New Vehicles and Vehicle Weaponry
Vehicles
There is that small assortment of specialized vehicles that can be found in only certain areas of the galaxy. This is certainly the case in the Palvar Sector as special means of transportation are needed for special enviroments.
Aquatic Airspeeder
On a world where civilization extends both across the land and into the depths of oceans, a transport that can handle both of these enviroments is quite useful.
The Teraii Motor Corporation's SAS-Model XI aquatic airspeeder is one of the most common personal transports on Teraii. They frequent both the airways and the oceans of the planet, providing easy access to Teraii's submerged capitol city.
The SAS-Model XI is a sleek vehicle with a hatch located on either side of it to provide easy underwater docking and easy access on the surface. For atmospheric flight, the Model XI is equipped with a Nekkid Repulsors RPE-Gi repulsorlift engine which has an effective flight altitude of 47 kilometers. For underwater travel, it is equipped with retractable (retracted when in flight) turbo-maneuvering propellers.
Some Teraii citizens have installed various weapons systems onto their aquatic airspeeders ranging from torpedoes to blaster cannons. Possession of such items on Teraii is punishable by immediate exile off world and often results in the destruction of the item(s) in question.
Craft: Teraii Motor Corporation's SAS-Model XI Aquatic Airspeeder
Type: Submarine/airspeeder hybrid
Scale: Speeder
Length: 6.8 meters
Skill: Repulsorlift operation: Aquatic airspeeder
Crew: 1
Crew Skill: Varies
Passengers: 3
Cargo Capacity: 45 kilograms
Cover: Full
Altitude Range: Ground - 47 kilometers
Depth Range: Surface - 20 kilometers
Cost: 7,200 (new), 2,600 (used)
Availability: 3, F
Maneuverability: 2D (out of water), 1D (under water)
Move: 210; 600 kmh (out of water), 70; 200 kmh (under water)
Body: 2D
Falcon Combat Airspeeder
The AS-16 Falcon combat airspeeder is the standard air support platform in the Palvar Defense Force. All Falcons are usually attached to a ground base in squadron strength of a pre-fabricated garrison in flight strength.
The AS-16 Falcon is a sleek and stream-lined with swept back wings and maneuvering fins for maximum speed and maneuverability. Its standard ordnance consists of a 20mm gatling projectile cannon (usually Mestic's vulcan cannon) mounted just under the nose and a pair of blaster cannons that are mounted on the tips of each wing.
In standard operation the Falcon is deployed in at least pairs to provide air support for PDF ground troops, performing everything from critical precision strikes to strafing runs.
Craft: Kashan Industries AS-16 "Falcon"
Type: Combat airspeeder
Scale: Speeder
Length: 12.3 meters
Skill: Repulsorlift Operation: AS-16
Crew: 1
Crew Skill: Varies widely
Cargo Capacity: 25 kilograms
Cover: Full
Altitude Range: Ground level-17 kilometers
Cost: 65,000 (new), 44,500 (used)
Maneuverability: 3D
Move: 450; 1,300 kmh
Body Strength: 2D
Weapons:
2 Blaster Cannons (fire-linked)
        Fire Arc: Front
        Skill: Vehicle blasters
        Fire Control: 1D
        Range: 50-400/1/2 km
        Damage: 5D+1
20mm Projectile Cannon
        Fire Arc: Front
        Skill: Vehicle blasters
        Ammo: 515
        Fire Control: 2D
        Fire Rate: 5
        Range: 50-450/1.2/3.5 km
        Damage: 3D+2
Preybird Swoop
The Preybird swoop is the standard swoop used by active and training Palvar Defense Force army troopers. Swoops provide the extremely agile mobility that PDF soldiers demand.
Typically, each PDF army trooper has a Preybird assigned to him/her/it once they complete their first rounds of swoop training. When on patrol, they generally tend to travel in groups of eight. For those soldiers stationed on a starship, the swoops are usually stored in the ship's cargo hold(s) and remain there until they are needed during a ground operation or they are changed out during crew rotation and new ones brought in with the replacement soldiers. The PDF army troopers hold their swoops sacred, each allowed to paint their own personal designs on them as long as they do not modify the swoop itself in anyway. Most squads tend to paint the same symbols on their swoops, usually of an adopted mascot that is elected by the eight soldiers.
The Preybird was designed for the typical rough rider or soldier. It has a blaster rifle holster, just behind the saddle on the right side, that fits most blaster rifles, including the BlasTech E11 and the Kashan B-12. A small storage compartment is located under the saddle itself which allows the driver to store small items, such as food rations or a blaster pistol.
Preybirds have two outriggers with four forward steering vanes. Maneuver controls are located in the hand grips, while altitude controls are built into the foot pedals. Speed normally is controlled through the foot pedals. Communications, sensors, and weaponry controls are set in a panel in front of the saddle.
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Craft: Kashan Industries Type I "Preybird" Swoop
Type: Swoop
Scale: Speeder
Length: 3.2 meters
Skill: Swoop operation
Crew: 1
Crew Skill: Varies
Cargo Capacity: 3 kilograms
Cover: 1/4
Altitude Range: Ground - 300 meters
Cost: 5,950 (new), 2,100 (used)
Availability: 3, F or R
Maneuverability: 4D+2
Move: 210; 600 kmh
Body: 1D+1
Weapons:
Light Blaster Cannon
        Fire Arc: Front
        Skill: Vehicle blasters
        Fire Control: 1D
        Range: 50-100/250/500
        Damage: 2D
Vehicle Weaponry
Commonly most combat vehicles are equipped with blaster and laser cannons, concussion missile launchers, and the like. Both the Empire and the Republic overlook some older weapon concepts such as solid fuel missiles and free fall bombs. These weapons are just as effective, if not more, than other modern day pieces of weaponry.
ECM Pod
The ECM (Electronic Countermeasure) pod produces a noise signal with deception modulation to jam target guidance systems and prevent lock-on. It can also confuse the targeting systems on enemy craft - but not reliably.
Model: Mestic Munitions ALQ-131
Type: ECM pod
Cost: 7,900 credits
Game Notes: Add +2D to Sensor operator's difficulty to target the ship.
Vulcan Cannon
The M61 Gatling Cannon has been in production for more than thirty years. It is capable in both dogfighting and strafing roles. The gun is the only weapon effective at very close ranges on a craft wielding large arsenals of bombs and missiles.
Model: Mestic Munitions M61A1 Vulcan
Type: 20mm gatling projectile cannon
Scale: Speeder
Ammo: 515
Cost: 3,000
Fire Rate: 5
Fire Control: 2D
Range: 50-450/1.2/3.5 km
Damage: 3D+2
Rocket Launcher
The LAU 5003A rocket launcher fires up to 19 air-to-ground missiles effective against light armor, vehicles and other soft targets.
Model: Mestic Munitions LAU 5003A Rocket Launcher
Type: Air-to-surface rocket launcher
Scale: Speeder
Ammo: 19 CRV7 rockets
Cost: 5,045 meters
Fire Rate: 2
Fire Control: 1D
Range: 1-2/2.9/6.4 km
Blast Radius: 5 meters
Damage: 4D
Shrike Missile
The AGM-45A Shrike is an anti-radiation missile effective against continuous wave (CW) radar emitters. These include all enemy air defense radar systems except the SA-8 Grecko. While the F-16 lacks the avionic systems to be a true Wild Weasel platform, it may be asked to perform this mission anyway.
Model: Mestic Munitions AGM-45A Shrike
Type: Air-to-surface passive radar seeking missile
Scale: Speeder
Cost: 1,300 credits
Fire Control: 3D+2 (seeker: passive radar)
Range: 1-3/7.5/19.2 km
Blast Radius: 35 meters
Damage: 6D
Game Notes: If no active radar/sensor emissions are present (either
active or passive) reduce Fire Control to 0D.
Maverick Missile
The Maverick is a "fire and forget" air-to-ground missile, enabling the pilot to seek other targets or leave the area once the missile is launched. The AGM-65B model uses a TV-imaging seeker with scene magnification to allow the pilot to acquire targets from a greater distance. The Maverick employs a high-explosive shaped-charge warhead effective against tanks, trains and other vehicles.
Model: Mestic Munitions AGM-65B Maverick
Type: Air-to-surface remote guided missile
Scale: Speeder
Cost: 1,750 credits
Fire Control: 3D
Range: 1-3/12/22.4 km
Blast Radius: 45 meters
Damage: 7D
Maverick-II Missile
The AGM-65D model seeker has an imaging infrared seeker which allows target acquisition at night and also helps cut through smoke and dust in the daytime. In addition, the -65D employs a new lower-smoke motor.
Model: Mestic Munitions AGM-65D Maverick
Type: Air-to-surface remote guided missile
Scale: Speeder
Cost: 1,900 credits
Fire Control: 3D+1 (seeker: imaging infrared)
Range: 1-3/12/22.4 km
Blast Radius: 45 meters
Damage: 7D
Harm Missile
The AGM-88A HARM (High Speed Anti-Radiation Missile) is an upgrade of the Shrike. The HARM was developed with a much higher speed and range so it could hit a radar source without warning. It also has a better target acquisition system that is effective against both CW and pulse-dopppler radar. Both the enemy KI-8 Delt and the allied Mestic SAM systems use pulse-doppler radar.
Model: Mestic Munitions AGM-88A HARM
Type: Air-to-surface passive radar seeking missile
Scale: Speeder
Cost: 2,100 credits
Fire Control: 3D+2 (seeker: passive radar)
Range: 1-3/22/48 km
Blast Radius: 25 meters
Damage: 5D+2
Game Notes: If no active radar/sensor emissions are present (either
active or passive) reduce Fire Control to 0D.
AMRAAM Missile
The AMRAAM (Advanced Medium-Range Air-to-Air Missile) was designed to replace the disappointing AIM-7 Sparrow. It is guided by an active pulse- doppler radar and propelled by a high-speed, reduced smoke rocket. The AMRAAM can acquire its targets beyond visual range (BVR) and be launched at any aspect angle and speed.
Model: Mestic Munitions AIM-120 AMRAAM
Type: Air-to-air radar seeking missile
Scale: Speeder
Cost: 1,500 credits
Fire Control: 3D+1 (seeker: active radar)
Range: 1-3/15/40 km
Damage: 5D+2
Sidewinder Missile
The Sidewinder is a battle-proven, close-range missile that has been in production for more than thirty years. The AIM-9P is the best of the second- generation Sidewinders, but is outdated compared with the -9M and the -9R. The AIM-9P can only acquire its target from rear hemisphere, where it has an unobstructed view of the target's engines. Still, under good launch conditions, the -9P is a capable weapon.
Model: Mestic Munitions AIM-9P Sidewinder
Type: Air-to-air heat seeking missile
Scale: Speeder
Cost: 1,800 credits
Fire Control: 3D (seeker: rear-aspect infrared)
Range: 100-900/7/16 km
Damage: 5D
Game Notes: Missile will not track a target when fired in a head-to-
head engagement. In this case, reduce Fire Control to 0D.
Sidewinder-II Missile
The AIM-9M is a third-generation model of the Sidewinder. The all-aspect capability allows the seeker to acquire targets from any angle, although it still works better from the rear hemisphere. It outperforms the -9P in all areas, including maneuverability, seeker sensitivity, target tracking, lethality and susceptibility to countermeasures. It also has a low-smoke motor which reduces launch and ingress detection. Of the 400 Sidewinder's fired in combat since the missile's introduction, 308 destroyed their targets.
Model: Mestic Munitions AIM-9M Sidewinder
Type: Air-to-air heat seeking missile
Scale: Speeder
Cost: 2,100 credits
Fire Control: 3D+2 (seeker: all-aspect infrared)
Range: 100-900/7/16 km
Damage: 5D
Cratering Bomb
The Durandal was designed solely for the purpose of destroying runways. The bomb first penetrates the runway surface and then a delayed explosion buckles a large portion of the runway - damage much more difficult to repair than the crater of a general-purpose bomb. Note that a bomb hit toward the end of a runway might not destroy enough pavement to put the runway completly out of action.
Model: Mestic Munitions BLU-107/B Durandal
Type: Anti-runway cratering bomb
Scale: Speeder
Cost: 980 credits
Blast Radius: 20 meters
Damage: 4D+2
Cluster Bomb
The CBU-84 has fins to spin the unit at high velocity and disperse the released bomblets over a wide area. Each bomblet contains a half-pound forward-firing, shaped charge and a zirconium incendiary ring. This munition is effective against light armor, infantry and other soft targets.
Model: Mestic Munitions CBU-84 Cluster Bomb Unit
Type: Sub-munitions dispenser
Scale: Speeder
Ammo: 202 "bomblets"
Cost: 3,500 credits
Blast Radius: Up to 100 meters
Damage: 3D+2 (per "bomblet")
Guided Bomb
The GBU-15 uses a TV or imaging infrared seeker to lock onto its target, then glides to the point of impact using control fins. The GBU should be used for important and hard to destroy targets like command bunkers, hardened aircraft shelters and nuclear weapons plants. In addition, it can be used against targets in civilian areas, The warhead of the GBU-15 is the same as the Mk84.
Model: Mestic Munitions GBU-15 Guided Bomb Unit
Type: TV guided bomb
Scale: Walker
Cost: 2,000 credits
Fire Control: 1D
Blast Radius: 50 meters
Damage: 3D+2
Light Free-Fall Bomb
Simple, cheap and effective, the Mk series of general-purpose bomps usualy makes up the bulk tonnage of munitions dropped in any engagement. The Mk82 is effective against tanks and other ground force targets as well as small buildings.
Model: Mestic Munitions Mk82
Type: General purpose iron bomb
Scale: Speeder
Cost: 700 credits
Blast Radius: 25 meters
Damage: 4D+2
Drag Free-Fall Bomb
The Snakeye version of the Mk82 has drag fins which open upon release to rapidly decelerate the bomb. This causes the bombs to hit well behind the speeder, allowing a safe egress from a low drop. This bomb is otherwise the same as the Mk82.
Model: Mestic Munitions Mk82HD Snakeye
Type: High-drag iron bomb
Scale: Speeder
Cost: 800 credits
Blast Radius: 25 meters
Damage: 4D+2
Medium Free-Fall Bomb
The Mk83 bomb is effective against medium to small buildings, storage tanks and warehouses.
Model: Mestic Munitions Mk83
Type: General purpose iron bomb
Scale: Speeder
Cost: 1,000 credits
Blast Radius: 40 meters
Damage: 5D+1
Heavy Free-Fall Bomb
The Mk84 is tha largest bomb in the Mestic arsenal. It is effective against large buildings, factories, power plants, bridges, hardened airspeeder shelters and bunkers.
Model: Mestic Munitions Mk84
Type: General purpose iron bomb
Scale: Walker
Cost: 1,500 credits
Blast Radius: 50 meters
Damage: 4D+2
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