Z-95 Headhunter
An older starfighter designed by Incom and Subpro Corp, with a high degree of modification and fairly cheap to build and maintain has allowed it to endure over the years, with many upgrades and variants available. The headhunter predates the Clone Wars, and its design is part of the design influence for the later X-Wing starfighter.
The original Z-95 had a bubble canopy and variable geometry wings, which were later removed in later models, and many variants lacked a hyperdrive, meaning they had to be carried by larger ships or were based on planets or stations.
Z-95
Original had swing wings with triple blasters on the ends of the wings with twin engines in a forked tail, and was atmospheric only. No examples are known to exist or have survived the 23 Hours.
Z-95 Mark II
Did away with swing wings and bubble canopy and was capable of space flight.
Z-95 Mark III
This variant is the one that almost all other variants and models are based from. Fixed straight wings, body and four engines mounted around the wings very similar to its replacement the T-65 X-wing, however behind the cockpit it had a bit of a hump and lacked an astromech socket. Equipped with wing tip mounted lasers and dual concussion missiles in the nose.
Z-95 Headhunter Mk III (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 4000 ft
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp) + 40 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 38.7 ft
Weight: 8,700 lbs
Targeting System Bonus:
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 150 lbs
Grapple Modifier:
Base PDC: 32
Restriction: Res (+2)
Attack:
2 fire-linked laser -2 ranged 9d8, 20, fire, 3000 ft, s/a; or
2 Concussion Missile Launchers -2 ranged 10d10, 19-20x2, energy, 4000 ft, single, 2 missiles each (optional fire link deals 15d10)
Attack of Opportunity:
Bonuses:
Standard PL(6) Design Spec: Twin Engine, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems: Shields
Sensors: Class II, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons, 2 Concussion missile launchers
Grappling Systems:
Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.
Clone Z-95
This variant of the Z-95 is a popular variant that was produced during the Clone Wars. It has a longer and narrower frame, with two small canard wings at the front for improved atmospheric flight, with the main wings having a slightly more triangular shape for better maneuverability and gliding characteristics in the event of an engine flameout.. This version has boasted speed, armed with the standard wing tip mounted lasers, but instead of concussion missiles, it was fitted with two recessed proton torpedo launchers, shields, but lacked hyperdrive. The controls and cockpit layout was very similar to the ARC-170 starfighter, which many Clone Pilots were also trained to use.
Z-95 Headhunter Clone Variant (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 4500 ft
Defense: 6 (10 base -4 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 9d20 (180 hp) + 40 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 54.9 ft
Weight: 9,200 lbs
Targeting System Bonus: +2
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 150 lbs
Grapple Modifier:
Base PDC: 33
Restriction: Res (+2)
Attack:
2 fire-linked laser -2 ranged 9d8, 20, fire, 3000 ft, s/a; or
2 Proton Torpedo Launchers -2 ranged 10d12, 20x3, energy, 5000 ft, single, 2 torpedoes each (optional fire link deals 15d22)
Attack of Opportunity:
Bonuses: +2 Pilot checks and +1 Dodge while in atmospheres.
Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems: Shields
Sensors: Class II, Missile Lock Alert, Targeting System
Communications: Radio Transceiver
Weapons: 2 Laser cannons, 2 proton torpedo launchers
Grappling Systems:
Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.
Z-95C4d
This variant was built as a ground support bomber, fitted with bomb racks and ordnance hardpoints. The targeting computers were configured for accurately targeting ground targets over airborne targets. The concussion launchers are replaced with proton bomb chutes and each wing mounts 3 hard points that can each carry 2 ASM (Air to Surface Missiles) or bombs.
Z-95C4d Headhunter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 4000 ft
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 8d20 (160 hp) + 40 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 38.7 ft
Weight: 8,900 lbs
Targeting System Bonus:
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 50 lbs
Grapple Modifier:
Base PDC: 32
Restriction: Res (+2)
Attack:
2 fire-linked laser -2 ranged 9d8, 20, fire, 3000 ft, s/a; or
2 Proton Bomb chutes -2 ranged 10d12 (30 ft area), 20x3, energy, 2000 ft, s, 6 proton bombs each; or
6 missile/bomb mounts.
Attack of Opportunity:
Bonuses: +2 to attack targets on the ground.
Standard PL(6) Design Spec: Twin Engine, Ejector Seat
Engines: Ion engine
Armour: Polymeric
Defense Systems: Shields
Sensors: Class II, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons, 2 Proton Bomb Chutes, 6 bomb/rocket mounts.
Grappling Systems:
Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.
Bomber Targeting
When making bombing runs, the Z-95C4d gains a +1 to attack rolls to successfully drop its bomb payload on target due to the terrain following and targeting systems.
Proton Bombs
Proton Bombs are similar to proton torpedoes, only they lack thrusters, instead they are dropped from a ship, with small maneuvering systems to help keep them on target. They deal 10d12 energy damage to a 30 foot radius area, Reflex save DC 20 for half damage.
Z-95-AF4
The most common variant in existence and most resembles the T-65 X-wing in general looks. It does mount a hyperdrive, but no astromech socket and its Navcomp must have co-ordinates programmed or entered manually. The Navcomp can store 5 sets of coordinate. With advances in miniaturization, the missile load has been increased to 3 concussion missiles per launcher.
Z-95AF4 Headhunter (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 4000 ft
Defense: 8 (10 base -2 size) +4 vs missiles
Flat-Footed Defense: 8 (10 base - 2 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 9d20 (180 hp) + 40 hp shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 38.7 ft
Weight: 8,900 lbs
Targeting System Bonus:+1
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 150 lbs
Grapple Modifier:
Base PDC: 33
Restriction: Res (+2)
Attack:
2 fire-linked laser -1 ranged 9d8, 20, fire, 3000 ft, s/a; or
2 Concussion Missile Launchers -1 ranged 10d10, 19-20x2, energy, 4000 ft, single, 3 missiles each (optional fire link deals 15d10)
Attack of Opportunity:
Bonuses: +1 to Pilot checks for stunts in atmospheres.
Standard PL(6) Design Spec: Twin Engine, Ejector Seat, NavComp
Engines: Ion engine, Hyperdrive x4
Armour: Polymeric
Defense Systems: Shields
Sensors: Class III, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 2 Laser cannons, 2 Concussion missile launchers
Grappling Systems:
Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.
NavComp
The Z-95AF4 has a small NavComp that can store up to 5 coordinates in its memory banks. Has +3 to Navigate for calculating jump routes.
Has enough fuel and life support for traveling up to 70 light years, 2 days in normal space.
Z-95ER
An extended range variant with larger fuel tanks and life support and cargo capacity, excellent for couriers, mercenaries and adventurers. The body is a little fatter, with thicker wings for expanded fuel tanks and life support supplies. The cockpit has been modified so that the seat can slide back and lay down into a bed, with a small refresher unit (a combo shower/toilet unit, with sink) at the rear. In theory the cockpit has enough room for a passenger, but they would be uncomfortable.
Make the following changes to the Z-95AF4 to turn to Z-95ER:
Remove both concussion missile launchers;
Add +10 Hitpoints (total 190 hp);
Increase weight to 9150 lbs;
Increase cargo capacity to 350 lbs;
Hyperdrive range now 140 light years;
Lifesupport good for 10 days;
Cockpit modified with small refresher (combo shower/toilet, sink);
NavComp has +5 to Navigate for plotting and takes 1 less round to calculate.
Z-95ML
This variant was fitted as a missile launch platform, with additional missile racks. The wings are fitted with two sets of launchers, concussion missile launchers on the top, proton torpedo launchers on the underside. This added ordnance however slows the craft and makes it less maneuverable, but the added weapons make it a decent strike craft.
Make the following changes to the Z-95AF4 to turn to a Z-95ML:
Increase Hit Dice to 10d10 (100 hp);
Decrease speed to 3500 ft;
Add 2 concussion missile launchers, one each wing (3 concussion missile each, can be fire-linked to each other, not the main concussion launchers);
Add 2 proton torpedo launchers, one each wing (2 proton torpedoes each, can be fire-linked to each other).