ARC-170 Starfighter

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### ARC-170 (Standard)

         *Saga Edition Core Rulebook*, page 180.These rugged and durable attack fighters can handle independent raids as well as assaults on capital ships. Their powerful shields, robust armor, and tail gunner give them good odds even when surrounded by enemy droid fighters.
#### ARC-170 Starfighter             (CL 12)

      *Saga Edition Core Rulebook*, page 180.
Gargantuan starfighter

**Initiative:** +6; **Senses:** Perception +8

**Defenses:** Fort 28, Ref 16 (flat-footed 13) ; +8 armor

**Hit Points:** 150; **DR:** 10; **SR:** 25; **Damage Threshold:** 48

**Speed:** fly 16 squares (max. velocity 1,050 km/h), fly 4 squares (starship scale)

**Ranged:** heavy laser cannons +7 and
proton torpedoes +7 and
laser cannons +7

**Fighting Space:** 4×4 or 1 square (starship scale); **Cover:** total (crew), +5 (astromech droid)

**Base Attack:** +5; **Grapple:** +38

**Attack Options:** autofire (heavy laser cannons, laser cannons)

**Abilities:** Con —, Dex 16, Int 14, Str 46

**Skills:** Initiative +6, Mechanics +8 (+13\*), Perception +8, Pilot +6, Use Computer +8 (+13\*)

**Crew:** 3 plus astromech droid (expert); **Passengers:** none

**Cargo:** 100kg; **Consumables:** 1 week; **Carried Craft:** none

**Hyperdrive:** ×1.5, 10-jump memory (astromech droid)

**Availability:** Military; **Cost:** 155,000 (70,000 used)

*\* If the ship has an astromech droid, use these skill modifiers instead.*

**Heavy Laser cannons (pilot)
Attack:** +7 (+2 autofire), **Damage:** 6d10×2

**Proton torpedoes (copilot)
Attack:** +6, **Damage:** 9d10×2, 4-square splash

**Laser cannons (gunner)
Attack:** +7 (+2 autofire), **Damage:** 4d10×2

#### ARC-170 (Revised)

      *Starships of the Galaxy*, page 61.The Aggresive ReConnaissance fighter, or ARC 170—developed as a joint venture by the Incom and SubPro Corporations—serves as both a long-range scout and a heavy assault fighter. The ARC-170 is part of a line of starfighters, including the Z-95 Headhunter, that eventually lead to the development of the X-wing. The nrrow frame, flanked by powerful twin engines and S-foils, was innovative at the time of the ARC-170’s introduction. Though it served with distinction during the later days of the Clone Wars, the fighter was never built in the vast numbers of many other designs.
      The ARC-170’s ultimate failing was not a lack of firepower or ability, but the high supply cost to keep it in combat. The starfighter needs regular maintenance and requires a three-person crew, making it expensive in terms of training, personnel, and upkeep. As a result, once the TIE fighter replaced it in Imperial squadrons, there was vry little demand for the ARC-170. Though some were liberated by the Rebellion, most were mothballed or scrapped simply because the rebels lacked the flight crews and repair bays neccessary to keep the older ARC-170’s ready for combat.

#### Capabilities

The ARCC-170 is a heavy-hitting fighter, with ong-range capabilities and enough stowage to operate for 5 days without resupply. Though taxing, it was possible for the crew to sleep in shifts, allowing the starfighter to be alert and ready for action for days at a time. This made it popular as a scout and a picket ship, keeping an eye on likely targets, enemy forces, or even friendly planets until larger ships could arrive for permanent duty. An ARC-170 could be sent deep into enemy territory, and its shield generator gave it a good chancee of surviving even if it ran into a larger force of fighters when performing such missions.
      The durability and range of the vessel came at a cost, however. The ARC-170 has slow acceleration and poor maneuvarability compared to smaller fighters.
#### Incom/SubPro ARC-170 Starfighter             (CL 11)

      *Starships of the Galaxy*, page 61.
Gargantuan starfighter

**Initiative:** +5; **Senses:** Perception +5

**Defenses:** Fort 28, Ref 17 (flat-footed 13) ; +8 armor, Vehicular Combat

**Hit Points:** 150; **DR:** 10; **SR:** 25; **Damage Threshold:** 48

**Speed:** fly 16 squares (max. velocity 1,050 km/h), fly 4 squares (starship scale)

**Ranged:** laser cannons +4 and
medium laser cannons +4 and
proton torpedoes +6

**Fighting Space:** 4×4 or 1 square (starship scale); **Cover:** total (crew), +5 (astromech droid)

**Base Attack:** +2; **Grapple:** +35

**Attack Options:** autofire (laser cannons, medium laser cannons), fire-link (proton torpedoes)

**Abilities:** Con —, Dex 16, Int 14, Str 46

**Skills:** Initiative +5, Mechanics +6 (+13\*), Perception +6, Pilot +5, Use Computer +6 (+13\*)

**Crew:** 3 plus astromech droid (skilled); **Passengers:** none

**Cargo:** 110kg; **Consumables:** 5 days; **Carried Craft:** none

**Payload:** 6 proton topedoes

**Hyperdrive:** ×1.5, 10-jump memory (astromech droid)

**Availability:** Military; **Cost:** 155,000 (70,000 used)

*\* If the ship has an astromech droid, use these skill modifiers instead.*

**Laser cannons (gunner)
Attack:** +4 (−1 autofire), **Damage:** 6d10×2

**Medium Laser cannons (gunner)
Attack:** +4 (−1 autofire), **Damage:** 5d10×2

**Proton torpedoes (pilot)
Attack:** +6, **Damage:** 9d10×2, 4-square splash

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Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.