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Z-93 Fleethunter
Using the same loophole, that allowed the Z-90 to become an early success for the struggling Incom/Subpro joint-venture, their engineers created the Z-93 Fleethunter.

The Z-93 was offically created as a planetary bomber, but it took only a few modifications to let it slip into the role of a space fighter/bomber.

Capable of holding a respectable amount of anti-capital ship weapons and with the ability to make two hyperspace jumps, the space bomber soon found its place with pirates and early Rebel Alliance pilots, who used it to take on the smaller imperial trade convoys to disrupt the supply of weapons to backwater bases and knock out escort ships, so that rebel capture crews could seize useful material.

The fighter/bomber was soon banned by imperial authorities and the bureaucratic problems Incom/Subpro faced from then on with every new model they created, eventually drove a group of Incom designers to defect from the nationalized corporation and create the T-65 X-Wing.

The Fleethunter soon faced the problem, that it was difficult to defend against wave after wave of TIE fighters. It was also soon outclassed by faster ships with a more specialized array of weapons. Nevertheless it was a milestone on the way to the infamous Z-95 Headhunter, which continued to use the Z-93's targeting system and sensors.


Craft: Subpro/Incom Z-93 Fleethunter
Type: Space bomber
Scale: Starfighter
Length: 13.7 meters
Skill: Starfighter Piloting
Crew: 2
Passengers: 0
Troops: 0
Cargo Capacity: 60kg
Consumables: 2 days
Nav Computer: Yes
Hyperdrive: No
Hyperdrive Backup: No
Space: 6
Atmosphere: 330; 950kmh
Maneuver: +2
Hull: 4D
Shields: 1D
Cost: 50,000 (used)
Source: Frank Voigt


Sensors:
Passive: 15 / 0D
Scan: 25 / 1D
Search: 40 / 2D
Focus: 1 / 2D

Gamemaster Notes:
The Z-93's Nav computer is limited to 2 jumps.

The concussion missile turret was later often replaced with the twin laser cannon, that also served the ARC-170 and 190 as rear defense.

Twin Laser Cannon
Arc: Turret
Crew: 1
Fire Control: 2D
Space: 1-3/12/25
Atmo. range: 100-300/1.2km/2.5km
Damage: 4D
Scale: Starfighter


Weapons:
Type: Heavy Laser Cannon
Fire Arc: Front
Skill: Starship Gunnery
Control: 1D
Space: 1-3/12/25
Atmosphere Range: 100-300/1.2km/2.5km
Damage: 4D+2
Scale: Starfighter

Type: Concussion Missile launcher (8 Missiles)
Fire Arc: Turret
Crew: Co-pilot
Skill: Starship Gunnery
Control: 1D
Space: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 7D
Scale: Starfighter

Type: Proton Torpedo Launcher (4 Torpedo Magazine)
Fire Arc: Front
Skill: Starship Gunnery
Control: 1D
Space: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 8D
Scale: Starfighter

Type: Concussion Bomb Launcher (4 bomb magazine)
Fire Arc: Bottom
Skill: Starship Gunnery
Control: 0D
Space: 0.5/1.5/3.5
Atmosphere Range: 25-250/500/2.5km
Damage: 5D
Scale: Capital


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