TIE Fighter Flight (CL 13)
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Colossal starfighter unit
Init +8; Senses Perception +6


Defense Ref 15 (flat-footed 11), Fort 22; +3 armor, Vehicular Combat
hp 240; DR 15; Threshold 72, Attrition 180/120/60
Immune Non-Area Attacks/2 (Ground Unit)


Speed fly 5 (starship scale)
Ranged laser cannons +6 (see below)
Fighting Space 1 square (starship scale); Cover total
Base Atk +2; Grap +24
Atk Options autofire (laser cannon)


Abilities Str 34, Dex 18, Con -, Int 14
Skills Initiative +8, Mechanics +6, Perception +6, Pilot +8

Laser cannons (pilot)
Atk +6 (-1 autofire), Dmg 4d10x2


Fighter Group (Optional) This unit can function as a Fighter Group. The Fighter Group uses the group leader's attack bonus and skill modifiers, but the worst Defenses and damage for each weapon type in the group.

When attacked, the group leader may either designate a Vehicle operated by a generic crew as the target or determine the target randomly.

On the group's turn, the group leader can gain one of the following benefits:

  • Act as a Weapon Battery (+2 on attacks per additional Vehicle, plus the Narrow Salvo and Proximity Spread abilities).
  • Gain a +2 circumstance bonus per additional Vehicle on either opposed Pilot checks made for Dogfighting, Use Computer checks made to Use Sensors, or Perception checks.
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