Z-95 Headhunter

Cool fighters don't look at explosions

## General Information

A predecessor to the iconic X-Wing, the Z-95 Headhunter is available to the Rebels, Underworld, and many neutral factions starting at Tech 1. Appearing both as independently buildable squadrons and in the fighter garrisons of many units and space stations, this fighter is an extremely common sight throughout any Remake playthrough. But while common, the Z-95's capabilities cannot be discounted. Lacking any real weaknesses, the Headhunter stands out from other early starfighters by carrying an anti-aircraft concussion missile launcher to compliment its pair of medium blasters. Anti-aircraft concussion missiles debuff enemy starfighters' fire rate while dealing substantial damage, allowing the otherwise-mediocre Headhunter to defeat more advanced starfighters with much higher paper stats. The Z-95 Headhunter is one of the best early-game starfighters, and only starts falling off at Tech 3 when fighters like the A-Wing and TIE Avenger eclipse it with similar but utterly superior loadouts.

## Tactical Information

>Usage Guide

As an early-game starfighter, it's hard to beat the Z-95 Headhunter. It has decent base HP and shields, at 30 shields and 32 hull HP for most factions, and 36 shields and 38 HP for the Rebel Alliance version. While obviously exceeded by more advanced starfighters and the impressively durable Arc-170, the Z-95 is actually more durable than most fighters at Tech 1 available to other factions. It's also generally faster than other low-tech fighters, with an above-average top speed of 3.5, and a good agility rating of 1.8. TIE Fighters and TIE Interceptors will outmaneuver it, of course, but the Headhunter will usually enjoy a mobility edge until more advanced fighters come online at tech 2 and 3. While its 2 medium laser cannons are not impressive even at tech 1, they work well with the Headhunter's deadly anti-aircraft concussion missile. Anti-aircraft concussion missiles are seen on no other starfighters below tech 3, and with good reason, as they are extremely powerful weapons. In addition to a large, reliable spike of damage at the beginning of an engagement with other starfighters, these missiles debuff their victims' fire rate by 85% for 12 seconds. Even TIE Defenders can't claim to have a firepower advantage over Headhunters while under the effects of this debuff, much less anything weaker, allowing the Z-95 Headhunter to defeat far more advanced starfighters with ease. The Z-95 is even inexpensive, with squadrons combining a lightning-fast build time and a per-unit cost of just 280 credits and attrition costs of 35, allowing it to be deployed in large numbers even if you're pinching credits. And the Headhunter has one last secret weapon: Unlike most starfighters with its decent base stats, it comes in squadrons of 8 units, allowing it to claim numerical superiority over many heavier starfighters in one-on-one engagements.

>Weaknesses

Like most dedicated starfighters, the Z-95 Headhunter can't hurt anything larger than a gunship. Anti-aircraft missiles don't penetrate shields, and even several squadrons of Headhunters working together will be unable to overcome the shield regeneration of the flimsiest corvettes, let alone anything larger. Missile weapons also have long reloads, meaning that outnumbered Headhunters can swiftly be overwhelmed if attacked after they've fired their missiles. And because Headhunters rely so heavily on their missiles to even the odds against statistically superior foes, units with missile countermeasures like Skipray Blastboats, A-Wings, Supa Gunships, or Tartan gunships can make short work of them. Their lack of an astromech also means they can be worn down in long battles. The Z-95 Headhunter specializes in hunting enemy fighters and bombers without these abilities, and struggles outside of this role.

## Abilities

[Hunt for Enemies]

The Z-95 Headhunter can be sent to autonomously scout the map for enemies with this ability. While not especially useful in combat, this can help you clean up stragglers after a battle to prevent long and frustrating chases.

## Affiliated Heroes

Mara Jade (Empire) - Note that Mara Jade flies a single, heavily improved Z-95 with greatly boosted HP and shields, an an expanded weapons loadout featuring two medium laser cannons, a repeating ion cannon, and banks of missile launchers under the wings, resulting in very different performance from the standard Z-95 variants

Rebel One (Rebellion) - Launches 2 squadrons of Z-95s from its hangers at a time, with 6 reserve squadrons.