Z-95 Headhunter Flight (CL 15)

Colossal starfighter unit
Initiative +3; Senses Perception +6

Defense Ref 14 (flat-footed 12), Fort 26; +7 armor, Vehicular Combat
hp 480; DR 15; SR 15, Threshold 76, Attrition 360/240/120
Immune Non-Area Attacks/2 (Ground Unit)

Speed fly 4 (starship scale)
Ranged light blaster cannons, triple +5 (see below) or
Ranged light concusion missiles +5 (see below)
Fighting Space 1 square (starship scale); Cover total
Base Atk +2; Grap +33
Atk Options autofire (light blaster cannons, triple), fire-link (medium concussion missiles)

Abilities Str 42, Dex 14, Con -, Int 12
Skills Initiative +3, Mechanics +6, Perception +6, Pilot +3, Use Computer +6

Light blaster cannons, triple (pilot)
Atk +5 (+0 Autofire), Dmg 3d10x2

Light concussion missiles (pilot)
Atk +5, Dmg 7d10x2, 4-Square Splash

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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