Ask and ye shall receive!
Era: Rise of the Empire
Hull type: Scout Vessel (“Exploration Fighter”)
Ship Class: MRX-BR Pacifier
Manufacturer: Sydon Vehicle Works
Hyperdrive: Class 1 (Backup Class 8)
Navcomp: Equipped
Sensor Range: Extreme
Ship's Complement: Pilot; Gunners (3)
Encumbrance Capacity: 40 (25 tons)
Passenger Capacity: 0-3 (depending on number of gunners)
Consumables: 1 year
Cost/Rarity: 170,000 credits (100,000 used)/7
Customization Hard Points: 1
Silhouette: 4
Speed: 4
Handling: -1
Defense: 1/1
Armor: 3
Hull Threshold: 18
System Threshold: 17
Weapons:
3 ventral mounted laser turrets (Fire Arc Turret; Damage 5; Critical 3; Range [Close])
2 chin mounted proton torpedo launchers (Fire Arc Forward; Damage 8; Critical 2; Range [short]; Breach 6, Blast 6, Guided 2, Limited Ammo 8, Slow-Firing 1; Linked 1)
Special : Computer-Controlled Weapons: This craft is equipped with an advanced automated system to allow the pilot to operate the vehicle while the AI fires the turrets. At baseline, treat these turrets as having Agility 0 and a Gunner skill of 3. This of course can be increased by raising the skill or Agility rating (GM’s discretion for NPC, GM’s choice of approach for PCs).
Creator’s Note : This ship is known for its powerful sensors, thus why it has Extreme range. An alternative is to add two boost dice (or even an upgrade) to any checks using the sensors and reduce it to Long range (or possible leave it at Extreme). This sensor package is stated to be able to count the number of leaves on a tree while still in orbit, so Extreme range fits. The boost dice may make it over the top.
This has been statted as a small, relatively fast but somewhat fragile fighter, as other versions of the game noted low hull ratings but moderate speed (7/10 of a TIE). If this is uncomfortable for you, I would raise the Hull to 21 and System to 19; any higher and it’s too good.