{
  "_doc": "Starship chassis catalog. Each entry is a real canonical Star Wars light transport. Powers /starships catalog + Starship Builder chassis picker. Sheet field reference (the Scarab sample layout, 2026-05-12): Ship Name (player-set, builder Identity tab) · Model · Class · Size · Crew · Passengers · Length · Speed · Handling Bonus · SIB · Size Modifier (derived from size) · AC (derived = 10 + Handling + Size Mod + SIB) · HP {max,current,temp} · Shields {max,current,temp} · Hyperdrive · Sensors · Navigation System · Tractor Beam · Weapons[name,attribute,range,accuracy_modifier,damage] · Special Conditions. Note: hp_max + shields_max stored; current/temp are runtime play state. era[] is informational, NOT a filter. base_price_credits is REFERENCE ONLY — no credit pool tracking. Hardpoints declare the cap; weapons array's mount_type fills it. Default loadouts shown are out-of-the-box; the builder lets players swap, add, or customize within hardpoints. crew_stations.co_pilot added 2026-05-12 for the YT-1300 canonical crew correction; other ships have co_pilot field present (0 by default) for forward compatibility. description.lore is canon-sourced multi-paragraph prose displayed in the builder's Selected Chassis panel. image_file is the public/starships/<file> path; null until art lands.",
  "starships": [
    {
      "id": "yt-1300-light-freighter",
      "slug": "yt-1300-light-freighter",
      "model": "YT-1300 Light Freighter",
      "class": "Light Freighter",
      "manufacturer": "Corellian Engineering Corporation",
      "canonical_examples": [
        "Millennium Falcon"
      ],
      "size": "Medium",
      "era": [
        "Rise of the Empire",
        "Galactic Civil War",
        "New Republic Era",
        "Resistance Era"
      ],
      "length_m": 34.75,
      "hp_max": 120,
      "sib": 2,
      "handling_bonus": 0,
      "speed": "Average",
      "shields_max": 40,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 1,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 6,
      "cargo": "~100 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 0,
        "turret": 1,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Quad Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 2,
          "damage": "3d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Iconic Corellian light freighter. Famous for its legendary modification ceiling — many YT-1300s have been so heavily customized that two are rarely alike.",
      "base_price_credits": 100000,
      "image_file": "yt-1300-light-freighter.jpg",
      "description": {
        "lore": "The YT-1300 light freighter is the workhorse of the galactic civilian shipping trade. Produced by Corellian Engineering Corporation starting around 60 BBY, the YT-1300 was designed as a modular general-purpose hauler — its iconic dish-and-mandible silhouette is the result of a forward-offset cockpit and detachable cargo arms that could mount custom cargo pods, prisoner transport modules, or whole secondary vessels. The base ship is unimpressive on paper: average speed, no shields worth mentioning, one turret hardpoint, a Class 2 hyperdrive that takes a Corellian week to reach the next sector. What makes it legendary is the chassis itself — engineered with so much internal headroom and so few proprietary systems that virtually anything can be bolted on, ripped out, or swapped between trips.\n\nThe most famous YT-1300 in the galaxy is the Millennium Falcon, captained at various times by Lando Calrissian, Han Solo, and Rey. Han's Falcon has been modified so far past spec that almost nothing of the original CEC build remains: a military-grade Class 0.5 hyperdrive, twin quad laser cannons, a smuggler's hold built into the floor plates, illegal sensor jammers, and a comm package that can spoof Imperial IFF codes. The Falcon's reputation as 'the fastest hunk of junk in the galaxy' is the YT-1300 sales pitch in one line — slow and ugly stock, but anything is possible after enough credits and the right mechanic.\n\nYT-1300s are still in service centuries after the line went out of regular production. Their longevity comes from the same modularity that made them famous: parts are interchangeable across the entire production run, and most Corellian sector shipyards still stock the basic spare frame components. A YT-1300 owner can buy a cousin ship for parts, scavenge a wreck, or commission custom panels from any half-competent freighter yard. For a player crew, the YT-1300 is the canvas — a stock chassis that becomes whatever the campaign needs it to be."
      },
      "class_category": "Freighter",
      "type": "playable"
    },
    {
      "id": "yt-2400-light-freighter",
      "slug": "yt-2400-light-freighter",
      "model": "YT-2400 Light Freighter",
      "class": "Light Freighter",
      "manufacturer": "Corellian Engineering Corporation",
      "canonical_examples": [
        "Outrider"
      ],
      "size": "Medium",
      "era": [
        "Rise of the Empire",
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 21,
      "hp_max": 130,
      "sib": 2,
      "handling_bonus": 1,
      "speed": "Fast",
      "shields_max": 45,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 1,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 6,
      "cargo": "~150 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 1,
        "turret": 2,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Dual Laser Cannons",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Sleeker and quicker than the YT-1300, with extra hardpoint capacity favored by mercenaries and bounty hunters.",
      "base_price_credits": 130000,
      "image_file": "yt-2400-light-freighter.jpg",
      "description": {
        "lore": "The YT-2400 is Corellian Engineering Corporation's successor to the YT-1300 — same modular philosophy, but redesigned with the lessons of three decades of customer modification work baked in. The cockpit moved to a centerline position (rather than the YT-1300's off-axis mandible-and-dish layout), the hull was reshaped to better accept armor and shield upgrades, and the chassis came factory-equipped with three external hardpoints. CEC marketed the YT-2400 to professional buyers — the model wasn't trying to be a cheap-and-cheerful civilian hauler; it was a freighter that could double as a patrol craft, a bounty hunter rig, or a fast courier.\n\nThe most famous YT-2400 is the Outrider, owned and customized by Dash Rendar, a one-time Corellian Imperial pilot turned mercenary courier. Rendar's Outrider featured a stripped-down cargo bay (he used the space for additional weapons and a backup hyperdrive), reinforced shields, and an illegally-acquired military-grade sensor suite. The Outrider operated in the gray zone between Rebel Alliance courier work and freelance smuggling — its appearance at the Battle of Hoth alongside the Falcon cemented the YT-2400's reputation as a 'serious' freighter alternative.\n\nIn play, the YT-2400 sits one tier above the YT-1300 in baseline capability — better Handling, faster Speed band, more hardpoints, slightly more durable — at the cost of being recognizable. An unmarked YT-1300 is anonymous; an unmarked YT-2400 reads as someone with money or something to hide. The model is favored by bounty hunters, professional smugglers, and small-crew mercenary outfits."
      },
      "class_category": "Freighter",
      "type": "playable"
    },
    {
      "id": "vcx-100-light-freighter",
      "slug": "vcx-100-light-freighter",
      "model": "VCX-100 Light Freighter",
      "class": "Light Freighter",
      "manufacturer": "Corellian Engineering Corporation",
      "canonical_examples": [
        "Ghost"
      ],
      "size": "Medium",
      "era": [
        "Rise of the Empire",
        "Galactic Civil War"
      ],
      "length_m": 43.9,
      "hp_max": 140,
      "sib": 3,
      "handling_bonus": 0,
      "speed": "Average",
      "shields_max": 50,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 2,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 6,
      "cargo": "~150 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 0,
        "turret": 2,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Dorsal Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Ventral Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Workhorse Corellian freighter built with twin turrets and detachable auxiliary craft mounts. Popular with rebel cells and family-crew traders alike.",
      "base_price_credits": 145000,
      "image_file": "vcx-100-light-freighter.jpg",
      "description": {
        "lore": "The VCX-100 light freighter is Corellian Engineering Corporation's mid-line offering — bigger than the YT-1300, slower than the YT-2400, designed for crews that needed to live aboard their ship for extended deployments. At 43.9 meters with a roomy interior, the VCX-100 is the closest the YT/VCX line gets to a 'home' rather than a 'rig.' The chassis ships with twin dual-mounted laser turrets (dorsal and ventral) and an external mounting clamp that can dock a smaller auxiliary craft — typically a Sienar Fleet Systems Phantom II or similar light shuttle.\n\nThe defining VCX-100 in canon is the Ghost, captained by Twi'lek pilot Hera Syndulla as the home and operational base of the Spectres rebel cell during the early Galactic Civil War. The Ghost's auxiliary craft, the Phantom (and later Phantom II), gave the Spectres a unique tactical capability — the main ship could drop atmospheric and the Phantom could conduct a separate strike or scout sortie. Hera's Ghost was also fitted with reinforced shielding, an extended-range sensor mast, and a smuggler's compartment under the engineering deck.\n\nVCX-100s are the family-crew freighter of choice. The Ghost crew (Hera, Kanan, Sabine, Zeb, Ezra, Chopper) wasn't unusual — VCX-100s typically house 4-6 long-term occupants, with the cargo bay flexible enough to convert between hauling work and crew quarters between jobs. Players running a four-person crew with strong tactical roles (pilot, co-pilot, two gunners, plus an astromech) fit the VCX-100 mold cleanly."
      },
      "class_category": "Freighter",
      "type": "playable"
    },
    {
      "id": "hwk-290-light-freighter",
      "slug": "hwk-290-light-freighter",
      "model": "HWK-290 Light Freighter",
      "class": "Light Freighter",
      "manufacturer": "Corellian Engineering Corporation",
      "canonical_examples": [
        "Moldy Crow"
      ],
      "size": "Small",
      "era": [
        "Old Republic Era",
        "Rise of the Empire",
        "Galactic Civil War"
      ],
      "length_m": 31,
      "hp_max": 90,
      "sib": 2,
      "handling_bonus": 2,
      "speed": "Fast",
      "shields_max": 30,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 2,
      "cargo": "~75 metric tons",
      "hyperdrive": "Class 1.0",
      "sensors": "Long-Range",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 1,
        "turret": 0,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Forward Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d8",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Lean, fast solo-crew light freighter. Long-range sensors and a Class 1.0 hyperdrive make it ideal for couriers, scouts, and lone operators.",
      "base_price_credits": 90000,
      "image_file": "hwk-290-light-freighter.jpg",
      "description": {
        "lore": "The HWK-290 is one of Corellian Engineering Corporation's older designs, in production since the late Old Republic era. It was conceived as a long-range courier and reconnaissance freighter — a one-pilot vessel built around speed, sensor reach, and a faster-than-average hyperdrive rather than cargo capacity or firepower. The HWK is roughly the same length as a YT-1300 but considerably narrower, with a forward-angled cockpit that gives the pilot panoramic visibility, and a single fixed forward laser cannon that doubles as the ship's only offensive armament.\n\nThe HWK-290's signature ship in canon is the Moldy Crow, owned by ex-Imperial agent turned Rebel intelligence operative Kyle Katarn. Katarn used the Crow throughout the Galactic Civil War as a personal infiltration vehicle — fast enough to outrun TIE fighters, sensor-equipped enough to pick out Imperial patrol routes from astronomical distances, and small enough to land on rooftops or in crater fields without attracting attention. The Crow was destroyed and later rebuilt several times over Katarn's career; the HWK chassis's modular construction made the rebuilds practical despite the model being more than a century out of regular production.\n\nFor player crews, the HWK-290 is the solo-operator chassis. It carries 2 passengers and a Class 1 hyperdrive — meaning a single PC plus a co-pilot/companion can run courier work, scout sorties, or stealth insertions without needing a four-person table. The long-range sensors are the standout feature: HWK pilots tend to know what's in a system before anyone in the system knows they've arrived."
      },
      "class_category": "Freighter",
      "type": "playable"
    },
    {
      "id": "ghtroc-720-light-freighter",
      "slug": "ghtroc-720-light-freighter",
      "model": "Ghtroc 720 Light Freighter",
      "class": "Light Freighter",
      "manufacturer": "Ghtroc Industries",
      "canonical_examples": [
        "Common civilian hauler"
      ],
      "size": "Medium",
      "era": [
        "Rise of the Empire",
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 35,
      "hp_max": 100,
      "sib": 1,
      "handling_bonus": -1,
      "speed": "Slow",
      "shields_max": 30,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 10,
      "cargo": "~135 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Basic Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 0,
        "turret": 1,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Light Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Cheap, common civilian freighter. Slow, lightly armed, but trusted by smugglers and traders for the price-to-cargo ratio.",
      "base_price_credits": 55000,
      "image_file": "ghtroc-720-light-freighter.jpg",
      "description": {
        "lore": "The Ghtroc 720 is the cheapest mass-produced light freighter in galactic commerce — Ghtroc Industries' answer to the question 'what if a YT-1300 cost half as much and was twice as fragile?' Built primarily during the late Republic era and ubiquitous in the Outer Rim throughout the Galactic Civil War, the 720 is the freighter you buy when you can't afford a Corellian, can't get parts for one, or specifically need a ship the Imperial customs office won't bother to scan twice.\n\nGhtroc Industries went bankrupt during the Clone Wars, and the 720 line has been out of regular production for decades — but the ship is still common because Ghtroc built tens of thousands of them, the design is dead simple, and replacement parts can be fabricated by any reasonably competent freighter mechanic from common scrap. A 720 owner trades cargo capacity and speed for ubiquity and anonymity. Tens of thousands of these things ply the Outer Rim shipping lanes; one more attracts no attention.\n\nThe Ghtroc 720 is the smuggler's economy choice and the Outer Rim courier's daily driver. Stock, it's slow and lightly armed and the sensors are 'basic' to the point of comedy — but it carries 135 tons of cargo for the price of a fixer-upper speeder and ten passengers can stretch out in the cabin. Players running a low-budget campaign or wanting their ship to feel like an underdog should consider the 720 their starting hull."
      },
      "class_category": "Freighter",
      "type": "playable"
    },
    {
      "id": "g9-rigger-light-freighter",
      "slug": "g9-rigger-light-freighter",
      "model": "G9 Rigger Light Freighter",
      "class": "Light Freighter",
      "manufacturer": "Corellian Engineering Corporation",
      "canonical_examples": [
        "Punishing One"
      ],
      "size": "Small",
      "era": [
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 24,
      "hp_max": 95,
      "sib": 2,
      "handling_bonus": 1,
      "speed": "Fast",
      "shields_max": 35,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 1,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 4,
      "cargo": "~60 metric tons",
      "hyperdrive": "Class 1.5",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 1,
        "turret": 1,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Concealed Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Combat-modified CEC freighter favored by bounty hunters. Trades cargo for guns and speed; the concealed turret comes as standard equipment.",
      "base_price_credits": 95000,
      "image_file": "g9-rigger-light-freighter.jpg",
      "description": {
        "lore": "The G9 Rigger is Corellian Engineering Corporation's bounty-hunter-and-smuggler-specific freighter — a smaller, faster, more heavily armed cousin to the YT line, marketed to professional buyers who wanted a freighter that fought first and hauled cargo second. At 24 meters, the G9 is smaller than a YT-1300 but more agile, with a Class 1.5 hyperdrive and a factory-installed concealed turret in the upper hull that doesn't show on standard customs scans.\n\nThe G9's most famous appearance is the Punishing One, owned by the Corellian bounty hunter Dengar. Dengar's Punishing One has the standard concealed turret, plus a forward fixed laser cannon and a heavily reinforced cockpit canopy that lets the ship absorb glancing blaster shots without ventilating the pilot. Dengar's ship became a recurring fixture of the post-Empire Strikes Back bounty hunter cohort, alongside Boba Fett's Slave I and Bossk's Hound's Tooth.\n\nFor a player crew, the G9 Rigger is the 'we hunt and we trade' chassis. Smaller crew capacity than a YT-1300 (1 pilot + 1 gunner + 4 passengers), so it's not a family-crew ship — but the gun loadout is real, and the Class 1.5 hyperdrive means it can keep pace with a chase across sectors. Bounty hunter parties and small mercenary outfits gravitate toward the G9 because it looks the part: aggressive, hardpointed, and visibly not interested in hauling produce."
      },
      "class_category": "Freighter",
      "type": "playable"
    },
    {
      "id": "yv-666-light-freighter",
      "slug": "yv-666-light-freighter",
      "model": "YV-666 Light Freighter",
      "class": "Light Freighter",
      "manufacturer": "Corellian Engineering Corporation",
      "canonical_examples": [
        "Hound's Tooth"
      ],
      "size": "Medium",
      "era": [
        "Rise of the Empire",
        "Galactic Civil War"
      ],
      "length_m": 50,
      "hp_max": 160,
      "sib": 3,
      "handling_bonus": -1,
      "speed": "Average",
      "shields_max": 60,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 1,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 8,
      "cargo": "~100 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 1,
        "turret": 1,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Forward Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Tractor Beam Projector",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Close",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        }
      ],
      "special_conditions": [],
      "special": "Heavy, slab-sided Corellian light freighter equipped from the factory with reinforced cell blocks and a tractor projector. The choice of bounty hunters who plan to bring targets back alive.",
      "base_price_credits": 150000,
      "image_file": "yv-666-light-freighter.jpg",
      "description": {
        "lore": "The YV-666 is Corellian Engineering Corporation's purpose-built bounty hunter and prisoner-transport freighter — heavy, slab-sided, and configured from the factory with everything you need to capture a target alive and keep them captured. The hull is reinforced beyond normal freighter spec to absorb capital-grade hits when the bounty has expensive friends. The cargo bay is partitioned into prisoner cells with ray-shield reinforcement and individual life-support feeds. A tractor beam projector comes standard, mounted on the upper hull where it can lock and reel in a fleeing target ship.\n\nThe YV-666's defining ship in canon is the Hound's Tooth, owned by the Trandoshan bounty hunter Bossk. Bossk's Hound's Tooth was instantly recognizable across Outer Rim cantinas — its angular, predatory silhouette and the visible scorch marks from a decades-long bounty career marked it as a working hunter's ship. Bossk supplemented the stock loadout with a forward heavy laser and an aft point-defense battery; the prisoner cells were upgraded to hold Wookiees, Hutts, and other species the factory cells weren't designed for.\n\nFor player crews, the YV-666 is the heavy-bounty-hunter or jailer-for-hire chassis. It can hold prisoners safely, drag a smaller ship out of escape vector with the tractor beam, and absorb the kind of punishment a bounty's friends bring with them. Slower than other CEC ships and uglier than most of them, the YV-666 doesn't pretend to be anything other than a working freighter for people whose work involves taking other people somewhere they don't want to go."
      },
      "class_category": "Freighter",
      "type": "playable"
    },
    {
      "id": "firespray-31-patrol-craft",
      "slug": "firespray-31-patrol-craft",
      "model": "Firespray-31 Patrol & Attack Craft",
      "class": "Patrol Craft / Light Freighter",
      "manufacturer": "Kuat Systems Engineering",
      "canonical_examples": [
        "Slave I"
      ],
      "size": "Small",
      "era": [
        "Rise of the Empire",
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 21.5,
      "hp_max": 110,
      "sib": 3,
      "handling_bonus": 1,
      "speed": "Fast",
      "shields_max": 45,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 6,
      "cargo": "~70 metric tons",
      "hyperdrive": "Class 1.0",
      "sensors": "Long-Range",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Light Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d8",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Originally an Imperial prison-transport prototype. Sub-light agile, prototype-grade armor, and three hardpoints waiting to be filled — a single-pilot platform built for whatever loadout the bounty calls for.",
      "base_price_credits": 120000,
      "image_file": "firespray-31-patrol-craft.jpg",
      "description": {
        "lore": "The Firespray-31 was originally a Kuat Systems Engineering prototype for a planetary-prison patrol craft — small, fast, single-pilot, and armed beyond what its 21.5-meter hull suggests. Only a handful of Firespray-31s were ever built; the prison facility they were designed for, the Oovo IV asteroid prison, was destroyed shortly after the prototypes were delivered. The remaining Firesprays were scattered across the galaxy and ended up in private hands — mostly bounty hunters and mercenaries.\n\nThe defining Firespray in canon is Slave I, originally owned by the Mandalorian bounty hunter Jango Fett and later inherited by his clone-son Boba Fett. Slave I's distinctive feature is its flight orientation: the ship lands on a flat ventral surface like a normal lander, but in flight it rotates 90 degrees so the dorsal axis becomes 'forward' — pilot looks down through the canopy at the planet below during landing, looks ahead through it during combat. The Fetts' Slave I added a missile launcher, a tractor beam, ion-resistant plating, and a backup hyperdrive, all of which became defining capabilities of the ship's bounty hunting career.\n\nFor player crews, the Firespray is the solo-or-duo heavy hitter. One pilot, six passengers (including prisoner-style holding cells), three hardpoints, fast and well-armored for its size. The model carries Boba Fett's mystique and the visual recognition of one of the most iconic ships in Star Wars — a Firespray in a cantina parking yard gets noticed."
      },
      "class_category": "Freighter",
      "type": "playable"
    },
    {
      "id": "lambda-class-t-4a-shuttle",
      "slug": "lambda-class-t-4a-shuttle",
      "model": "Lambda-class T-4a Shuttle",
      "class": "Transport Shuttle",
      "manufacturer": "Sienar Fleet Systems",
      "canonical_examples": [
        "Imperial command shuttle"
      ],
      "size": "Medium",
      "era": [
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 20,
      "hp_max": 130,
      "sib": 3,
      "handling_bonus": -1,
      "speed": "Average",
      "shields_max": 70,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 2,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 20,
      "cargo": "~80 metric tons",
      "hyperdrive": "Class 1.0",
      "sensors": "Standard",
      "navigation_system": "Imperial Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 1,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Forward Twin Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Imperial command shuttle with folding tri-wing design. Heavy shields, large troop bay, and an unmistakable silhouette — captured Lambdas are a recurring rebel motif. Stock loadout is a single forward twin; the wing-mounted and rear hardpoints leave room for player retrofits.",
      "base_price_credits": 240000,
      "image_file": "lambda-class-t-4a-shuttle.jpg",
      "description": {
        "lore": "The Lambda-class T-4a shuttle is Sienar Fleet Systems' standard Imperial command and personnel transport. The design is instantly recognizable across the galaxy — a folding tri-wing layout with a fixed central dorsal wing and two ventral wings that fold up for atmospheric landing and down for hyperspace travel. The forward cockpit accommodates a pilot and a co-pilot. The cargo/passenger bay seats up to 20 troops or houses VIP transport amenities, depending on the configuration.\n\nThe Lambda is the workhorse of Imperial command logistics. Darth Vader, Grand Admirals, Moffs, and senior ISB officers all use Lambdas as their personal transport between Star Destroyers and planetary surfaces. The ship's shields are the heaviest of any sub-capital Imperial craft — Lambdas were designed to absorb hits while landing in active combat zones to extract or insert high-value personnel. Three laser cannons (two forward, one rear) are adequate against starfighters but the Lambda's real defense is its survivability.\n\nFor a player crew, a Lambda is almost always a captured or stolen asset. The model isn't sold civilian, and the navigation system is keyed to Imperial astrogation routes (which can be rekeyed by a skilled slicer). Captured Lambdas are a recurring Rebel Alliance trope — the Endor strike team flew Tydirium, a captured Lambda, to penetrate the Death Star II's deflector shield. The chassis is heavy, slow, and instantly recognizable; using one for civilian work requires either repainting and re-marking the hull or accepting that everyone within visual range will assume you're an Imperial officer."
      },
      "class_category": "Shuttle",
      "type": "playable"
    },
    {
      "id": "wayfarer-class-medium-transport",
      "slug": "wayfarer-class-medium-transport",
      "model": "Wayfarer-class Medium Transport",
      "class": "Medium Freighter",
      "manufacturer": "Corellian Engineering Corporation",
      "canonical_examples": [
        "Cargo / smuggling hauler"
      ],
      "size": "Large",
      "era": [
        "Rise of the Empire",
        "Galactic Civil War"
      ],
      "length_m": 67,
      "hp_max": 200,
      "sib": 4,
      "handling_bonus": -2,
      "speed": "Slow",
      "shields_max": 80,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 1,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 6,
      "cargo": "~500 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 0,
        "turret": 2,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Forward Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Workhorse heavy hauler with a detachable cargo pod and an oversized cargo bay. Cheap, slow, but the most cargo-per-credit of the catalog.",
      "base_price_credits": 95000,
      "image_file": "wayfarer-class-medium-transport.jpg",
      "description": {
        "lore": "The Wayfarer-class medium transport is Corellian Engineering Corporation's bulk hauler — a 67-meter freighter built around a detachable cargo pod that holds up to 500 metric tons of payload. The chassis itself is essentially a tug-and-cockpit module that hauls the cargo pod between ports; the pod can be dropped at the dock and exchanged for a pre-loaded one, dramatically cutting turnaround time for high-volume routes.\n\nWayfarers are the freighter of choice for guild-affiliated bulk traders, mining consortium supply runs, and smugglers who specifically need to move very large amounts of contraband. The detachable pod design has a notable secondary use: if the pod is impounded by customs, the chassis-and-cockpit module can disengage and fly off, leaving the cargo behind. Whether this is a deliberate design feature or an emergent smuggler exploit depends on which CEC engineer you ask.\n\nIn play, the Wayfarer is slow (`Speed: Slow`, `Handling −2`) and visually obvious — but it carries cargo no other freighter in the catalog comes close to (500 metric tons vs. 100-150 for the YT line). The shields and HP are sturdy because the ship is built to survive long bulk-shipping runs through pirate-frequented sectors. Player crews running cargo-focused campaigns, sector-supply storylines, or any campaign where 'where do you hide a Mandalorian armory' is a recurring question will gravitate toward the Wayfarer."
      },
      "class_category": "Freighter",
      "type": "playable"
    },
    {
      "id": "u-wing-ut-60d",
      "slug": "u-wing-ut-60d",
      "model": "U-Wing UT-60D Combat Transport",
      "class": "Combat Transport",
      "manufacturer": "Incom Corporation",
      "canonical_examples": [
        "Rebel Alliance U-wings (Rogue One, Andor)"
      ],
      "size": "Medium",
      "era": [
        "Galactic Civil War"
      ],
      "length_m": 24.34,
      "hp_max": 130,
      "sib": 3,
      "handling_bonus": 1,
      "speed": "Fast",
      "shields_max": 45,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 1,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 8,
      "cargo": "~50 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Rebel Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Twin Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d8",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Rebel Alliance combat transport. Retractable wing configuration, integrated troop bay, twin forward lasers — built for hot insertions.",
      "base_price_credits": 110000,
      "image_file": "u-wing-ut-60d.jpg",
      "description": {
        "lore": "The Incom UT-60D U-wing is the Rebel Alliance's frontline combat transport — the ship that drops a Pathfinder team into a hot LZ and stays in atmosphere long enough to extract them. Designed and produced before the Empire's nationalization of Incom Corporation, the U-wing carries forward Incom's design philosophy from the T-65 X-Wing fighter line: rugged, modular, easy to maintain in field conditions with mismatched parts. The 24.34-meter hull mounts two retractable wings that fold forward for hyperspace travel and lock back for atmospheric operations.\n\nThe ship's defining feature is its side-mounted troop bay. A U-wing can hold eight troopers in full kit with the sliding doors open to allow door-gunner suppression fire on the way in — a feature that turned the U-wing into the workhorse of Rebel Pathfinder operations on Scarif, Eadu, and dozens of unnamed Outer Rim worlds. Twin forward laser cannons handle dogfights against TIE pursuit; the troop bay handles everything that lands.\n\nU-wings became scarce after Scarif (the Battle of Scarif consumed most of the operational fleet) but the chassis remained in service through the post-Endor New Republic transition. Player crews that lean rebel ops, frontier insurgency, or special-forces flavor gravitate to the U-wing: it's the chassis that says \"we go in as a team, and we come out as a team.\""
      },
      "class_category": "Combat Craft",
      "type": "playable"
    },
    {
      "id": "u-wing-ut-60s",
      "slug": "u-wing-ut-60s",
      "model": "U-Wing UT-60S Scout Transport",
      "class": "Scout Transport",
      "manufacturer": "Incom Corporation",
      "canonical_examples": [
        "Pathfinder / scout-team U-wings (SWURPG-original variant)"
      ],
      "size": "Small",
      "era": [
        "Galactic Civil War"
      ],
      "length_m": 18,
      "hp_max": 95,
      "sib": 3,
      "handling_bonus": 2,
      "speed": "Fast",
      "shields_max": 30,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 4,
      "cargo": "~25 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Rebel Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Twin Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d8",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Scout variant of the UT-60D. Smaller hull, +1 Handling, half passenger capacity. Same Incom DNA, different mission — insertion and recon, not full-squad deployment. Pilot fires the fixed-mount lasers directly (no dedicated gunner).",
      "base_price_credits": 80000,
      "image_file": "u-wing-ut-60s.jpg",
      "description": {
        "lore": "The UT-60S is Incom's stripped-down answer to the UT-60D's only consistent weakness — its size. A standard combat transport is a flying brick on a Rebel battlefield: armored enough to soak fire, big enough to drop a squad, but slow to slip past Imperial sensor pickets and easy to track from orbit. The S-variant trades cargo bay for airframe, halves the troop capacity, and shaves over six meters off the hull. The result is a ship that fits where the D doesn't — narrow canyons, jungle clearings, the gap between two derelicts in a debris field — and an AC that punishes anti-air gunnery used to leading the bigger model.\n\nPathfinder cells, intelligence couriers, and Cassian Andor's old fixers favor the S for the same reason the D never quite worked for them: it's an insertion ship, not a transport. Same twin laser cannons, same Class-2 hyperdrive, same retractable wings. Different mission. Most are unmarked Alliance-grey or smuggler-painted; a few wear faction iconography. If you see one parked on a landing pad with the hatch open, you're probably about to walk into a covert operation, a debriefing, or both."
      },
      "class_category": "Combat Craft",
      "type": "playable"
    },
    {
      "id": "st-70-assault-ship",
      "slug": "st-70-assault-ship",
      "model": "ST-70 Assault Ship",
      "class": "Gunship",
      "manufacturer": "Corellian Engineering Corporation",
      "canonical_examples": [
        "Razor Crest M-111 (Din Djarin, The Mandalorian)"
      ],
      "size": "Small",
      "era": [
        "Rise of the Empire",
        "Galactic Civil War",
        "New Republic"
      ],
      "length_m": 14,
      "hp_max": 105,
      "sib": 3,
      "handling_bonus": 2,
      "speed": "Fast",
      "shields_max": 35,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 4,
      "cargo": "~35 metric tons",
      "hyperdrive": "Class 3.0",
      "sensors": "Standard",
      "navigation_system": "Standard",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Twin Heavy Laser Cannons (Mk 3e/W)",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 2,
          "damage": "3d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Pre-Imperial Corellian military patrol gunship. Modular cargo bay (often carbonite-fitted by bounty hunter owners), durable hull, simple two-cannon loadout. Pilot fires the fixed heavy lasers directly — no dedicated gunner station. Best-known example: the Razor Crest, Din Djarin's ship in The Mandalorian.",
      "base_price_credits": 90000,
      "image_file": "st-70-assault-ship.jpg",
      "description": {
        "lore": "The ST-70 is a Corellian Engineering Corporation gunship designed for local military patrol work in the years before the Galactic Empire. By 19 BBY they were in service across the Outer Rim — small, durable, well-armed enough to handle a wing of starfighters, and just big enough to carry a squad of troopers and supplies. After the Empire's rise the class fell out of front-line service; surplus units ended up in the hands of mercenaries, frontier marshals, and bounty hunters who valued the chassis's combination of weight-of-fire and modular cargo capacity.\n\nThe most famous example is the Razor Crest, designation M-111, the personal ship of the Mandalorian bounty hunter Din Djarin during the New Republic era. Razor Crest carried a carbonite-freezing chamber for live bounties, a small armory in the upper deck, and quarters for his Foundling — until its destruction over Tython in 9 ABY. ST-70s have a single pilot station (the pilot fires the fixed forward heavy laser cannons directly), space for at least four passengers, and a Class-3 hyperdrive that won't win any speed records but reliably gets you home. Player crews who lean bounty hunter, frontier marshal, or 'we picked up this old gunship at a Corellian surplus auction' gravitate to the ST-70."
      },
      "class_category": "Combat Craft",
      "type": "playable"
    },
    {
      "id": "naboo-j-type-327",
      "slug": "naboo-j-type-327",
      "model": "Naboo Royal Starship (J-type 327 Nubian)",
      "class": "Royal Starship / Diplomatic Yacht",
      "manufacturer": "Theed Palace Space Vessel Engineering Corps & Nubian Design Collective",
      "canonical_examples": [
        "Queen Amidala's Royal Starship"
      ],
      "size": "Medium",
      "era": [
        "Rise of the Empire"
      ],
      "length_m": 76,
      "hp_max": 110,
      "sib": 2,
      "handling_bonus": 1,
      "speed": "Very Fast",
      "shields_max": 60,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 8,
      "cargo": "Minimal (luxury accommodations)",
      "hyperdrive": "Class 1.8",
      "sensors": "Long-Range",
      "navigation_system": "Royal Naboo Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 0,
        "turret": 1,
        "missile": 0
      },
      "weapons": [],
      "special_conditions": [],
      "special": "Chrome-finished Naboo royal yacht. Unarmed factory configuration but exceptionally fast and heavily shielded — designed to evacuate dignitaries under fire.",
      "base_price_credits": 250000,
      "image_file": "naboo-j-type-327.jpg",
      "description": {
        "lore": "The J-type 327 Nubian starship is Naboo's royal flagship — a 76-meter chromium-plated diplomatic yacht co-designed by the Theed Palace Space Vessel Engineering Corps and the Nubian Design Collective. Built as a statement of Naboo's peaceful ideology, the J-type ships unarmed from the factory: no cannons, no missile bays, not even point defense. Its survival under fire depends entirely on shields, speed, and the skill of its pilots — the Royal Spacefighter Corps trained on this hull for exactly that reason.\n\nThe most famous J-type 327 in canon is the Royal Starship of Queen Padmé Amidala. The ship carried the Queen out of Naboo during the Trade Federation blockade, ran a Federation battleship gauntlet to reach Tatooine, and later returned the liberation fleet to Theed. Its mirror-bright hull is a deliberate diplomatic choice — the ship is unmistakably Naboo, unmistakably non-military, and unmistakably impossible to miss in a sensor scan. Customs and patrol craft across the galaxy recognize the silhouette and (usually) wave it through.\n\nIn play, the J-type is the diplomatic / luxury / very-fast-escape chassis. Eight passengers in luxury accommodations, Very Fast speed band, Class 1.8 hyperdrive, exceptional shields, and long-range sensors. A single turret hardpoint is available for aftermarket install if the campaign requires defensive armament — but adding guns to a Royal Starship breaks the silhouette recognition that often gets it waved past Imperial checkpoints."
      },
      "class_category": "Yacht",
      "type": "playable"
    },
    {
      "id": "sheathipede-class-shuttle",
      "slug": "sheathipede-class-shuttle",
      "model": "Sheathipede-class Transport Shuttle",
      "class": "Transport Shuttle",
      "manufacturer": "Haor Chall Engineering",
      "canonical_examples": [
        "AP-5's shuttle (Rebels)",
        "Trade Federation diplomatic shuttles"
      ],
      "size": "Small",
      "era": [
        "Rise of the Empire",
        "Galactic Civil War"
      ],
      "length_m": 16,
      "hp_max": 75,
      "sib": 1,
      "handling_bonus": 0,
      "speed": "Average",
      "shields_max": 25,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 6,
      "cargo": "~30 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 1,
        "turret": 0,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Light Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d8",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Small civilian shuttle. Cheap, ubiquitous, easily acquired through aboveboard channels — the rental car of galactic transport.",
      "base_price_credits": 65000,
      "image_file": "sheathipede-class-shuttle.jpg",
      "description": {
        "lore": "The Sheathipede-class transport shuttle is a Haor Chall Engineering civilian design that's been in continuous production since the late Republic era. Originally commissioned as a Trade Federation diplomatic shuttle (carrying Neimoidian delegations between viceregal flagships), the design was sold openly after the Federation's collapse and became one of the most common short-haul shuttles in the galaxy. At 16 meters, the Sheathipede is small enough to land on a typical rooftop pad but capable enough for short hyperspace hops between sectors.\n\nThe distinctive Y-shaped silhouette and three landing struts make Sheathipedes instantly recognizable — and instantly forgettable. There are so many of these things in service that customs scans rarely give them a second look, which is exactly why used Sheathipedes are favored by smugglers, low-budget couriers, and rebel cells operating on Imperial-occupied worlds. The most famous Sheathipede in canon is the modified shuttle used by AP-5 and the Spectres in Star Wars Rebels — a captured Imperial example with rebel modifications.\n\nMechanically, the Sheathipede is the budget option in the catalog. Cheap (65,000 cr), low SIB, only 25 shields, a single fixed forward laser cannon. The Class 2.0 hyperdrive is slow. The cargo bay holds six passengers and ~30 tons of cargo. But the chassis works, parts are common, and nobody notices when one lands at the spaceport."
      },
      "class_category": "Shuttle",
      "type": "playable"
    },
    {
      "id": "quadjumper-spacetug",
      "slug": "quadjumper-spacetug",
      "model": "Quadrijet Transfer Spacetug (\"Quadjumper\")",
      "class": "Spacetug / Light Courier",
      "manufacturer": "Subpro Corporation",
      "canonical_examples": [
        "Rey's original ship before commandeering the Falcon (The Force Awakens)"
      ],
      "size": "Small",
      "era": [
        "New Republic Era",
        "Resistance Era"
      ],
      "length_m": 7.4,
      "hp_max": 60,
      "sib": 1,
      "handling_bonus": 3,
      "speed": "Very Fast",
      "shields_max": 20,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 1,
      "cargo": "~5 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Basic Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 1,
        "turret": 0,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Light Laser Cannon",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 0,
          "damage": "2d6",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Four-engine spacetug for short-distance hauling. Tiny, fast, almost no cargo or shielding — but small enough to land where bigger ships can't.",
      "base_price_credits": 35000,
      "image_file": "quadjumper-spacetug.jpg",
      "description": {
        "lore": "The Subpro Corporation Quadrijet Transfer Spacetug — colloquially the \"Quadjumper\" — is a 7.4-meter four-engine workhorse designed for short-distance freight transfers between in-system ports, capital ships, and orbital depots. Subpro never expected the design to make long hyperspace hops; the Class 2.0 hyperdrive is a concession to operators who wanted to ferry the tug between systems rather than ship it as cargo. The four maneuvering engines mounted on extending pylons give the Quadjumper exceptional sublight agility for its size.\n\nThe ship is best known for its appearance in The Force Awakens as Rey's intended escape vehicle from Jakku — abandoned moments before takeoff when a TIE strafing run destroyed it, forcing Rey to commandeer the nearby YT-1300 Millennium Falcon instead. The Jakku Quadjumper became a fan favorite for its distinctive silhouette and its role as the \"almost-protagonist ship\" of the Sequel trilogy.\n\nMechanically, the Quadjumper is the catalog's cheapest (35,000 cr) and smallest ship. Tiny cargo (5 tons), one passenger, one fixed forward laser cannon, almost no shields. Where it shines: Very Fast speed, +3 Handling (best in catalog), and a hull small enough to land in spots that exclude every other chassis. Solo couriers, scout operators, and players who want to fly something that fits in a single hangar bay gravitate to the Quadjumper."
      },
      "class_category": "Spacetug",
      "type": "playable"
    },
    {
      "id": "sentinel-class-landing-craft",
      "slug": "sentinel-class-landing-craft",
      "model": "Sentinel-class Landing Craft",
      "class": "Assault Landing Craft",
      "manufacturer": "Sienar Fleet Systems & Cygnus Spaceworks",
      "canonical_examples": [
        "Imperial assault troop transports (Endor, Naboo Occupation)"
      ],
      "size": "Medium",
      "era": [
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 38,
      "hp_max": 150,
      "sib": 3,
      "handling_bonus": -1,
      "speed": "Average",
      "shields_max": 80,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 2,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 54,
      "cargo": "~150 metric tons",
      "hyperdrive": "Class 1.0",
      "sensors": "Standard",
      "navigation_system": "Imperial Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 2,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Forward Twin Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Side Laser Cannon",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Imperial assault landing craft — heavily armored Lambda variant. Drops a platoon under fire and survives the return trip.",
      "base_price_credits": 350000,
      "image_file": "sentinel-class-landing-craft.jpg",
      "description": {
        "lore": "The Sentinel-class landing craft is the Imperial military's preferred assault troop transport — a heavily-armored, heavily-armed cousin of the Lambda-class shuttle, co-produced by Sienar Fleet Systems and Cygnus Spaceworks. Where the Lambda is a dignified command shuttle, the Sentinel is a brawler: 38 meters of reinforced durasteel hull, 80 points of capital-grade shielding (the highest in the catalog), and an aggressive weapons fit that includes two forward fixed cannons, two side turrets, and a forward concussion missile bay.\n\nA standard Sentinel deployment carries a full Imperial platoon — 54 stormtroopers in full combat kit — plus their gear. The cargo bay opens to a ventral ramp that drops to ground level even on uneven terrain, allowing the platoon to deploy under fire without exposing the ship's vulnerable underbelly. Captured Sentinels are a recurring Rebel Alliance theme: a Sentinel painted in rebel insignia is one of the most intimidating landing craft a partisan cell can field, because Imperial garrisons rarely think to shoot at one of their own designs.\n\nMechanically, the Sentinel is the catalog's premium ($350,000 cr) assault chassis. Five hardpoints (most in the catalog), 54-passenger troop bay, 80 shields, Class 1.0 hyperdrive, and full Imperial Astrogation route database. Player crews running Imperial defectors, Rebel Pathfinder ops, or campaigns that need a ship that can land hot and survive should consider whether their cover can sell having one — a Sentinel is restricted military hardware in most sectors."
      },
      "class_category": "Combat Craft",
      "type": "playable"
    },
    {
      "id": "baudo-class-star-yacht",
      "slug": "baudo-class-star-yacht",
      "model": "Baudo-class Star Yacht",
      "class": "Luxury Star Yacht",
      "manufacturer": "Baudo Industries",
      "canonical_examples": [
        "\"Cynnoria\" (Bria Tharen)",
        "various pleasure yachts"
      ],
      "size": "Medium",
      "era": [
        "Rise of the Empire",
        "Galactic Civil War"
      ],
      "length_m": 32,
      "hp_max": 105,
      "sib": 2,
      "handling_bonus": 2,
      "speed": "Fast",
      "shields_max": 55,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 8,
      "cargo": "~50 metric tons",
      "hyperdrive": "Class 1.5",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 0,
        "turret": 1,
        "missile": 0
      },
      "weapons": [],
      "special_conditions": [],
      "special": "Luxury star yacht. Fast and well-shielded but unarmed from the factory. Signature ship of fringe nobility, smugglers with old money, and Old Republic diplomats.",
      "base_price_credits": 280000,
      "image_file": "baudo-class-star-yacht.jpg",
      "description": {
        "lore": "The Baudo-class star yacht is the fringe-nobility yacht of the late Republic and early Empire era — a 32-meter luxury hull built by Baudo Industries for buyers who valued speed, comfort, and a recognizable silhouette over cargo capacity or firepower. Most Baudos ship with full owner's quarters, a small dining bay, an entertainment lounge, and accommodations for eight in real beds (not crash couches). The hyperdrive is Class 1.5 — faster than most civilian designs and built for owners who valued getting to their destination in time for dinner.\n\nThe most cited Baudo in canon is the Cynnoria, owned and operated by the Corellian smuggler Bria Tharen during the early Galactic Civil War. Bria's Baudo featured the typical aftermarket-armed configuration: a single turret mounted on the dorsal hull (the only stock hardpoint), reinforced shields, and a smuggler's false-compartment system installed under the cargo deck. Other notable Baudos appear across Outer Rim fringe-noble fleets — the chassis is a status symbol for nouveau-riche bounty hunters and Old Republic-era diplomats alike.\n\nMechanically, the Baudo is the catalog's \"fast, shielded, unarmed\" niche. Stock weapons: none. Hardpoints: one turret available for aftermarket install. The chassis sells for 280,000 cr — premium pricing for a 32-meter hull — because the luxury accommodations and Class 1.5 hyperdrive are what people pay for. Player crews who want to look like they belong at a Coruscant gala (or who want to smuggle contraband past customs by looking too wealthy to bother scanning) reach for the Baudo."
      },
      "class_category": "Yacht",
      "type": "playable"
    },
    {
      "id": "eta-class-shuttle",
      "slug": "eta-class-shuttle",
      "model": "Eta-class Shuttle",
      "class": "Transport Shuttle",
      "manufacturer": "Cygnus Spaceworks",
      "canonical_examples": [
        "Anakin Skywalker's heavily-modified Twilight",
        "Republic Jedi shuttles"
      ],
      "size": "Medium",
      "era": [
        "Old Republic Era",
        "Rise of the Empire"
      ],
      "length_m": 24,
      "hp_max": 100,
      "sib": 2,
      "handling_bonus": 0,
      "speed": "Average",
      "shields_max": 40,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 1,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 12,
      "cargo": "~80 metric tons",
      "hyperdrive": "Class 1.0",
      "sensors": "Standard",
      "navigation_system": "Republic Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 1,
        "turret": 1,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Forward Twin Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Republic-era utility shuttle. Used by Jedi diplomats and military command staff during the Clone Wars. Anakin Skywalker's Twilight was a heavily modified Eta variant.",
      "base_price_credits": 95000,
      "image_file": "eta-class-shuttle.jpg",
      "description": {
        "lore": "The Cygnus Spaceworks Eta-class shuttle is the late-Republic utility transport — a 24-meter multi-purpose hull issued in significant numbers to Jedi diplomatic detachments, Republic military command staff, and frontier governance offices during the Clone Wars. The Eta's design philosophy is the opposite of the Lambda shuttle's: where the Lambda is purpose-built for visible command authority, the Eta is bland, generic, and unmemorable — exactly the qualities a Jedi diplomatic team wants when entering a tense system without sparking an incident.\n\nThe most famous Eta in canon is the Twilight, Anakin Skywalker's personal heavily-modified shuttle from The Clone Wars. Anakin's Twilight had its weapons upgraded, its sublight engines tuned past spec, and its cargo bay reconfigured for clandestine operations. The base Eta is a much more modest ship — twin forward laser cannons, a dorsal turret hardpoint, room for twelve passengers, and a Class 1.0 hyperdrive — but the chassis takes modification well, which is why Anakin (and many other operators with reasons to fly under the radar) keep coming back to it.\n\nMechanically, the Eta is the catalog's \"well-rounded mid-tier shuttle.\" 100 HP, 40 shields, 12 passengers, two hardpoints (one fixed, one turret) with stock weapons in the fixed slot. Solid mid-tier Republic-era pick for any campaign in the late Republic, Clone Wars, or early Imperial era — and the chassis disappears into traffic in any spaceport, which is the whole point."
      },
      "class_category": "Shuttle",
      "type": "playable"
    },
    {
      "id": "t-1-jedi-shuttle",
      "slug": "t-1-jedi-shuttle",
      "model": "T-1 Shuttle (Jedi Order)",
      "class": "Jedi Order Shuttle",
      "manufacturer": "Slayn & Korpil",
      "canonical_examples": [
        "Jedi shuttles in The High Republic (2021) #1, Into the Dark, Light of the Jedi — used by Avar Kriss, Sskeer, Keeve Trennis, Orla Jareni, Cohmac Vitus"
      ],
      "size": "Small",
      "era": [
        "High Republic Era"
      ],
      "length_m": 15,
      "hp_max": 80,
      "sib": 3,
      "handling_bonus": 1,
      "speed": "Fast",
      "shields_max": 30,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 4,
      "cargo": "Minimal",
      "hyperdrive": "Class 1.0",
      "sensors": "Long-Range",
      "navigation_system": "Jedi Order Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 0,
        "turret": 0,
        "missile": 0
      },
      "weapons": [],
      "special_conditions": [],
      "special": "High Republic-era Jedi Order shuttle. Unarmed by canon. Famously sturdy hull — \"remains mostly intact in the event of a crash.\"",
      "base_price_credits": 110000,
      "image_file": "t-1-jedi-shuttle.jpg",
      "description": {
        "lore": "The Slayn & Korpil T-1 shuttle is the Jedi Order's diplomatic and reconnaissance transport during the High Republic era — the design that preceded the better-known Clone Wars-era T-6 shuttle. The 15-meter hull features a distinctive triangular twin-wing layout, white plating with red accents, and a flat-viewport bridge that seats four Jedi plus two pilots. The ship's most striking design feature is what it lacks: weapons. The Jedi Order built the T-1 unarmed by deliberate choice, favoring mobility, long-range sensors, and shields over offensive armament.\n\nT-1 shuttles appear throughout the High Republic publishing line. The Jedi Masters Avar Kriss, Sskeer, Cohmac Vitus, and Orla Jareni all flew T-1s on missions ranging from the Eiram-E'ronoh crisis to the early Nihil engagements. The hull is famously sturdy: Master Simmix was killed when his T-1 crashed on a Directorate-controlled moon, but the ship itself \"remained mostly intact\" — a survival characteristic that the Order valued highly when sending Jedi Padawans to investigate uncertain environments.\n\nMechanically, the T-1 is a Small chassis with +3 SIB (the highest SIB-per-size in the catalog, reflecting the crash-survival lore), 80 HP, 30 shields, and zero hardpoints. Players who want defensive armament install Extra Hardpoint upgrades. The chassis is High Republic-era exclusive and fits campaigns set ~200 BBY featuring Jedi protagonists, diplomatic crews, or Republic-affiliated investigators. Long-range sensors and Class 1.0 hyperdrive let a Jedi cell respond to a distress signal across sectors within a day."
      },
      "class_category": "Shuttle",
      "type": "playable"
    },
    {
      "id": "nihil-stormship",
      "slug": "nihil-stormship",
      "model": "Nihil Stormship (Marauder-class Raider)",
      "class": "Nihil Pirate Raider / Light Combat Freighter",
      "manufacturer": "Various scavenged / Nihil-modified",
      "canonical_examples": [
        "Nihil raider vessels from Light of the Jedi, The Rising Storm, The Fallen Star (designer-balanced from lore; specific Stormships in canon vary widely per Tempest Runner)"
      ],
      "size": "Small",
      "era": [
        "High Republic Era"
      ],
      "length_m": 30,
      "hp_max": 90,
      "sib": 2,
      "handling_bonus": 2,
      "speed": "Fast",
      "shields_max": 30,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 1,
        "engineer": 1,
        "commander": 0
      },
      "passengers": 6,
      "cargo": "~40 metric tons",
      "hyperdrive": "Class 1.5 (Path Engine)",
      "sensors": "Standard",
      "navigation_system": "Nihil Path Tables",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 2,
        "turret": 1,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Forward Twin Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d8",
          "damage_type": "energy"
        },
        {
          "name": "Tractor / Grav-Net Projector",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Close",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        }
      ],
      "special_conditions": [
        {
          "name": "Path Engine (Nihil-coded hyperdrive)",
          "body": "1/encounter, as a Pilot Reaction when the ship is reduced to ≤20% HP, attempt a DC 14 Pilot check to vanish into a Nihil Path (illegal hyperspace shortcut). On success, the ship escapes the encounter to a random adjacent system; the Path Engine cannot be used again until a Nihil-aligned tech repairs it (GM-gated, typically a long rest at a Nihil port). On failure, the ship takes 2d10 damage from a botched hyperspace transition and remains in the encounter."
        }
      ],
      "special": "High Republic-era Nihil pirate raider. Modular, scavenged, heavily armed for its size. Equipped with an illegal Path Engine — vanishes into Nihil-coded hyperspace shortcuts when cornered.",
      "base_price_credits": 85000,
      "image_file": "nihil-stormship.jpg",
      "description": {
        "lore": "The Nihil Stormship is the High Republic era's defining pirate raider — a 30-meter scavenged-construction hull built and maintained by the Nihil marauder faction. There is no canonical Nihil shipyard; individual Stormships are assembled from looted parts, fitted out by the captain and crew, and tend to look chaotic, jagged, and intimidating. The Marauder-class designation used here is a SWURPG canon convention representing the median Stormship — specific Nihil ships in canon (Marchion Ro's Gaze Electric, Lourna Dee's Lourna Dee, the Storm Wall ships) vary wildly in size, armament, and capability.\n\nThe Stormship's defining feature is its Path Engine — an illegal hyperdrive variant that uses Nihil-coded hyperspace shortcuts called Paths. Paths defy standard astrogation; only Nihil-aligned pilots and Path-coded computers can navigate them. A Stormship can vanish from an engagement and reappear sectors away in seconds — the Nihil tactical signature. The Path Engine is also failure-prone; botched jumps strand or destroy Stormships frequently, which is part of why the Nihil sacrifice ships at higher rates than other factions.\n\nMechanically, the Stormship is the catalog's \"pirate raider\" niche. Small size, +2 Handling, Fast speed, decent firepower for size (2 fixed cannon hardpoints, 1 turret with stock tractor / grav-net projector, 1 missile bay), low HP and shields (pirates favor agility over survivability), 6-passenger raider crew bay, factory-installed tractor beam for boarding. The built-in Path Engine special condition gives the Stormship a unique escape mechanic that no other chassis has — 1/encounter, vanish from combat at low HP, with a chance of botching the jump. Player crews who run High-Republic-era anti-Nihil campaigns will encounter dozens of these; player crews who play the Nihil themselves will fly one."
      },
      "class_category": "Freighter",
      "type": "playable"
    },
    {
      "id": "tie-ln-starfighter",
      "slug": "tie-ln-starfighter",
      "model": "TIE/ln Starfighter",
      "class": "Imperial Space Superiority Fighter",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Sienar Fleet Systems",
      "canonical_examples": [
        "Imperial Navy TIE squadrons (Death Star, Death Squadron, every Star Destroyer hangar)"
      ],
      "size": "Tiny",
      "era": [
        "Galactic Civil War"
      ],
      "length_m": 6.4,
      "hp_max": 18,
      "sib": 0,
      "handling_bonus": 3,
      "speed": "Fast",
      "shields_max": 0,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 0,
      "cargo": "~65 kg",
      "hyperdrive": null,
      "sensors": "Standard",
      "navigation_system": "None (carrier-launched)",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Twin Laser Cannons (linked)",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [
        {
          "name": "No Shields, No Hyperdrive",
          "body": "The TIE/ln has no deflector shields and no hyperdrive — Imperial doctrine treats pilots as expendable and relies on carrier deployment. A clean hit on the cockpit ball or solar wing pylons typically destroys the ship in one shot."
        }
      ],
      "special": "Iconic Imperial fighter — fast, agile, and fragile. The Empire trades pilot lives for swarm tactics.",
      "base_price_credits": 60000,
      "image_file": "tie-ln-starfighter.jpg",
      "description": {
        "lore": "The TIE/ln (Twin Ion Engine, line variant) is the Galactic Empire's ubiquitous space superiority fighter — the screaming-engine silhouette that defines Imperial combat operations from the Battle of Yavin through the fall of the Empire. Sienar Fleet Systems built tens of thousands of them; every Imperial Star Destroyer carries seventy-two in its hangar bays, and every fleet engagement starts with a swarm launch.\n\nThe TIE is a deliberate doctrinal choice rather than an engineering compromise. Imperial designers stripped shields, hyperdrive, and life support redundancy to maximize raw performance — the result is a fighter that out-accelerates and out-turns almost anything in its weight class, at the cost of catastrophic fragility. A single solid hit on the cockpit ball or the solar wing connector usually destroys the ship. Imperial Navy doctrine treats this as acceptable: TIEs are mass-produced, pilots are trained quickly and considered expendable, and the swarm covers individual losses through sheer numbers.\n\nFor GMs, the TIE is the encounter currency of the Galactic Civil War era. Players will face them in groups of four, six, twelve, or more — single TIEs are almost trivial threats, but a squadron of twelve TIEs orbiting a corvette is an iconic, high-pressure dogfight. Their lack of hyperdrive means players who survive the initial engagement can almost always escape via hyperspace; the danger is making it that far."
      },
      "threat_rating": 2,
      "tactical_notes": "Fly TIE/ln in groups of 4-12; never alone. Use focus-fire to compensate for low individual damage — three TIEs concentrating on one target output more damage than a heavy fighter. Always position the swarm so multiple TIEs share arcs of fire on the player ship. When down to 1-2 remaining, the survivors typically retreat to the carrier rather than press the attack — Imperial pilots are loyal but not suicidal.",
      "adventure_hooks": [
        "Players intercepted while smuggling: 4 TIEs launched from a passing Customs Cutter. Escape via hyperspace or fight through.",
        "A defecting Imperial pilot needs extraction — their TIE is the only one in atmosphere that won't shoot at the player ship. Three loyalist TIEs are in pursuit.",
        "Rebel base under attack: 12 TIEs launched from an off-screen ISD. Players must hold the line until the base evacuation completes."
      ]
    },
    {
      "id": "tie-interceptor",
      "slug": "tie-interceptor",
      "model": "TIE Interceptor",
      "class": "Imperial Elite Fighter",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Sienar Fleet Systems",
      "canonical_examples": [
        "181st Imperial Fighter Wing (Soontir Fel's squadron), Battle of Endor"
      ],
      "size": "Tiny",
      "era": [
        "Galactic Civil War"
      ],
      "length_m": 9.6,
      "hp_max": 22,
      "sib": 0,
      "handling_bonus": 4,
      "speed": "Very Fast",
      "shields_max": 0,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 0,
      "cargo": "~75 kg",
      "hyperdrive": null,
      "sensors": "Standard",
      "navigation_system": "None (carrier-launched)",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 4,
        "turret": 0,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Quad Laser Cannons (linked)",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [
        {
          "name": "No Shields, No Hyperdrive",
          "body": "Like the base TIE, the Interceptor has no shields and no hyperdrive. Imperial doctrine accepts this fragility in exchange for top-tier raw performance."
        }
      ],
      "special": "Elite Imperial fighter variant — faster, deadlier, flown by veteran squadrons. The fighter that hunts X-wings.",
      "base_price_credits": 120000,
      "image_file": "tie-interceptor.jpg",
      "description": {
        "lore": "The TIE Interceptor (sometimes TIE/IN) is Sienar Fleet Systems' upgrade to the line TIE — taller solar wings with the corner cutouts that became the Interceptor's visual signature, twin-engine performance roughly 30% higher than the TIE/ln, and four wingtip-mounted laser cannons linked for devastating burst fire. Where the TIE/ln is the Imperial workhorse, the Interceptor is the prestige fighter, reserved for elite squadrons.\n\nThe most famous Interceptor pilot in canon is Baron Soontir Fel, commander of the 181st Imperial Fighter Wing — a squadron of Interceptors painted with red wing stripes whose kill record put fear into every Rebel pilot who flew at Endor. The Battle of Endor itself featured the largest concentration of Interceptors ever deployed: hundreds launched from the second Death Star's defensive ring of Star Destroyers, intended to shred the Rebel fighter screen before the capital ships closed.\n\nFor GMs, the Interceptor is the \"elite fighter\" threat — drop one or two into an otherwise TIE/ln-flavored engagement and the dynamics shift instantly. Veteran pilots will single out the player gunner and try to score a kill before the swarm overwhelms them. Imperial doctrine pairs Interceptor squadrons with TIE/ln screens; the Interceptors flank while the TIE/lns press head-on."
      },
      "threat_rating": 4,
      "tactical_notes": "Fly the Interceptor as the alpha threat in a TIE engagement — let the TIE/ln swarm absorb player fire while the Interceptor lines up clean shots from beyond the brawl. Use its speed advantage to stay at Close range where the quad-laser linked-fire crushes shields. Veteran Interceptor pilots will often peel off and re-engage from a fresh vector rather than dogfight directly. Two Interceptors plus a TIE/ln screen of 6 is a classic elite-Imperial encounter.",
      "adventure_hooks": [
        "Players spotted by an 181st Interceptor on patrol — Soontir Fel's wingman calls in coordinates before engaging. They have one round before backup arrives.",
        "An Imperial Moff's personal Interceptor escort intercepts the players' diplomatic shuttle. Surrender peacefully or fight three Interceptors led by a Moff's veteran ace.",
        "During the Battle of Endor: players are Rebel pilots facing waves of Interceptors. Stay alive long enough for the second Death Star's shields to drop."
      ]
    },
    {
      "id": "vulture-droid-fighter",
      "slug": "vulture-droid-fighter",
      "model": "Vulture-class Droid Fighter",
      "class": "Separatist Droid Starfighter",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Haor Chall Engineering / Baktoid Armor Workshop",
      "canonical_examples": [
        "Trade Federation droid swarms (Battle of Naboo, Battle of Coruscant, every CIS engagement)"
      ],
      "size": "Tiny",
      "era": [
        "Rise of the Empire",
        "Clone Wars"
      ],
      "length_m": 6.96,
      "hp_max": 16,
      "sib": 0,
      "handling_bonus": 2,
      "speed": "Fast",
      "shields_max": 0,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 0,
      "cargo": "~50 kg",
      "hyperdrive": null,
      "sensors": "Standard",
      "navigation_system": "Carrier-linked",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Twin Blaster Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d8",
          "damage_type": "energy"
        },
        {
          "name": "Energy Torpedo Tubes",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 0,
          "damage": "2d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Droid Pilot — No Bargaining",
          "body": "The Vulture is droid-piloted. It cannot be intimidated, bargained with, or persuaded to retreat. If its central command relay is severed (the carrier ship destroyed or jamming successful), Vulture swarms enter degraded autonomous-mode — Disadvantage on attack rolls until the relay reconnects."
        },
        {
          "name": "Walker Mode",
          "body": "The Vulture can transform into a four-legged walker for ground combat or landing-bay deployment. In walker mode it loses speed but gains a +2 to atmospheric Handling on planetary surfaces."
        }
      ],
      "special": "Droid fighter — no pilot to bargain with. Trade Federation swarm-attacks rely on overwhelming numbers.",
      "base_price_credits": 22000,
      "image_file": "vulture-droid-fighter.jpg",
      "description": {
        "lore": "The Vulture-class droid starfighter is the iconic Separatist single-pilot fighter — a wedge-shaped automated platform that defined the air-and-space combat of the Clone Wars. Built by Haor Chall Engineering under Trade Federation contract, Vultures are essentially flying battle droids: no organic pilot, central-command relay to a Trade Federation Lucrehulk battleship or Munificent frigate, and a transformation mode that lets them walk on insectoid legs once landed.\n\nThe Vulture's combat profile is mass-rather-than-quality. Individual Vultures are slower and less capable than equivalent Republic ARC-170s or Y-wings, but they're cheap, expendable, and launched in colossal swarms. The Battle of Coruscant alone featured an estimated five thousand Vultures in the engagement. Cutting the central command relay (typically by killing the controlling carrier) shifts the swarm into degraded autonomous mode — they keep fighting but lose coordination, presenting easier targets for Jedi starfighter ace pilots.\n\nFor GMs running Clone Wars-era campaigns, the Vulture is the basic encounter currency on the Separatist side. They're mechanically similar to TIEs (cheap, swarm, no shields, no hyperdrive) but with the droid-pilot wrinkle: players can't talk them down, can't demoralize them, can't scare them off. They engage on the command relay's logic, fight until destroyed, or — if the relay drops — fight on degraded."
      },
      "threat_rating": 2,
      "tactical_notes": "Vultures swarm. Always deploy in groups of 6+, ideally with a Hyena Bomber or two for missile threat. Players who try to scare off Vultures are wasting actions — they're droids. The right tactical move for players is to find and kill the command carrier (a Munificent frigate or Lucrehulk in canon) and watch the swarm degrade. GMs should telegraph this option: a distant command ship visible on sensors, jamming opportunities, etc.",
      "adventure_hooks": [
        "Players' freighter exits hyperspace into a CIS blockade. 8 Vultures peel off from a Munificent picket to investigate; killing the Munificent breaks the swarm.",
        "A captured Republic shuttle is being escorted by 4 Vultures to a Separatist interrogation facility. Players intercept mid-flight.",
        "A Clone Wars-era anti-droid relic is on the table: an EMP that disables Vultures within a range band for 1 round. Players have one charge and must time it during a 12-Vulture ambush."
      ]
    },
    {
      "id": "z-95-headhunter",
      "slug": "z-95-headhunter",
      "model": "Z-95 Headhunter",
      "class": "Light Multirole Starfighter",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Incom Corporation / Subpro Corporation",
      "canonical_examples": [
        "Republic Clone Wars squadrons, Rebel partisan groups, mercenary and pirate cohorts (every era)"
      ],
      "size": "Tiny",
      "era": [
        "Rise of the Empire",
        "Clone Wars",
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 11.8,
      "hp_max": 30,
      "sib": 1,
      "handling_bonus": 2,
      "speed": "Average",
      "shields_max": 10,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 0,
      "cargo": "~85 kg",
      "hyperdrive": "Class 4.0 (limited)",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Triple Blaster Cannons (linked)",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        },
        {
          "name": "Concussion Missile Rack",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 0,
          "damage": "3d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [],
      "special": "Pre-X-Wing Incom fighter. The ubiquitous cheap option for pirates, mercenaries, and irregular forces.",
      "base_price_credits": 75000,
      "image_file": "z-95-headhunter.jpg",
      "description": {
        "lore": "The Z-95 Headhunter is the long-serving Incom Corporation light starfighter that predates the X-wing by decades and outlasted the Empire. First flown in the late Old Republic, the Z-95 was Incom's mass-market multirole — modestly shielded, hyperspace-capable on a slow Class 4 drive, armed with triple wingtip blasters and a concussion missile rack. Republic forces used Z-95s as auxiliary fighters during the Clone Wars; partisan groups and Rebel cells flew them throughout the Civil War; pirate gangs and mercenary outfits operate them to this day.\n\nIncom designers carried the Z-95's lessons forward into the T-65 X-wing — the family resemblance in cockpit canopy, wing geometry, and astromech socket on later Z-95 variants is deliberate. Many former Z-95 pilots in the Rebel Alliance transitioned smoothly to X-wings once the better fighter became available; the Z-95 itself remained in service as cheap second-line cover and as the entry fighter for groups that couldn't afford X-wings.\n\nFor GMs, the Z-95 is the \"generic third-party fighter\" — when you need an irregular adversary that isn't Imperial or Separatist, the Headhunter fits. Pirates, mercenaries, Rebel partisans, post-Imperial warlords, Hutt Cartel enforcement, even some Resistance auxiliary units fly Z-95s. They're tougher than TIEs (shields, hyperdrive) but not as fast, and their pilots are typically irregular volunteers rather than trained squadron aces."
      },
      "threat_rating": 3,
      "tactical_notes": "Z-95s have shields and hyperdrive — they can run if losing. Pirate Z-95 pilots typically engage in pairs or trios; mercenary outfits sometimes field squadrons of 6. Concussion missiles are the threat — at Medium range a Z-95 alpha-strike can crack a player ship's shields with one volley. Up close they're manageable. Players who damage a Z-95 should expect it to break off and jump to hyperspace rather than fight to the death.",
      "adventure_hooks": [
        "A Hutt Cartel debt-collector force of 4 Z-95s intercepts the players' ship at the edge of Hutt Space. They want a hostage, not a kill — but they'll start shooting if negotiations fail.",
        "A retired Rebel partisan flies a worn-out Z-95; the players need their help against an Imperial holdout cell. Will they fly one more mission?",
        "The players find a pristine Z-95 in a smuggler's hidden hangar. It's salvage-legal, but the original owner — a notorious bounty hunter — may want it back."
      ]
    },
    {
      "id": "nihil-strikeship",
      "slug": "nihil-strikeship",
      "model": "Nihil Strikeship",
      "class": "High Republic Pirate Fighter",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Various (scavenged-build, Nihil-coded)",
      "canonical_examples": [
        "Nihil marauder swarms (Light of the Jedi, The Rising Storm)"
      ],
      "size": "Tiny",
      "era": [
        "High Republic Era"
      ],
      "length_m": 7.5,
      "hp_max": 20,
      "sib": 0,
      "handling_bonus": 3,
      "speed": "Very Fast",
      "shields_max": 0,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 0,
      "cargo": "~50 kg",
      "hyperdrive": "Class 2.0 (Path-coded)",
      "sensors": "Standard",
      "navigation_system": "Path Engine (Nihil only)",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 0
      },
      "weapons": [
        {
          "name": "Scavenged Blaster Pair",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d8",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [
        {
          "name": "Path Engine — Hyperspace Escape",
          "body": "1/encounter, the Nihil Strikeship's pilot may activate the Path Engine as a Reaction when damaged: the Strikeship jumps to hyperspace and vanishes from the engagement. The botch chance (DC 16 Pilot) follows the same rule as the parent Stormship — failure destroys the Strikeship in a hyperspace misjump."
        }
      ],
      "special": "High Republic pirate fighter companion to the Nihil Stormship. Fast, deadly, vanishes on the Path.",
      "base_price_credits": 35000,
      "image_file": "nihil-strikeship.jpg",
      "description": {
        "lore": "Nihil Strikeships are the single-pilot pirate fighters that accompany Nihil Stormships into raids during the High Republic era. There is no canonical Strikeship factory — like the Stormship, individual Strikeships are scavenged-build vessels assembled from looted Republic, mining-guild, and frontier shipyard parts, then fitted with the distinctive Nihil-coded Path Engine that defines the marauder faction.\n\nIn canon, Strikeships swarm around Stormship raids the way TIEs swarm around Star Destroyers — three or four Strikeships per Stormship is typical, with the Strikeships running interference while the Stormship deploys boarding crews or hits the primary target. The Path Engine on the Strikeship is the tactical wrinkle: a damaged Strikeship can simply vanish into hyperspace mid-fight, reappearing later or simply leaving the player crew unable to confirm a kill. This makes the Nihil notoriously hard to pin down — players win the engagement and the Nihil escape with their losses intact.\n\nFor High Republic era GMs, the Strikeship is the cheap encounter currency: drop four around a Stormship for a serious raid, or use a lone Strikeship as a forward scout that vanishes on the Path the moment players intercept it. Path-Engine escapes also drive story hooks: a Strikeship that escaped from a player ambush may return weeks later with a Nihil cohort, having reported the players' identities to a Path-Master."
      },
      "threat_rating": 3,
      "tactical_notes": "Use Strikeships in groups of 3-4 around a Stormship. They're fast and dangerous but flimsy; the trick is the Path Engine — let damaged Strikeships escape to hyperspace rather than fight to destruction. Players who let one escape have created a story hook (the surviving pilot reports them to the Nihil chain of command). Players who EMP the Path Engine before it can fire have done real damage to Nihil tactical doctrine.",
      "adventure_hooks": [
        "A solo Nihil Strikeship is shadowing the players' ship through hyperspace transit points. It's reporting their route — but to whom?",
        "Players ambush a Nihil Stormship and four Strikeships above a frontier colony. Killing the Stormship without losing all four Strikeships to Path Engine escapes is the moral test.",
        "A wrecked Strikeship in the asteroid field still has an intact Path Engine. Recovering it would let the players read the Path codes — but Nihil pursuers are inbound to recover their own tech first."
      ]
    },
    {
      "id": "tie-sa-bomber",
      "slug": "tie-sa-bomber",
      "model": "TIE/sa Bomber",
      "class": "Imperial Strike Bomber",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Sienar Fleet Systems",
      "canonical_examples": [
        "Imperial strike wings (Hoth asteroid field pursuit, anti-ship strikes)"
      ],
      "size": "Small",
      "era": [
        "Galactic Civil War"
      ],
      "length_m": 7.8,
      "hp_max": 40,
      "sib": 1,
      "handling_bonus": 0,
      "speed": "Average",
      "shields_max": 0,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 0,
      "cargo": "~15 metric tons (ordnance)",
      "hyperdrive": null,
      "sensors": "Standard",
      "navigation_system": "None (carrier-launched)",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 2
      },
      "weapons": [
        {
          "name": "Twin Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        },
        {
          "name": "Concussion Missile Tubes",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 0,
          "damage": "4d10",
          "damage_type": "explosive"
        },
        {
          "name": "Proton Bomb Bay",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Close",
          "accuracy_modifier": 0,
          "damage": "5d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "No Shields, No Hyperdrive",
          "body": "TIE/sa shares the standard TIE-family fragility: no shields, no hyperdrive. Bombers compensate by flying in escorted formations rather than alone."
        }
      ],
      "special": "Imperial bomber — TIE-family fragile, but a proton bomb run can crack capital-ship hulls. Anti-ship strike specialist.",
      "base_price_credits": 95000,
      "image_file": "tie-sa-bomber.jpg",
      "description": {
        "lore": "The TIE/sa (Sienar Aerospace, strike attack variant) is the Imperial Navy's dedicated bomber — recognizable by its dual-hull silhouette where the cockpit is mounted alongside an ordnance bay instead of a second engine pod. Where the TIE/ln screens and dogfights, the TIE/sa carries the anti-capital-ship payload: concussion missile tubes for close-range strikes, and a proton bomb bay for orbital and large-target bombardment.\n\nThe TIE/sa's defining canon appearance is the Hoth asteroid field pursuit, where bombers chased the Millennium Falcon into the field and tried to dislodge it from a hidden mooring with proton bombs. The Empire also used TIE/sas for ground-attack runs and for cracking Rebel capital ships in fleet engagements. Like all TIE-family fighters they trade shields and hyperdrive for raw performance, but the bomber payload makes them dramatically more dangerous than a TIE/ln in the right scenario.\n\nFor GMs, the TIE/sa is a \"specialist\" Imperial threat. It rarely appears alone — Imperial doctrine pairs bomber wings with TIE/ln screens that handle Rebel fighter intercept while the bombers line up their target. A pair of bombers with an escort is a serious threat to any player ship larger than a fighter; player ships with shields are the target the bombers exist for."
      },
      "threat_rating": 4,
      "tactical_notes": "Bombers never deploy alone. Standard Imperial doctrine: 2-4 TIE/sas with a TIE/ln escort of 4-8. The bombers ignore enemy fighters entirely and burn straight for the largest player target; the TIE/lns engage the player screen. Concussion missiles are accurate and high-damage; proton bombs are short-range and require the bomber to commit to an attack run. Players who can kill bombers before they release ordnance dramatically de-escalate the threat.",
      "adventure_hooks": [
        "A Rebel transport convoy is under attack: 3 TIE/sas escorted by 6 TIE/lns are inbound. Players have one combat round to position before the bombers reach release range.",
        "Imperial bombers are pursuing a defecting officer's shuttle through an asteroid field. The terrain limits TIE/sa tracking, but a wrong move puts the player ship in the open.",
        "A stranded Imperial bomber pilot survived a crash. He has intel on his squadron's next strike target — but can the players trust an Imperial?"
      ]
    },
    {
      "id": "hyena-bomber",
      "slug": "hyena-bomber",
      "model": "Hyena-class Bomber",
      "class": "Separatist Droid Bomber",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Baktoid Armor Workshop",
      "canonical_examples": [
        "CIS strike wings (Battle of Ryloth, Battle of Sullust, Clone Wars campaign)"
      ],
      "size": "Small",
      "era": [
        "Clone Wars"
      ],
      "length_m": 12.5,
      "hp_max": 38,
      "sib": 1,
      "handling_bonus": 1,
      "speed": "Average",
      "shields_max": 0,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 0,
      "cargo": "~12 metric tons (ordnance)",
      "hyperdrive": null,
      "sensors": "Standard",
      "navigation_system": "Carrier-linked",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 2
      },
      "weapons": [
        {
          "name": "Twin Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        },
        {
          "name": "Proton Bomb Bay",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Close",
          "accuracy_modifier": 0,
          "damage": "5d10",
          "damage_type": "explosive"
        },
        {
          "name": "Energy Torpedoes",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "4d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Droid Pilot — No Bargaining",
          "body": "Hyena is droid-piloted; cannot be intimidated or persuaded. If central command relay is severed, swarms enter degraded autonomous mode (Disadvantage on attack rolls)."
        }
      ],
      "special": "CIS counterpart to the TIE Bomber. Larger Vulture-derived design with a proton bomb bay.",
      "base_price_credits": 50000,
      "image_file": "hyena-bomber.jpg",
      "description": {
        "lore": "The Hyena-class bomber is the Separatist bomber droid — a larger, weaponized derivative of the Vulture-class droid fighter design. Where the Vulture carries paired blasters for fighter-on-fighter combat, the Hyena trades cargo capacity for ordnance bays: proton bomb cradles for ground- and capital-strike, and energy torpedo tubes for medium-range anti-ship work.\n\nIn canon, Hyenas appear in Clone Wars-era CIS strike packages alongside Vultures: the Vultures clear the airspace while the Hyenas line up bombing runs. The Battle of Ryloth featured Hyena strikes against Republic gunships and ground forces; the Battle of Sullust included Hyena anti-capital strikes against Republic frigates. Like the Vulture, the Hyena is droid-piloted with a central-command relay to a Lucrehulk or Munificent — cutting the relay degrades the bomber swarm just as it degrades the fighter swarm.\n\nFor Clone Wars-era GMs, the Hyena is the bomber complement to the Vulture. A combined-arms CIS strike (8 Vultures + 4 Hyenas + a Munificent carrier) is the canonical late-Clone-Wars engagement. The Hyena's droid pilot means the same tactical pressure applies: no negotiation, no demoralization, just fight or kill the carrier."
      },
      "threat_rating": 5,
      "tactical_notes": "Hyenas pair with Vultures. Standard CIS strike: 4 Hyenas + 6-8 Vultures launched from a Munificent or Lucrehulk. Hyenas ignore enemy fighters — they burn for the player capital ship or the ground target. Energy torpedoes at Medium range are the alpha threat; proton bombs require the Hyena to commit to a Close-range attack run. Kill the carrier to degrade the bombers along with the Vulture swarm.",
      "adventure_hooks": [
        "A Republic relief convoy to a besieged colony is under attack — 4 Hyenas inbound with proton bomb payload, 8 Vultures screening. The players are the only escort.",
        "A Jedi General has asked the players to slip past a Hyena patrol and reach a downed clone trooper unit. Stealth is the right answer; firing back triggers the swarm.",
        "A Hyena that crashed without exploding has an intact central-command relay receiver. Decoding it would give the Republic an EMP weakness — but a CIS recovery droid is also inbound."
      ]
    },
    {
      "id": "skipray-blastboat",
      "slug": "skipray-blastboat",
      "model": "Skipray Blastboat",
      "class": "Imperial Patrol Gunship",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Sienar Fleet Systems",
      "canonical_examples": [
        "Imperial Customs patrols, Outer Rim picket lines, paramilitary contractor units"
      ],
      "size": "Small",
      "era": [
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 25,
      "hp_max": 60,
      "sib": 1,
      "handling_bonus": 1,
      "speed": "Fast",
      "shields_max": 30,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 1,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 2,
      "cargo": "~5 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Advanced",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 1,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Twin Ion Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "ion"
        },
        {
          "name": "Twin Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "2d10",
          "damage_type": "energy"
        },
        {
          "name": "Concussion Missile Launcher",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "explosive"
        },
        {
          "name": "Targeting Laser (turret)",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "1d10",
          "damage_type": "energy"
        }
      ],
      "special_conditions": [],
      "special": "Imperial patrol gunship — bigger, meaner, more dangerous than a TIE. Shields + hyperdrive + ion cannons.",
      "base_price_credits": 220000,
      "image_file": "skipray-blastboat.jpg",
      "description": {
        "lore": "The Skipray Blastboat is Sienar Fleet Systems' Imperial-era patrol gunship — a 25-meter craft positioned somewhere between a heavy fighter and a light corvette in Imperial doctrine. Where TIE/lns are mass-produced expendables, the Skipray is the patrol craft Imperial Customs and Outer Rim picket forces fly when they expect actual resistance. It has everything a TIE doesn't: shields, hyperdrive, dual ion cannons for disabling rather than destroying targets, and a four-person crew with proper duty stations.\n\nIn canon, Skiprays appear in roles ranging from Imperial Customs Authority interdiction to paramilitary contractor patrols in New Republic-era frontier sectors. They're a favorite of Imperial-aligned mercenary outfits because they handle better than any of the larger Imperial picket craft while still mounting capital-grade ordnance. The ion cannon armament is the key tactical detail: a Skipray that wants to capture a smuggler ship rather than destroy it can disable engines, shields, or hyperdrive cleanly.\n\nFor GMs, the Skipray is the \"real Imperial intercept\" — when you need a threat that's harder than a TIE swarm but lighter than a Star Destroyer, the Skipray hits the right tier. Players will encounter them as Customs intercepts, paramilitary patrols, and occasionally as mercenary contracts the players themselves have been hired to fly against."
      },
      "threat_rating": 7,
      "tactical_notes": "A Skipray is a serious threat — players should not engage one solo with a freighter unless they have surprise or terrain. Ion cannons are the first move: disable the player's hyperdrive or shields, then close to laser range for the kill. Skipray crews are veteran (Imperial Customs or paramilitary contractors), not conscripts. A patrol pack of 2 Skiprays + 4 TIE/lns is a high-tier Imperial intercept.",
      "adventure_hooks": [
        "A Skipray Blastboat is patrolling the only hyperspace exit point near a backwater colony. Players carrying contraband must get past it.",
        "Players hired to escort a Black Sun shipment through Imperial patrol space — the contract failed to mention the Skipray patrolling the route.",
        "A retired Imperial Customs officer offers to sell their old Skipray (cheap, off the books). The catch: it's still on Imperial registry as \"lost in action.\""
      ]
    },
    {
      "id": "fang-fighter",
      "slug": "fang-fighter",
      "model": "Mandalorian Fang Fighter",
      "class": "Mandalorian Light Fighter",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "MandalMotors",
      "canonical_examples": [
        "Mandalorian Protectors (Clone Wars), Nite Owls (Imperial Era), Death Watch"
      ],
      "size": "Small",
      "era": [
        "Clone Wars",
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 14.5,
      "hp_max": 50,
      "sib": 1,
      "handling_bonus": 3,
      "speed": "Very Fast",
      "shields_max": 20,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 0,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 0,
      "cargo": "~50 kg",
      "hyperdrive": "Class 1.5",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 0,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Twin Laser Cannons (linked)",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Proton Torpedo Launcher",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "4d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Mandalorian Pilot",
          "body": "Mandalorian-flown fighters operate with veteran-pilot kits: Advantage on Pilot checks for evasive maneuvers and on first-shot Initiative. Mandalorian doctrine prizes individual skill over swarm tactics — Fang Fighters fight smart, not just numerous."
        }
      ],
      "special": "Mandalorian fighter — fast, well-armed, and flown by warrior pilots who don't miss.",
      "base_price_credits": 180000,
      "image_file": "fang-fighter.jpg",
      "description": {
        "lore": "The Fang Fighter is MandalMotors' iconic single-pilot Mandalorian fighter — a knife-shaped craft with razor-thin profile, twin wingtip lasers, and the signature Mandalorian aesthetic of crimson, blue, or gold flashing on a dark hull. Designed by the Mandalorian fighter-pilot tradition that traces back through generations of Mando aces, the Fang is the iconic small craft of Mandalorian Protectors, Nite Owls, and Death Watch alike.\n\nIn canon, Fang Fighters appear in Clone Wars-era Mandalorian engagements (where they sometimes flew alongside Republic forces against Separatist Vultures) through Galactic Civil War-era Mandalorian intervention raids, and into New Republic-era Mandalorian unification efforts. The fighter's defining trait is the pilot rather than the chassis: Mandalorian fighter doctrine emphasizes individual skill, terrain mastery, and clever maneuvering rather than the swarm tactics of TIE/ln or Vulture pilots. A single Fang Fighter is a serious threat; a flight of three Fangs is a high-tier engagement.\n\nFor GMs, Fang Fighters are the \"elite irregular\" threat — they're the ones the players encounter when they've crossed a Mandalorian clan, hired one for protection, or stumbled into a Mandalorian clan war. They're not Imperial expendables and not pirate scum; they're trained warrior-pilots with personal honor on the line."
      },
      "threat_rating": 6,
      "tactical_notes": "Fly Fang Fighters individually or in pairs, not swarms. The pilot is the threat as much as the chassis — Mandalorians take Advantage on evasive Pilot checks and on first-shot Initiative. Mandalorian doctrine doesn't favor suicide runs; if a Fang is taking heavy damage, expect the pilot to disengage, signal for backup, or retreat to recover honor. Players who treat a Mandalorian engagement like a TIE swarm will lose; this is a duel, not a bug-stomp.",
      "adventure_hooks": [
        "A Mandalorian bounty hunter in a Fang Fighter is shadowing the player ship. They want to talk before they fight; players who insult their honor will fight a Mandalorian ace.",
        "A Death Watch splinter cell has stolen a Republic shuttle. Players are hired to recover it — but a flight of three Fang Fighters is escorting the shuttle to Concordia.",
        "A Mandalorian clan offers to back the players in a planetary conflict. The price: piloting Fang Fighters in the clan's next raid. (Players who accept become honorary clan members.)"
      ]
    },
    {
      "id": "tie-sf-special-forces",
      "slug": "tie-sf-special-forces",
      "model": "TIE/sf Special Forces Fighter",
      "class": "First Order Elite Two-Seater",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Sienar-Jaemus Army Systems",
      "canonical_examples": [
        "First Order Special Forces (The Force Awakens, Star Wars Resistance)"
      ],
      "size": "Small",
      "era": [
        "Resistance Era"
      ],
      "length_m": 6.69,
      "hp_max": 32,
      "sib": 1,
      "handling_bonus": 3,
      "speed": "Very Fast",
      "shields_max": 15,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 0,
        "gunner": 1,
        "engineer": 0,
        "commander": 0
      },
      "passengers": 0,
      "cargo": "~70 kg",
      "hyperdrive": "Class 2.0",
      "sensors": "Advanced",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 1,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Twin Laser Cannons (linked)",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Laser Turret (rear)",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Close",
          "accuracy_modifier": 2,
          "damage": "2d10",
          "damage_type": "energy"
        },
        {
          "name": "Magnetic Pulse Warhead Launcher",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "ion"
        }
      ],
      "special_conditions": [],
      "special": "First Order elite TIE variant — two-seater with shields, hyperdrive, and a real rear gunner.",
      "base_price_credits": 160000,
      "image_file": "tie-sf-special-forces.jpg",
      "description": {
        "lore": "The TIE/sf (Special Forces) is the First Order's elite TIE variant — a two-seater design that breaks decades of TIE-family minimalist doctrine to add the things Imperial-era TIEs deliberately lacked: shields, hyperdrive, and a dedicated rear-gunner station. Sienar-Jaemus Army Systems, the First Order's successor to Imperial-era Sienar, built the TIE/sf for missions that require independent operation and survivability rather than carrier-launched mass deployment.\n\nIn canon, TIE/sfs appear most prominently in The Force Awakens — Finn and Poe's escape from the Star Destroyer Finalizer was in a stolen TIE/sf. The two-seat configuration is the design's signature: a single pilot can't cover both forward and rear arcs in a TIE/sf, but a pilot/gunner team is meaningfully more dangerous than any solo TIE variant. The magnetic-pulse warhead armament is the other defining feature — these are designed to disable rather than destroy, supporting First Order capture and intelligence operations.\n\nFor Resistance-era GMs, the TIE/sf is the elite First Order threat — drop one or two into a TIE/fo (the regular First Order TIE, mechanically similar to TIE/ln) swarm and the engagement gets serious. They're the fighters Captain Phasma personally signs off on deployment for."
      },
      "threat_rating": 5,
      "tactical_notes": "Two-seat configuration means the TIE/sf can engage in two arcs simultaneously — players who maneuver behind it still face the turret gunner. Magnetic pulse warheads are an ion threat at Medium range; expect First Order doctrine to disable player hyperdrive first. Unlike Imperial TIEs, TIE/sfs can pursue through hyperspace — players who jump out of one engagement may face the same TIE/sfs at their destination. Fly them in pairs as elite support to a TIE/fo swarm.",
      "adventure_hooks": [
        "A First Order TIE/sf has been tracking the players across three star systems via hyperspace pursuit. They want intelligence, not a kill — but they'll start shooting if the players close to weapons range.",
        "Two TIE/sfs are escorting a First Order prisoner transport. The prisoner is a Resistance pilot the players need to extract.",
        "A defecting First Order TIE/sf pilot/gunner team approaches the players with their ship. Are they a real defection or an intelligence operation?"
      ]
    },
    {
      "id": "imperial-customs-cutter",
      "slug": "imperial-customs-cutter",
      "model": "IR-3F-class Customs Cutter",
      "class": "Imperial Customs Patrol Cruiser",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Sienar Fleet Systems",
      "canonical_examples": [
        "Imperial Customs Authority patrols (Outer Rim, Hutt Space border)"
      ],
      "size": "Medium",
      "era": [
        "Galactic Civil War"
      ],
      "length_m": 60,
      "hp_max": 180,
      "sib": 3,
      "handling_bonus": 0,
      "speed": "Average",
      "shields_max": 80,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 2,
        "engineer": 1,
        "commander": 1
      },
      "passengers": 12,
      "cargo": "~75 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Advanced",
      "navigation_system": "Imperial Navigation Suite",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 0,
        "turret": 4,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Tractor Beam",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        },
        {
          "name": "Ion Cannon Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "ion"
        },
        {
          "name": "Concussion Missile Launcher",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "4d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Boarding Detachment",
          "body": "A Customs Cutter's 12-passenger bay carries a stormtrooper boarding squad (typically 8-12 troopers, sometimes with an Imperial Customs officer). After tractor-locking a target ship, the Cutter deploys the boarding party via docking umbilical — a Customs intercept routinely ends in stormtroopers on the deck rather than a destroyed target."
        }
      ],
      "special": "Imperial Customs patrol craft — tractor beam first, board with stormtroopers second, destroy only if necessary.",
      "base_price_credits": 1800000,
      "image_file": "imperial-customs-cutter.jpg",
      "description": {
        "lore": "The IR-3F Customs Cutter (also called the Lambda-class command shuttle's big cousin, though it's a separate design) is the Imperial Customs Authority's standard patrol cruiser — a 60-meter armed transport built around the Authority's doctrine of tractor-and-board interdiction rather than destroy-on-sight. The Cutter mounts a heavy tractor beam and a stormtrooper boarding bay alongside its more conventional laser and ion armament; a target that surrenders gets boarded, a target that fights gets ion-disabled and then boarded.\n\nIn canon, Customs Cutters patrol Outer Rim hyperspace lanes, Hutt Space border crossings, and any sector with significant smuggling traffic. The Han Solo Imperial-record interdiction sequence (Kessel Run, etc.) involved Customs Cutter-class patrols; the Falcon's reputation for outrunning them is the canon-source for the Cutter's relative ineffectiveness against top-tier smuggler ships. For most smugglers, however, a Customs Cutter intercept is the dominant threat: tractor lock, board, stormtroopers on the cargo deck, contraband seized, ship and crew detained.\n\nFor GMs, the Customs Cutter is the smuggler-campaign workhorse. Players who run cargo will face Customs Cutter intercepts repeatedly — sometimes resolvable by manifest checks and bribery, sometimes by fast-jump escape, sometimes by combat. The Cutter's tractor beam and boarding party make it dangerous in a way pure firepower wouldn't: a clean kill is hard against a target that wants to capture rather than destroy."
      },
      "threat_rating": 9,
      "tactical_notes": "Customs Cutters open with tractor-lock attempts, not weapons. The pilot tries to get within Medium range and engage the tractor beam; players who fail the resist roll are dragged toward the Cutter for boarding. Ion cannon is the disable weapon — the Cutter wants the player ship intact for contraband seizure. Laser turrets are last resort. If players damage the Cutter past 50% HP, the commander typically calls for backup (another Cutter, a Skipray, or TIE escort) rather than fighting to the death.",
      "adventure_hooks": [
        "A Customs Cutter intercepts the player ship carrying Rebel contraband. Manifest is fake but won't survive scrutiny — bribe, fight, or burn for hyperspace?",
        "The players are hired to extract a Rebel sympathizer from an Imperial Customs Cutter that's already boarded their personal yacht. Boarding action with stormtroopers on the deck.",
        "A retired Imperial Customs captain offers intelligence on patrol patterns — for a price the players may not want to pay."
      ]
    },
    {
      "id": "komrk-class-transport",
      "slug": "komrk-class-transport",
      "model": "Kom'rk-class Transport",
      "class": "Mandalorian Dropship / Gunship",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "MandalMotors",
      "canonical_examples": [
        "Death Watch (Clone Wars), Nite Owls (Imperial / New Republic Era), Bo-Katan Kryze's Gauntlet"
      ],
      "size": "Medium",
      "era": [
        "Clone Wars",
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 36,
      "hp_max": 200,
      "sib": 3,
      "handling_bonus": 1,
      "speed": "Fast",
      "shields_max": 80,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 2,
        "engineer": 0,
        "commander": 1
      },
      "passengers": 18,
      "cargo": "~30 metric tons",
      "hyperdrive": "Class 1.5",
      "sensors": "Advanced",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": false,
      "hardpoints": {
        "fixed": 2,
        "turret": 2,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Twin Forward Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Concussion Missile Launcher",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "4d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Mandalorian Strike Team",
          "body": "A Kom'rk's 18-passenger bay carries a full Mandalorian strike team in armor and jetpacks. A Kom'rk that has tractor-locked or grappled a target deploys the team in 1 round; Mandalorian commandos are an order of magnitude more dangerous in personal combat than stormtroopers."
        }
      ],
      "special": "Mandalorian dropship — fast, well-armed, carries a full strike team in beskar plate.",
      "base_price_credits": 950000,
      "image_file": "komrk-class-transport.jpg",
      "description": {
        "lore": "The Kom'rk-class transport (also called Gauntlet-class after Bo-Katan Kryze's famous personal vessel) is MandalMotors' iconic dropship — a 36-meter armed transport with the distinctive Mandalorian aesthetic of swept-back wing surfaces and an angular silhouette. Death Watch flew Kom'rks during the Clone Wars; Nite Owls flew them through the Imperial era; Bo-Katan's Mandalorian unification effort uses them today. The \"Gauntlet\" identifier comes from Kryze's personal Kom'rk in canon.\n\nThe Kom'rk's combat profile is built around its strike-team deployment role. It mounts enough forward and turret weaponry to handle escort fighters or a Customs Cutter on its own; the real threat is the 18-passenger bay full of Mandalorian commandos in beskar armor and jetpacks. A Kom'rk that closes to grapple range with a target ship deploys a boarding action that few player crews can survive without major preparation.\n\nFor GMs, the Kom'rk is the Mandalorian \"encounter package\" — when you need a Mandalorian threat that's more than a single Fang Fighter pilot but less than a full clan fleet, the Kom'rk hits the right tier. Players who cross a Mandalorian clan can expect to face one or two Kom'rks with Fang Fighter escort and a strike team of 12-18 commandos."
      },
      "threat_rating": 10,
      "tactical_notes": "A Kom'rk's real threat is the strike team. Players who treat the engagement as a pure ship-to-ship fight may win the firefight but lose the boarding action. Pilot the Kom'rk to close to Close range and deploy the strike team; the team rides jetpacks across the gap to the player ship. Mandalorian strike teams are Threat Rating 6+ in personal combat per commando — three commandos boarding a player freighter is a major encounter on its own. Mandalorian pilots prize honor and won't fight to certain destruction; expect retreat at heavy damage.",
      "adventure_hooks": [
        "A Death Watch Kom'rk has crashed on a frontier moon with its strike team alive but separated from the wreck. Players hired to recover the bodies (Republic intel) or extract the survivors (Mandalorian clan honor) — whichever side they take, the other side shows up too.",
        "A Mandalorian clan offers passage on a Kom'rk to a war zone the players need to reach. The price is fighting alongside the clan on arrival.",
        "A Kom'rk is shadowing the player ship through hyperspace. Bo-Katan herself wants to talk; the strike team is just the polite introduction."
      ]
    },
    {
      "id": "gozanti-assault-carrier",
      "slug": "gozanti-assault-carrier",
      "model": "Gozanti-class Cruiser (Assault Variant)",
      "class": "Imperial Light Cruiser / Carrier",
      "class_category": "Freighter",
      "type": "enemy",
      "manufacturer": "Gallofree Yards (chassis) / Imperial Refit",
      "canonical_examples": [
        "Imperial TIE-carrier patrols (Star Wars Rebels, Outer Rim picket lines)"
      ],
      "size": "Medium",
      "era": [
        "Galactic Civil War"
      ],
      "length_m": 63.8,
      "hp_max": 280,
      "sib": 4,
      "handling_bonus": -1,
      "speed": "Slow",
      "shields_max": 100,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 3,
        "engineer": 2,
        "commander": 1
      },
      "passengers": 8,
      "cargo": "~150 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Advanced",
      "navigation_system": "Imperial Navigation Suite",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 0,
        "turret": 4,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "4d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "4d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "4d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Tractor Beam",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        },
        {
          "name": "Concussion Missile Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "5d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "TIE Carrier — Four-Ship Wing",
          "body": "A Gozanti Assault Carrier launches 4 TIE/ln fighters from its external docking clamps as a 1-round action. If the Gozanti is destroyed while TIEs are docked, the docked TIEs are also destroyed; TIEs already launched fight on but lose carrier-relay support (Disadvantage on Initiative after the carrier dies)."
        }
      ],
      "special": "Imperial light carrier — Gozanti freighter chassis with external TIE docking clamps. The mobile TIE hangar of the Outer Rim.",
      "base_price_credits": 2400000,
      "image_file": "gozanti-assault-carrier.jpg",
      "description": {
        "lore": "The Gozanti-class cruiser is a pre-Empire Gallofree Yards medium freighter that the Empire converted into the iconic light-carrier patrol of the Outer Rim. The Imperial refit added external TIE docking clamps (typically 4 TIE/ln fighters externally hung), beefed-up shields and armament, and Imperial Customs Authority sensor suites. The result is a 63-meter ship that's slow, ugly, and conspicuous — but carries a TIE wing that can intercept any smuggler ship within range bands.\n\nIn canon, Gozantis appear prominently in Star Wars Rebels as the Imperial light cruiser that patrols Lothal and similar Outer Rim sectors, and as the carrier that delivers TIE squadrons to surface engagements. Pre-Empire Gozantis serve as civilian cargo haulers in the same canon; the same chassis appears as a pirate cruiser in some New Republic-era stories.\n\nFor GMs, the Gozanti is the \"patrol with teeth\" — a single Gozanti is a manageable threat for a fighter or armed freighter, but a Gozanti with its 4-TIE wing deployed is a serious engagement. The carrier's slowness means players can outrun it; the TIE wing is the danger. Killing the Gozanti before it launches TIEs converts a hard encounter into a fight against just the carrier itself."
      },
      "threat_rating": 10,
      "tactical_notes": "Gozanti opens with TIE launch — 1-round action releases 4 TIE/lns from docking clamps. After launch, the TIEs do the dogfighting while the Gozanti fires turrets from range. Killing the Gozanti before TIE launch is a 3-action window the players must exploit; after launch, focus on the TIE wing first since the Gozanti is slow and won't catch a fleeing player ship. The tractor beam is a secondary threat — Gozantis tractor-lock damaged player ships and call in additional TIEs from a nearby Star Destroyer.",
      "adventure_hooks": [
        "A Gozanti is patrolling near a Rebel safe-house moon. The players need to either slip past it or trick it into launching its TIEs at a decoy.",
        "A Gozanti has been hijacked by pirates who killed the Imperial crew. The Empire is offering a bounty for its recovery — but the pirates are now using its TIE wing for raids.",
        "A salvage yard has a half-stripped Gozanti for sale, papers clean. The catch: it still has 2 inoperable TIE clamps that could be refurbished into player-side TIE storage."
      ]
    },
    {
      "id": "black-sun-marauder",
      "slug": "black-sun-marauder",
      "model": "Black Sun Marauder Cruiser",
      "class": "Syndicate Enforcement Patrol Cruiser",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Various (Black Sun retrofit shipyards)",
      "canonical_examples": [
        "Prince Xizor's enforcement fleet (Shadows of the Empire), Black Sun Vigo patrol squadrons"
      ],
      "size": "Medium",
      "era": [
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 65,
      "hp_max": 240,
      "sib": 3,
      "handling_bonus": 0,
      "speed": "Average",
      "shields_max": 110,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 3,
        "engineer": 1,
        "commander": 1
      },
      "passengers": 16,
      "cargo": "~120 metric tons",
      "hyperdrive": "Class 1.5",
      "sensors": "Advanced",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 2,
        "turret": 3,
        "missile": 2
      },
      "weapons": [
        {
          "name": "Forward Heavy Laser Cannons",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "4d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Ion Cannon",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 2,
          "damage": "4d10",
          "damage_type": "ion"
        },
        {
          "name": "Concussion Missile Launcher",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "4d10",
          "damage_type": "explosive"
        },
        {
          "name": "Proton Torpedo Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "5d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Black Sun Enforcement Squad",
          "body": "A Marauder carries 16 Black Sun enforcers (typically a mix of human heavies, Falleen aristocracy enforcers, and occasional Black Sun assassin specialists). Marauder commanders prefer to extract debts and intelligence rather than destroy targets; expect tractor-lock + boarding before destruction."
        }
      ],
      "special": "Black Sun syndicate enforcer cruiser. Bounty hunters, debt collection, and contract assassinations — at scale.",
      "base_price_credits": 2200000,
      "image_file": "black-sun-marauder.jpg",
      "description": {
        "lore": "The \"Black Sun Marauder\" is the SWURPG-canonical name for the Black Sun syndicate's standard enforcement cruiser — a 65-meter retrofit class typically built from a captured Corellian, Sienar, or Republic Sienar System hull and refitted at one of Black Sun's shadow shipyards. There is no single canonical Marauder design; the term covers the syndicate's enforcement-class ships across multiple eras and individual Vigo commanders, all of which share the same combat profile: medium hull, heavy weapon mix, large enforcement detachment, ion cannon for capture-not-kill operations.\n\nIn canon, Black Sun enforcement ships appear in Shadows of the Empire (Prince Xizor's personal fleet over Coruscant), the Star Wars: Bounty Hunter games, and various comics depicting Black Sun Vigo activity. Black Sun operates across the Galactic Civil War and into the New Republic era; the syndicate survived the Empire's fall and continues to enforce its debts and contracts under New Republic rule.\n\nFor GMs, the Marauder is the syndicate-side counterpart to the Imperial Customs Cutter — same tactical role (intercept, board, extract value), different paint job. Players who cross Black Sun (failing to pay a debt, killing a Vigo, stealing a contract) can expect to face a Marauder. The syndicate is patient; if players evade the first Marauder, a second one shows up months later."
      },
      "threat_rating": 11,
      "tactical_notes": "Marauders open with ion cannon to disable, then tractor-lock for boarding. Like Customs Cutters but with better weapons and a larger enforcement detachment. Black Sun pilots are veteran (syndicate enforcement, not conscripts) and willing to take losses to complete the contract. Players who try to negotiate may get a better deal than fighting — the syndicate often values returning a target alive over destroying them. A Marauder that loses 50% HP typically retreats and calls in a second cruiser rather than fight to the death.",
      "adventure_hooks": [
        "The players have crossed a Black Sun Vigo. A Marauder intercepts their ship — they want either the debt paid in full or the players alive and unharmed for \"negotiation\" with the Vigo.",
        "A Black Sun Marauder is hunting a Rebel sympathizer the players are protecting. The syndicate doesn't care about politics; they care about the contract.",
        "A retired Black Sun captain offers to sell the players intelligence on a Marauder patrol pattern — but their information is six months old and the syndicate has shifted operations."
      ]
    },
    {
      "id": "hutt-cartel-patrol-cruiser",
      "slug": "hutt-cartel-patrol-cruiser",
      "model": "Hutt Cartel Patrol Cruiser",
      "class": "Hutt Enforcement Cruiser",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Various (Hutt-acquired hulls)",
      "canonical_examples": [
        "Hutt Cartel enforcement patrols (Outer Rim, Hutt Space, Smuggler's Run)"
      ],
      "size": "Medium",
      "era": [
        "Rise of the Empire",
        "Clone Wars",
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 70,
      "hp_max": 260,
      "sib": 3,
      "handling_bonus": -1,
      "speed": "Average",
      "shields_max": 90,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 3,
        "engineer": 2,
        "commander": 1
      },
      "passengers": 20,
      "cargo": "~200 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Standard",
      "navigation_system": "Standard Astrogation",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 1,
        "turret": 3,
        "missile": 1
      },
      "weapons": [
        {
          "name": "Forward Heavy Laser",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "4d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Tractor Beam",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Medium",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        },
        {
          "name": "Proton Torpedo Launcher",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "5d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Hutt Enforcement Detail",
          "body": "A Hutt patrol cruiser carries 20 enforcers — a mix of Gamorrean heavies, Niktan thugs, Rodian gunslingers, and occasionally a Hutt Cartel lieutenant overseeing the operation in person. Hutt enforcement prefers captured-and-broken to destroyed; expect tractor-lock + boarding except in cases of extreme defiance."
        }
      ],
      "special": "Hutt Cartel enforcement cruiser. Slower and less elegant than Black Sun, but every bit as deadly to a smuggler who skipped on debt.",
      "base_price_credits": 1900000,
      "image_file": "hutt-cartel-patrol-cruiser.jpg",
      "description": {
        "lore": "Hutt Cartel patrol cruisers are the syndicate's enforcement workhorses across the Outer Rim and Hutt Space — typically 70-meter retrofit hulls of various origins (captured Corellian, scavenged Mandalorian, second-hand pre-Empire designs) refitted at Nal Hutta or Nar Shaddaa shipyards with Hutt-favored weapon and capacity profiles. There is no canonical Hutt cruiser class; the term covers the Cartel's enforcement fleet across multiple eras.\n\nHutt enforcement doctrine differs from Imperial Customs or Black Sun in priority: the Cartel cares about debts and contracts above all else, and prefers to capture-and-process targets through Hutt justice (typically forced labor, public execution as spectacle, or feeding to a rancor) rather than destroying them outright. The patrol cruiser's 20-enforcer bay and heavy tractor beam reflect this — the ship is built to bring targets in, not just kill them.\n\nFor GMs, the Hutt patrol cruiser is the Outer Rim \"syndicate threat\" — it appears wherever Hutt operations matter (Tatooine, Nar Shaddaa, Smuggler's Run, Hutt Space border crossings, anywhere a Hutt has an interest). Players who run cargo for the Cartel will see them as friendly escorts; players who cross the Cartel will see them as patient, slow, relentless pursuers. The Hutts have long memories and longer patience."
      },
      "threat_rating": 9,
      "tactical_notes": "Hutt cruisers prefer tractor-lock + boarding. Heavy tractor beam at Medium range; once locked, deploy the 20-enforcer boarding party. Crew is mercenary mix (Gamorrean, Nikto, Rodian) of uneven discipline — pressure them and they may break before destroying the ship. Hutt cruiser captains will accept bribery negotiations more readily than Imperial Customs or Black Sun (the Hutts respect credits over honor). A heavily-damaged Hutt cruiser typically retreats to Nal Hutta to recover rather than fight to the death; the Cartel will hunt the players again later.",
      "adventure_hooks": [
        "The players owe Jabba (or a similar Hutt) 25,000 credits and 60 standard days have passed. A Hutt patrol cruiser intercepts their ship — collect, fight, or flee?",
        "A Hutt patrol cruiser is hunting a runaway slave the players are smuggling to freedom. The slave is a witness against a Hutt; the Cartel wants her back.",
        "Players are hired to escort a Hutt cargo ship through Black Sun territory. A Hutt patrol cruiser is the lead escort — players are the supporting freighter pretending to be just another civilian."
      ]
    },
    {
      "id": "cr-90-corvette",
      "slug": "cr-90-corvette",
      "model": "CR-90 Corellian Corvette",
      "class": "Corellian Light Corvette",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Corellian Engineering Corporation",
      "canonical_examples": [
        "Tantive IV (Princess Leia's blockade runner), Rebel Alliance corvette fleet, pirate cruisers"
      ],
      "size": "Large",
      "era": [
        "Rise of the Empire",
        "Clone Wars",
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 150,
      "hp_max": 600,
      "sib": 5,
      "handling_bonus": 1,
      "speed": "Fast",
      "shields_max": 220,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 6,
        "engineer": 4,
        "commander": 1
      },
      "passengers": 600,
      "cargo": "~3000 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Advanced",
      "navigation_system": "Capital-Grade Astrogation",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 0,
        "turret": 6,
        "missile": 2
      },
      "weapons": [
        {
          "name": "Twin Turbolaser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "6d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Turbolaser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "6d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Turbolaser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "6d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Tractor Beam",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        },
        {
          "name": "Concussion Missile Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "5d10",
          "damage_type": "explosive"
        },
        {
          "name": "Proton Torpedo Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "6d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Capital-Grade Hull",
          "body": "CR-90 is the smallest \"capital\" classed vessel in canon. Starfighter weapons that lack proton torpedoes or capital-rated ordnance suffer Disadvantage on damage rolls against the CR-90 hull — turbolasers ignore this restriction."
        },
        {
          "name": "Senate / Diplomatic Charter",
          "body": "Many CR-90s in the Galactic Civil War era flew Senate or diplomatic charters (Alderaanian, Mon Calamari, Bothan) — under canon Imperial rules, Imperial forces could not fire on a diplomatically-charterd CR-90 without authorization. This is the famous Tantive IV \"consular ship... on a diplomatic mission\" scenario."
        }
      ],
      "special": "The \"blockade runner.\" Corellian corvette serving every era and every faction. Tantive IV is the canonical example.",
      "base_price_credits": 4800000,
      "image_file": "cr-90-corvette.jpg",
      "description": {
        "lore": "The CR-90 Corellian corvette is one of the most iconic capital ships in Star Wars — the blockade-runner that opens A New Hope, Princess Leia's Tantive IV under pursuit from the Devastator. CEC has built the CR-90 across decades; it serves every era from the late Old Republic through the Resistance era, and every faction from the Senate to the Rebellion to pirate fleets.\n\nThe CR-90's combat profile is \"fast for its tonnage.\" A 150-meter corvette with capital-grade turbolasers and a blockade-runner speed band, it can outrun most heavier ships and outgun anything below its weight class. Imperial doctrine treats CR-90s as priority intercept targets specifically because they can outrun Star Destroyers in the open. In Rebel hands, CR-90s served as command ships, troop transports, and the backbone of the Alliance navy before the larger Mon Calamari cruisers came online.\n\nFor GMs, the CR-90 is the \"smaller capital ship encounter\" — it's big enough to overwhelm a player freighter unsupported, small enough to fit into a single-encounter narrative, and iconic enough that players immediately recognize what they're facing. CR-90s serve as Rebel allies, Imperial intercepts, pirate cruisers, syndicate flagships, and diplomatic charter-runners — choose the affiliation to match the campaign."
      },
      "threat_rating": 13,
      "tactical_notes": "A CR-90 outclasses player freighters significantly. Long-range turbolaser broadsides are the threat; the corvette's speed lets it dictate range bands. Players engaging a CR-90 directly need a fighter screen and capital-grade weapons, or they need an angle: damage a specific weapon mount, board the bridge, target the hyperdrive. The CR-90's diplomatic-charter special condition is the famous narrative-side wrinkle: an Imperial CR-90 intercept can be defused by claiming diplomatic immunity (which forces an authorization check Imperial commanders are reluctant to risk).",
      "adventure_hooks": [
        "A Rebel CR-90 needs an escape escort through Imperial space. The players are hired as the smaller, less-conspicuous freighter that scouts hyperspace exit points.",
        "A pirate-captured CR-90 is operating out of an asteroid base, raiding cargo convoys. Players hired by an insurance consortium to either disable it or destroy it.",
        "A diplomatic CR-90 carrying a Senator is being shadowed by an Imperial Star Destroyer. The players (private courier) are asked to deliver intelligence to the corvette without triggering an Imperial intercept."
      ]
    },
    {
      "id": "munificent-frigate",
      "slug": "munificent-frigate",
      "model": "Munificent-class Star Frigate",
      "class": "Separatist Star Frigate",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Hoersch-Kessel Drive / Free Dac Volunteers Engineering",
      "canonical_examples": [
        "CIS naval mainstay (Battle of Christophsis, Battle of Coruscant, all Clone Wars fleet engagements)"
      ],
      "size": "Large",
      "era": [
        "Rise of the Empire",
        "Clone Wars"
      ],
      "length_m": 825,
      "hp_max": 800,
      "sib": 6,
      "handling_bonus": -1,
      "speed": "Slow",
      "shields_max": 300,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 8,
        "engineer": 4,
        "commander": 1
      },
      "passengers": 150,
      "cargo": "~40000 metric tons",
      "hyperdrive": "Class 1.0",
      "sensors": "Advanced",
      "navigation_system": "Capital-Grade Astrogation",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 2,
        "turret": 6,
        "missile": 2
      },
      "weapons": [
        {
          "name": "Heavy Forward Turbolaser Batteries",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Turbolaser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "6d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Turbolaser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "6d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Ion Cannon Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "5d10",
          "damage_type": "ion"
        },
        {
          "name": "Heavy Ion Cannon Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "5d10",
          "damage_type": "ion"
        },
        {
          "name": "Anti-Fighter Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 2,
          "damage": "2d10",
          "damage_type": "energy"
        },
        {
          "name": "Anti-Fighter Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 2,
          "damage": "2d10",
          "damage_type": "energy"
        },
        {
          "name": "Concussion Missile Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "6d10",
          "damage_type": "explosive"
        },
        {
          "name": "Proton Torpedo Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "7d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Droid Command Relay",
          "body": "Munificent serves as a command-relay carrier for Vulture and Hyena droid fighters. Up to 24 droid fighters can dock externally or relay through the Munificent's command suite. Destruction of the Munificent degrades all linked droid fighters into autonomous-mode (Disadvantage on attack rolls)."
        },
        {
          "name": "Capital-Grade Hull",
          "body": "Starfighter weapons that lack proton torpedoes or capital-rated ordnance suffer Disadvantage on damage rolls against the Munificent hull."
        }
      ],
      "special": "CIS naval mainstay. Star frigate with anti-capital turbolasers and ion batteries — the warship that fought every Clone Wars engagement.",
      "base_price_credits": 14000000,
      "image_file": "munificent-frigate.jpg",
      "description": {
        "lore": "The Munificent-class star frigate is the Confederacy of Independent Systems' anti-capital warship — an 825-meter twin-fork-bow design built by Hoersch-Kessel Drive for the InterGalactic Banking Clan and pressed into Separatist naval service throughout the Clone Wars. Where the Lucrehulk-class battleship (Trade Federation flagship) is the capital-grade behemoth, the Munificent is the workhorse anti-capital warship — built around heavy turbolaser batteries and a dedicated ion-cannon armament for crippling Republic frigates.\n\nIn canon, Munificents appear in almost every major Clone Wars fleet engagement: the Battle of Christophsis, the Battle of Sullust, the Battle of Coruscant (where they supported the Lucrehulks against Republic Venator-class destroyers), and dozens of supporting actions. The Munificent's anti-capital armament and droid-fighter command-relay capacity make it the CIS's \"everywhere\" warship — Star Destroyer-equivalent in role, if not quite in mass.\n\nFor Clone Wars-era GMs, the Munificent is the canonical CIS capital threat. Pair one with 16-24 Vultures and a handful of Hyenas and you have a typical CIS strike group. Killing the Munificent collapses the droid swarms it commands; players who recognize this can dramatically de-escalate a Clone Wars fleet engagement by focusing fire on the carrier rather than dueling the swarm."
      },
      "threat_rating": 15,
      "tactical_notes": "Munificent is the carrier-flagship — fly it with 16-24 Vultures and Hyenas. The Munificent itself stays at Long range and fires turbolaser broadsides; the droid swarm handles closer threats. Anti-capital turbolasers and ion cannons make it a serious threat to any Republic capital ship in equivalent weight class. Heavy ion battery is the disable threat for player capital allies; destroying the Munificent collapses the linked droid fighters' coordination.",
      "adventure_hooks": [
        "A Republic intelligence asset is aboard a captured Munificent. Players hired (or volunteering) to slip aboard and extract them before the Munificent jumps to a CIS-controlled sector.",
        "A Munificent is blockading a neutral colony that has provisional Republic sympathies. Players need to break the blockade — directly impossible, but the Munificent has weaknesses (failed shield section, undertrained gunnery crew, sabotaged droid command relay) the players can exploit.",
        "A defecting CIS naval officer offers schematics of the Munificent's ion cannon vulnerability. The price: extraction from CIS space before the officer is executed."
      ]
    },
    {
      "id": "nebulon-b-frigate",
      "slug": "nebulon-b-frigate",
      "model": "Nebulon-B Frigate",
      "class": "Picket Frigate (Imperial / Rebel)",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Kuat Drive Yards",
      "canonical_examples": [
        "Medical Frigate Redemption (Rebel, Empire Strikes Back), Imperial picket frigates, Rebel escort frigates"
      ],
      "size": "Large",
      "era": [
        "Galactic Civil War",
        "New Republic Era"
      ],
      "length_m": 300,
      "hp_max": 720,
      "sib": 5,
      "handling_bonus": 0,
      "speed": "Average",
      "shields_max": 260,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 1,
        "gunner": 8,
        "engineer": 4,
        "commander": 1
      },
      "passengers": 75,
      "cargo": "~6000 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Advanced",
      "navigation_system": "Capital-Grade Astrogation",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 0,
        "turret": 8,
        "missile": 2
      },
      "weapons": [
        {
          "name": "Heavy Turbolaser Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "6d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Turbolaser Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "6d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Turbolaser Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "6d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Twin Laser Turret",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 1,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Tractor Beam",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        },
        {
          "name": "Heavy Tractor Beam",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        },
        {
          "name": "Concussion Missile Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "5d10",
          "damage_type": "explosive"
        },
        {
          "name": "Proton Torpedo Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "6d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Capital-Grade Hull",
          "body": "Starfighter weapons that lack proton torpedoes or capital-rated ordnance suffer Disadvantage on damage rolls against the Nebulon-B hull."
        },
        {
          "name": "Multi-Faction Service",
          "body": "Nebulon-B frigates served the Empire as anti-pirate picket ships, then served the Rebellion (and New Republic) as escort and medical frigates after defection or capture. A given Nebulon-B's allegiance is a story question; the hull is identical."
        }
      ],
      "special": "Imperial picket frigate that became a Rebel mainstay. Iconic for the Medical Frigate scene at the end of Empire Strikes Back.",
      "base_price_credits": 7500000,
      "image_file": "nebulon-b-frigate.jpg",
      "description": {
        "lore": "The Nebulon-B frigate is Kuat Drive Yards' Imperial picket warship — a 300-meter capital ship designed for anti-pirate work and convoy escort, mass-produced through the Galactic Civil War era and serving both the Empire and the Rebellion in different markings. The Empire ordered Nebulon-Bs primarily for Outer Rim patrol and anti-Rebel picket duty; the Rebellion acquired Nebulon-Bs through defection, capture, and (later) New Republic-era purchase.\n\nThe ship's most famous canon appearance is the Medical Frigate Redemption — the Nebulon-B at the end of Empire Strikes Back where Luke receives his new hand and the Rebel fleet regroups after the Hoth evacuation. Other Nebulon-Bs serve as Imperial pickets in Galactic Civil War-era engagements, command ships for smaller Rebel squadrons, and (post-Endor) New Republic escort frigates.\n\nFor GMs, the Nebulon-B is the \"multi-faction capital ship\" — its allegiance depends on the campaign. Imperial Nebulon-B intercepting smugglers? Rebel Nebulon-B serving as the players' base of operations? New Republic Nebulon-B escorting a diplomatic convoy? Pirate-captured Nebulon-B operating out of an asteroid field? All canon-consistent uses."
      },
      "threat_rating": 14,
      "tactical_notes": "Nebulon-B is the \"real frigate\" tier — significantly tougher than a CR-90, lighter than a Star Destroyer. Long-range heavy turbolasers are the primary threat; the dual tractor beams let it lock-and-board capital-class prey. Players engaging a Nebulon-B should expect to need fighter screens, capital-grade ordnance, or a clever angle. As a player ally, a Nebulon-B is a reliable capital escort (the Rebellion's default Nebulon-B role) — fold one into the encounter as a friendly capital that the players coordinate with.",
      "adventure_hooks": [
        "An Imperial Nebulon-B intercepts the players' freighter carrying Rebel intelligence. The Imperial commander is willing to negotiate a manifest check, but the intel is illegal even off-paper.",
        "A defecting Imperial Nebulon-B commander wants to bring his frigate over to the Rebellion. Players are the smuggler intermediaries — Imperial intelligence is hunting the defector.",
        "A pirate-captured Nebulon-B is raiding shipping near a New Republic colony. Players hired to retake the ship; it has 75 surviving original crew held hostage in the medical bay."
      ]
    },
    {
      "id": "imperial-class-star-destroyer",
      "slug": "imperial-class-star-destroyer",
      "model": "Imperial-class Star Destroyer",
      "class": "Imperial Capital Warship",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Kuat Drive Yards",
      "canonical_examples": [
        "Devastator (Vader's flagship, A New Hope), Executor-class (Vader's personal Super Star Destroyer), every Imperial fleet engagement"
      ],
      "size": "Huge",
      "era": [
        "Galactic Civil War"
      ],
      "length_m": 1600,
      "hp_max": 3000,
      "sib": 10,
      "handling_bonus": -4,
      "speed": "Slow",
      "shields_max": 1200,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 2,
        "gunner": 24,
        "engineer": 12,
        "commander": 4
      },
      "passengers": 9700,
      "cargo": "~36000 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Capital Advanced",
      "navigation_system": "Capital-Grade Astrogation",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 4,
        "turret": 12,
        "missile": 4
      },
      "weapons": [
        {
          "name": "Heavy Forward Turbolaser Batteries",
          "mount_type": "fixed",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "10d10",
          "damage_type": "energy"
        },
        {
          "name": "Octuple Turbolaser Cannon Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Octuple Turbolaser Cannon Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Quad Turbolaser Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Quad Turbolaser Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Ion Cannon Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "6d10",
          "damage_type": "ion"
        },
        {
          "name": "Heavy Ion Cannon Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "6d10",
          "damage_type": "ion"
        },
        {
          "name": "Tractor Beam Projector",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        },
        {
          "name": "Tractor Beam Projector",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        },
        {
          "name": "Concussion Missile Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "6d10",
          "damage_type": "explosive"
        },
        {
          "name": "Proton Torpedo Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "8d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Capital-Grade Hull (Tier 2)",
          "body": "Starfighter weapons that lack proton torpedoes or capital-rated ordnance suffer Disadvantage on damage rolls. Light capital weapons (CR-90 turbolasers, Nebulon-B turbolasers) suffer Disadvantage on damage rolls. Only true heavy-capital ordnance (Mon Calamari MC80 turbolasers, Y-wing proton torpedoes in concentrated strikes, etc.) damages the ISD at full effect."
        },
        {
          "name": "Tie Wing — 72 Fighters",
          "body": "An Imperial-class Star Destroyer's hangar carries 72 TIE-family fighters (typical loadout: 48 TIE/ln, 12 TIE Interceptor, 12 TIE/sa bomber). All 72 deploy from the main hangar in waves of 6-12 over multiple combat rounds. Destruction of the Star Destroyer does NOT immediately destroy launched TIEs, but they lose carrier hyperdrive support and must seek refuge."
        },
        {
          "name": "Stormtrooper Garrison",
          "body": "An Imperial-class Star Destroyer carries 9,700 stormtroopers, fighter pilots, naval crew, and support personnel. Boarding actions are not a viable player tactic against an unboarded Star Destroyer; the garrison would overwhelm any boarding party."
        }
      ],
      "special": "The Imperial flagship. 1,600 meters of turbolaser-bristling capital warship. The campaign-defining encounter.",
      "base_price_credits": 150000000,
      "image_file": "imperial-class-star-destroyer.jpg",
      "description": {
        "lore": "The Imperial-class Star Destroyer is the iconic capital warship of the Galactic Empire — a 1,600-meter Kuat Drive Yards dagger-shaped vessel that defines Imperial naval power. Every major Imperial fleet engagement features at least one ISD as the centerpiece; the Empire built thousands across its peak. Star Destroyer Devastator is the canonical example, the ship from the opening shot of A New Hope.\n\nAn ISD's combat profile is built around overwhelming firepower at long range, a TIE fighter wing for short-range work, and a stormtrooper garrison for boarding actions. Sixty heavy turbolasers and sixty ion cannons concentrate enough firepower to crack any Rebel capital ship in equivalent weight class; the 72-TIE wing handles fighter screens; the 9,700-personnel garrison handles boarding and ground deployment. Engaging an ISD without comparable capital support is suicide for any player crew.\n\nFor GMs, an ISD is the campaign-defining set piece — not a routine encounter, but a backdrop for major story beats. Players smuggling past a blockade have to deal with an ISD's sensor range and TIE-wing patrols; players in a Rebel fleet engagement watch their corvettes fight an ISD broadside; players defecting Imperial officers might escape from the ISD in a TIE/sf. The ship itself is rarely destroyed by player action; defeating an ISD usually involves clever angles (hidden engineering vulnerabilities, fleet support, ground-side Rebel ops) rather than direct ship-to-ship combat."
      },
      "threat_rating": 20,
      "tactical_notes": "Don't fight an ISD directly. The ship is a campaign-scale obstacle, not an encounter ship. Use the ISD's capabilities to drive narrative pressure: tractor beam locks player ships, TIE wings deploy in waves of 6-12, turbolaser broadsides cripple capital allies, ion cannons disable hyperdrive. Player victories against ISDs in canon (Death Star Battle, Battle of Endor, Death of the Executor at Endor) involve massive Rebel fleet engagements with multiple capital ships supporting fighter strikes. Treat an ISD as the immovable threat that drives players to find creative non-direct solutions.",
      "adventure_hooks": [
        "A Star Destroyer is blockading the players' home planet. They need to break out — not by fighting the ISD, but by slipping past its sensors during a planned distraction.",
        "A defecting Imperial fleet officer is aboard a Star Destroyer with critical intelligence. Players smuggled into the ship's lower decks via cargo manifest must extract the officer before the ISD jumps to Coruscant.",
        "A pirate group claims to have salvaged a derelict Imperial Star Destroyer in the Inner Rim. Players hired to verify the claim — the wreck is real, partly intact, and Imperial salvage teams are inbound."
      ]
    },
    {
      "id": "lucrehulk-battleship",
      "slug": "lucrehulk-battleship",
      "model": "Lucrehulk-class Battleship",
      "class": "Trade Federation Capital Warship",
      "class_category": "Combat Craft",
      "type": "enemy",
      "manufacturer": "Hoersch-Kessel Drive / Free Dac Volunteers Engineering",
      "canonical_examples": [
        "Trade Federation blockade fleet (Battle of Naboo, Phantom Menace), CIS heavy carrier (Clone Wars)"
      ],
      "size": "Huge",
      "era": [
        "Rise of the Empire",
        "Clone Wars"
      ],
      "length_m": 3170,
      "hp_max": 3600,
      "sib": 11,
      "handling_bonus": -5,
      "speed": "Slow",
      "shields_max": 1400,
      "crew_stations": {
        "pilot": 1,
        "co_pilot": 2,
        "gunner": 30,
        "engineer": 14,
        "commander": 4
      },
      "passengers": 6000,
      "cargo": "~3500000 metric tons",
      "hyperdrive": "Class 2.0",
      "sensors": "Capital Advanced",
      "navigation_system": "Capital-Grade Astrogation",
      "tractor_beam": true,
      "hardpoints": {
        "fixed": 0,
        "turret": 14,
        "missile": 4
      },
      "weapons": [
        {
          "name": "Quad Turbolaser Battery (Forward Ring)",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Quad Turbolaser Battery (Forward Ring)",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Quad Turbolaser Battery (Side Ring)",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Quad Turbolaser Battery (Side Ring)",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Quad Turbolaser Battery (Side Ring)",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Quad Turbolaser Battery (Side Ring)",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "8d10",
          "damage_type": "energy"
        },
        {
          "name": "Heavy Ion Cannon (Forward Ring)",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "7d10",
          "damage_type": "ion"
        },
        {
          "name": "Heavy Ion Cannon (Side Ring)",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "7d10",
          "damage_type": "ion"
        },
        {
          "name": "Anti-Fighter Laser Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 2,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Anti-Fighter Laser Battery",
          "mount_type": "turret",
          "attribute": "DEX",
          "range": "Medium",
          "accuracy_modifier": 2,
          "damage": "3d10",
          "damage_type": "energy"
        },
        {
          "name": "Massive Tractor Beam",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        },
        {
          "name": "Massive Tractor Beam",
          "mount_type": "turret",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 2,
          "damage": "0",
          "damage_type": "kinetic"
        },
        {
          "name": "Concussion Missile Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "7d10",
          "damage_type": "explosive"
        },
        {
          "name": "Proton Torpedo Battery",
          "mount_type": "missile_bay",
          "attribute": "INT",
          "range": "Long",
          "accuracy_modifier": 1,
          "damage": "9d10",
          "damage_type": "explosive"
        }
      ],
      "special_conditions": [
        {
          "name": "Capital-Grade Hull (Tier 2)",
          "body": "Starfighter weapons that lack proton torpedoes or capital-rated ordnance suffer Disadvantage on damage rolls. Light capital weapons (CR-90 turbolasers, Munificent turbolasers) suffer Disadvantage on damage rolls. Only true heavy-capital ordnance damages the Lucrehulk at full effect."
        },
        {
          "name": "Vulture / Hyena Carrier — 1,500 Droid Fighters",
          "body": "A Lucrehulk's central hangar carries up to 1,500 Vulture and Hyena droid fighters. The full deployment takes 8-10 combat rounds; partial deployments of 50-200 fighters happen in the first 2-3 rounds. The Lucrehulk's central command relay coordinates all linked droid fighters; destruction of the Lucrehulk degrades the entire droid swarm into autonomous mode (Disadvantage on attack rolls)."
        },
        {
          "name": "Reactor Vulnerability",
          "body": "The Lucrehulk's central reactor sits in the donut-ring center, accessible by fighter-scale penetration of an external blast door (DC 22 Pilot to thread the gap, then DC 18 Gunner attack on the reactor itself). The canon Battle of Naboo destruction of a Lucrehulk by a Naboo starfighter exploiting exactly this vulnerability is the famous \"Anakin pod-race kid blows up the droid control ship\" sequence."
        }
      ],
      "special": "Trade Federation flagship — 3-kilometer donut-ring carrier with a vulnerable central reactor. The Phantom Menace blockade flagship.",
      "base_price_credits": 220000000,
      "image_file": "lucrehulk-battleship.jpg",
      "description": {
        "lore": "The Lucrehulk-class battleship is the Trade Federation's capital warship — a 3,170-meter donut-ring carrier originally built as the Lucrehulk-class freighter, then converted into the Trade Federation's flagship class in the lead-up to the Battle of Naboo. The conversion added heavy turbolaser batteries, the central droid-fighter carrier hangar, and the command-relay suite that coordinates Vulture and Hyena swarms. The result is the most iconic Separatist capital ship in canon — the Phantom Menace blockade flagship, the ship Anakin Skywalker destroys in the Naboo space battle.\n\nA Lucrehulk's combat profile is built around overwhelming droid-fighter numbers rather than capital-vs-capital broadsides. The ring shape mounts dozens of turbolaser batteries with full 360-degree arcs; the central hangar deploys waves of Vultures and Hyenas in coordinated swarms. The downside is the famous Battle of Naboo vulnerability: the central reactor is accessible from the donut's interior, and a small craft that can thread the blast door reaches a position where the reactor can be destroyed with starfighter-scale ordnance. This is the Anakin-Skywalker-in-the-Naboo-Royal-N-1-starfighter sequence, and it's canonical.\n\nFor GMs, the Lucrehulk is the campaign-set-piece Separatist capital. Treat it like an ISD in narrative weight but with the reactor-vulnerability story hook the ISD doesn't have. A Lucrehulk encounter is the climax of a Clone Wars campaign arc — players coordinate with a Republic fleet, support a Jedi starfighter strike on the reactor, or perform a daring fighter penetration to the central blast door themselves."
      },
      "threat_rating": 20,
      "tactical_notes": "Don't fight a Lucrehulk directly with capital broadsides — the ship has more turbolasers than most player capital allies. Use the canon reactor vulnerability: a fighter-scale strike through the central blast door reaches a position where starfighter ordnance can destroy the central reactor and chain-react the ship. Pilot DC 22 to thread the gap, Gunner DC 18 to hit the reactor; failure means the fighter is destroyed by anti-fighter batteries on the way in. Killing a Lucrehulk collapses the linked droid swarm — this is the Battle of Naboo template scaled to player level.",
      "adventure_hooks": [
        "A Trade Federation Lucrehulk is blockading a neutral colony during the Clone Wars. The players must either break the blockade themselves (the Battle of Naboo template — fighter penetration of the central reactor) or coordinate with a Republic fleet relief.",
        "A wrecked Lucrehulk drifts in the Outer Rim. The players are hired to salvage the central reactor (intact, recoverable, worth a fortune) before a Mining Guild reclaimer arrives.",
        "A Separatist holdout cell operates a partially-functional Lucrehulk in the New Republic era — they're using it for raids and propaganda. The central reactor is still vulnerable to a fighter strike."
      ]
    }
  ]
}
