A detailed guide to the various SWTOR Galactic Starfighter ships and their components. Please note that we have a GS build calculator which is slightly more user friendly!
Navigation
- Ship Comparisons
- Strike Fighters
- Bombers (not available until Feb)
- Scouts
- Gunships
- Components – Laser Cannons
- Components – Missiles, Railguns
- Components – Shields
- Components – Engines
- Components – Armor
- Components – Magazine
- Components – Capacitor
- Components – Reactor
- Components – Thrusters
- Components – Sensors
- Components – Scout systems
Ship Loadout Comparisons
Ship Stats Comparison (default loadout, default companions)
Rycer/ Star Guard |
TZ-24 Gladiator/ Enforcer |
Quell/ Pike |
Blackbolt/ NovaDive |
Sting/ Flashfire |
IL-5 Ocula/ Skybolt |
Mangler/ Quarrel |
|
Weapon | |||||||
Weapon Power Capacity | 110 | 118 | 110 | 110 | 110 | 110 | 110 |
Weapon Power Regen | 10.8/s | 10.0/s | 10.0/s | 10.0/s | 10.0/s | 10.0/s | 10.8/s |
Weapon Power Regen Delay | 1.5s | 1.5s | 1.5s | 1.5s | 1.5s | 1.5s | 1.5s |
Shield | |||||||
Shield Power Capacity | 1440 | 1440 | 1440 | 1040 | 1040 | 1040 | 1870 |
Shield Power Regen | 144/s | 144/s | 144/s | 104/s | 74.8/s | 74.8/s | 104.6/s |
Shield Power Regen Delay | 6.0s | 4.6s | 6.0s | 6.0s | 4.6s | 4.6s | 6.0s |
Shield Bleedthrough | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Hull | |||||||
Max Hull | 1450 | 1450 | 1450 | 950 | 1026 | 1026 | 1350 |
Damage Reduction | 5% | 5% | 5% | 0% | 0% | 0% | 5% |
Engines | |||||||
Engine Power Capacity | 108 | 100 | 100 | 108 | 100 | 100 | 100 |
Engine Power Regen Rate | 5.0 | 5.0 | 5.0 | 5.0 | 5.4 | 5.4 | 5.0 |
Engine Power Regen Delay | 3.0 | 3.0 | 3.0 | 3.0 | 3.0 | 3.0 | 3.0 |
Engine Speed | 744m/s | 774m/s | 774m/s | 780m/s | 780m/s | 780m/s | 696m/s |
Pitch | 1.58 deg/s | 1.58 deg/s | 1.58 deg/s | 1.8 deg/s | 1.8 deg/s | 1.8 deg/s | 1.5 deg/s |
Yew | 0.96 deg/s | 0.96 deg/s | 0.96 deg/s | 1.08 deg/s | 1.08 deg/s | 1.08 deg/s | 0.9 deg/s |
Evasion | 5% | 5% | 9% | 14% | 25% | 25% | 0 |
Afterburner Speed Boost | 320% | 320% | 320% | 320% | 320% | 320% | 320% |
Afterburner Cost | 5 | 5 | 5 | 4 | 4 | 4 | 5 |
Afterburner Consumption Rate | 10.4 /s | 10.4 /s | 10.4/s | 8.7/s | 8.7/s | 8.7/s | 10.4/s |
Sensors | |||||||
Sensor Detection Range | 15000m | 15000m | 15000m | 19500m | 17500m | 17500m | 15000m |
Sensor Communication Range | 12500m | 12500m | 12500m | 15000m | 15000m | 1500m | 19000m |
Sensor Dampening | 0m | 0m | 0m | 0m | 0m | 0m | 0m |
Bombers fall into two classes. One of them carry a drone turret and missiles while the other carry mines exclusively. Bombers will be available in Feburary.
- B-4D Legion (Empire)/Warcarrier (Republic) – aka drone carrier (5000 Fleet Requisition to unlock)
- M-7 Razorwire(Empire)/Rampart Mark Four (Republic) – aka minelayer (2500 Fleet Requisition to unlock)
B-4D Legion
The Sernpidal shipyards’ B-4D Legion bomber utilizes drone technology at every turn. The Legion’s drones can be used to strike at foes, reinforce and repair allies, and offer new battlefield strategies, turning the bomber into a versatile and devious wildcard. In addition to its basic laser cannons, the Legion can equip either a missile or mine as a secondary weapon, giving it further means of destroying foes.
Warcarrier
The Elsinore-Cordova Warcarrier is designed to carry and deploy automated drones to strike at enemies, assist allies and reshape the field of battle. Its basic laser cannons can be augmented by secondary missiles or mines, but while it possesses the bomber class’s usual resilience, its ship-to-ship combat abilities remain limited. When properly utilized, a Warcarrier can bring a terrifying range of technologies into play, leaving enemies scrambling to adjust
M-7 Razorwire
The M-7C Razorwire is the ultimate Imperial minelayer, built in the Sernpidal shipyards and loaded with some of the most dangerous ordnance in the galaxy. The Razorwire carries multiple sets of mines and possesses expanded ammunition capacity, allowing it to deploy deadly traps and barricades wherever required. A moderate sensor range and long-range communications systems allow Razorwire pilots to coordinate with allies, but as with other bombers, its dogfighting capability is poor
Rampart Mark Four
Elsinore-Cordova’s Rampart Mark Four bomber is a minelayer first and foremost. With extended ammunition caches and two distinct types of mines, the Rampart is capable of laying down barricades any squadron would fear to penetrate. Its defenses and primary weapons match the bomber baseline, while it has a moderate sensor range and excellent communications systems.
There are two variants of Strike Fighters. One variant can carry two type of blasters swappable in combat while the other variant can carry two types of missiles also swappable in combat.
- F-T6 Rycer (Empire)/FT-8 Star Guard (Republic) – aka two blasters (unlocked by default)
- TZ-24 Gladiator (Empire)/TZ-24 Enforcer (Republic) – identical to Rycer/Star Guard in loadout (1500CC to unlock)
- F-T2 Quell(Empire)/FT-6 Pike(Republic) – aka two missiles (5000 fleet requisitions to unlock)
F-T6 Rycer (Empire)
The ultimate Imperial dogfighter, the F-T6 Rycer (named for an ace Imperial pilot of the last war) is a product of the Dromund Kalakar shipyards. The Rycer can be fitted with two primary blasters from an arsenal of options, including multiple laser and ion cannons; properly equipped, it can destroy or disable foes at any range. The Rycer is even more maneuverable than most strike fighters, but its defenses are less formidable-a fair trade, according to its pilots
FT-8 Star Guard (Republic)
Rendili has been producing Republic starfighters for centuries, and the FT-8 Star Guard is the company’s latest achievement–a complete redesign of the FT-5A Honor Guard model. The Star Guard carries two primary blasters and gains maneuverability over other strike fighter-class ships at the cost of defensive strength. The Star Guard can support an array of laser and ion cannons that allow it to engage foes at multiple distances, but its lack of heavy ordnance makes it less effective against armored objectives. When it comes to dogfighting, however, there may be no finer ship in the galaxy
TZ-24 Gladiator (Empire)
As a venerable starfighter design sold to security forces on many of the worlds conquered by the Empire, uncountable thousands of TZ-24 Gladiators have fallen into Imperial hands over the years. Adapted from the larger TZ-2 transport, the Enforcer was designed to serve as a rugged, no-frills combat fighter for long campaigns in remote regions. The Empire has done little to alter the model given its excellent performance record, and regularly fields the Enforcer alongside its standard starfighter complements.
TZ-24 Enforcer (Republic)
Designed before the start of the Great Galactic War, the TZ-24 Enforcer remains a highly popular design, and serves as the mainstay of dozens of planetary defense forces throughout the Republic. The ship’s designers took great pride in the rugged simplicity of their design, hoping it would provide long years of use even the galaxy’s most remote sectors. Given its extended history of service with minimal need for upgrades, the model has surely lived up to its designers (and buyers) expectations.
F-T2 Quell (Empire)
Tradition is as important as innovation at the Dromund Kalakar shipyards, and each new design must also honor the past. The F-T2 Quell brings an old name to a fresh exemplar of strike fighter design, possessing speed, maneuverability and good defenses coupled with twin secondary weapon systems that can be switched over mid-combat. This flexibility enables a Quell to carry (for example) both ship-to-ship missiles and torpedoes, allowing it to take on both enemy vessels and stationary objectives
FT-6 Pike (Republic)
Well-armed, well-armored, and with the speed and maneuverability pilots expect from a strike fighter, the Rendili FT-6 Pike carries two sets of secondary weapons along with its primaries, allowing it (when properly equipped) to swap between ship-to-ship missiles and torpedoes mid-combat. This makes the Pike a versatile fighter, able to eliminate enemy ships and armored objectives in the same attack run. Some starfighter pilots are specialists, but Pike pilots are ready for anything
Strike Fighter Loadout Comparisons
- Rycer/Starguard and Gladiator/Enforcer have almost identical available loadouts (Gladiator/Enforcer ships have Power Dive which the Rycer/Star Guard ships don’t have) but differ in default loadout slightly
- Gladiator/Enforcer uses Cluster Missiles instead of Concussion missiles
- Gladiator/Enforcer uses Power Pool Extender instead of Regeneration Extender.
- Gladiator/Enforcer uses Speed Thrusters instead of Power Thrusters
F-T6 Rycer/FT-8 Starguard TZ-24 Gladiator/Enforcer |
F-T2 Quell/FT-6 Pike | F-T6 Rycer/FT-8 Starguard | F-T2 Quell/FT-6 Pike |
AVAILABLE LOADOUT | AVAILABLE LOADOUT | DEFAULT LOADOUT | DEFAULT LOADOUT |
Primary Weapons | Primary Weapons | Primary Weapons (2) | Primary Weapon |
Quad Laser Cannon | Quad Laser Cannon | Rapid-Fire Laser Cannon | Quad Laser Cannon |
Heavy Laser Cannon | Heavy Laser Cannon | Heavy Laser Cannon | Secondary Weapons (2) |
Rapid-fire Laser Cannon | Light Laser Cannon | Secondary Weapon | Concussion Missiles |
Ion Cannon | Concussion Missiles | Proton Torpedoes | |
Secondary Weapons | Secondary Weapons | Shield | Shield |
Concussion Missiles | Concussion Missiles | Quick-Charge Shield | Quick-Charge Shield |
Cluster Missiles | Cluster Missiles | Engines | Engines |
Proton Torpedoes | Proton Torpedoes | Koiogran Turn | Barrel Roll |
Ion Missiles | Capacitor | Capacitor | |
Shields | Shields | Range Capacitor | Range Capacitor |
Charged Plating | Charged Plating | Magazine | Magazine |
Quick-Charge Shield | Quick-Charge Shield | Regeneration Extender | Munitions Capacity Extender |
Directional Shield | Directional Shield | Reactor | Armor |
Engines | Engines | Turbo Reactor | Lightweight Armor |
Weapon Power Converter | Weapon Power Converter | Thrusters | Thrusters |
Retro Thrusters | Shield Power Converter | Power Thrusters | Speed Thrusters |
Barrel Roll | Barrel Roll | ||
Koiogran Turn | Koiogran Turn | TZ-24 Gladiator/Enforcer | |
Power Dive (TZ-24 only) | DEFAULT LOADOUT | ||
Capacitor | Capacitor | Primary Weapons (2) | |
Range Capacitor | Range Capacitor | Rapid-Fire Laser Cannon | |
Frequency Capacitor | Frequency Capacitor | Heavy Laser Cannon | |
Damage Capacitor | Damage Capacitor | Secondary Weapon | |
Magazine | Magazine | Cluster Missiles | |
Regeneration Extender | Regeneration Extender | Shield | |
Munitions Capacity Extender | Munitions Capacity Extender | Quick-Charge Shield | |
Power Pool Extender | Power Pool Extender | Engines | |
Reactors | Armor | Koiogran Turn | |
Turbo Reactor | Reinforced Armor | Capacitor | |
Large Reactor | Lightweight Armor | Range Capacitor | |
Regeneration Reactor | Deflection Armor | Magazine | |
Thrusters | Thrusters | Power Pool Extender | |
Regeneration Thrusters | Regeneration Thrusters | Reactor | |
Turning Thrusters | Turning Thrusters | Turbo Reactor | |
Speed Thrusters | Speed Thrusters | Thrusters | |
Power Thrusters | Power Thrusters | Speed Thrusters |
Basic Stats (Default Loadout, default companions)
F-T6 Rycer/FT-8 Starguard | F-T2 Quell/FT-6 Pike | ||
Blasters | Blasters | ||
Weapon Power Capacity | 110 | Weapon Power Capacity | 110 |
Weapon Power Regen Rate | 10.8 power per second | Weapon Power Regen Rate | 10.0 power per second |
Weapon Power Regeneration Delay | 1.5s | Weapon Power Regeneration Delay | 1.5s |
Shield | Shield | ||
Shield Power Capacity | 1440 | Shield Power Capacity | 1440 |
Shield Power Regen Rate | 144.0 power per second | Shield Power Regen Rate | 144.0 power per second |
Shield Power Regeneration Delay | 4.6s | Shield Power Regeneration Delay | 6.0s |
Shield Bleedthrough | 0.00% | Shield Bleedthrough | 0.00% |
Hull | Hull | ||
Max Health | 1450 | Max Health | 1450 |
Damage Reduction | 5.00% | Damage Reduction | 5.00% |
Engines | Engines | ||
Engine Power Capacity | 108 | Engine Power Capacity | 100 |
Engine Power Regen Rate | 5.0 | Engine Power Regen Rate | 5.0 |
Engine Power Regeneration Delay | 3.0 | Engine Power Regeneration Delay | 3.0 |
Engine Speed | 744.0m per second | Engine Speed | 773.8m per second |
Pitch | 1.58 degrees per second | Pitch | 1.58 degrees per second |
Yaw | 0.96 degrees per second | Yaw | 0.96 degrees per second |
Evasion | 5.00% | Evasion | 9.00% |
Afterburner Speed Boost | 320.00% | Afterburner Speed Boost | 320.00% |
Afterburner Cost | 5 | Afterburner Cost | 5 |
Afterburner Consumption Rate | 10.4 power per second | Afterburner Consumption Rate | 10.4 power per second |
Sensors | Sensors | ||
Sensor Detection Range | 15000m | Sensor Detection Range | 15000m |
Sensor Communication Range | 12500m | Sensor Communication Range | 12500m |
Sensor Dampening | 0m | Sensor Dampening | 0m |
TZ-24 Gladiator/Enforcer | |||
Blasters | |||
Weapon Power Capacity | 118 | ||
Weapon Power Regen Rate | 10.0 power per second | ||
Weapon Power Regeneration Delay | 1.5s | ||
Shield | |||
Shield Power Capacity | 1440 | ||
Shield Power Regen Rate | 144.0 power per second | ||
Shield Power Regeneration Delay | 4.6s | ||
Shield Bleedthrough | 0% | ||
Hull | |||
Max Health | 1450 | ||
Damage Reduction | 5.00% | ||
Engines | |||
Engine Power Capacity | 100 | ||
Engine Power Regen Rate | 5.0 | ||
Engine Power Regeneration Delay | 3.0 | ||
Engine Speed | 773.8m per second | ||
Pitch | 1.58 degrees per second | ||
Yaw | 0.96 degrees per second | ||
Evasion | 5.00% | ||
Afterburner Speed Boost | 320.00% | ||
Afterburner Cost | 5 | ||
Afterburner Consumption Rate | 10.4 power per second | ||
Sensors | |||
Sensor Detection Range | 15000m | ||
Sensor Communication Range | 12500m | ||
Sensor Dampening | 0m |
Scout ships also come in two variants. One of them is the standard agile and lightly armed variant while the other is a heavily armed scout that is comparable to a strike fighter.
- S-12 Blackbolt (Empire)/NovaDive (Republic) – aka light armed (unlocked by default)
- S-13 Sting (Empire)/Flashfire (Republic) – aka heavy armed (5000 fleet requisitions to unlock)
- IL-5 Ocula (Empire)/IL-5 Skybolt (Republic) – identical to Sting/Flashfire in loadout (1500 CC to unlock)
S-12 Blackbolt
The Imperial Tandankin shipyards produce a small number of elite scout craft used for both reconnaissance and lightning strikes. The S-12 Blackbolt combines extraordinary speed, maneuverability and strafing capacity with powerful sensors and communications rigs. Enemies can be spotted early and their locations relayed to allies–or a Blackbolt pilot can take foes on directly with short- and mid-range laser cannons. Stationary objectives are prime targets for the Blackbolt’s rockets. The Blackbolt has only bare-bones defenses, however, with weak shields and a thin, unarmored hull. For that reason, Blackbolt pilots often earn reputations as thrill-seekers or suicidal fools (or sometimes both)
NovaDive
The centerpiece of Corellia StarDrive’s scout ship line, the NovaDive is designed to provide the ideal balance of reconnaissance and offensive capabilities. Advanced sensor and communications suites allow NovaDive pilots to quickly spot enemy craft and relay their positions to allies, while mountings for short- and mid-range laser cannons and rocket pods ensure that the craft can hold its own against enemy fighters and even strike at armored objectives. Unfortunately, defensive systems are meager at best; veteran pilots have learned to rely more on the NovaDive’s speed and maneuverability than its shields or armor to survive tough engagements.
S-13 Sting
The shipyards of Tandankin have served the Imperial war machine for decades, specializing in experimental designs. With its array of laser cannons, ship-to-ship missiles, and hardened armor and shields, the Tandankin-built S-13 Sting barely qualifies as a scout, but it maintains considerable sensor and communications range diminished only in comparison to other scout-class vessels. Its weapons and defenses still don’t match those of a full strike fighter, but it can be just as deadly in the right hands.
Flashfire
When Corellia StarDrive appeared on the verge of losing its military contract, the company refocused on a new scout model–one that would trade away sensor and communications range along with specialized sensor tech in return for more powerful laser cannons, mid-range missiles and stronger defenses across the board. The result is the Flashfire, combining other scouts’ speed with deadly offensive capabilities. A Flashfire may not compete head-on against a strike fighter, but its maneuverability may be the edge a skilled pilot needs
IL-5 Ocula (Empire)
The Czerka IL-5 Ocula was the company’s first entry into the modern scout starfighter field, and utilizes a number of proprietary miniaturization techniques to ensure that nearly all popular internal components can be accommodated. Imperial military officials have shown a particular fondness for the design, ordering thousands of the craft through intermediaries while Czerka executives turn a blind eye. Imperial pilots often employ the craft on long-range reconnaissance missions into territories where their standard scout ships would be quickly recognized.
IL-5 Skybolt (Republic)
Although the Republic military officially passed on Czerka’s IL-5 Ocula in favor of designs from Corellia StarDrive, a number of regional governors and "flexible" fleet admirals have made the craft a common sight on Republic flight decks nonetheless. Flight crews have a great appreciation for the ease of installing a huge variety of aftermarket components (a rare feature from Czerka), and many pilots have come to favor the design over their standard-issue scout models
Scouts Loadout Comparisons
- Sting/Flashfire and Ocula/Skybolt have identical available loadout but differ in default loadout slightly
- Ocula/Skybolt have Blaster Overcharge instead of Targeting Telemetry for Systems
S-12 Blackbolt/NovaDive |
S-13 Sting/Flashfire IL-5 Ocula/IL-5 Skybolt |
S-12 Blackbolt/NovaDive | S-13 Sting/Flashfire |
AVAILABLE LOADOUT | AVAILABLE LOADOUT | DEFAULT LOADOUT | DEFAULT LOADOUT |
Primary Weapons | Primary Weapons | Primary Weapon | Primary Weapon |
Rapid-Fire Laser Cannon | Rapid-Fire Laser Cannon | Rapid-Fire Laser Cannon | Light Laser Cannon |
Light Laser Cannon | Light Laser Cannon | Secondary Weapon | Secondary Weapon |
Laser Cannon | Burst Laser Cannon | Rocket Pods | Cluster Missiles |
Quad Laser Cannon | Systems | Systems | |
Secondary Weapons | Secondary Weapons | Booster Recharge | Targeting Telemetry |
Rocket Pods | Rocket Pods | Shield | Shield |
Thermite Torpedo | Cluster Missiles | Quick-Charge Shield | Distortion Field |
Sabotage Probe | Sabotage Probe | Engines | Engines |
Systems | Systems | Barrel Roll | Koiogran Turn |
Targeting Telemetry | Targeting Telemetry | Armor | Armor |
Sensor Beacon | Blaster Overcharge | Lightweight Armor | Reinforced Armor |
Booster Recharge | Booster Recharge | Capacitor | Capacitor |
Shields | Shields | Range Capacitor | Damage Capacitor |
Distortion Field | Distortion Field | Sensors | Reactor |
Quick-Charge Shield | Quick-Charge Shield | Range Sensors | Turbo Reactor |
Engine Power Converter | Directional Shield | Thrusters | Thrusters |
Engines | Engines | Power Thrusters | Regeneration Thrusters |
Power Dive | Power Dive | ||
Snap Turn | Retro Thrusters | IL-5 Ocula/IL-5 Skybolt | |
Barrel Roll | Barrel Roll | DEFAULT LOADOUT | |
Koiogran Turn | Koiogran Turn | Primary Weapon | |
Armor | Armor | Light Laser Cannon | |
Reinforced Armor | Reinforced Armor | Secondary Weapon | |
Lightweight Armor | Lightweight Armor | Cluster Missiles | |
Deflection Armor | Deflection Armor | Systems | |
Capacitor | Capacitor | Blaster Overcharge | |
Range Capacitor | Range Capacitor | Shield | |
Frequency Capacitor | Frequency Capacitor | Distortion Field | |
Damage Capacitor | Damage Capacitor | Engines | |
Sensors | Reactors | Koiogran Turn | |
Dampening Sensors | Large Reactor | Armor | |
Range Sensors | Regeneration Reactor | Reinforced Armor | |
Communication Sensors | Turbo Reactor | Capacitor | |
Thrusters | Thrusters | Damage Capacitor | |
Regeneration Thrusters | Regeneration Thrusters | Reactor | |
Turning Thrusters | Turning Thrusters | Turbo Reactor | |
Speed Thrusters | Speed Thrusters | Thrusters | |
Power Thrusters | Power Thrusters | Regeneration Thrusters |
Basic Stats (Default Loadout, default companions)
S-12 Blackbolt/NovaDive | S-13 Sting/Flashfire IL-5 Ocula/IL-5 Skybolt |
||
Blasters | Blasters | ||
Weapon Power Capacity | 110 | Weapon Power Capacity | 110 |
Weapon Power Regen Rate | 10.0 power per second | Weapon Power Regen Rate | 10.0 power per second |
Weapon Power Regeneration Delay | 1.5s | Weapon Power Regeneration Delay | 1.5s |
Shield | Shield | ||
Shield Power Capacity | 1040 | Shield Power Capacity | 1040 |
Shield Power Regen Rate | 104 power per second | Shield Power Regen Rate | 74.8 power per second |
Shield Power Regeneration Delay | 6.0s | Shield Power Regeneration Delay | 4.6s |
Shield Bleedthrough | 0.00% | Shield Bleedthrough | 0.00% |
Hull | Hull | ||
Max Health | 950 | Max Health | 1026 |
Damage Reduction | 0.00% | Damage Reduction | 0.00% |
Engines | Engines | ||
Engine Power Capacity | 108 | Engine Power Capacity | 100 |
Engine Power Regen Rate | 5.0 | Engine Power Regen Rate | 5.4 |
Engine Power Regeneration Delay | 3.0 | Engine Power Regeneration Delay | 3.0 |
Engine Speed | 780.0m per second | Engine Speed | 780.0m per second |
Pitch | 1.8 degrees per second | Pitch | 1.8 degrees per second |
Yaw | 1.1 degrees per second | Yaw | 1.1 degrees per second |
Evasion | 14.00% | Evasion | 25% |
Afterburner Speed Boost | 320.00% | Afterburner Speed Boost | 320.00% |
Afterburner Cost | 4 | Afterburner Cost | 4 |
Afterburner Consumption Rate | 8.7 power per second | Afterburner Consumption Rate | 8.7 power per second |
Sensors | Sensors | ||
Sensor Detection Range | 19500m | Sensor Detection Range | 17500m |
Sensor Communication Range | 15000m | Sensor Communication Range | 15000m |
Sensor Dampening | 0m | Sensor Dampening | 0m |
There is only one Gunship class ship at the moment.
- GS5-3 Mangler (Empire)/SGS-45 Quarrel (Republic)
GSS-3 Mangler
After the Empire’s conquest of Sullust, Imperial engineers put several local SoroSuub factories to work creating starfighter parts. The SoroSuub-built GSS-3 Mangler sports two kinds of swappable railguns, strafes relatively rapidly and has an augmented communications range. Its defenses are more than acceptable, while its weaknesses–unimpressive sensors, speed, and turning rate–are standard for the class. Rumor has it that one Mandalorian clan even requested Manglers for payment when the Empire bought its services
SGS-45 Quarrel
The Sienar SGS-45 Quarrel carries swappable models of long-range railguns, giving it versatility as well as firepower. Its speed and maneuverability sit at the unimpressive gunship baseline, but it can strafe quickly and it has an impressive communications range. Hotshot dogfighters occasionally sneer at the Quarrel’s "workmanlike" build–until they see a skilled gunner devastate an enemy squadron without taking a single hit
Gunship Loadout Comparisons
GSS-3 Mangler/ SGS-45 Quarrel |
GSS-3 Mangler/ SGS-45 Quarrel |
AVAILABLE LOADOUT | DEFAULT LOADOUT |
Primary Weapons | Primary Weapon |
Light Laser Cannon | Light Laser Cannon |
Burst Laser Cannon | Secondary Weapons (2) |
Secondary Weapons | Slug Railgun |
Plasma Railgun | Ion Railgun |
Slug Railgun | Shield |
Ion Railgun | Feedback Shield |
Shields | Engines |
Feedback Shield | Barrel Roll |
Fortress Shield | Armor |
Distortion Field | Reinforced Armor |
Engines | Magazine |
Rotation Thrusters | Regeneration Extender |
Barrel Roll | Reactor |
Interdiction Drive | Regeneration Reactor |
Weapon Power Converter | Sensors |
Armor | Communication Sensors |
Reinforced Armor | |
Deflection Armor | |
Lightweight Armor | |
Magazine | |
Regeneration Extender | |
Power Pool Extender | |
Reactor | |
Turbo Reactor | |
Large Reactor | |
Regeneration Reactor | |
Sensors | |
Range Sensors | |
Communication Sensors | |
Dampening Sensors |
Basic Stats (Default Loadout, default companions)
Blasters | |
Weapon Power Capacity | 110 |
Weapon Power Regen Rate | 10.8 power per second |
Weapon Power Regeneration Delay | 1.5s |
Shield | |
Shield Power Capacity | 1870 |
Shield Power Regen Rate | 104.6 power per second |
Shield Power Regeneration Delay | 6.0 s |
Shield Bleedthrough | 0.00% |
Hull | |
Max Health | 1350 |
Damage Reduction | 5.00% |
Engines | |
Engine Power Capacity | 100 |
Engine Power Regen Rate | 5.0 |
Engine Power Regeneration Delay | 3.0 |
Engine Speed | 696.0m per second |
Pitch | 1.5 degrees per second |
Yaw | 0.9 degrees per second |
Evasion | 0.00% |
Afterburner Speed Boost | 320.00% |
Afterburner Cost | 5 |
Afterburner Consumption Rate | 10.4 power per second |
Sensors | |
Sensor Detection Range | 15000m |
Sensor Communication Range | 19000m |
Sensor Dampening | 0m |
Light Laser Cannon (2000 Requisition to Unlock)
Favored by pilots who like to fight at close range, Merr-Sonn’s LCL-1 light laser cannons are twin-linked for high damage, and increased power consumption. Gunners should be aware that the LCL-1’s damage output drops drastically with distance. | ||
Tier | Upgrades | Requisition cost |
1 | Blaster damage increased by 5% | 1000 |
2 | Cost of using blasters reduced by 10% | 2500 |
3 | Blaster rate of fire increased by 8% | 5000 |
4 | Critical hit chance increased by 8% | 10000 |
Firing arc increased by 2 deg and weapon tracking penalty reduced by 5% | ||
5 | Blaster damage to enemy ship hulls increased by 16% | 15000 |
Blaster damage to enemy ship shields increased by 18% |
Laser Cannon (2000 Requisition to Unlock)
Standard-issue laser cannons made by BlasTech Industries are reliable and effective, if not glamorous. The BlasTech HMC-15 fires quickly and accurately at mid-range, causing moderate damage for a medium power cost. | ||
Tier | Upgrades | Requisition cost |
1 | Blaster rate of fire increased by 8% | 1000 |
2 | Blaster ranged increased by 5% | 2500 |
3 | Blaster damage increased by 5% | 5000 |
4 | Critical hit chance increased by 8% | 10000 |
The cost of using blasters is reduced by 10% | ||
5 | Blaster damage to enemy ship hulls increased by 16% | 15000 |
Blaster damage to enemy ship shields increased by 18% |
Quad Laser Cannon (2000 Requisition to Unlock)
The gold standard of laser cannon design, Merr-Sonn’s LCQ-4 quad laser cannon fires alternating pairs of bolts from four cannon barrels, dealing considerably more damage than standard laser cannons while maintaining formidable accuracy and rate of fire. Its biggest downside is its power consumption–a drawback Merr-Sonn is keen to downplay. | ||
Tier | Upgrades | Requisition cost |
1 | Blaster rate of fire increased by 8% | 1000 |
2 | Blaster ranged increased by 5% | 2500 |
3 | Blaster damage increased by 5% | 5000 |
4 | Critical hit chance increased by 8% | 10000 |
The cost of using blasters is reduced by 10% | ||
5 | Blaster damage to enemy ship hulls increased by 16% | 15000 |
Blaster damage to enemy ship shields increased by 18% |
Rapid-fire Laser Cannon (2000 Requisition to Unlock)
BlasTech’s Spitfire rapid-fire laser cannon is capable of delivering an unparalleled number of bolts per second for a sustained period due to its low power consumption. Its damage fall-off and poor accuracy, however, limit its effectiveness to short-range engagements. | ||
Tier | Upgrades | Requisition cost |
1 | Blaster damage increased by 5% | 1000 |
2 | Cost of using blasters reduced by 10% | 2500 |
3 | Blaster rate of fire increased by 8% | 5000 |
4 | Critical hit chance increased by 8% | 10000 |
Firing arc increased by 2 deg and weapon tracking increased by 5% | ||
5 | Blaster damage to enemy ship hulls increased by 16% | 15000 |
Blaster damage to enemy ship shields increased by 18% |
Heavy Laser Cannon Upgrades (2000 Requisition to Unlock)
The SoroSuub HLC-14 heavy laser cannon has high accuracy, long range and does great damage. Its slow rate of fire and significant power consumption are seen by many pilots as a fair tradeoff. Since SoroSuub’s Sullust manufacturing centers were captured by the Empire, both Republic and Imperial navies have scrambled to obtain enough HLC-14s to arm their respective fleets. | ||
Tier | Upgrades | Requisition cost |
1 | Blaster damage increased by 5% | 1000 |
2 | Blaster range increased by 5% | 2500 |
3 | Blaster damage to enemy ship hulls increased by 8% | 5000 |
4 | Critical hit chance increased by 3%, and weapon tracking penalty reduced by 5% | 10000 |
Blaster damage ignores 100% of enemy armor | ||
5 | Shield piercing increased by 18% | 15000 |
Blaster damage to enemy ship shields increased by 18% |
Burst Laser Cannon Upgrades (2000 Requisition to Unlock)
The starfighter equivalent of a scattergun, the SoroSuub BLC-2 shoots clusters of high-damage bolts in a wide arc but has a slow rate of fire. Capable of annihilating even fast-moving opponents at close range, its damage drops rapidly with greater distance and it consumes large reserves of power. | ||
Tier | Upgrades | Requisition cost |
1 | Blaster damage increased by 5% | 1000 |
2 | Accuracy increased by 2% and critical hit chance increased by 5% | 2500 |
3 | Firing arc increased by 2% and weapon tracking penalty reduced by 5% | 5000 |
4 | Blaster damage ignores 100% of enemy armor/ | 10000 |
Shield piercing increased by 9% | ||
5 | Blaster damage to enemy ship hulls increased by 16% | 15000 |
Blaster damage to enemy ship shields increased by 18% |
Ion Cannon Upgrades (2000 Requisition to Unlock)
Santhe Corporation ion cannons (nicknamed "Sparkers" by Republic pilots) do almost no damage to ship hulls but eliminate shields at frightening speed and easily disable enemy systems. They are too inaccurate to be used effectively at long range and have a slow rate of fire, but consume only moderate amounts of energy. | ||
Tier | Upgrades | Requisition cost |
1 | Weapon accuracy increased by 6% | 1000 |
2 | The cost of using blasters is reduced by 10% | 2500 |
3 | Blaster rate of fire is increased by 8% | 5000 |
4 | Blaster hits drain 4 engine power from the target | 10000 |
Ion Cannon range increased by 5% | ||
5 | Blaster hits drain 4 weapon power from the target | 15000 |
Blaster hits drain 40 shield power from the target |
Components –Missiles, Mines, Drones, and Railguns
1) Missiles & Rocket Pods
- Missiles are only fired once it is locked onto a target. Rocket Pods do not require lock on but will require manual aiming
- Missiles/Rocket pods only exists on strike fighters/scouts/ and drone carrier bomber
- Empire ships have a 25% increased ammo pool due to different default companion passives. (Base ammo pool used below, which differs between ships as well i.e. Base ammo pool for concussions missile on a bomber is 16 vs only 12 for a strike fighter)
- Firing Arc is basically size of the circle you need to keep the enemy ship inside for the missile to get a lockon
1.1 Rocket Pod Upgrades (2000 Requisition to Unlock)
Designed to fracture, fuse and atomize enemy infrastructure and other armored objectives, rocket pods can be loaded onto ships in large quantities but lack any guidance systems–they can only be fired straight ahead. As a means of obliterating bunkers, satellites and more, Elsinore-Cordova’s "Pulverizers" are one of the most compact and devastating varieties | ||
Tier | Upgrades | Requisition cost |
1 | Missiles damage ignores 100% of enemy armor | 1000 |
2 | Missile rate of fire increased by 8% | 2500 |
3 | Shield piercing increased by 10% | 5000 |
4 | Firing arc increased by 4 degrees | 10000 |
Ammunition capacity increased by 8 | ||
5 | Increases the range of the rockets by 10% | 15000 |
Rocket Pods cause additional damage over 5 seconds |
1.2 Concussion Missile (2000 Requisition to Unlock)
Too massive for any ship to carry in large numbers, Balmorran Arms L04 Silent Thunder concussion missiles can lock onto a target within a moderate timeframe and carry enough fuel to travel long distances. Only two L04s are needed to destroy most ships; the missiles are also capable of doing substantial damage to satellites and other mission objectives. | ||
Tier | Upgrades | Requisition cost |
1 | Shield piercing increased by 10% | 1000 |
2 | Lock on time reduced by 14% | 2500 |
3 | Missile damage increased by 5% | 5000 |
4 | Missile range increased by 5% | 10000 |
Ammunition capacity increased by 3 | ||
5 | Target’s speed reduced by 30% for 15 seconds. Target’s engine power drained by 25 | 15000 |
Missiles damage ignores 100% of enemy armor |
1.3 Cluster Missile (2000 Requisition to Unlock)
Renowned for their quick lock-on time, Czerka’s RK-77 cluster missiles are a favorite for close-range dogfights. The missiles’ small frames allow pilots to carry more ammunition into battle, though this compact design also sacrifices fuel and payload space, resulting in comparatively low range and damage potential. | ||
Tier | Upgrades | Requisition cost |
1 | Lock on time reduced by 14% | 1000 |
2 | Shield piercing increased by 10% | 2500 |
3 | Missile damage increased by 5% | 5000 |
4 | Missile range increased by 5% | 10000 |
Ammunition capacity increased by 4 | ||
5 | Fires two volleys of cluster missiles at a time, doing 30% more damage, but also reducing the ammo capacity by 50% | 15000 |
Missiles cause an additional 15% damage over 5 seconds |
1.4 Proton Torpedoes (2000 Requisition to Unlock)
Merr-Sonn recently unveiled its latest proton torpedo, the PX-4–a weapon capable of locking onto targets at extreme range and causing massive damage, ignoring armor and shields alike. While its drawbacks include a lengthy lock-on period, a narrow lock-on targeting cone, and the launcher’s limited ammunition capacity, the PX-4 is nonetheless ideal for deployment against armored objectives. | ||
Tier | Upgrades | Requisition cost |
1 | Lock on time reduced by 14% | 1000 |
2 | Critical hit chance increased by 10% | 2500 |
3 | Missile damage increased by 5% | 5000 |
4 | Missile speed increased by 100% | 10000 |
Firing arc increased by 4 degree | ||
5 | Ammunition capacity increased by 4 | 15000 |
Range increased by 15% |
1.5 Ion Missiles (2000 Requisition to Unlock)
The Merr-Sonn Mercybringer ion missile does minimal hull damage, but a single hit is enough to down most enemy shields and short out onboard power systems. The Mercybringer locks onto targets within a moderate timeframe and has a long range. Despite its name, the Mercybringer’s enfeebled victims are rarely granted a chance to surrender | ||
Tier | Upgrades | Requisition cost |
1 | Lock on time reduced by 14% | 1000 |
2 | Critical damage chance increased by 10% | 2500 |
3 | Missile hits drain an additional 5 points of engine and weapon power | 5000 |
4 | Ammunition capacity increased by 2 | 10000 |
Missile range increased by 5% | ||
5 | Missile hits slow target by 40% for 12 seconds | 15000 |
Missile hits slow power regeneration by 50% for 6 seconds |
1.6 Thermite Torpedoes (2000 Requisition to Unlock)
A mainstay of Czerka’s explosive ordnance line, LC-9 Thermite Torpedoes can lock on and strike from extreme range. Though their damage against shielding is unimpressive, these torpedoes are highly effective at burning through armored starship hulls. Even hull sections not directly struck are temporarily weakened due to the superheating effect of the thermite detonation | ||
Tier | Upgrades | Requisition cost |
1 | Lock on time reduced by 14% | 1000 |
2 | Increases the duration of the armor debuff by 10 seconds | 2500 |
3 | Increase the damage dealt by Thermite Torpedoes by 5% | 5000 |
4 | Missile speed increased by 100% | 10000 |
Firing arc increased by 4 degrees | ||
5 | Ammunition capacity increased by 4 | 15000 |
15% additional plasma damage is applied over 6 seconds |
1.7 Sabotage Probe (2000 Requisition to Unlock)
GSI’s LOS-0 sabotage probe droid, once launched and attached to a foe, rapidly disables maneuvering thrusters and other ship systems, dealing minor hull damage in the process. Once used primarily by bounty hunters and law enforcement to cripple fleeing ships, these devices are invaluable in the hands of expert starfighter pilots. | ||
Tier | Upgrades | Requisition cost |
1 | Lock on time reduced by 0.3 seconds | 1000 |
2 | Duration of the Sabotage Probe increased by 1 second | 2500 |
3 | Ability cooldown is reduced by 5 seconds | 5000 |
4 | Target cannot use engine component ability while Sabotage Probe is active. | 10000 |
Range of Sabotage Probe increased by 500m | ||
5 | Target’s engine speed reduced by 35% while Sabotage Probe is active | 15000 |
Reduce the target’s power regeneration rates by 30% while Sabotage Probe is active |
2) Railguns
- Railguns are only useable by Gunships
2.1 Ion Railgun (2000 Requisition to Unlock)
The Balmorran Arms HR-IO4 ion railgun is a ship-mounted magnetic cannon with extraordinary range. It fires ion particles enclosed in a magnetic field which do minimal hull damage but cause severe damage to shields, and drain weapon and engine power. | ||
Tier | Upgrades | Requisition cost |
1 | Railgun accuracy increased by 3% and tracking increased by 5% | 1000 |
2 | The time required to fully charge the railgun is reduced by 10% | 2500 |
3 | Ion Railgun hits drain an additional 10 units of energy | 5000 |
4 | Critical damage chance increased by 10% | 10000 |
Railgun hits arc to hit up to 3 nearby enemies, doing 50% damage and 18% of the engine and weapon power drain | ||
5 | Railgun hits slow target by 40% for 6 seconds. | 15000 |
Railgun hits stop energy regeneration for 6 seconds |
2.2 Slug Railgun (2000 Requisition to Unlock)
Originally designed by Balmorran Arms, HR-0C Slingshot slug railguns are basic magnetic cannons with extraordinary range. The "slug" is a metal projectile that delivers high damage and partially bypasses a target’s shield. When fully charged, a slug railgun’s damage output can be absolutely devastating | ||
Tier | Upgrades | Requisition cost |
1 | The time required to fully charge the railgun is reduced by 10% | 1000 |
2 | Shield piercing increased by 10% | 2500 |
3 | Railgun damage ignores 100% of enemy armor | 5000 |
4 | Railgun accuracy increased by 3% and tracking increased by 5% | 10000 |
Consumes 10% less power per second | ||
5 | Railgun critical hit chance increased by 20% | 15000 |
Railgun damage increased by 10% |
2.3 Plasma Railgun (2000 Requisition to Unlock)
Czerka produces an array of exotic weaponry including the Incinerator-class plasma railgun. The Incinerator fires plasma bolts enclosed in magnetic fields, targeting enemies at extraordinary range and causing massive damage when fully charged. Plasma bolts do not pierce enemy shields directly but continue to burn a target after impact, causing significant damage over time to both shields and hull | ||
Tier | Upgrades | Requisition cost |
1 | The time required to fully charge the railgun is reduced by 10% | 1000 |
2 | Critical hit chance increased by 10% | 2500 |
3 | Consumes 10% less power per second | 5000 |
4 | Target’s damage reduction is reduced by 20% while damage over time is active | 10000 |
Target’s evasion is reduced by 10% while damage over time is active. | ||
5 | Duration increased by 1 second | 15000 |
Damage dealt by lingering burn effect increased by 15% |
Shields Overview
Charged Plating |
Stats:
Active Ability
|
Quick-Charge Shield |
Stats:
Active Ability
|
Directional Shield |
Active Ability
|
Distortion Field |
Stats:
Active Ability
|
Feedback Shield |
Active Ability
|
Fortress Shield |
Stats:
Active Ability
|
Engine Power Converter |
Active Ability
|
Charged Plating (1500 Requisition to Unlock)
The Merr-Sonn 00D-A charged plating shield system includes a strong shield with a good regeneration rate; however, approximately half of all damage done to the shield bleeds through to a ship’s hull. To compensate for this problem, the pilot may activate the system’s charged plating and significantly increase the hull’s damage reduction for a short period | ||
Tier | Upgrades | Requisition cost |
1 | Reduce the amount of damage that bleeds through your shields to your hull when hit by 10% | 1000 |
2 | Ability duration is increased by 4 seconds | 2500 |
3 | Damage taken while Charged Plating is active will generate 5 weapon power per hit. This effect can occur once per second | 10000 |
Damage taken while Charged Plating is active will generate 5 engine power per hit. This effect can occur once per second |
Quick-Charge Shield (1500 Requisition to Unlock)
The Cygnus PulseScreen quick-recharge shield has limited strength but regenerates quickly. The latest model also includes an emergency boost, allowing a pilot to instantly restore a large portion of the shield’s energy | ||
Tier | Upgrades | Requisition cost |
1 | Shield power pool regeneration amount increased by 6% | 1000 |
2 | Shield power pool regeneration rate increased by 15% | 2500 |
3 | Shields regen at 60% of normal while taking damage | 10000 |
Ability cooldown time reduced by 10 seconds |
Directional Shield (1500 Requisition to Unlock)
The most versatile shield available on the open market is Prexton’s MD-FA directional shield. It has moderate total stopping power but allows a pilot to shift shield strength and regeneration rate between fore and aft shield arcs | ||
Tier | Upgrades | Requisition cost |
1 | The power cost of using the Directional Shield ability is removed | 1000 |
2 | Shield power pool increased by 10% | 2500 |
3 | Shield regeneration delay decreased by 3 seconds | 10000 |
Shield power pool regeneration rate increased by 10% |
Distortion Field (1500 Requisition to Unlock)
The Colicoid Creation Nest’s Membrane defense system augments a low-strength shield with unknown alien technologies, providing a constant boost to a ship’s evasion rating. Pilots can activate an additional function of the system to temporarily provide an additional (and enormous) evasion boost | ||
Tier | Upgrades | Requisition cost |
1 | Increases the chance enemies will miss you by 10% while the ability is in effect | 1000 |
2 | Ability cooldown time reduced by 10 seconds | 2500 |
3 | Ability duration is increased by 3 seconds | 10000 |
Distortion field disables missile lock of enemies currently targeting you |
Feedback Shield (1500 Requisition to Unlock)
The Mandalorian Clan Deshra reverse-engineered the alien technology behind their Retribution feedback shields almost a century ago, and now sell handcrafted Retribution devices to the highest bidder. These shields have only moderate strength, but can be activated with an additional energy charge that delivers significant damage to the next enemy to hit the shield with a primary weapon | ||
Tier | Upgrades | Requisition cost |
1 | Feedback damage increased by 15% | 1000 |
2 | Ability cooldown time reduced by 10 seconds | 2500 |
3 | Feedback Shield has a 20% chance to do critical damage to enemies | 10000 |
Feedback shock drains 10% of the attacker’s weapon and engine power |
Fortress Shield (1500 Requisition to Unlock)
The Prexton LV-F deflector shield has low total stopping power until its "fortress" program is activated. So long as a pilot holds position and maintains zero acceleration, the activated fortress program significantly boosts shield strength. The effect is lost as soon as the ship begins to move | ||
Tier | Upgrades | Requisition cost |
1 | Ability cooldown time reduced by 10 seconds | 1000 |
2 | Shield strength increased by an additional 20% when fortress shield ability is active | 2500 |
3 | Ability duration is increased by 10 seconds | 10000 |
Blaster power pool regeneration increased by 30% while fortress shield ability is active |
Engine Power Converter (1500 Requisition to Unlock)
The Cygnus Burner deflector shield is average but unextraordinary in most respects, offering moderate total stopping power against enemy weapons. Where it shines, however, is its engine power converter, allowing a pilot to transfer a portion of shield power to the engine reserves. A "must have" for pilots who value speed above all else | ||
Tier | Upgrades | Requisition cost |
1 | Ability cooldown time reduced by 3 seconds. | 1000 |
2 | The cost of using shield component abilities is reduced by 10% | 2500 |
3 | Shield power pool increased by 25% | 10000 |
Engine power pool increased by 25% |
Engines Overview
Engines | Description |
Weapon Power Converter | Transfers 20% of the engine’s power to the weapon power pool |
Shield Power Converter | Transfers 20% of the engine’s power to the shield power pool |
Barrel Roll | Rolls the ship 360-degrees forward, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activated |
Koiogran Turn | A 180-degree vertical turn, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activated |
Retro Thrusters | Accelerates the ship in reverse for a short duration, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activated |
Power Dive | A 90-degree vertical turn, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activate |
Snap Turn | A quick 180 degree lateral turn, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activated |
Rotational Thrusters | Rapidly turns your ship to face your currently selected target |
Interdiction Drive | Triggers an immediate speed boost while reducing the speed of nearby enemies |
Weapon Power Converter (1500 Requisition to Unlock)
Designed for pilots in need of extra firepower, Czerka’s L-41C weapon power converter enables a pilot to transfer a portion of a ship’s engine power to the weapon reserves. As a result, an equipped ship can fire its weapons for a longer sustained period | ||
Tier | Upgrades | Requisition cost |
1 | Ability cooldown time reduced by 3 seconds | 1000 |
2 | The cost of using engine component abilities and maneuvers is reduced by 10% | 2500 |
3 | Blaster power pool increased by 15% | 10000 |
Engine power pool increased by 15% |
Shield Power Converter (1500 Requisitions to Unlock)
Rather than encouraging fancy flying and ostentatious maneuvers, the Celestial Industries Unbreakable engine system allows pilots to transfer a portion of its engine power to the ship’s shield power reserves. Its advertising is simple and direct: "Stronger shields mean a better defense | ||
Tier | Upgrades | Requisition cost |
1 | Ability cooldown time reduced by 3 seconds | 1000 |
2 | The cost of using engine component abilities and maneuvers is reduced by 10% | 2500 |
3 | Shield power pool increased by 15% | 10000 |
Engine power pool increased by 15% |
Barrel Roll (1500 Requisitions to Unlock)
Combined with high-grade inertial compensators and thrust regulators, the Vokoff-Strood STAR-94 engine system allows pilots to perform a barrel roll that boosts a ship’s evasive capabilities–making it difficult to hit with direct-fire weapons and shaking any enemy missile locks. Vokoff-Strood has only recently entered the starfighter market, but its expertise with high-performance land- and airspeeders is serving it well | ||
Tier | Upgrades | Requisition cost |
1 | Reduces the power cost of activating Barrel Roll by 15 | 1000 |
2 | Ability cooldown time reduced by 5 seconds | 2500 |
3 | Engine speed increased by 10% | 10000 |
Ship’s turning rate increased by 10% |
Koiogran Turn (1500 Requisitions to Unlock)
Utilizing a high-powered array of maneuvering thrusters, the Czerka K-57B engine system allows starfighters to perform the "Koiogran Turn," a defensive maneuver that quickly turns the ship 180 degrees to face any potential pursuers and return fire without losing speed. This maneuver has the added benefit of evading any missiles that might be locked on. | ||
Tier | Upgrades | Requisition cost |
1 | Reduces the power cost of activating Koiogran Turn by 15 | 1000 |
2 | Ability cooldown time reduced by 5 seconds | 2500 |
3 | Engine speed increased by 10% | 10000 |
Ship’s turning rate increased by 10% |
Retro Thrusters (1500 Requisitions to Unlock)
Elsinore-Cordova’s Lukaze Four engine and thruster system stands out for its inclusion of retro thrusters, allowing a ship to briefly accelerate in reverse. The maneuvering ship flies straight backwards, boosting its evasion before resuming its original course (and accelerating back to its forward speed). Named for famed Bothan pilot Ne’wha Lukaze, retro thrusters allow a pilot to slip behind pursuers who get too close | ||
Tier | Upgrades | Requisition cost |
1 | Reduces the power cost of activating Retro Thrusters by 15 | 1000 |
2 | Ability cooldown time reduced by 5 seconds | 2500 |
3 | Ship’s turning rate increased by 10% | 10000 |
Engine power pool increased by 20% |
Power Dive (1500 Requisitions to Unlock)
Bold pilots praise Celestial Industries’ Powerhouse engine for its ability to support power dive maneuvers, in which the pilot flips his or her vessel and "dives" in order to shake pursuers and evade lock-on missiles. The maneuver has been known to cause lesser pilots to black out, but those purchasing Powerhouses know what they’re in for | ||
Tier | Upgrades | Requisition cost |
1 | Reduces the power cost of activating Power Dive by 15 | 1000 |
2 | Ability cooldown time reduced by 5 seconds | 2500 |
3 | Engine speed increased by 10% | 10000 |
Ship’s turning rate increased by 10% |
Snap Turn (1500 Requisitions to Unlock)
The Czerka K-57CE engine’s gravity capacitors and maneuvering thrusters have been specially calibrated for the popular "snap turn" defensive maneuver, allowing bold pilots to perform a 180-degree snap turn in a matter of seconds | ||
Tier | Upgrades | Requisition cost |
1 | Reduces the power cost of activating Snap Turn by 15 | 1000 |
2 | Ability cooldown time reduced by 5 seconds | 2500 |
3 | Engine speed increased by 10% | 10000 |
Ship’s turning rate increased by 10% |
Rotational Thrusters (1500 Requisitions to Unlock)
The Keizar-Volvec KV807-A engine system was built for combat, allowing a pilot to stop all forward momentum and spin to face his or her current target. The maneuver, though risky, has brought about the destruction of many enemies certain of their maneuverability or racing in overconfident pursuit | ||
Tier | Upgrades | Requisition cost |
1 | Reduces the power cost of activating Rotational Thrusters by 15 | 1000 |
2 | Ability cooldown time reduced by 5 seconds | 2500 |
3 | Activating Rotational Thrusters boosts your weapon power regeneration rate by 45% for 6 seconds | 10000 |
Ship’s turning rate passively increased by 10% |
Interdiction Drive (1500 Requisitions to Unlock)
GSI’s Predator interdiction drive is capable of emitting a powerful gravity field for short periods, slowing down all nearby enemy ships–an effect both practical and terrifying. | ||
Tier | Upgrades | Requisition cost |
1 | The cost of using engine component abilities and maneuvers is reduced by 10% | 1000 |
2 | Engine speed increased by 10% on Interdiction Drive activation. | 2500 |
3 | Interdiction field slows enemies by an additional 15% | 10000 |
Ability duration is increased by 3 seconds. |
Armor Overview
Armor | Stats |
Lightweight Armor | +4% Evasion |
Deflection Armor | 8% Damage Reduction |
Reinforced Armor | 8% Max Health |
Lightweight Armor (1000 Requisitions to Unlock)
Santhe engineers custom design G-32 evasive armor plating for each class of ship supported. The G-32 components increase a ship’s overall maneuverability by accommodating the ship’s overall shape, thruster locations, and gravity field generators | ||
Tier | Upgrades | Requisition cost |
1 | Increases the chance enemies will miss you by an additional 2% | 1000 |
2 | Increases the chance enemies will miss you by an additional 2% | 1500 |
3 | Increases the chance enemies will miss you by an additional 2% | 2500 |
Deflection Armor (1000 Requisitions to Unlock)
In order to reduce the amount of hull damage sustained whenever a ship is hit, GSI’s AR-0B damage reduction armor component generates an ablative energy current through the ship’s hull plating | ||
Tier | Upgrades | Requisition cost |
1 | Reduces the amount of damage done to your hull by an additional 4% | 1000 |
2 | Reduces the amount of damage done to your hull by an additional 4% | 1500 |
3 | Reduces the amount of damage done to your hull by an additional 4% | 2500 |
Reinforced Armor (1000 Requisitions to Unlock)
Czerka’s HP-S-5 starfighter armor layers additional centimeters of durasteel (along with patented alloys) onto a ship’s hull. A ship armored this way can sustain more hull damage and survive longer | ||
Tier | Upgrades | Requisition cost |
1 | Increases the total amount of damage your hull can take by an additional 4% | 1000 |
2 | Increases the total amount of damage your hull can take by an additional 4% | 1500 |
3 | Increases the total amount of damage your hull can take by an additional 4% | 2500 |
Magazine Overview
Magazine | Stats |
Power Pool Extender | +8% Weapon Power Capacity |
Munitions Capacity Extender | +20% Ammo Pool Size |
Regeneration Extender | +8% Weapon Power Regen Rate +8% Weapon Power Recently Consumed Regen Rate |
Power Pool Extender (1000 Requisitions to Unlock)
The Merr-Sonn TX-100 weapon power magazine component boosts the ship’s maximum weapon power. Popular for use on ships with power-heavy arsenals as well as with pilots who just want an extra edge | ||
Tier | Upgrades | Requisition cost |
1 | Blaster power pool increased by an additional 4% | 1000 |
2 | Blaster power pool increased by an additional 4% | 1500 |
3 | Blaster power pool increased by an additional 4% | 2500 |
Munitions Capacity Extender (1000 Requisitions to Unlock)
Elsinore-Cordova’s CAR-X4 ordnance magazine component increases the ammunition capacity of a ship’s secondary weapons. This feat is accomplished not by adding extra storage space, but by using suppressors and repulsors to render ammunition inert and lightweight while in storage–allowing missiles and other weapons to be packed safely and tightly together | ||
Tier | Upgrades | Requisition cost |
1 | Ammunition capacity increased by an additional 10% | 1000 |
2 | Ammunition capacity increased by an additional 10% | 1500 |
3 | Ammunition capacity increased by an additional 10% | 2500 |
Regeneration Extender (1000 Requisitions to Unlock)
After a lengthy development time, GSI’s RAPID weapon power regeneration technology took the arms industry by storm. The RAPID magazine component increases a ship’s weapon power regeneration rate by essentially "recycling" extra heat generated by weapon stabilizers | ||
Tier | Upgrades | Requisition cost |
1 | Blaster power pool regeneration increased by an additional 4% | 1000 |
2 | Blaster power pool regeneration increased by an additional 4% | 1500 |
3 | Blaster power pool regeneration increased by an additional 4% | 2500 |
Capacitor Overview
Capacitor | Stats |
Range Capacitor | +4% to Close, Mid, and Max Range |
Frequency Capacitor | +6% Rate of Fire |
Damage Capacitor | +4% Weapon Damage |
Range Capacitor (1000 Requisitions to Unlock)
Through enhanced field stabilization technology and precision targeting algorithms, the Czerka KC5 capacitor component increases a ship’s primary weapon range | ||
Tier | Upgrades | Requisition cost |
1 | Primary weapon range increased by an additional 2% | 1000 |
2 | Primary weapon range increased by an additional 2% | 1500 |
3 | Primary weapon range increased by an additional 2% | 2500 |
Frequency Capacitor (1000 Requisitions to Unlock)
The BlasTech SF-12 capacitor component increases the rate of fire of a ship’s primary weapons by feeding energy to both the weapons and augmented cooling systems. It has a reputation for safety and reliability | ||
Tier | Upgrades | Requisition cost |
1 | Primary weapon rate of fire increased by an additional 3% | 1000 |
2 | Primary weapon rate of fire increased by an additional 3% | 1500 |
3 | Primary weapon rate of fire increased by an additional 3% | 2500 |
Damage Capacitor (1000 Requisitions to Unlock)
Designed to boost the energy output–and by extension, the resulting damage–of a ship’s primary weapons, the Merr-Sonn TQ-895 capacitor component is favored by pilots who want to hit hard and fast | ||
Tier | Upgrades | Requisition cost |
1 | Primary weapon damage increased by an additional 2% | 1000 |
2 | Primary weapon damage increased by an additional 2% | 1500 |
3 | Primary weapon damage increased by an additional 2% | 2500 |
Reactors Overview
Reactor | Stats |
Turbo Reactor | -24% Shield Power Regeneration Delay |
Regeneration Reactor | +8% Shield Power Regen Rate +8% Shield Power Recently Consumed Regeneration |
Large Reactor | +8% Shield Power Capacity |
Turbo Reactor (1000 Requisitions to Unlock)
The Cygnus Urgent Need reactor component utilizes exotic conductive materials to reduce the time delay that most shield systems require to begin recharging after they’ve sustained damage | ||
Tier | Upgrades | Requisition cost |
1 | Shield regeneration delay decreased by an additional 12% | 1000 |
2 | Shield regeneration delay decreased by an additional 12% | 1500 |
3 | Shield regeneration delay decreased by an additional 12% | 2500 |
Regeneration Reactor (1000 Requisitions to Unlock)
The Prexton AUG-4C reactor component increases a ship’s shield power regeneration rate, converting reactor fuel into deflector energies more efficiently | ||
Tier | Upgrades | Requisition cost |
1 | Shield power pool regeneration rate increased by an additional 4% | 1000 |
2 | Shield power pool regeneration rate increased by an additional 4% | 1500 |
3 | Shield power pool regeneration rate increased by an additional 4% | 2500 |
Large Reactor (1000 Requisitions to Unlock)
Built to boost a ship’s maximum shield power, the Sirplex SR-09 fulfills its purpose admirably. The reactor component essentially adds a shield reserve onto the reactor itself | ||
Tier | Upgrades | Requisition cost |
1 | Shield power pool increased by an additional 4% | 1000 |
2 | Shield power pool increased by an additional 4% | 1500 |
3 | Shield power pool increased by an additional 4% | 2500 |
Thrusters Overview
Thruster | Stats |
Regeneration Thruster | +8% Engine Power Regen Rate +8% Engine Power Recently Consumed Regeneration Rate |
Turning Thruster | +4% Turn Rate Modifier |
Speed Thruster | +4% Engine Speed |
Power Thruster | +8% Engine Power Capacity |
Regeneration Thruster (1000 Requisitions to Unlock)
Elsinore-Cordova’s unusual Dual Stream DS-001 thruster component increases a ship’s engine power regeneration rate. It does so by allowing thrusters to intake stray radiation particles, drawing energy for the ship | ||
Tier | Upgrades | Requisition cost |
1 | Engine power pool regeneration increased by an additional 4% | 1000 |
2 | Engine power pool regeneration increased by an additional 4% | 1500 |
3 | Engine power pool regeneration increased by an additional 4% | 2500 |
Turning Thruster (1000 Requisitions to Unlock)
The Keizar-Volvec KV457-C thruster component allows precision control over a ship’s maneuvering thrusters, resulting in a faster turning rate | ||
Tier | Upgrades | Requisition cost |
1 | Ship’s turning rate increased by an additional 2% | 1000 |
2 | Ship’s turning rate increased by an additional 2% | 1500 |
3 | Ship’s turning rate increased by an additional 2% | 2500 |
Speed Thruster (1000 Requisitions to Unlock)
The Vokoff-Strood X/ATM-44 thruster component increases a ship’s maximum speed. Originally used in Vokoff-Strood airspeeders, it now works both in and out of planetary atmospheres | ||
Tier | Upgrades | Requisition cost |
1 | Engine speed increased by an additional 2% | 1000 |
2 | Engine speed increased by an additional 2% | 1500 |
3 | Engine speed increased by an additional 2% | 2500 |
Power Thruster (1000 Requisitions to Unlock)
By heightening thruster efficiency, the Celestial Industries THR-4B thruster component increases the maximum power available to a ship’s engines | ||
Tier | Upgrades | Requisition cost |
1 | Engine power pool increased by an additional 4% | 1000 |
2 | Engine power pool increased by an additional 4% | 1500 |
3 | Engine power pool increased by an additional 4% | 2500 |
Sensors Overview
Sensor | Stats |
Dampening Sensors | +3000m sensor damping |
Range Sensors | +2000m sensor detection range +2000m sensor focused detection range |
Communication Sensors | +4000m communication sensors |
Dampening Sensors (1000 Requisitions to Unlock)
Santhe’s LE-8 sensor dampeners allow a ship to get closer to enemy vessels before appearing on foes’ sensors. This is achieved through a jamming signal that "piggybacks" on a ship’s sensor scans | ||
Tier | Upgrades | Requisition cost |
1 | The range at which enemies can detect you is decreased by an additional 1500m | 1000 |
2 | The range at which enemies can detect you is decreased by an additional 1500m | 1500 |
3 | The range at which enemies can detect you is decreased by an additional 1500m | 2500 |
Range Sensors (1000 Requisitions to Unlock)
Carbanti United’s PN-4 sensor component increases a ship’s standard sensor range. The sensor uses technology originally used in deep space exploration missions | ||
Tier | Upgrades | Requisition cost |
1 | Sensor range increased by an additional 1000m | 1000 |
2 | Sensor range increased by an additional 1000m | 1500 |
3 | Sensor range increased by an additional 1000m | 2500 |
Communication Sensors (1000 Requisitions to Unlock)
The GSI Chatterbox sensor component increases a ship’s effective communications range, allowing better tactical coordination inside a squadron. While GSI has not traditionally specialized in communications technology, its acquisition of several failed HoloNet companies recently changed things | ||
Tier | Upgrades | Requisition cost |
1 | Communication range increased by an additional 2000m | 1000 |
2 | Communication range increased by an additional 2000m | 1500 |
3 | Communication range increased by an additional 2000m | 2500 |
Systems is a term being used to apply to a lot of components. This section is devoted to the system components that are exclusive to the scouts.
Scout Systems Overview
Scout Systems | Stats |
Targeting Telemetry | Increases weapon accuracy by 10%, critical chance by 5% and sensor range by 5000m for 10 seconds. Also removes cloaking effects from all enemies within 3000m. |
Sensor Beacon | Drops a sensor beacon at your current location. The beacon will detect enemies, transmitting their location to nearby team members. It will also reduce the evasion of all foes within 5000m by 10%. It will last for 180 seconds, or until destroyed. One beacon may be active at a time |
Booster Recharge | Regenerates 5% engine power per second for 6 seconds |
Blaster Overcharge | Increases the rate of fire by 25% and weapon power regeneration by 15% for 9 seconds |
Targeting Telemetry (2000 Requisitions to Unlock)
Alibata-Unyo’s advanced sensor system includes custom hardware and software that allow an equipped ship to temporarily boost its sensor range. In addition, the system’s targeting telemetry is so precise that it eliminates any cloaking effects on nearby enemy ships | ||
Tier | Upgrades | Requisition cost |
1 | Ability cooldown time reduced by 15 seconds | 1000 |
2 | Sensor radius increased by 5000 m.Enemy cloaking dispel radius increased by 2000 m | 2500 |
3 | Increases the duration of Targeting Telemetry by 5 seconds | 5000 |
4 | Targets within dispel radius have evasion reduced by 5% for the ability duration | 10000 |
Evasion increased by 8% for the ability duration | ||
5 | Critical magnitude increased by 25% and critical chance increased by an additional 10% for the duration of the ability | 15000 |
Primary weapon range increased by 15% for the duration of the ability |
Sensor Beacon (2000 Requisitions to Unlock)
The Carbanti United Mark Six sensor beacon is an immobile, unarmed drone with long-range sensors and communication rigs. When deployed, it allows the deploying ship’s squadron to detect enemies in the beacon’s vicinity, and interferes with the systems of nearby hostile ships. | ||
Tier | Upgrades | Requisition cost |
1 | Cooldown time reduced by 30 seconds | 1000 |
2 | Sensor and communication radius increased by 5000m | 2500 |
3 | Sensor Beacon lifespan increased by 2 minutes | 5000 |
4 | Probe reduces the accuracy of nearby foes by 10% | 10000 |
Probe reduces the sensor radius of nearby foes by 5000m, and their communication radius by 2500m | ||
5 | Up to 2 Sensor Beacons can be active at once | 15000 |
Hull strength increased by 20%. Damage reduction increased by 50%. |
Booster Recharge (2000 Requisitions to Unlock)
Keizar-Volvec’s KV609-B engine battery cells allow a ship to rapidly refill a portion of its engine power reserve. In effect, this allows a pilot to use boosters for an extended period, maintaining particularly impressive speeds. | ||
Tier | Upgrades | Requisition cost |
1 | Ability cooldown time reduced by 5 seconds | 1000 |
2 | Booster Recharge regenerates 50% more power while active | 2500 |
3 | Duration of the Booster Recharge increased by 2 seconds | 5000 |
4 | Engine power regeneration permanently increased by 10% | 10000 |
Engine power capacity permanently increased by 10% | ||
5 | 20% of the engine power pool is instantly refilled when Booster Recharge is activated | 15000 |
Weapon and shield power slowly regenerates while Booster Recharge is active |
Blaster Overcharge (2000 Requisitions to Unlock)
Merr-Sonn’s LCC-33 Blaster Overcharge system temporarily increases the rate of fire of ship blasters to devastating effect, while simultaneously increasing the primary weapon recharge rate to compensate for the heavier power draw | ||
Tier | Upgrades | Requisition cost |
1 | Blaster Overcharge cooldown reduced by 20 seconds | 1000 |
2 | Increases the chance to Crit by 8% while Blaster Overcharge is active | 2500 |
3 | Increases the Duration of Blaster Overcharge by 3 seconds | 5000 |
4 | Weapon power regenerates 14% faster while Blaster Overcharge is active | 10000 |
Increases the rate of fire by 8% more while Blaster Overcharge is active | ||
5 | Increases blaster damage by 10% while Blaster Overcharge is active | 15000 |
Blaster range improved by 10% while Blaster Overcharge is active |
26 replies on “SWTOR Galactic Starfighter Ships and Components guide”
Dats a lot of stuf to change out/upgrade… nice!
And just think, alot of the components effect the design of your ship. As in, you can see the difference between a standard laser cannon and a Quad laser cannon. Customization is HUGE in this apparently.
And that’s one of the things that has me psyched about this expansion, which, as we speak is downloading. It’s taking me back to the days of Wing Commander 3 and 4, but without Mark Hamill or Tom Wilson.
A lot more complicated than i was expecting, not necessarily a bad thing.
TL;DR. It’s not really as complicated as it looks like here, when you view it in game actually
Well, someone was busy during the test. Fan of the site, just wanted to say thanks for compiling all of this, and it was a blast flying with you.
I mean that literally; we blew the crap out of each other a few times.
Heh, which character were you on?
Zanseda. Usually flew a Pike. Think you were fond of scouts, but it’s hard to recall through the explosions going everywhere.
I killed Dulfy quite a bit. Good time was had by me 🙂
Same! It felt like I was playing with a celebrity 🙂 I’m Linkk, btw.
Wow there’s a lot of things to deal with … does EA brings up an astromech droid with GS to deal with these charts ??
what the hell? fking awesome.
TYVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVM!
Any word on the fleet comms?
I.e. while it obviously varies, about how much time is 5000 FCs? If I join a 12v12 about how long do they take and what are the payouts?
Am i the only one that thinks that imperial ships designs look like junk? [excluding the scout]
The components graphs at the top is it colour coded for a reason? Are the red colours for components chosen during loadout?
Yes the red are the default components
Also removes cloaking effects
So… There is stealth in space? I didnt see any stealth ability
There is an infiltrator ship class but won’t be here for a while
is there a guide for strike fighter builds? I can find the scout and gunship ones only. Love the site=)
Thanks a lot for doing this. My path for ship upgrades is now clear.
Are there definitions to each stat? Like exactly how they work? I.E. Sensor Dampening. Or anything describing what is a good level for a stat?
I’m trying to determine how someone in a scout fighter disappears right in front of me. I can’t see any systems or components that give a stealth ability, but there definitely is one. My target will disappear off my sensors when I’m trying to railshot him, then I can’t detect any enemies until he pops up behind me in blaster range and and makes a 2 second kill out of me.
Is it the distortion shield dampening field ability? I dont see anything in the tooltip saying that it provides sensor dampening, but its the only thing I’ve seen in the builds that might be it.
EDIT: not complaining that its OP, I just want to know how to build a stealth scout 😀
The Flashfire/Sting have good dampening capabilities. Dont remember about the Novadive. I would check your crew abilities. And yes, I know you asked over 2 years ago, lol!
What do the Cartel Market ships mean by “always Mastered”? How do you “Master” a ship?
Mastered = getting at least one component in each category maxed out. It give you 10% bonus requisition. Cartel ships already come with this 10% bonus, hence always mastered.
Thanks so much!