
New Revised Edition!
I went back and revised the Feng Shui Star Wars conversions and rules and came up with the new rules below. Unfortunately, the old characters are not compatable with the new rules, but, so be it! Now you can use Fu Schticks and the Force is slightly different.
Character Creation
Character creation is much like in the regular Feng Shui game system. Basically the player chooses a archetype they want to play and they go from there.
First, the following Feng Shui archetypes are not available in Star Wars Feng Shui: Abomination, Cyborg, Monster Hunter, Gardener, Golden Candle Agent, Guiding Hand Archer, Redeemed Pirate, Shaolin Disciple, Shaolin Master, Archer, Bandit, and Taoist Wizard.
The regular archetypes will need to be translated into the Star Wars universe before we continue
Big Bruiser – can be anything, a big Stormtrooper, Rebel Officer, a big guy who dabbles in the Force, whatever.
Cyborg – Cyborgs are not allowed in Star Wars, but can be simulated by using the Supernatural Creature Schtick.
Everyman Hero – also can be anything, a bar hopper who happens to be in trouble all the time, a guy with a gambling debt.
Ex-Special Forces – Could be a veteran of the Empire or Rebelion or a past war with another race. A combat specialist who wishes to be secluded for some reason.
Ghost – can be an alien with no physical form or, most likely, the spirit of a dead Jedi.
Karate Cop – the futuristic equivalent of Chuck Norris or Sammo Law. They work for a law enforcement agency like the Empire or the Rebellion and police it with their fists.
Killer – can be a hired assassin for the Empire or Rebellion or a freelance Bounty Hunter.
Martial Artist – a fighter with heart. Can be with the Rebellion or the Empire or another alien race.
Masked Avenger – someone with a deluded sense of modesty. They're a hero of sorts, but they crave anonymity. Could work for the Rebellion but can not be on their payroll or work for the Empire or whatever.
Maverick Cop – a member of a law enforcement agency like the Empire or the Rebellion who constantly breaks the rules to get the job done. Could work for another organization.
Ninja – a secret assassin of the night, but you crave subtlety. Could work for the Rebellion or the Empire or be completely Freelance. Basically be a toned down version of a killer, but uses stealth.
Old Master – You're an old fighter who has decided to do something either for the Empire or the Rebellion.
Scrappy Kid – basically you're a kid.
Sorcerer – As magic is the Force, a Sorcerer would be a Jedi Knight. A little different than the regular Sorcerers, Jedi Knights are adept at Martial Arts. To perform Martial Arts attacks, use your Sorcery skill instead of Martial Arts.
Spy – the character is a spy for some kind of organization, be it the Rebellion or the Empire, or both.
Supernatural Creature – use the Supernatural Creature archetype for all aliens and droids you want to play. Get together with your GM to figure out stats and everything.
Techie – an engineering whiz for whatever organization.
Transformed Animal – basically the same as in the Feng Shui rulebook.
Gambler – the character is a gambler, no real changes.
Journalist – a truth-seeker who wants to see justice prevail. The character investigates oddities to see if they can be used to their advantage.
Magic Cop – Basically a young Jedi Knight, or a trainee. They're not as advanced as a Sorcerer/Jedi Knight, so they don't have their unique Schtick.
Medic – the character's a medic for some kind of organization who seems to always be the first on the scene, and usually before anyone's wounded.
Private Investigator – a freelance investigator nor bound by any Imperial or Rebel ties. You sell your services to the highest bidder, and you get the job done.
Thief – the character's like a smuggler or something of the sort. A common criminal.
Skills are a bit different also. The Sorcery skill is synonomous with the Force. Basically everything else can be done with the skills in the Feng Shui rulebook, guns for blasters, etc. Sorcery/The Force is used not only for Force Powers, but is used when the character wishes to use a lightsaber. Martial Arts will not allow a character without Sorcery to use a lightsaber.
All schticks except Arcanowave Schticks can be used in Star Wars Feng Shui. However, Magic schticks are something different. This doesn't affect character creation at all, so it is discussed in the Force section below.
Weapons are picked as normal, but from the tables in the weapons section.
Wealth level also remains the same.
The Force/Magic

The Force is tricky. If the Force is used to harm someone else, than that character takes one step closer to the Dark Side. Characters can only use the Force to do good. At the end of a session in which a character uses the Force to do evil, they must make a mutation check as in Arcanowave gear. The difficulty of the task check (using Force Powers skill) is the number of times the character did something evil with the force (the total number of times EVER! If a character uses the force in an evil way three sessions ago, it is also included.). If the task check fails, then the character falls into the Dark Side and becomes evil. He then becomes the GM's character to do with what he wishes. When a character uses the Force to do wrong, then they get a Dark Force Point. Mark this on the Star Wars Feng Shui Character Sheel in the noted place.
The Magic schticks are used as they are noted in the Feng Shui rulebook, but they are presented as the Force, not as magic. No changes are needed, but the character must remember that these Magic schticks can only be used for good and not to hurt anyone. If this is done, then the character gets Dark Force Points.
Star Wars Weapons and Equipment
Blasters can be set for stun damage instead of killing damage. Blasters set to stun do NO WOUND POINTS. The DV of the blaster is DOUBLED for stunning purposes. The length of time a character is stunned s equal to the outcome of the attack in shots.
| Weapon | Damage/Concealment/Capacity |
| Hold-Out Blaster | 8/1/6 |
| Sporting Blaster | 9/2/50 |
| Blaster Pistol | 10/3/100 |
| Heavy Blaster Pistol | 13/3/25 |
| Sporting Blaster Rifle | 11/5/100 |
| Blaster Rifle | 12/5/100 |
| Blaster Carbine | 12/3/100 |
| Light Repeating Blaster | 13/5/25 |
| E-Web Repeat Blaster | 15/5/UNLIMITED |
| Wookie Bowcaster | 13/5/6 (50) |
| Thermal Detonator | 50/1/1 |
| Fragmentation Grenade | 25/1/1 |
| Mine | 30/2/1 |
| Lightsaber | Strength + 9/2/-- |
| Vibroaxe | Strength + 4/5/-- |
| Vibroblade | Strength + 2/2/-- |
| Typical Knife | Strength + 1/1/-- |
| Typical Throwing Knife | Strength + 2/1/-- |
| Atgar Anti-Vehicle Tower | 8/5/UNLIMITED |
| Anti-Orbital Ion Cannon | 30/5/UNLIMITED |
Lightsaber – A antiquated melee weapon, once the preferred weapon of the ancient Jedi Knights, but now rarely used, both because its beam can severely injure its wielder, and because intensive training is required for proficiency. A metallic cylinder projects a defined beam (of a certain color) of coruscating energy which can cut through any known material. The weapon is only available to Sorcerers or Magic Cops.
Equipment
Breath Mask
Comlink
Glow Rods
Macrobinoculars
Medpacs
Recording Rods
Datapad
Equipment Descriptions
Breath Mask – Portable filtering systems which cover the mouth and nose and provide life-supporting gases for a limited amount of time. Usually, they only can operate for one hour.
Comlink – Portable communication devices. These are suitable for personal, short range communication (up to 50 kilometers). Vehicular comlinks have a range of 200 kilometers. Comlinks can be used to hail on many frequencies at once for a general call.
Glow Rods – Portable flashlights. Usually last for about 50 hours before needing to be replaced.
Macrobinoculars – Can magnify images up to 1 kilometer away.
Medpacs – a first-aid kit.
Recording Rods – These can record sounds and speech for up to 100 hours. Reusable.
Datapad – Primitive personal computers which are small, light, and portable. They are the notebooks of the Star Wars universe.
| Armor Type | TGH | AGL |
| Blast Vest | +2 | -2 |
| Bounty Hunter Armor | +3 | -3 |
| Stormtrooper Armor | +2 | +1 |
| Blast Helmet | +2 | -1 |
Armor Descriptions
Blast Vest – A basic armor vest. Includes a blast helmet. These were originally designed for protection from physical attacks, so they do not provide very good protection from blaster bolts.
Bounty Hunter Armor – A number of Bounty Hunters utilize a variety of armor. This is just a basic representation of some common armor (like the Corellian PowerSuit, which increases the wearer's Strength by 2 as well). Some types include Mandalorian Armor (Rare) and modified types of other armor.
Stormtrooper Armor – Ownership of stormtrooper armor by non-imperials is a serious crime in the Empire. Stark white and unmistakable, this armor covers the entire body.
Blast Helmet – Blast helmets provide protection against shrapnel and fragments, although almost useless against blaster bolts. It only covers the head.
Vehicles
There are other modes of transportation in the Star Wars universe other than starships.
Mainly, all vehicles use Repulsorlifts, or force field technology which lets vehicles ride over the ground without touching it.
Vehicles
Airspeeders
Cloud Cars
Landspeeders
Sail Barges
Skiffs
Speeder Bikes
Swoops
Walkers
Vehicle Descriptions
Airspeeders – Personal transports designed for speed and mobility. They are basically between landspeeders and space fighters. They can only operate in the atmosphere. They can be seen in the Hoth battle in The Empire Strikes Back.
Move: 200
Hull Toughness: 8
Shield Toughness: NONE
Crew: 1
Passengers: 1
Weapons: None on Commercial Airspeeders; Combat Air Speeders have Double Laser Cannons (DV 8), Power Harpoon (STR 13)
Cloud Cars – Medium and high-atmosphere vehicles which utilize repulsorlift and ion engine technology. The major manufacturer is Bespin Motors.
Move: 450
Hull Toughness: 10
Shield Toughness: NONE
Crew: 1
Passengers: NONE
Weapons: Double Blaster Cannon (DV 10)
Landspeeders – Ground-based repulsorlift craft. Like the car of the future.
Move: 75
Hull Toughness: 7
Shield Toughness: NONE
Crew: 1
Passengers: 1
Weapons: NONE
Sail Barges – Massive vehicles that are very large luxury yachts for rich people. They feature massive sails as a throwback to legendary days and are covered with gaudy ornamentation. They use repulsorlift technology and fly close to the ground.
Move: 20
Hull Toughness: 8
Shield Toughness: NONE
Crew: 5 to 10
Passengers: 225
Weapons: NONE
Skiffs – Used for any large cargo and relatively low-speed and low-altitude transportation. They tend to be slow and clumsy, and can easily be operated, even by low intelligence labor droids.
Move: 70
Hull Toughness: 8
Shield Toughness: NONE
Crew: 2
Passengers: 3
Weapons: NONE
Speeder Bikes – These vehicles fill the need for small, fast, personal transportation, and appeal both to youngsters around the galaxy and the military. They are normally single or two-person craft, emphasizing speed and maneuverability over safety and protection.
Move: 125
Hull Toughness: 7
Shield Toughness: NONE
Crew: 1
Passengers: 1
Weapons: Laser Cannon (DV 10)
Swoops – A combination of repulsorlift and ion engine technology, so they obtain great maneuverability and speed. They are very difficult to pilot and, therefore, due to their speed, are a favorite for racing.
Move: 175
Hull Toughness: 6
Shield Toughness: NONE
Crew: 1
Passengers: NONE
Weapons: NONE
Walkers – Walkers are used by the Empire (AT-AT and AT-ST) for recon patrols and assaults.
All-Terrain Armored Transport
Huge, four-legged attack transports.
Move: 15
Hull Toughness: 16
Shield Toughness: NONE
Crew: 3 to 5
Passengers: 40 or 2 AT-STs
Weapons: Two Heavy Laser Cannons (DV 16), Two Medium Blasters (DV 10)
All-Terrain Scout Transport
A smaller, faster, two-legged scout transport.
Move: 25
Hull Toughness: 10
Shield Toughness: NONE
Crew: 2
Passengers: NONE
Weapons: Twin Blaster Cannon (DV 12), Twin Light Blaster Cannon (DV 8), Concussion Grenade Launcher (DV 10)
Starships and Starship Combat
When flying in space, treat all spacecraft movement as if they are characters on the ground. Only when the craft goes into atmosphere does the move rating change for collision and other speed modifiers.
When piloting a spacecraft, the pilot uses his or her Driving rating for maneuvers. Unless otherwise noted, all the ships have Navigation Computers. Traveling and plotting a course through hyperspace has a set difficulty of 10. Use the following modifiers for space travel.
| Hyperspace Condition | Difficulty Modifier | Astrogation Modifier |
| Major Trade Route | None | None |
| Commonly Traveled Route | +2 | +10% |
| Lightly Traveled Route | +4 | +25% |
| Infrequently Traveled Route | +6 | +50% |
| Route not Traveled in Several Years | +8 | +100% |
| Never Traveled Route Before | +10 | +150% |
| Hasty Entry | +2 | Double Duration |
| No Nav Computer | +20 | Double Duration |
| Lightly Damaged Ship | +2 | +5 Hours |
| Heavily Damaged Ship | +4 | +10 Hours |
Traveling in Hyperspace ain't like dusting crops, boy (I had to say it once). Hyperspace times are dependent upon physical proximity, the quality of the trade route, and how good the ship's hyperdrive is. When determining travel time, use the following guidelines.

| System Location | Duration |
| Within a Sector | A few Hours to a few Days |
| Within a Region | A Few hours to a few Days |
| Nearby Region | Several Days to Weeks |
| Across the Galaxy | Several Weeks to Several Months |
Multiply the time by the Hyperdrive modifier depending on what type of ship you are traveling in.
Astrogation Gazetteer
Here are some systems and their estimated travel times from one to another.
| Bespin | Celanon | Corellia | Coruscant | Dagobah | Dantooine | Endor | Gamorr | Lianna | Sullust | Tantooine | ||
| Alderaan | 8h | 2d12h | 6h | 16h | 1d6h | 13h | 18h | 7d12h | 13d4h | 8d21h | 7h | |
| Bespin | 2d20h | 6h | 6d14h | 1d3h | 22h | 1d8h | 3d3h | 18d12h | 11d4h | 16h | ||
| Celanon | 8h | 13h | 16d5h | 1d22h | 2d17h | 8d9h | 14h | 15h | 4d6h | |||
| Corellia | 4h | 1d7h | 12h | 17h | 10d14h | 15h | 19h | 4h | ||||
| Coruscant | 12d14h | 19h | 6d12h | 16d3h | 12d14h | 8d2h | 22d14h | |||||
| Dagobah | 1d8h | 4d1h | 27d8h | 31d15h | 3d6h | 1d4h | ||||||
| Dantooine | 21h | 3d14h | 19h | 5d6h | 20h | |||||||
| Endor | 14d5h | 18d2h | 19h | 1d | ||||||||
| Gamorr | 23d4h | 3d2h | 1d16h | |||||||||
| Lianna | 3d12h | 2d3h | ||||||||||
| Sullust | 1d14h | |||||||||||
| Tantooine |
For combat in outer space, use the pilot's Driving rating for Dodge actions and his Guns rating for attacking. Use the moving target modifiers if the ship being attacked is moving.
Shields regenerate 1 shield point every three shots. It cannot go over its maximum. Shield energy can be modified. The pilot can redirect laser power to the shields, DOUBLING the bonus). The pilot can also do vice versa draining the shields into the laser systems, INCREASING LASER DAMAGE BY +5 DV. If a shield goes below 0, it is blown down, but it regenerates as
normal unless it has been damaged by the hull impact.
Ion Cannons do no wound points. Instead, they ignore shields and (when damage is greater than hull toughness) disables a system (roll on table below). This is permanent until after the battle.
Damage listed for lasers and missiles are for each missile or laser. The more cannons or launchers, the more one can fire each shot.
Gravity Well Projectors only pull ships out of Hyperspace, not damage them.
Damage to ships is treated as if they are unnamed/named characters. If a TIE fighter is being piloted by a mook, then treat the attack like that of a mook. If the TIE is being piloted by a named character, Wound Points take affect.
When the hull of a ship is damaged (damage gets through the shields), roll on the following table for a temporary system malfunction.
| Roll | System |
| 1 | Ion Drives |
| 2 | Nav Computer |
| 3 | Hyperdrives |
| 4 | Weapon System |
| 5 | Shields |
| 6 | Lateral Thrusters |
Repair to temporary damaged systems can occur during battle if a character (or passenger or R2 unit) attempts to fix the damage.
Impairment takes the effect of a system being PERMANENTLY damages for the duration of the battle (roll on table above).

What follows is the Feng Shui stats for Star Wars ships.
A-Wing
Move (In Space): 12
Move (Atmospheric): 430
Hyperdrive: x1
Hull Toughness: 9
Shield Toughness: +5
Crew: 1
Passengers: NONE
Weapons:
2 Laser Cannons (DV 10)
2 Concussion Missile Launchers (DV 27/--/6 EACH)
A-9 Vigilance Interceptor
Move (In Space): 12
Move (Atmospheric): 430
Hyperdrive: x1
Hull Toughness: 9
Shield Toughness: NONE
Crew: 1
Passengers: NONE
Weapons:
2 Laser Cannons (DV 10)
B-Wing
Move (In Space): 6
Move (Atmospheric): 315
Hyperdrive: x1
Hull Toughness: 12
Shield Toughness: +8
Crew: 1 (2 for Expanded Model)
Passengers: NONE
Weapons:
3 Laser Cannonns (DV 10)
3 Ion Cannons (DV 10)
2 Proton Torpedo Launchers (DV 30/--/4 EACH)
CloakShape Fighter
Move (In Space): 6
Move (Atmospheric): 315
Hyperdrive: x1
Hull Toughness: 9
Shield Toughness: NONE
Crew: 1
Passengers: 1 R2 Unit (ONLY WITH HYPERDRIVE CRAFTS)
Weapons:
2 Laser Cannons (DV 10)
2 Concussion Missile Launchers (DV 27/--/6 EACH)
E-Wing
Move (In Space): 11
Move (Atmospheric): 425
Hyperdrive: x1
Hull Toughness: 10
Shield Toughness: +5
Crew: 1
Passengers: 1 R2 Unit
Weapons:
3 Heavy Blaster Cannons (DV 12)
1 Proton Torpedo Launchers (DV 30/--/16)
Hornet Interceptor
Move (In Space): 9
Move (Atmospheric): 380
Hyperdrive: x1
Hull Toughness: 9
Shield Toughness: +7
Crew: 1
Passengers: NONE
Weapons:
2 Turbocharged Laser Cannons (DV 11)

I-7 Howlrunner
Move (In Space): 9
Move (Atmospheric): 425
Hyperdrive: x1
Hull Toughness: 10
Shield Toughness: +5
Crew: 1
Passengers: 1
Weapons:
2 Laser Cannons (DV 10)
Hapan Miy'til Fighter
Move (In Space): 9
Move (Atmospheric): 380
Hyperdrive: x1
Hull Toughness: 8
Shield Toughness: NONE
Crew: 1
Passengers: 1 R2 Unit
Weapons:
2 Laser Cannons (DV 10)
1 Concussion Missile Launcher (DV 27/--/6)
Skipray Blastboat
Move (In Space): 8
Move (Atmospheric): 400
Hyperdrive: x2
Hull Toughness: 10
Shield Toughness: +5
Crew: 4
Passengers: NONE
Weapons:
2 Laser Cannons (DV 10)
3 Ion Cannons (DV 10)
1 Proton Torpedo Launcher (DV 30/--/8 (Newer 12j has 12))
1 Concussion Missile Launcher (DV 27/--/12 (Newer 12j has 18))
Scimitar Assault Bomber
Move (In Space): 9
Move (Atmospheric): 280
Hyperdrive: x2
Hull Toughness: 11
Shield Toughness: +5
Crew: 2
Passengers: NONE
Weapons:
2 Laser Cannons (DV 10)
8 Concussion Missile Launchers (DV 27/--/2 EACH)
X-Wing
Move (In Space): 8
Move (Atmospheric): 350
Hyperdrive: x1
Hull Toughness: 10
Shield Toughness: +5
Crew: 1
Passengers: 1 R2 Unit
Weapons:
4 Laser Cannons (DV 10)
2 Proton Torpedo Launchers (DV 30/--/3 EACH)
Y-Wing
Move (In Space): 7
Move (Atmospheric): 330
Hyperdrive: x1
Hull Toughness: 11
Shield Toughness: +5
Crew: 1
Passengers: 1 R2 Unit
Weapons:
2 Laser Cannons (DV 10)
2 Ion Cannons (DV 10)
2 Proton Torpedo Launchers (DV 30/--/4 EACH)

Tie Fighter
Move (In Space): 10
Move (Atmospheric): 400
Hyperdrive: NONE
Hull Toughness: 5
Shield Toughness: NONE
Crew: 1
Passengers: NONE
Weapons:
2 Laser Cannons (DV 10)
Tie Interceptor
Move (In Space): 11
Move (Atmospheric): 415
Hyperdrive: NONE
Hull Toughness: 7
Shield Toughness: NONE
Crew: 1
Passengers: NONE
Weapons:
4 Laser Cannons (DV 10)
Tie Bomber
Move (In Space): 8
Move (Atmospheric): 375
Hyperdrive: NONE
Hull Toughness: 9
Shield Toughness: NONE
Crew: 1
Passengers: NONE
Weapons:
2 Laser Cannons (DV 10)
1 Concussion/Proton Torpedo Launcher
(DV 27/--/8) - Concussion Missiles
(DV 30/--/4) -- {Proton Torpedoes)
A Tie Bomber either has a Concussion Missile Launcher OR a Proton Torpedo Launcher, never both.

Z-95 Headhunter
Move (In Space): 7
Move (Atmospheric): 380
Hyperdrive: x1
Hull Toughness: 9
Shield Toughness: NONE
Crew: 1
Passengers: NONE
Weapons:
2 Triple Blasters (DV 10) - Fires three shots in one, cannot change.
Lancer-Class Frigate
Move (In Space): 4
Move (Atmospheric): NONE
Hyperdrive: x2
Hull Toughness: 13
Shield Toughness: +6
Crew: 850
Passengers: 40
Weapons:
20 Quad Laser Cannons (DV 10) - Fires four shots in one, cannot change
Corona-Class Frigate
Move (In Space): 5
Move (Atmospheric): 280
Hyperdrive: x2
Hull Toughness: 15
Shield Toughness: +7
Crew: 838
Passengers: 80
Starfighters: 36
Weapons:
10 Turbolaser Cannons (DV 10) - Autofire capable
10 Laser Cannons (DV 10)
4 Ion Cannons (DV 10)
2 Tractor Beam Projectors (Strength 20 EACH)
Nebulon-B Escort Frigate
Imperator II-Class Star Destroyer
Move (In Space): 6
Move (Atmospheric): NONE
Hyperdrive: x1
Hull Toughness: 22
Shield Toughness: +14
Crew: 37, 085
Passengers: 9, 700
Starfighters: 72
Weapons:
50 Heavy Turbolaser Batteries (DV 15) - Autofire Capable
50 Heavy Turbolaser Cannons (DV 13) - Autofire Capable
20 Ion Cannons (DV 10)
10 Tractor Beam Projectors (Strength 20 EACH)
Executor-Class Command Ship
Move (In Space): 4
Move (Atmospheric): NONE
Hyperdrive: x2
Hull Toughness: 25
Shield Toughness: +18
Crew: 280, 734
Passengers: 38, 000
Star fighters: 144
Weapons:
250 Turbolaser Batteries (DV 13) - Autofire Capable
250 Heavy Turbolaser Batteries (DV 15) - Autofire Capable
250 Concussion Missile Launchers (DV 27/--/6 EACH)
250 Ion Cannons (DV 10)
40 Tractor Beam Projectors (Strength 20 EACH)
Sovereign-Class Command Ship
Move (In Space): 3
Move (Atmospheric): NONE
Hyperdrive: x2
Hull Toughness: 30
Shield Toughness: +22
Crew: 605, 745
Passengers: 130, 100
Starfighters: 480
Weapons:
500 Laser Cannons (DV 10)
500 Turbolaser Batteries (DV 13) - Autofire Capable
75 Ion Cannons (DV 10)
100 Tractor Beam Projectors (Strength 20 EACH)
5 Gravity Well Projectors
1 Axial Superlaser (DV 50) - 8 shots to recharge

Eclipse-Class Command Ship
Move (In Space): 4
Move (Atmospheric): NONE
Hyperdrive: x2
Hull Toughness: 35
Shield Toughness: +26
Crew: 712, 645
Passengers: 150, 000
Starfighters: 696
Weapons:
550 Laser Cannons (DV 10)
500 Turbolaser Batteries (DV 13) - Autofire capable
75 Ion Cannons (DV 10)
100 Tractor Beam Projetors (Strength 20 EACH)
10 Gravity Well Projectors
1 Axial Superlaser (DV 50) - 8 shots to recharge
Victory-Class Star Destroyer
Move (In Space): 4
Move (Atmospheric): 265
Hyperdrive: x2
Hull Toughness: 18
Shield Toughness: +10
Crew: 5, 200
Passengers: 2, 040
Starfighters: 24
Weapons:
10 Quad Turbolaser Batteries (DV 13) - Autofire Capable - Fires four shots in one, cannot change
40 Double Turbolaser Batteries (DV 13) - Autofire Capable - Fires two shots in one, cannot change
80 Concussion Missile Launchers (DV 27/--/6 EACH)
10 Tractor Beam Projectors (Strength 20 EACH)
Victory II-Class Star Destroyer
Move (In Space): 6
Move (Atmospheric): NONE
Hyperdrive: x2
Hull Toughness: 20
Shield Toughness: +12
Crew: 6, 102
Passengers: 1, 600
Starfighters: 24
Weapons:
20 Turbolaser Batteries (DV 13) - Autofire Capable
40 Double Turbolaser Cannons (DV 13) - Autofire Capable - Fires two shots in one, cannot change
10 Ion Cannons (DV 10)
10 Tractor Beam Projectors (Strength 20 EACH)
Republic-Class Star Destroyer
Move (In Space): 6
Move (Atmospheric): NONE
Hyperdrive: x2
Hull Toughness: 22
Shield Toughness: +14
Crew: 8, 428
Passengers: 3, 200
Starfighters: 36
Weapons:
40 Heavy Turbolaser Batteries (DV 15) - Autofire Capable
40 Heavy Turbolaser Cannons (DV 15)
20 Ion Cannons (DV 10)
10 Tractor Beam Projectors (Strength 20 EACH)
Mon Calamari MC80 Star Cruiser
Move (In Space): 6
Move (Atmospheric): NONE
Hyperdrive: x1
Hull Toughness: 22
Shield Toughness: +14
Crew: 5, 402
Passengers: 1, 200
Starfighters: 36
Weapons:
48 Turbolaser Batteries (DV 13) - Autofire Capable
20 Ion Cannon Batteries (DV 13)
6 Tractor Beam Projectors (Strength 20 EACH)
Mon Calamari MC90 Star Cruiser
Move (In Space): 7
Move (Atmospheric): NONE
Hyperdrive: x1
Hull Toughness
: 24
Shield Toughness: +16
Crew: 6, 465
Passengers: 1, 700
Starfighters: 72
Weapons:
75 Turbolaser Batteries (DV 13) - Autofire Capable
30 Ion Cannon Batteries (DV 13)
8 Tractor Beam Projectors (Strength 20 EACH)
6 Proton Torpedo Launchers (DV 30/--/4 Each)
YT-1300
Move (In Space):
4
Move (Atmospheric): 265
Hyperdrive: x2
Hull Toughness: 12
Shield Toughness: +8
Crew: 2
Passengers: 6
Weapons:
1 Laser Cannons (DV 10)
YT-2400
Move (In Space): 6
Move (Atmospheric): 315
Hyperdrive: x1
Hull Toughness: 14
Shield Toughness: +9
Crew: 2
Passengers: 4
Weapons:
2 Double Laser Cannons (DV 10) - Fires two shots in one, cannot change
Corellian Gunship
Move (In Space): 7
Move (Atmospheric): 330
Hyperdrive: x2
Hull Toughness: 20
Shield Toughness: +12
Crew: 91
Passengers: NONE
Weapons:
8 Turbolaser Cannons (DV 10) - Autofire Capable
6 Quad Laser Cannons (DV 10) - Fires four shots at once, cannot change
4 Concussion Missile Launchers (DV 30/--/4 EACH)
Corellian Corvette
Move (In Space): 6
Move (Atmospheric): 315
Hyperdrive: x2
Hull Toughness: 20
Shield Toughness: +12
Crew: 30 to 165
Passengers: Up to 600
Weapons:
2 Turbolaser Cannons (DV 10) - Autofire Capable
4 Laser Cannons (DV 10)
Belarus-Class Medium Cruiser
Move (In Space): 6
Move (Atmospheric): NONE
Hyperdrive: x2
Hull Toughness: 22
Shield Toughness: +14
Crew: 1, 878
Passengers: 410
Starfighters: 12
Weapons:
15 Turbolaser Cannons (DV 10) - Autofire Capable
10 Turbolaser Batteries (DV 13) - Autofire Capable
5 Ion Cannons (DV 10)
10 Tractor Beam Projectors (Strength 20 EACH)
Strike-Class Cruiser
Move (In Space): 6
Move (Atmospheric): NONE
Hyperdrive: x2
Hull Toughness: 23
Shield Toughness: +15
Crew: 2, 112
Passengers: 340
Starfighters: 12
Weapons:
20 Turbolasers (DV 10) - Autofire Capable
10 Turbolaser Batteries (DV 13) -- Autofire Capable
10 Ion Cannons (DV 10)
10 Tractor Beam Projectors (Strength 20 EACH)
Gallofree Transport
Move (In Space): 2
Move (Atmospheric): 215
Hyperdrive: x2
Hull Toughness: 15
Shield Toughness: +8
Crew: 7
Passengers: NONE
Weapons:
4 Twin Laser Cannons (DV 10) - Fires two shots in one, cannot change
Interdictor Cruiser
Move (In Space): 6
Move (Atmospheric): NONE
Hyperdrive: x2
Hull Toughness: 18
Shield Toughness: +10
Crew: 2, 807
Passengers: 80
Weapons:
20 Quad Laser Cannons (DV 10) - Fires four shots at once, cannot change
4 Gravity Well Projectors
Lambda-Class Shuttle
Move (In Space): 5
Move (Atmospheric): 280
Hyperdrive: x1
Hull Toughness: 8
Shield Toughness: +4
Crew: 6
Passengers: Up to 20
Weapons:
4 Double Laser Cannons (DV 10) - Fires two shots at once, cannot change

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