Z-95 Headhunter (PC)
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Incom/Subpro Z-95 Headhunter

Gargantuan Starfighter
Init [pilot's -3]; Senses [pilot's]


Defense Ref 14 (flat-footed 12)1, Fort 26; +7 armor, Vehicular Combat
hp 120; DR 10; SR 15, Threshold 46


Speed fly 16 squares (max. velocity 1,150 km/h), fly 4 (starship scale)
Ranged light blaster cannons, triple +[pilot's BA +3] (see below) or
Ranged light concusion missiles +[pilot's BA +3] (see below)
Fighting Space 4x4 or 1 square (starship scale); Cover total
Base Atk +[pilot's]; Grap +[pilot's BA +31]
Atk Options autofire (light blaster cannons, triple), fire-link (medium concussion missiles)


Abilities Str 42, Dex 14, Con -, Int 12
Skills Initiative +[crew skill -3]2, Mechanics +[crew skill], Perception +[crew skill], Pilot +[crew skill -3], Use Computer +[crew skill]


Crew 1 (PC/NPC); Passengers none
Cargo 85 kg; Consumables 1 day; Carried Craft none
Payload 6 light concussion missiles
Availability Restricted; Cost 80,000 (45,000 Used)

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Light blaster cannons, triple (pilot)
Atk +[pilot's BA +3] (+[pilot's BA -2] Autofire), Dmg 3d10x2


Light concussion missiles (pilot)
Atk +[pilot's BA +3], Dmg 7d10x2, 4-Square Splash

1 Add pilot's character level if higher than 7 instead of armor bonus.
2 May use Pilot skill instead of Initiative skill if trained.


Standard Cargo Glow rod, breath mask, medical kit, field kit, synthetic rope (45 m), mesh tape, tool kit, power generator, power recharger.


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.

The stock Z-95 Headhunter is not equipped with hyperdrive engines, but it wasn't long before Alliance technicians created a number of variant Headhunters that could transverse hyperspace. Prior to implementing hyperdrives, the Rebel Alliance was reluctant to assign the craft to its fleet, instead keeping a handful of Headhunters for short-range defense in remote sectors. Though still a relative rarity in the Alliance Fleet, they are ubiquitous enough to be utilized for sensitive operations in areas where their discovery will not immediately reveal the Alliance's presence the same way that an A-Wing or X-Wing would.

Another point in favor of the Z-95 Headhunter is its durability and ease of repair. It is a rugged craft that can take a beating and keep flying. Use of the craft is so widespread, and so many have been manufactured over the years, that it is a simple matter to find spare parts, even on most backwater worlds.

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