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XJ X-WING

Craft: Incom T-65XJ X-Wing
Type: Space superiority starfighter
Scale: Starfighter
Dimensions:
-Length: 12.5m
Skill: Starfighter piloting: X-Wing
Crew: 1 and astromech droid (can coordinate)
Crew Skill: Varies by pilot
Passengers: N/A
Cargo Capacity: 25 kilograms
Consumables: 3 days
Cost: 140,000 (new, as of 25 ABY), 125,000 (used)
Hyperdrive: x1
Nav Computer: Uses astromech droid programmed with 10 jumps
Maneuverability: 4D
Speed:
-Space: 14
-Atmosphere: 500; 1,450kmh
Hull: 4D
Defenses:
-Shields: 2D
Sensors:
   Passive: 30/0D
   Scan: 60/1D
   Search: 85/2D
   Focus: 4/4D

WEAPONS:
   4 Heavy Laser Cannons (fire-linked)
      Location: Mounted on wingtips
      Fire Arc: Front
      Crew: 1 (pilot)
      Skill: Starship gunnery
      Scale: Starfighter
      Fire Control: 4D
      Space Range: 1-4/15/30
      Atmosphere Range: 50-400/1.5/3km
      Damage: 7D
      -Stutter Fire: 4D+2
      Ammo: N/A
      Rate of Fire: 1
      -Stutter Fire: 6 (1 per gun +2)

   3 Proton Torpedo Launchers (fire-linked)
      Location: Deployed from forward hull
      Fire Arc: Front
      Crew: 1 (pilot)
      Skill: Starship gunnery
      Scale: Starfighter
      Fire Control: 3D
      Space Range: 1/3/7
      -Shadow Bomb: 1/2/4
      Atmospheric Range: 50-100/300/700m
      -Shadow Bomb: 50-100/200/400m
      Damage: 11D
      -Shadow Bomb: 14D
      Ammo: 9 torpedoes (3 per launcher)
      Rate of Fire: 1

DESCRIPTION:
   The Incom T-65XJ X-wing starfighter was a starfighter used by the New Republic and the Galactic Federation of Free Alliances.

------------------------------

GAME NOTES

STUTTER FIRE: When the XJ X-Wings were introduced, they had the standard Rate of Fire of 1 like their predecessors and other starfighters.  However, when the Yuuzhan Vong invaded the galaxy, the XJ and all other fighters had trouble getting through their defensive measures, namely the black hole shields of the dovin basals equipped to their ships.  To help with this, many pilots began modifying their fighters energy weapons to use a stuttering fire option, where they would fire multiple shots at lesser power in order to tire out the dovin basals, allowing later shots at higher power to hit the Yuuzhan Vong ships.

   In game terms, this means that any energy weapons (not missiles or projectiles) will instead fire +2 shots, with damage dice reduced as though it had been fire-linked (Damage -1D+1).  If the weapons are a fire-linked set, then they fire separately, increasing the Rate of Fire by +1 per extra weapon, including the +2 shots for this modification.  Damage dice is adjusted accordingly for reverse fire-linked weapons, lessened by 1D for the first extra weapon, then by -1 pips for every extra weapon (every 3 counts as a die), and another -2 pips for the stutter fire mod (if you have trouble with the math, just look at the stats above for the laser cannons).

   When this is used in an attack against a dovin basal, the damage rolled for every shot from the increased Rate of Fire stacks together for the purposes of overpowering the dovin basal's black hole shields.  For further information on using this tactic, or for variant rules on dovin basals, see the Dovin Basal entry in Equipment on the site.

SHADOW BOMBS: After the forces of the galaxy began developing tactics to use against the Yuuzhan Vong's unique biotechnology, the Jedi began using a tactic called the "Shadow Bomb", where proton torpedoes would be emptied of their propellant fuel and filled with even more explosive yield, as well as modifying the launchers and hull to deploy the torpedoes into space without any bright propellant trails for the Yuuzhan Vong to notice.  They would then launch the torpedo and move it with their Jedi powers (Telekinesis) towards a target and would have greater impact.  this was because the Yuuzhan Vong could only spot the torpedoes by their brightly burning propellant trail when they were launched, and therefor these would usually not be caught by the black hole shields of the dovin basals.  Note that Jedi Telekinesis is needed to move the torpedoes, but the shadow bomb tactic could still be used by normal pilots to lay mines in the path of Yuuzhan Vong ships.  The ranges given above for shadow bombs are for the modified launching system.  The speed of the torpedoes after launch is equal to the relative speed of the ship that launched them.  Jedi and other Force users using shadow bombs while in combat must make a Heroic Difficulty on their Alter Force skill roll to deploy and move the bombs while flying their starfighter and dodging incoming attacks.  This is also modified by range, easily becoming a +5 to +10 Difficulty roll as the bomb moves further out of site in the combat zone.  Shadow bombs have +3D to their damage dice from the extra explosive yield they possess.

------------------------------

Characteristics

   The XJ series boasted increased shield capacity, better maneuverability, and a higher sublight acceleration. The starfighter's weapons carried an increased charge and better targeting computers, making the craft a formidable enemy of the foes of the New Republic. Additionally, a third proton torpedo launcher was added to up the fighter's payload to 9 torpedoes total.

History

   The XJ model of Incom's incredibly successful X-wing series was one of the more recent versions of the venerable starfighter. When the war against the Yuuzhan Vong started, these models were rarely seen outside of the New Jedi Order and Star Destroyer squadrons.


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