At the start of your turn, move your full Speed between range bands. You cannot move back and forth between a square you previously occupied unless you use Try Spinning.
Standard all-rounder, such as X-Wings, Aureks, and Liberators.
Bomber
3
10
3
4
10
3
1
Heavy, slow, weapon-focused craft such as Y-Wings, TIE/sas, and Hyenas.
Interceptor
6
3
0
6
14
1
3
Fast but fragile, with more systems than weapon space.
Double Seater
4
6
1
6
12
3
3
Choose another player as WISO. Divide weapon and system slots between pilot and WISO. The WISO has no movement phase and can use only assigned slots. Both players choose an overdrive, usable only on their turn unless the overdrive says otherwise.
Aphelion
Classified
Classified
Classified
Classified
Classified
Classified
Classified
Restricted. Full stats are not public in the source.
Basilisk
5
5
1
6
13
2
2
Open Space: when taking Hull damage, roll d6; on 1, the pilot is thrown off and the Basilisk becomes an NPC until the pilot returns with Do Something Unusual. Droid Control: in Engaged range, the pilot may let the Basilisk fire at the closest target as an NPC while the pilot attacks with small arms. Small Arms: Attack 2, AP 1, damage not specified.
SWACS
3
8
2
6
10
0.5
5
Restricted. Weapon slot can only select Gun Pod. Battle Management: Scanning costs 1 AP instead of 2.
Before making any system action, roll d2. On 2 the action continues; on 1 the action fails and the system use is spent.
Scrambled
Computer
Attack rolls take -5.
Shredded
Hull
Armor decreases by 1 and stacks. If Shredded stacks exceed Armor by at least 1, attacks deal double Hull damage.
Stalling
Hull
Speed cap decreases by 1 and stacks, but cannot reduce Speed cap by more than half. If Stalling stacks exceed half Speed cap by at least 1, the ship can no longer Dodge.
Each character may choose one overdrive. Each overdrive requires 50 points in the listed SWLOR skill. Unless stated otherwise, an overdrive can be used once.
Overdrive
Requirement
AP
Phase
Effect
Dueling Etiquette
One Handed
0
Protocol
For the next 3 rounds, attacks in Engaged range gain +5. Attacks against you from outside Engaged range take -5 if you ended your turn in Engaged range of an enemy.
Hulk Smash
Two Handed
0
Protocol
Your next Ramming Speed action deals no self damage.
Tatsumaki
Martial Arts
0
Protocol
For the next 3 rounds, move without movement restriction and ignore most dangerous terrain. For one round, when you fly into an enemy's space, make an attack roll; on hit, apply Spinning Out until Tatsumaki ends.
Focused Shot
Ranged
0
Protocol
Your next attack roll outside Engaged range automatically hits. You may roll to check for a critical hit.
Use the Force
Force
0
Protocol
For this turn only, all rolls gain +5.
Overdrive System
Devices
0
Protocol
For this turn only, all rolls gain +5.
Solid Metal
Armor
0
Reaction
When hit, subtract damage as if you had 5 Armor. Has 3 uses.
Ghost of Viscara
Piloting
1
Protocol
Instantly set Speed to maximum, recharge Shield to maximum, and gain +3 on the next attack roll.
Command
Leadership
1
Action
For the next 3 turns, other squadron members gain +3 to all d20 rolls.
Adrenal Booster
First Aid
0
Protocol
For this turn only, gain 1 extra AP.
Snap Repairs
Smithery
1
Action
Instantly remove all Hull Debuffs.
Quick Reboot
Engineering
1
Action
Perform Power Down and Power Up in one action. Has 3 uses.
Instant Install
Fabrication
2
Action
Use any system, even one not in your current loadout. Multi-use systems have a single use.
Wild Sushi
Agriculture
1
Action
Gain +2 Willpower and +3 Evasion for 3 turns.
Scavenged Enhancement
Gathering
2
Action
Roll d6. For the next 4 turns, all your weapons gain the rolled tag: 1 Overkill, 2 Auto, 3 Doublefire, 4 Suppressive, 5 Ravage, 6 Reactive.
Jousting: When facing an Ace, you may Joust. Joust is taken during Movement, costs 1 AP, and triggers when you enter Engaged range with an enemy Ace. Both sides make contested d20 rolls and add current Speed. The winner deals 2d8 damage, then continues movement.
Scanning: Some missions require short-range scanners. Scanning costs 2 AP unless modified.
Dangerous Terrain: If entering dangerous terrain, either lower Speed by 2 to navigate safely or risk it. If you risk it immediately, and at the start of each turn you remain there, roll d6. On 1, take the terrain penalty.
Asteroid Field: Dangerous terrain. On failure, take 2d6 Overkill damage.
Static Minefield: Dangerous terrain. On failure, take 1d8 damage.
Moving Battle: Some missions center on a moving object. At the start of each round, the object moves, but remains the center square. Players may immediately move with it by spending movement on their turn or be moved away from it.
Aces: Aces receive two extra stat points allocated among Hull, Armor, Shields, Speed, Evasion, Attack, Weapon Slots, and System Slots. When destroyed, an Ace rolls Structure Damage instead of leaving the fight immediately.
Reinforcements: Reinforcements appear in their side's deployment zone.
Restricted Equipment: Unless specified, only one restricted loadout option may be deployed across the whole flight team.
Buff Stacking: Buffs do not stack unless they last for only one round.
Combined Arms: Ground units act together at the end of the round. Ground units cannot target aerial units unless they have anti-air weapons. Aerial weapons have one less range band when targeting ground units, except bomber specification ships.
Allies: NPC allies join the player turn order and may act before players if the players choose.
Interceptor with Swarm Tactics and Laser Cannon. Three may take their turn at the same time if they remain Engaged with each other.
Gunship
Bomber with Rotary Cannon.
Sith Fighter
Starfighter with Laser Cannon and Proton Missile.
Denial Interceptor
Interceptor with Direct Control and Scatter Cannon. If you enter Engaged range with movement remaining, it decides your next square and follows you.
Intensity Fighter
Starfighter with Intense Fire and Repeating Laser Cannons. Each miss adds 1 Intensity Counter, max 6. A hit resets the counter and deals the removed amount as damage. At 6 counters, attacks gain Overkill and +6 until a hit.
Ion Bomber
Bomber with Retaliation, Ion Pulse System, and Scatter Cannon.
Sniper Fighter
Starfighter with Perfect Kill, Speed Stabilizer, Targeting Computer, and Heavy Cannon. Hits under Targeting Computer have Overkill.
Typhaeon
When the bridge is struck by an Ion weapon, roll d2; on 1, Ion Storm is paused. When two modules are destroyed, roll d6. Result 6 restores Shields and one module, then another module next round. Result 4 restores Shields or one module, or takes the result 3 option. Results 5, 3, 2, and 1 are not defined. The Typhaeon may reroll this result once.
Kraata 1-4
Specification and trait are not publicly defined in the source.
At 0 Hull, use Structure Damage. Catastrophic Failure destroys the ship unless the DM/QM declared a variant. Permanent asset loss or character consequences must be declared before the mission starts.
We are using SWLOR Squadrons. Choose specification, weapons, systems, and one overdrive. Stakes: [state outcome]. Restricted and black-market options require DM/QM approval.