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Z-95 Headhunter

Light Multirole StarfighterGM · Enemy ShipThreat 3

Pre-X-Wing Incom fighter. The ubiquitous cheap option for pirates, mercenaries, and irregular forces.

Built by: Incom Corporation / Subpro Corporation·Canon example: Republic Clone Wars squadrons, Rebel partisan groups, mercenary and pirate cohorts (every era)·Era: Rise of the Empire / Clone Wars / Galactic Civil War / New Republic Era
Size
Tiny
Length
11.8 m
Speed
Average
Reference price
75,000 cr

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.

Incom 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.

For 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.

Default Loadout

WeaponMountAttrRangeAccDamage
Triple Blaster Cannons (linked)fixedDEXClose+22d10 energy
Concussion Missile Rackmissile bayINTMedium+13d10 explosive

Reference loadout for a stock chassis. Players swap, add, or customize weapons in the Starship Builder, subject to hardpoint caps and GM approval.

GM · 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.

GM · 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.

How to use this chassis

This is a GM-side stat block — an NPC ship for the GM to fly against the player crew. Use it as-is for a quick encounter, or fold it into a larger fleet engagement alongside other entries from the enemy ship catalog (filter to "Enemy / GM" on the catalog grid). For combat resolution, see the Starship Combat rules page. Enemy ships do not appear in the Starship Builder.

Similar Enemy Ships

More combat craft-category ships in the catalog.