• XG-9 Missile Boat

    The Missile Boat is a large starfighter nearly large enough to be considered a shuttle or transport if not for its single-pilot capacity. It boasts impressive weaponry and is quite a threat to capital ships when escorted by the appropriate support craft.


    XG-9 Missile Boat - D6 Stats
    Craft: SFS/Cygnus XG-9 Star Hammer "Missile Boat"
    Type: Mulit-purpose assault craft
    Scale: Starfighter
    Length: 15 meters
    Skill: Starfighter piloting: Missile Boat
    Crew: 1
    Crew Skill: Sensors 3D, SF piloting 5D+2, SS gunnery 5D, SS shields
    Cargo Capacity: 35 kg
    Consumables: 3 days
    Maneuverability: 2D
    Space: 9 (12 w/SLAMs)
    Atmosphere: 400; 1,150 kmh
    Hull: 3D+2
    Shields: 3D
    Sensors:
    Passive: 20/1D+1
    Scan: 35/2D
    Search: 55/3D+1
    Focus: 4/4D
    Weapons:
    One Laser Cannon
    Fire Arc: Front
    Skill: Starship gunnery
    Fire Control: 2D
    Space Range: 1-3/12/25
    Atmosphere: 100-300/1200/2500
    Damage: 3D
    Two Adv. Concussion Missile Launchers (can be fire-linked)
    Fire Arc: Front
    Skill: Starship gunnery
    Fire Control: 3D
    Ammo: 20 each
    Space Range: 2-15/35/50
    Atmosphere Range: 200-1500/3.5/5km
    Damage: 7D (12D fire-linked)
    Two General Purpose Warhead Launchers (can be fire-linked)
    Fire Arc: Front
    Skill: Starship gunnery
    Fire Control: 3D
    Ammo: Varies
    Space Range: Varies
    Atmosphere Range: Varies
    Damage: Varies

    Later versions also have these additions:

    Sensors:
    Wideband Comm Jammer: +2D to all communications rolls within 25 SU
    Weapons:
    One Ion Cannon
    Fire Arc: Front
    Skill: Starship gunnery
    Fire Control: 2D+1
    Space Range: 1-3/7/36
    Atmosphere Range: 100-300/700/3.6km
    Damage: 3D


    XG-9 Missile Boat - d20 Stats
    Craft: SFS/Cygnus Xg-9 Star Hammer "Missile Boat"; Class: Starfighter; Cost: Not Available for Sale; Size: Tiny (15m length); Initiative: +6 (+4 crew, +2 size); Crew: 1; Passengers: 0; Cargo Capacity: 35 kilograms; Consumables: 3 Days; Hyperdrive: None; Maximum Speed: Ramming (9 squares, 12 squares when engaging SLAM); Maneuvers: +6 (+2 size, +4 crew); Defense: 22 (+2 size, +10 armor); Hull Points: 110; Shield Points: 90; DR: 5.
    Weapon: Laser Cannon; Fire Arc: Front; Attack Bonus: +10 (+2 size, +4 crew, +4 fire control); Damage: 4d10x2; Range Modifiers: PB +0, S -2, M/L N/A.
    Weapon: Advanced Concussion Missile Tube x2; Fire Arc: 2 Front; Attack Bonus: +6 (+2 size, +4 crew); Damage: 7d10x2; Range Modifiers: PB -2, S/M +0, L N/A.
    Weapon: General Purpose Warhead Launcher; Fire Arc: 2 Front; Attack Bonus: +9 (+2 size, +4 crew, +3 fire control); Damage: Special; Range Modifiers: PB +0, S/M/L N/A.

    Comments 2 Comments
    1. Moridin's Avatar
      Moridin -
      You can view the page at http://holonet.swrpgnetwork.com/cont...9-Missile-Boar
    1. Seghast's Avatar
      Seghast -
      The General Purpose Warhead Launchers from TIE Fighter could be outfitted with an additional 40 concussion missiles, or 30 proton torpedoes/Mag-Pulse Warheads, or 20 heavy rockets, or 10 heavy space bombs. Man, I loved this overpowered little death machine!