, light laser cannons, 25 kg cargo. ¤50,000. RECG p66
  • Phoebos-class starfighter: double light laser cannons. ¤190,000. LECG p83
  • δ-7 Aethersprite-class light interceptor: ¤385,000 for the high-speed variant, ¤210,000 for the high-maneuver variant. Laser cannons for the pilot. tCWCG p137
  • η-2 Actis-class light interceptor: ¤320,000 for the high-maneuver variant, ¤310,000 for the heavy-defense variant. Laser cannons and ion cannons. tCWCG p139
  • A-7 Hunter: No shields. Two laser cannons. ¤80,000. tFUCG p204
  • M3-A Scyk: laser cannons, 110kg cargo. ¤75,000. I suspect listing it as Gargantuan is an error. tFUCG p114
  • T-wing interceptor: Laser cannon, 4 proton torpedoes. ¤150,000. RECG p114

A Sith creation from Imperial Dominance Designs. One of the smallest fighters: a central spine with a turbolaser on one end, an ion drive on the rear, a fusion plant in the middle, a one-person cockpit on one side, and a concussion missile launcher on the other. Very maneuverable. This is an Interceptor, designed to attack bombers and larger fighters; you can tag the aspect to attack heavy assault fighters, fighter/bombers, and bombers.

  • Quality: Fair (2)
  • Scale: Compact (2)
  • Aspects: Interceptor, Imperial Aggression (strong offense, weak defense), Crunch All You Want, We’ll Make More (squadron buddies)
  • Good: Maneuver, Weapon (turbolaser)
  • Fair: Structure, Systems, Weapon (concussion missile), ECM, Sensors
  • Average: Shields, Armor, Cargo (magazine: 3 concussion missiles)
  • Stunts: Guided Missiles

The basic Hacha Tinkunya interceptor.

  • Quality: Fair (2)
  • Scale: Compact (2)
  • Aspects: Interceptor, Heavy Duty Tinkunya, Swarm of Blasterfire
  • Good: Structure, Weapon (turbolaser)
  • Fair: Maneuver, Systems, Weapon (concussion missile), Shields, Armor
  • Average: ECM, Sensors, Cargo (magazine: 3 concussion missiles)
  • Stunts: Guided Missiles

A Sith creation from Imperial Dominance Designs. This is the Good-quality interceptor, only given to pilots who have proven themselves in a Gladius.


The advanced Hacha Tinkunya interceptor.

Space Superiority Fighters

Fighters designed to take on other fighters. Hotshot pilots like these and interceptors, where they get to show off their reflexes. They pack a punch with blasters, and often have a few missiles to throw as well.

Steffan suggests:
Space-Superiority Fighter (XWing)- +2 vs Heavy, +1 vs F/B, weak against C.S. Can attack light freighters & escorts
This craft is optimized for anti-fighter operations. They may be called upon to escort a strike through enemy Combat Space Patrol, or conduct pinpoint strikes to eliminate point defense guns on starships.
X-wings would have Fire-linked stunts.

  • X-Wing, which can fire all four guns at once for power or alternating for firing speed. Proton torpedoes are 1 kiloton fusion warheads. Two launchers, three torpedoes each. ¤150,000. SECR p178 ICS p18
  • TIE fighter
  • MorningStar-A starfighter: ¤43,000. 1 crew. 75 kg cargo. 4 missiles. Light laser cannons and concussion missile launcher. The MorningStar-B just has three heavy laser cannons; the MorningStar-C just has three concussion missile launchers with ten missiles each. tCWCG p83
  • S-100 Stinger-class starfighter: ¤150,000. Laser cannons, 8 proton torpedoes. KotORCG p95
  • Star Saber XC-01: ¤145,000. Heavy laser cannons. KotORCG p96
  • NovaSword: ¤145,000. 1 crew, 1 passenger, 110kg cargo. Laser cannons and 3 medium concussion missiles. tFUCG p115
  • R-41 Starchaser: comparable to the Z-95 Headhunter. ¤115,000. Laser cannons, ion cannon, 2 medium concussion missiles. tFUCG p115
  • Toscan 8-Q Multipurpose Fighter: ¤180,000. 2 crew, 3 passengers, 440kg cargo. Laser cannons for the pilot, 12 medium concussion missiles for the gunner. tFUCG p116
  • Supa Fighter: Laser cannons, ion cannons, concussion missiles. ¤110,000. RECG p147
  • Ixiyen-class fast attack craft: 1 crew, 440kg cargo, laser cannon, 5 concussion missiles. ¤115,000. RECG p63
  • Razor-class starfighter: Laser cannon, ion cannon, 8 concussion missiles. ¤75,000. RECG p66
  • Kihraxz light fighter: blaster cannons, concussion missiles. ¤70,000. RECG p146
  • Vaksai: laser cannons, concussion missiles. ¤185,000. RECG p147
  • X-83 TwinTail: laser cannons, proton torpedoes (16). ¤160,000. LECG p85
  • Predator-class fighter: is a space superiority fighter from the Legacy era. Double medium laser cannon. LECG p186
  • R-28: blaster cannon, ion cannon. ¤120,000. LECG p84
  • CF9 Crossfire: laser cannons and proton torpedoes for the pilot, laser cannon for the gunner. LECG p142

A Sith creation from Imperial Dominance Designs. This is a Space Superiority Fighter, designed for taking down other fighters, but ineffective against capital ships.

  • Quality: Fair (2)
  • Scale: Medium (3)
  • Aspects: Space Superiority Fighter, Imperial Aggression (strong offense, weak defense)
  • Good: Maneuver, Weapon (turbolaser)
  • Fair: Shield, Armor, Weapon (proton torpedo), ECM, Sensors
  • Average: Structure, Systems, Cargo (magazine: 3 proton torpedoes)
  • Stunts: Guided Missiles Linked Fire

The basic Hacha Tinkunya space superiority fighter.


A Sith creation from Imperial Dominance Designs. This is the Good-quality space superiority fighter, only given to pilots who have proven themselves in a Falchion.


The advanced Hacha Tinkunya space superiority fighter.


Starfighters with a modest bomb payload; they can’t deliver the amount of hurt that a full bomber can, but they can get in places that bombers can’t. Bombers attract the pilots with more leadership skills, who will attempt to manage the overall battle.

Steffan suggests:
Fighter/Bomber (Ywing)- Very weak against I, weak against SSF, +1 vs CS, +2 vs light freighters/escorts. This craft is manueverable enough to not be easy prey to true fighters, and heavily armed enough to pose a threat to shipping.
Y-wings get ion gun & tailgunner. (maybe also "old reliable"). Tailgunner is probably why Y's get called a Fighter/Bomber. In the anti-shipping role, having a turreted gun allows you to circle the convoy, instead of dashing into it, which cuts down the effectiveness of the escorting light ships.

  • TIE/gt
  • Is the TIE/sa bomber closer to a Y-wing or a full-on bomber?
  • Y-Wing, which has two laser cannons, two ion cannons, two proton torpedo launchers with four torpedoes each— not much of a difference in payload to make it a bomber! ¤135,000. SECR p178 ICS p20
  • BTL-B Y-wing starfighter: ¤127,000. Medium laser cannons and either double light ion cannons or proton torpedoes. 2 crew, 10 torpedoes. tCWCG p173
  • Hyena-class_bomber: Light laser cannons, 6 proton torpedoes, 6 concussion missiles. ¤23,000. Supposedly Compact (2) [Huge], making it the size of an interceptor, perhaps due to the lack of life support systems. tCWCG p208
  • The Neutralizer-class bomber has laser cannons and torpedo launcher with a payload of 10 torpedoes. LECG p186
  • BB-2 Starfire fighter-bomber: ¤200,000. LECG p141
  • M12-L Kimogila heavy fighter: another Hutt design. Laser cannons for the pilot, concussion missiles for the gunner, proton torpedoes for either one. 1 pilot, 110kg cargo, 12 concussion missiles. ¤175,000. RECG p64
  • M22-T Krayt gunship: 2 crew, 440kg cargo, laser cannons for the pilot, ion cannons for the gunner, 16 concussion missiles for either. ¤350,000. RECG p65
  • Belbullab-22 starfighter: Triple laser cannons. Belbullab-23 heavy assault craft: bigger triple laser cannons. Belbullab-24 strike bomber: bigger triple laser cannons and 12 concussion missiles. ¤168,000. tCWCG p204
  • TIE Aggressor: laser cannon and missile launcher for the pilot, laser cannon for the gunner, 6 concussion missiles. RECG p135

A Sith creation from Imperial Dominance Designs. This is a Fighter-Bomber, optimal for going after shipping and fairly capable against capital ships. Blaster cannon, ion cannon, and proton torpedoes in its load-out.

  • Quality: Fair (2)
  • Scale: Medium (3)
  • Aspects: Fighter-Bomber, Imperial Aggression (strong offense, weak defense)
  • Good: Maneuver, Shields
  • Fair: Weapon (blaster cannon), Weapon (ion cannon), Weapon (proton torpedoes), Cargo (magazine: 5 proton torpedoes), Sensors
  • Average: Systems, Structure, Armor
  • Stunts: Guided Missiles

The Hacha Tinkunya fighter-bomber.

Assault Starfighters

An Assault Starfighter is designed to bring firepower to capital ships. Invoke against capital ships, compel when attacked by space superiority fighters and interceptors (though the armor should protect against the interceptors).

Steffan suggests:
Heavy (Bwing)- VW against SSF, W vs I (heavier armor means that Interceptors can pound on them all day, but they just don't care) +2 vs CS. Probably monsters against shipping, if they can be spared from Cap-ship assaults This role is optimized for killing large vessels. The primary weapon is usually long-ranged missiles or torpedoes. They rely on fighter escorts and durability to reach missile range.
Bwing would have fire-linked, ion gun & lotsa ammo.

  • B-wing: three fire-linked ion cannons, two proton torpedo launchers (eight missiles each), one laser cannon, and two auto-blasters. ¤220,000.
  • S-250 Chela-class starfighter: ¤420,000. Medium laser cannons, 12 concussion missiles. tFUCG p181
  • H-60 Tempest Bomber: a predecessor to the B-wing. ¤175,000. Laser cannons for the pilot, 20 medium concussion missiles for the gunner. 4 crew. tFUCG p114
  • α-class Xg-1 Star Wing: Medium laser cannons, medium ion cannons, concussion missile launcher with 40 medium concussion missiles. ¤125,000. RECG p131
  • Rihkxyrk Assault Fighter: Triple heavy laser cannons, concussion missiles. ¤240,000. RECG p148
  • Besh-type personal starfighters: light laser cannons. ¤105,000. LECG p82
  • Dianoga-class assault starfighter: ¤45,000. 1 crew, fire-linked laser cannons and heavy ion cannon. tCWCG p82
  • I4 Ionizer: designed to pump out lots of ion damage to disable bigger ships. LECG p143

A Sith creation from Imperial Dominance Designs. A heavier cousin to the Halberd, but with three spars on the front and cockpits in the niches between the spars. The pilot sits on the right and controls the big central cannon, while the gunner controls the mobile ones atop the side spars and the torpedo launchers inside them. This is a Heavy Assault Starfighter, designed to get into missile range of a capital ship and start laying down missile fire; it’s a smaller cousin to a blastboat, but it needs an escort to protect it against space superiority fighters. (Its armor can shrug off the attacks of interceptors fairly easily.)

  • Quality: Fair (2)
  • Scale: Medium (3)
  • Aspects: Heavy Assault Starfighter, Imperial Aggression (strong offense, weak defense)
  • Good: Armor, Weapon (turbolaser)
  • Fair: Maneuver, Sensors, Weapon (ion cannon), Weapon (proton torpedoes)
  • Average: Structure, Systems, ECM, Shields, Cargo (magazine: 3 proton torpedoes)
  • Stunts: Guided Missiles

The TIE/fc is a reconnaissance fighter.

  • Dagger-class starfighter: Listed as Gargantuan, which would make it size 3. ¤35,000. tCWCG p81
  • Fury-class starfighter: similarly basic, but too big to be an interceptor. LECG p185
  • Zebra: ¤80,000. 1 crew, 65kg cargo, heavy laser cannons. Ground-assault fighter. tFUCG p117
  • G1-M4-C Dunelizard fighter: a Hutt design. 1 crew, 110kg cargo, double medium laser cannons. ¤115,000. RECG p63

A Sith creation from Imperial Dominance Designs.


Bombers are designed to deliver damage to larger targets; they usually deploy with a fighter escort.

For reference, a B-52 carries 32 tons of bombs (mixed ordnance; bombs, mines, missiles, in various configurations), has crew positions of pilot, copilot, radar navigator (bombardier), navigator, and Electronic Warfare Officer. One tail gun. The nuclear weapons capacity includes 12 AGM-129 advanced cruise missiles (ACMS), 20 AGM-86A air-launched cruise missiles (ALCM) and eight bombs. The conventional weapons payload is eight AGM-84 Harpoon anti-ship missiles ($1.2M, 4.6m×0.34m, 221kg), four AGM-142 standoff Raptor missiles with blast/fragmentation or penetrator warhead (4.82m×0.53m, 1360kg), 51 500lb bombs, 30 1,000lb bombs, 20 AGM-86C conventional air-launched cruise missiles (CALCM) (6.35m×0.62m, 1429 kg, $1.16M), 12 joint stand-off weapons designed to attack surface targets from outside anti-aircraft defenses (JSOW: 4.1m×0.33m, 500kg, $282k–$719k), 12 joint direct-attack munitions designed to bolt on to 500lb or 2000lb bombs (JDAM: 3.0–3.89m×0.5–0.63m, $35k–$70k), and 16 wind-corrected munitions dispensers designed to convert cluster bombs into precision-guided munitions (WCMD).

  • Freefall-class bomber: ¤70,000. Listed as a “colossal starfighter”. 1 pilot, 1 gunner, 1 navigator, 1 bombardier. 10 passengers. 20 tons cargo, 20 proton bombs, laser cannons for the gunner, bomb chute for bombardier. tCWCG p82
  • Scurrg H-6 prototype bomber: ¤150,000. Listed as a “colossal starfighter”. 1 pilot, 1 gunner, 1 navigator, 3 passengers. 10 tons cargo. Laser cannons for the pilot, laser turret for the gunner, bomblet generator for the pilot. Payload of 10 energy spheres, which can be cranked out once per minute. tCWCG p85

A Sith creation from Imperial Dominance Designs. The Trebuchet packs smart proton torpedoes and dumb proton bombs.

  • Quality: Good (3)
  • Scale: Large (4)
  • Aspects: Bomber
  • Great: Armor, Weapon (torpedo launcher)
  • Good: Cargo (bomb bay: 100 tons), Cargo (magazine: 100 torpedoes), Shields, Weapon (bombsight)
  • Fair: Maneuver, Structure, Systems, Sensors, ECM, Weapon (point defense)
  • Average:
  • Stunts: Guided Missiles

The blastboat has a similar size and role to a bomber, but with more emphasis on energy weapons. They generally have an excessively large fusion reactor (or three linked ones) feeding the engines, the shields, and a set of big fixed-mount blaster cannon; they also carry a good load of torpedoes. Blastboat doctrine usually involves a squadron of fighters accompanying the blastboat to get inside a capital ship’s shields and give it a good pounding.


A Sith creation from Imperial Dominance Designs. The Culverin packs both blaster cannon and ion cannon.

  • Quality: Good (3)
  • Scale: Large (4)
  • Aspects: Blastboat, Imperial Aggression (strong offense, weak defense)
  • Great: Weapon (blaster cannon), Weapon (ion cannon)
  • Good: Shields, Systems, Structure, Weapon (torpedoes), Cargo (magazine: 100 torpedoes)
  • Fair: Armor, ECM, Maneuver, Sensors, Weapon (point defense), Weapon (point defense)
  • Average:
  • Stunts: Heavy Weapon (blaster cannon), Heavy Weapon (ion cannon), Guided Missiles


Corvettes are used as assault craft, and are usually horizontally oriented and around 100m long. They are usually commanded by a Lieutenant Commander. System defense corvettes may sacrifice a hyperdrive for greater firepower. They usually have no flight bay, preferring to land or dock to deliver assault troops.

  • Foray-class blockade runner: ¤3,000,000. 155m long, 40–100 crew, 300 passengers, 2800 tons cargo, 5 gunners on 2 medium turbolaser batteries. KotORCG p183
  • Shaadlar-type troopship: ¤3,000,000. 30 crew, 800 passengers, 2500 tons cargo. 5 gunners on 2 medium turbolaser batteries, 3 gunners on 2 point-defense medium ion cannon batteries, 5 gunners on 2 point-defense light concussion missile batteries (50 medium concussion missiles). KotORCG p184
  • Guardian-class light cruiser: Only Large (4). 8 crew, 6 prisoners, 200 tons cargo. ¤800,000. tFUCG p205
  • Tartan-class patrol cruiser: it’s called a cruiser and listed as a Colossal (frigate) capital ship, but it only has 70 crew, 50 troops, 1000 tons cargo, and no small craft; 5 gunner on point defense laser cannon. I think that’s just a corvette. ¤4,200,000. tFUCG p209
  • CR70 Corvette: 130m long. 18–150 crew. Up to 600 passengers or 5000 tons cargo. ¤2,900,000. SotG p75
  • CR90 Corvette: 150m long × 48.6m wide × 32.6m high. 30–165 crew. Up to 600 passengers or 3000 tons cargo. ¤3,500,000. SECR p183 SotG p74 ICS p4
  • Imperial Customs Corvette: 180m long. 58 crew, 20 troops, 500 tons cargo. SotG p102
  • Marauder-class Corvette: 195m long × 132.5m wide × 21.5m high. 177 crew, 80 troops, 300 tons cargo, 12 fighters, 2 landing barges, 4 shuttles. ¤2,400,000. SotG p110
  • Consular-class cruiser (Charger c70 retrofit): ¤1,650,000. 8 crew, 20 troops, 6000 tons cargo. They call Colossal (frigate), but I think it’s a corvette. tCWCG p170
  • Assassin-class corvette: 60–150 crew, 60 passengers, 2100 tons cargo. 3 gunners on dual turbolasers, proton torpedo launcher. RECG p130

The standard Sith assault corvette.

  • Quality: Good (3)
  • Scale: Huge (5)
  • Aspects: Corvette, Imperial Aggression (strong offense, weak defense)
Auditor-class Customs Corvette

Deployed to exact tribute.

  • Quality: Good (3)
  • Scale: Huge (5)
  • Aspects: Corvette

The basic Hacha Tinkunya assault corvette, with a flight bay that can deploy a squadron of fighters.

  • Quality: Good (3)
  • Scale: Huge (5)
  • Aspects: Corvette

Capital Ships

Sith capital ships are based around the idea of a fortress with a drive underneath it and the heaviest weapons able to point forward; orientation doesn’t matter much in space, and once the battle is over, they need to land on planets and start imposing rule. The drive-underneath orientation is also handy for using it as a weapon against ground installations: they crank up the reaction drive and turn whatever is in the way into molten slag. The emphasis is on conquest, so they emphasize aggressive capability over safety to the ship and its occupants. Their ships emphasize weaponry and maneuverability.

The galactic banks also maintain their own militaries, since they need to present a credible threat should someone seek to default on a loan and fail to yield the collateral. Banking militaries are uninterested in conquest; their purpose is to extract value and to punish defaulting debtors. They are more cautious about protecting their investments than the Sith, and emphasize superstructure, armor, and shields. Their designs tend to be horizontally oriented and blocky, preferring multiple large turbolaser turrets to the Sith propensity for massive spinal mounts.

Sith capital ships have quarters next to the bridge set aside for a Sith Lord, and a private lift with access to a hangar bay.


Frigates are the smallest and most maneuverable capital ships, usually about 200m long, often used as escorts for cargo ships or screening elements for larger ships. These are usually run by a Commander. They usually have a small flight bay, carrying an assault shuttle or two for delivering troops to a fight while the frigate remains mobile to keep space superiority.

The naval frigate.

  • Derriphan-class battleship: 25 crew, 850 passengers, 5000 tons cargo. 3 gunners on a point-defense medium blaster cannon battery, 3 gunners on heavy concussion missile battery (60 missiles). KotORCG p163
  • Praetorian-class frigate: 1470 crew, 2700 passengers, 10,000 tons cargo. 12 starfighters, 6 shuttles. 4 gunners on 2 light turbolaser cannon batteries, 3 gunners on 2 point-defense laser cannon batteries, 3 gunners on 2 tractor beam batteries. ¤12,000,000. KotORCG p101
  • Hammerhead-class_cruiser: ¤10,000,000. 315m long. 300 crew, 400 passengers, 4000 tons cargo, 12 interceptors, 2 shuttles, various support craft. 5 gunners on 4 double light turbolaser batteries, 5 gunners on 2 medium turbolaser batteries, 5 gunners on 2 point-defense light laser cannon batteries, 3 gunners on tractor beam battery. KotORCG p184
  • Jehavey’ir-type assault ship: 188m long. 200 crew, 500 passengers, 3500 tons cargo. 5 gunners on a medium turbolaser battery, 3 gunners on a heavy ion cannon battery, 6 gunners on a super-heavy concussion missile battery (36 super-heavy concussion missiles). ¤10,000,000. KotORCG p205
  • DP20 frigate: 120m long. ¤4,800,000. SotG p92
  • Lancer-class frigate: 250m long × 57m wide × 60m high. SotG p108
  • Nebulon-B: 253.2m long × 147.7m wide × 94.3m high, but that’s very spread out. SotG p120
  • Strike-class medium cruiser: 450m long × 90m high. ¤17,000,000+. SotG p135
  • MedStar-class frigate: ¤4,875,000. 440 crew, 655 passengers. 5 gunners on a turbolaser battery, 5 gunners on 2 point-defense laser cannon batteries, 1 on a tractor beam. 4800 tons cargo. tCWCG p171
  • Pelta-class frigate: 900 crew, 300 troops. 275 tons cargo. 2 light turbolaser batteries with 6 gunners, 3 point-defense light laser cannon batteries with 6 gunners, tractor beam battery with 3 gunners. tCWCG p172
  • C-9979 landing craft: 88 battle droids, 30 repair droids, 40 command battle droids, 39 pilot battle droids, 15 security battle droids. Carries 28 troop carriers, 114 AATs, 11 MTTs, 1800 tons cargo. Laser and blaster cannons. ¤200,000. tCWCG p205
  • Diamond-class cruiser: 148 crew, 45 passengers, 180 tons cargo, 600 homing spider droids, 2400 dwarf spider droids. ¤5,000,000. tCWCG p206
  • Escort carrier: 3505 crew, 800 troops, 5000 tons cargo, 72 fighters, 6 shuttles. 5 gunners on point defense laser cannons, 1 gunner with 60 medium concussion missiles to throw around. tFUCG p207
  • Ardent-class Fast Frigate: a ¼-size Star Destroyer with 1400 crew, 200 troops, 5000 tons cargo. 12 starfighters. LECG p189
  • Tri-Scythe-class frigate: 250 troops, 160 proton torpedoes, 7000 tons cargo, 10 turbolaser batteries, 2 point-defense laser cannon batteries, 1 tractor beam battery, 4 proton torpedo batteries, 12 fighters, 2 shuttles. 1400 crew. LECG p151
  • ShaShore-class frigate: 6 turbolaser batteries, 2 point-defense laser cannon batteries, 1 tractor beam battery, 2 proton torpedo batteries. 250 troops, 7000 tons cargo, 80 proton torpedoes, 24 starfighters, 2 shuttles. 1200 crew. LECG p150

A single tower of varying size, with drives on one end, a bridge on the other, a spinal mount weapon running down the center, several rings of turrets, and a couple of small craft bays. These are usually only seen on Sith military agendas.

  • Quality: Good (3)
  • Scale: Immense (6)
  • Aspects: Frigate

The upgraded Keep.

  • Quality: Great (4)
  • Scale: Immense (6)
  • Aspects: Frigate
Vigilant-class Frigate

These are commonly found accompanying convoys of cargo ships, as a deterrent to pirates.

  • Quality: Good (3)
  • Scale: Immense (6)
  • Aspects: Frigate

The standard Hacha Tinkunya frigate.

  • Quality: Good (3)
  • Scale: Immense (6)
  • Aspects: Frigate

Medium-sized warships, between a frigate and a cruiser.


A hexagonal plate with a central tower containing the spinal mount weapon and bridge, six towers at the corners, walls around the edges, and maintenance facilities and landing areas between.

  • Quality: Good (3)
  • Scale: Gigantic (7)
  • Aspects: Destroyer

The upgraded version of the Fortress.

  • Quality: Great (4)
  • Scale: Gigantic (7)
  • Aspects: Destroyer

Comparable to the Star Destroyers of later eras. These are usually commanded by a Captain. Some are outfitted with a flag bridge for a Commodore.

The naval cruiser.

The Imperial-class is 1600m. ICS p6 For comparison, aircraft carrier can be 350m long, with a ship’s company of 3000 [2700 sailors, 150 chiefs, 150 officers], an air wing of 1800 [250 pilots, 1550 support personnel], and up to 90 aircraft.

  • Interdictor-class cruiser: 5224 crew, 3600 troops, 11,000 tons cargo, 48 Sith interceptors. 5 gunners on 5 medium turbolaser batteries, 3 gunners on 6 point-defense light laser batteries, 3 gunners on 3 tractor beam batteries, 2 gunners on 4 gravity well projectors. KotORCG p161
  • Inexpugnable-class_tactical_command_ship: 4,300 crew, 2,000 troops, 50,000 tons cargo, 144 interceptors, 24 starfighters, 24 landing craft, 6 shuttles. 5 gunners on 5 double turbolaser batteries, 5 gunners on 5 light turbolaser batteries, 5 gunners on 2 point-defense light laser cannon batteries, 3 gunners on 2 tractor beam batteries. ¤70,000,000. KotORCG p184
  • Kyramud-type battleship: 752m long. ¤40,000,000. 1200 crew, 2000 passengers, 8000 tons cargo, 3 troopships, 36 fighters. 3 gunners on 4 point-defense medium ion cannon batteries, 5 gunners on 5 double medium turbolaser batteries, 5 gunners on 2 heavy concussion missile batteries (80 heavy concussion missiles), 3 gunners on 2 tractor beam batteries. KotORCG p206
  • Providence-class carrier/destroyer: 6 gunners on a quad turbolaser battery, 5 gunners on 3 dual laser cannon batteries?, heavy ion cannons, point-defense ion cannon battery, 8 proton torpedo launcher batteries with 2800 proton torpedoes. 22,350 crew, 48,247 passengers, 29,000 tons cargo. tCWCG p208
  • Subjugator-class heavy cruiser: 550 crew, 60,000 battle droids, 13,000 tons cargo, 144 “Vulture” droid starfighters, 48 Hyena droid bombers. 5 gunners on 5 heavy turbolaser batteries, 5 gunners on 2 medium turbolaser batteries, 5 gunners on 5 point-defense light laser cannon batteries, 3 gunners on 2 tractor beam batteries, 2 ion pulse cannons. tCWCG p210
  • Neutron Star-class Bulk Cruiser: 6 gunners on heavy quad laser cannon batteries, one on a tractor beam. 2050 crew, 200 troops, 5000 tons cargo, 36 starfighters, 2 space transports. ¤5,000,000. tFUCG p121
  • Gladiator-class Star Destroyer: 5 gunners on light turbolaser batteries, 5 on point defense, 5 on medium concussion missiles (magazine of 300), 2 on tractor beams. 1255 crew, 1200 troops, 6000 tons cargo, 24 starfighters. ¤34,000,000. tFUCG p208
  • Venator-class Star Destroyer: 4 gunners on heavy turbolaser batteries, 1 on a medium double turbolaser, 5 on point-defense laser batteries, 6 on flight deck point-defense laser batteries, 3 on tractor beams, and 1 on a proton torpedo launcher with 64 in the magazine. 7,400 crew, 2,000 troops, 20,000 tons cargo, 192 V-wings, 192 Eta-2s, 36 ARC-170s 40 heavy airspeeders, 24 heavy walkers, and various support craft. ¤50,000,000. tFUCG p209 1137m long. ICS:RotS p4
  • Victory I-class Star Destroyer: 5 gunners on heavy turbolaser batteries, 5 gunners on light quad turbolaser batteries, 5 gunners on heavy concussion missile batteries, 3 on tractor beam batteries. 5,200 crew, 2,040 troops, 8,100 tons cargo, 48 starfighters, 20 heavy ground vehicles, 20 medium ground vehicles, various support craft. ¤50,000,000. tFUCG p211 964m long, has a ship’s company of 5200 [4590 enlisted, 610 officers], two squadrons of TIE fighters, and carrying 2040 troops.
  • Imperial I-class Star Destroyer: 37,085 crew, 9,700 troops, 36,000 tons cargo, 72 fighters, 8 shuttles, 20 AT-ATs, 30 AT-STs. 6 gunners on 5 turbolaser batteries, 6 gunners on 5 ion cannon batteries, 4 gunners on 10 point-defense laser batteries, 2 gunners on 10 tractor beam batteries. SECR p183
  • Imperial II-class frigate: 19,899 crew, 4400 troops, 46,350 tons cargo. 36 TIE fighters, 36 TIE/In interceptors, 2 λ-class shuttles, various support vehicles. Listed as Colossal (frigate), but clearly too big for that. RECG p132
  • Keldabe-class battleship: RECG p154
  • The Pellaeon-class Star Destroyer. LECG p189–90
  • The Imperious-class Star Destroyer. LECG p190–1
  • Scythe-class main battle cruiser: LECG p149

Bastion ships are generally about a kilometer across, with a baseplate 100m high surmounted by 100m walls guarded by 120m towers, with a 150m tower at the center.

  • Quality: Good (3)
  • Scale: Gargantuan (8)
  • Aspects: Cruiser

Citadel ships are the more expensive variant of the Bastion design.

  • Quality: Great (4)
  • Scale: Gargantuan (8)
  • Aspects: Cruiser

The largest battleships are called dreadnoughts, but this is mostly a matter of nuance.

The naval battleship, battlecruiser, and dreadnought, for comparison.

  • Centurion-class_battlecruiser: 31,452 crew, 7,400 troops, 32,000 tons cargo, 96 interceptors. 6 gunners on 6 medium turbolaser batteries, 6 gunners on 6 heavy ion cannon batteries, 3 gunners on 6 point-defense light laser cannon batteries, 3 gunners on 3 tractor beam batteries. KotORCG p162
  • Kandosii-type dreadnaught: 1360m long. ¤200,000,000. 10,000 crew, 30,000 troops, 45,000 tons cargo. 6 gunners on 5 medium turbolaser batteries, 6 gunners on 2 point-defense triple laser cannon batteries, 6 gunners on 2 super-heavy concussion missile batteries, 3 gunners on 2 tractor beam batteries. KotORCG p206

Not as fast, but packing tremendous firepower. These are usually commanded by a Line Captain, and have a flag bridge suitable for a Fleet Admiral.

  • Quality: Great (4)
  • Scale: Colossal (9)
  • Aspects: Dreadnought

Interstellar Shipping

Interstellar freight is economically viable. Light freighters have to deal in fairly valuable goods; only the huge container ships can make it viable to carry bulk goods like flour, and even agricultural worlds have mills that handle the first stage of refining their products. See also Star Wars Ships and Vehicles. The big carriers are the size of dreadnoughts.

Container Cargo

The galaxy has a standard cargo module, comparable to modern cargo containers; the galactic standard intermodal container is 7.2m×3.6m×3.6m on the outside, which abstracts to Medium (3) size. The typical pressure-tight container is made of plasteel, masses about 2 tons empty, and about 24 tons when full. The largest freighters can carry thousands; light freighters usually carry from one to four within mandibles that keep the modules within the ship’s inertial compensators. Some modules are also used as prefabricated housing for space stations and outposts. Cargo modules make it easy to load and unload a ship; half a dozen longshoremen operating a crane can move two dozen modules an hour.

Smaller break bulk cargo is combined into other unit loads such as crates, bulk boxes, carboys, drums, casks, tuns, and pallets. These can take a while to load and unload; some ships carry their own stevedore droids to handle it, but most rely on local labor. (On an industrialized world, expect to hire a bunch of organics from the local labor guild that has staked out the spaceport as its turf; on a heavily industrialized one, expect to hire a few organic supervisors with a bunch of binary load lifters.)

Compare to a post-Panamax container ship: 1200’×600’, able to carry 12000 containers. The Millennium Falcon’s mandibles are there to grip a single cargo module; while I came up with that independently, Pete Briggs thought of it first. The Falcon is 26.5m×20m×5m according to West End Games, the rare Selyana plans give it as 36.9m×26.2m×8.85m, and a detailed calculation gives a 27m saucer diameter, 34.8m length, and 6.9m thickness; I’m using the latter one to judge the width of a cargo module. Triple-E ships are 400m long, 59m wide, 73m high, 18000 containers.

The salamander ranodon sibiricus has a huge liver that stores lots of glycogen and converts it to glycerine to survive freezing. The North American wood frog, Rana sylvatica, can also survive –8°C using glucose.

Starship Features

It is a truth galactically acknowledged that a starship with a working fusion reactor is never in want of heat. All military and scout ships and most light freighters are equipped with facilities for steam distillation and electrolysis that will allow them to refuel anywhere they can find water— liquid on a planetary surface, or solid among asteroids out past the ice line. Given the heat of an operating fusion reactor, is it practical to just convert the water to plasma and separate the elements that way?

All starships that carry living beings have, at minimum, a basic fresher and recycler. A fresher is a 1m×1m floor-to-ceiling column that fits most humanoid beings. For waste disposal, just step in and fold out a seat; for cleansing, place clothing in the cleaner drawer, shower off dirt, blow dry, and re-don clothing that has all the while been put through solvents, sonics, and forced air to be clean and dry. Heat comes from heater elements that run off the ship’s fuel cells in dock or from a coolant line from the fusion plant while underway.

The basic, no-frills recycler scrubs CO2 to yield O2, pulls other contaminants out of the air, and separates water from shipboard waste. It fills a tank full of very smelly organic sludge, which will hopefully not be filled to bursting when the ship next makes port. It’s roughly a 1 meter cube.

Many light freighters and almost all scoutships have a basic biocycler: a 1m×2m×2m system that contains numerous snaking transparent tubes intertwined with quantum-dot lighting and a set of cultures of tailored bacteria and algae. This uses biological principles to do the same thing as the no-frills recycler, with the added bonus that it cranks out a steady stream of algae flour. One of these can handle waste from a dozen normal-sized humanoids, and can stretch a ship’s ration supply considerably on long-duration missions. In long-term shutdown, a basic biocycler can keep its cultures encysted for decades using minimal power.

An advanced biocycler is 3m×2m×2m and features tailored invertebrates like krill and worms. These can handle waste from a few dozen people, and cranks out protein paste as well as algae flour. (Protein paste on unleavened algae-flour crackers is every spacer’s nightmare food, and this tasteless treat is available in every spaceport as real spacer food for parents to give to clamoring children who dream of traveling the stars. Real spacers keep a well-stocked spice cabinet and some form of culture for growing bread such as yeast or sourdough starter.) Large ships usually carry enough advanced biocyclers to handle their expected population. In long-term shutdown, the protein cultures die, but new generations can be easily hatched out of eggs; a supply of eggs is usually kept in a thickly lead-lined container that can handle even severe radiation conditions— a dead biocycler smells really, really bad.

A luxury biocycler just fits into a container cargo module and cranks out a nutrient broth that is used to feed cell cultures that are then used with tissue printers to generate artificial meat, or to cultures that secrete substances like cooking oils and raw milk. These are usually only found on capital ships; a luxury civilian ship just stocks its larder, but high-ranking officers on long journeys become rather irate when served protein paste on unleavened algae-flour crackers. Luxury biocyclers are not designed for long-term shutdown, and someone exploring the long-dead hulk of a capital ship would be wise to be careful about restoring atmosphere to the cyclers; the smell can be horrifying if there are any volatiles left.

Hydroponics modules plug into a ship’s biocyclers and crank out fresh food (or sometimes just kaf beans) for the ship’s table. They usually contain genetailored vines snaking around an internal growth trellis spangled with quantum dot lights and nutrient tubes. It can only be tended by small spider droids that can navigate its innards, but it can grow fruit or beans in every liter of volume. Look up times for fruit maturation. The leaves of the vines may also be tailored to provide fresh greens for the table, or to concentrate the compounds of spices over time.

Light freighters often keep enough spare parts tucked away in a hold to effect repairs on a journey; some even have a fabber integrated into the cargo hold, and crank out bespoke objects or molds (for casting with simpler materials) when visiting colony worlds that lack such capacity. Capital ships always have sufficient fabber capacity to handle their own maintenance on long-duration missions. Most capital ships just carry an appropriate load for their expected mission, but some just have huge amounts of factory capacity and are able to crank out tanks or fighters as necessary, given the time to set up the production line.