Pilot Hints, Tips, and FAQ
v 5.1
The knowledge assembled here is the work of the entire Pilot community over the span of more than 2 years. Many different pilots deserve credit for the final product.
Currently Maintained by NarfBlinko
Table of Contents
The Pilot FAQ is divided into:
- Pilot Profession Basics and Getting Started
- General Frequently Asked Questions and Advanced Topics
- Complete Ship Stats & Pictures-Rebel Alliance
- Complete Ship Stats & Pictures-Freelance Privateers
- Complete Ship Stats & Pictures-Imperial Navy
- Complete Ship Stats & Pictures-Reward Vessels
- The Pilot's Academy:
- Basic Piloting Guides
- Space PvP
- General Guides
- Ship Guides
- Squadron Guides
- Piloting Tools
- Component References
- Space Tribe
- Xato's Ship Analyzer
Pilot Profession Basics
The pilot profession shares some similarities with the ground professions, but it differs in a number of important ways. First off, anyone can be a pilot no matter their ground profession. Training comes from your various pilot trainers, not automatically as you gain xp, and is based both on xp gained and your progression through your squadron's missions. Lastly, you can only be in one squadron at a time, but unlike the ground game, it is possible to leave your squadron to move onto another or even a different faction if you meet that faction's requirements without needing to delete your character and start a new one.
Starting Out
First off, here's an overview of what will be many players' first flying experience, the missions in the new player tutorial.
Once you've run the tutorial and are ready to join a side, the pilot profession is composed of three different factions, each of which has three available squadrons to join:
Rebel Recruiter Location
J'pai Brek (-5072, -2343) Tyrena, Corellia
Arkon's Havok Squad: Captain Kreezo, Tyrena, Corellia (-5177, -2281) Forum Guide SWGWiki Guide
Vortex Squadron: V3-FX {droid} (right across the bridge) Moenia, Naboo SWGWiki Guide incomplete
Crimson Phoenix Squadron: Commander Da'la Socuna (back room of the cantina) Mos Espa, Tatooine SWGWiki Guide.
Imperial Recruiter Location
Commander Landau (-5516,4403) Theed, Naboo
Imperial Inquisition: Lt. Barn Sinkko, Kadaara, Naboo (5204, 6728) Forum Guide SWGWiki Guide
Storm Squadron: Lt. Akal Colzet, Bestine, Tatooine (-1110, -3514) Forum Guide SWGWiki Guide
Black Epsilon: Hakasha Sireen, Imp Outpost, Talus (-2183, 2259) SWGWiki Guide
Freelancer Recruiter Location
Gil Burtin (-1174, -3647) Bestine, Tatooine
Smuggler Alliance: Dravis, Mos Eisley, Tatooine, Back room of cantina (3429,-4788) SWGWiki Guide
Note: this squad is lightly Rebel-aligned. Your final mission will be against the Star Ravager (Imperial Corvette). Also, you cannot attack Hutt ships and, during Tier 2, cannot attack Valarian ships.
RSF Squadron: Captain Dinge, Theed Naboo (-5497,4575) SWGWiki Guide
Note: this squad is heavily Imperial-aligned. RSF pilots can only hurt Imperial ships if they are a Rebel on the ground and go Overt at a Rebel Space Station (this will leave you open to PVP attack!) and your final mission will be against the Corellian Corvette (Rebel Corvette). You cannot attack RSF ships.
Corsec Squadron: Sergeant Rhea, Coronet Corellia (-275,-4730) SWGWiki Guide
Note: this squad is true neutral. On your final mission, you may choose to destroy either a Rebel or Imperial Corvette. You cannot attack CorSec ships.
You can find a complete list of trainers and recruiters here:
Starter Ships
If you don't have one already, your first squadron trainer will provide you with a starter ship (though some trainers may need more prodding than others). These ships will have all the basic parts you need to complete your first missions, but you may wish to buy others from the bazaar or your local shipwright. To load up these new parts, simply open up the "Manage" screen from the ship terminal in the starport where your starter ship is parked and you'll be able to swap parts in and out.

Star Charts
This Friday Feature should provide a location and description of almost every space station, hyperspace point, and point of interest in the galaxy. If you want to know the closest hyper point to a system's space station, or where to go to get to Deep Space, or you're just interested in checking out some of the galaxy's more interesting locations, give it a look.
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Karthakk |
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New Ships, Parts, and Certifications
As you advance, you will become certified to fly new ships and equip them with higher-level components. New ships are granted every fourth box of pilot skills, starting with Box 2, while new components come every fourth box, starting with Box 3. For a breakdown of all the available components, what they do, and what their stats mean, I recommend checking out the Friday Feature, "Understanding Ship Components."
Here's a quick primer on what you're looking for in component stats.
Note, however, that unlike most aspects of the ground game, higher-level ships and components aren't necessarily better. They're often superior, but your choice of ship may depend heavily on your style as a pilot, and if you're close to filling up your ship's mass capacity, it may be wise to use some lower-level (and thus lower mass) components to fill out your ship. These are both things you'll get a handle on as you continue to fly.
Your trainer will often give you reward items in the form of components or clothing once you talk to him after the successful completion of a mission. These are usually handed out without notification, so be sure to check your inventory for new loot after each mission to make sure you aren't accidentally selling valuable reward loot to the chassis dealer.
Missions, XP, and Training
Pilot training isn't necessarily granted each time you fill your xp box, nor is it always necessary to have xp to train a new skill. At some tiers, advancement is based solely on missions completed, while at others you'll require both missions and xp. Requirements for training at each tier are as follows:
- Tier 1 (Boxes 02-05): xp and missions
- Tier 2 (Boxes 06-09): xp and missions
- Tier 3 (Boxes 10-13): missions only
- Tier 4 (Boxes 14-17): xp and missions
Master Box (Box 18): two missions only. Once you train to 4444 (Box 17), xp does not matter for you. You do not have to grind the 7.5 million xp to reach master pilot. You must complete the two master missions, no matter what, to be a master pilot.
Changing Pilot Factions
To switch squadrons or if, for some reason, you need to restart your current squadron, follow these steps:
- Make sure you have at least one open slot for your new starter ship.
- Go see the pilot recruiter for your faction. Not your trainer, but the recruiter. For instance, if you're a Freelance Pilot, you'll need to see Gil Burton in the Bestine hotel on Tatooine.
- "Resign" from your current pilots' faction.
- Go see a faction recruiter (if needed) to quit your ground-based faction. [You must be a combatant and not "on leave" to resign from a ground faction.]
- You will need to start over with your new pilot squadron from scratch. Your space xp will be set to zero when you resign your pilot skills.
NOTE: For each Pilot faction (Alliance, Imperial, and Freelance) that you master a squadron in, you will receive the "Previous Faction Master Bonus". The maximum bonus is 3x, if you master at least one squadron from each faction. This bonus adds to the normal space combat experience you earn, for a total xp of:
- 1x/kill for 0 faction masteries
- 2x/kill for 1 faction mastery
- 3x/kill for 2 faction masteries
- 4x/kill for 3 faction masteries
You don't get a bonus for each squad mastery, but for completing any of the three squads in a given faction. If you are switching factions, you will need to work off any negative faction you have in your newly chosen side before you can start on that faction's pilot squadrons.

Corellian Corvette Master Mission
The final mission to achieve pilot mastery for your pilot squadron is to destroy a Corellian Corvette. This mission can be extremely challenging for new pilots, but former pilot correspondent MonsofoLexius spent an amount of time neither reasonable nor sane tracking the habits of this capital ship. The following info and advice is his.
Corvette Spawn Information
- Each Corvette spawns on about a two hour timer. (This is only if Kessel hasn't been "switched" by killing Freedom Station in Deep Space. If the station has been destroyed, expect several Corvettes to be up in Kessel at once).
- They tend to spawn on alternating hours. See previous item.
- I have seen both in Kessel at the same time.
- If the escorting gunboats are at the exit point, they will be chasing each other in a tight circle around a single point in space.
- The escorting gunboats can be very difficult to kill for newer pilots.
- The Rebel Corvette (Corellian Corvette) enters at approximately 4870 -5056 -4765 and exits at approximately -7260 4873 6341.
- The Imperial Corvette (Star Ravager) enters at approximately 7340 7550 6268 and exits at approximately -6231 -259 -6059.
NEVER LEAVE THE ESCORT GUNBOATS UP WHEN DOING THIS MISSION! Due to the already large number of ships seen in a "switched" Kessel, these still need to go to prevent "Gunboat Balls" at the exit points.
To Complete the Corvette Master Mission
- You must have the Corellian Corvette master mission in your datapad. Check your datapad before leaving the Admiral. If you don't have it, Converse with the Admiral again.
- You must be in Kessel and within range when the Corvette is destroyed.
- A member of your group must have done damage to a subsystem on the Corvette at some point on the mission (Thanks Paladon).
- You will NOT have to go to the trainer and retake the mission if you die during your Vette run. Repair via /escapepod yes and get right back out to Kessel to continue the fight.
To Do Damage to a Subsystem
- Target the Corellian Corvette (btw, this works for any enemy ship).
- Select a subsystem using the '[' and ']' keys.
- Hit that specific area with your guns or a missile. For those on your first trip, this can be tougher then you think. Watch for the xxx% of the system to go down when you hit it.
Other Helpful Links
- Corvette Weapons Map (Vastio's work)
- Corvette Weapons Map (Braum's work)
- Solo the Vette in 5 Easy Steps (thanks Ducimus)
- Completing the Corvette Master Level Mission v3.0b by Zina
- Gunboat Blind Spots - Images showing exactly where they are for new pilots by Rhiana
Pilot FAQ
Frequently Asked Questions
Q: Where can I find my server's Pilot channel?
A: This will vary from server to server. As I track them down, I'll list them.
- Bria: swg.Bria.Chat.pilot
- Corbantis: swg.corbantis.c.pilotslounge
- Shadowfire: swg.shadowfire.Chat.Pilots
- Chimera: swg.europe-chimera.chat.pilots
- Wanderhome: swg.wanderhome.chat.pilot
- Wanderhome: swg.wanderhome.chat.WPC
- Eclipse: swg.eclipse.chat.sfc
- Tempest: swg.tempest.chat.space
- Flurry: swg.flurry.chat.fsc
- Chilastra: swg.chilastra.chat.ChillySpaceChat
- Infinity: swg.europe-infinity.chat.IPC
- Starsider: swg.starsider.chat.sfc
- Ahazi: swg.ahazi.chat.sfc
- Intrepid: swg.intrepid.chat.DS
- Gorath: swg.gorath.chat.sfcb
- Tarquinas: swg.tarquinas.chat.TarquinasPilots
- Kettemoor: Kettespace
Q: How do I use Droid Commands?
A: You need both a Droid Interface (DI) and, depending on your ship chassis, a Flight Computer or Astromech, in addition to the actual commands or programmed chips. A detailed list of each command and more information can be found in the Complete Droid Command FAQ.
- Droid interfaces can be looted or crafted by a shipwright.
- Flight computers/astromechs are crafted by Engineer Traders only. Astromechs are for X-wings, Y-wings, Z-95s, ARC-170s, and Eta-2 Actis Interceptors only and count against the droid limit in your datapad. Flight computers are for all other ships and do NOT count as a droid in your datapad. They are certified in Box 5, 9, 13, and 17 of the pilot skill wheel and are separate from the DI certification. REBEL NOTE: You will most likely end up running both flight computers and astromechs, but the astromech can have other functionality besides being a flight droid. Ask your favorite Engineer for more info. Astromechs, as they count against the droid limit, are tradable and nameable. Flight computers are NOT able to be named.
- Each faction has a set of commands they can program or load for free. ANY pilot of ANY level can use ANY program from ANY faction as long as they can squeeze it in the FC/droid they are certified for. You can use programs from the other two factions (or ones you can not program yet) by buying or trading for chips that already have the commands programmed.
Q: I'm a Freelance Pilot. Why can't I attack Rebels/Imperials?
A: When a Freelance pilot enters Deep Space, they must declare for the Imperial or Rebel faction. This sets a flag on your ship so the game thinks you are whichever faction you chose. This flag is not removed until you redeed the ship. To return to your proper neutral state, simply unload everything, redeed the ship, regenerate the ship, and reload it. You will now be able to attack everyone you were able to attack prior to going to Deep Space.
Also of note, RSF Pilots may never attack Imperial targets, although they may be able to workaround that by declaring overt at a Rebel space station (unconfirmed by me, personally).
Q: How do I get GCW points in space?
A: Red-Dwarf has created a FAQ for this. You may find it here .
Q: How do I easily link and unlink my weapons for a group fire/chain fire effect?
A: CNevyn has written up a nice guide describing how to use some macros and an alias to do this. You may find it here .
Q: What causes the Kessel switch?
A: The mighty Freedom Station in Deep Space, invulnerable since the Combat Upgrade of eons ago, has been breached. The destruction of this station triggers a change to Kessel. See Halyn's guide to the issue here .
Q: What's up with Weapon Overload 3?
A: Weapon Overload 3 used to be bugged so that instead of increasing Reactor Drain and EPS (Energy Per Shot) per weapon, it decreased them. That bug was fixed with Publish 27, meaning many pilots are seeing a big change in the way they outfit their ships and act in combat to deal with capacitors actually running out of energy.
Q: What does the "LUCKY" flytext mean in space?
A: Occasionally when you kill an NPC the "LUCKY" tag will appear over your ship. According to Thunderheart, it means you got more xp for the kill, and has nothing to do with getting a critical hit or dealing more damage. This has also been confirmed in this Friday Feature.
Q: How can I get the YT-2400?
A: Here's the best walkthrough I could find.
Q: How do I know how much Space XP I have?
A: You can find a simple guide to your answer here .
Q: You can get ground xp in space?
A: Yep, it's true. You get 9% of the XP gained from killing a ship as ground Combat Experience.
Q: Where do I find the RotW ships?
A: They're all quest-granted. The missions for these ships start here:
- The Advanced X-Wing, Vaksai, and Imperial Guard Interceptor quests all begin with missions out of Kashyyyk space station. The latest guide for these can be found here.
- The Y-8 mining ship quest starts with a man named Flash Harrison on the first floor of the Kachirho tree cantina. He'll send you on a variety of space mining and combat missions around the galaxy before you'll eventually earn the Y-8. Guide can be found here.
- The Eta-2 Actis Interceptor (Jedi Starfighter) quest starts from a pile of bones outside the Nightsister Stronghold on Dathomir. Find the datapad on the corpse (it's on a 30-minute spawn timer; if it's not there, either wait around or come back later) and take it to Admiral Krieg in the bunker in Kachirho to get started. You'll need to be an Imperial ground combatant to start these missions and to talk to the mission giver.
- The ARC-170 begins with the Queen of Naboo in Theed Palace. You'll need to be a Rebel on leave to do this quest.
- The Belbullab-22 (Grievous' Starship) takes place entirely within the Myyydril Caverns on Kashyyyk. You'll need to make your way to a robot outside a gate deep within the caves to begin the mission, which consists of killing a very powerful (currently level 92) robot and his two henchmen.
- The Eta-2 Actis Interceptor and ARC-170 both require you to have the certification (Box 14) and complete only their quests yourself in order to be able to fly the ship. The Vaksai, RGI, and Adv. XWing require you to have the certification (Box 14) and only have the "Has acquired 5 Badges…" badge.
For those who like walkthroughs, here's one that includes all the Clone Relics quests from RotW, including the ARC-170, Eta-2 Actis Interceptor, and Nym's Starmap quests.
Q: Is the Eta-2 Actis Interceptor a good ship?
A: SyphusDeacon has compiled a nice reference here.
Q: How do I mine in space?
A: You should be able to find just about everything you need to know in Red-Dwarf's Idiot's Guide to Space Mining.
Q: Does the Black Sun Ace Helmet still drop?
A: Yes. The Black Sun Ace Helmet is an extremely rare piece of loot that drops from any Tier 4 or higher Black Sun ships. You can kill literally thousands upon thousands of Black Suns without finding a single one, so if you're dedicated to finding one, be prepared to spend a lot of time hunting.
psikobunny wrote a nice guide for finding a Black Sun helmet here .
Q: What pilot faction can I be if I'm in __________ faction on the ground?
A: Ground and space factions are linked as follows:
- Ground Civilians can ONLY be Freelance Pilots
- Ground Imperials can be an Imperial or Freelance Pilot
- Ground Rebels can be a Rebel or any Freelance Pilot
Q: How do I get faction points in space?
A: All you have to do is go overt at any factional space station, then start killing Rebel NPCs if you're Imperial or Imperial NPCs if you're Rebel. They'll give you FP in varying amounts, depending on the tier and type of the ship you kill. Freelancers will be able to declare for the same faction they are on the ground. If you don't have a ground faction, you won't be able to gain FP.
You used to have to be an Imperial or Rebel master pilot to get into and gain FP in Deep Space, but that's changed with publish 27. Now pilots of all levels and freelancers can get FP in Deep Space. However, to get FP there you do still have to declare at a factional station before you hyper to Deep Space.
Since the introduction of the GCW ranking system, faction points now only influence how ground NPCs react to you. They are no longer used to determine your GCW rank nor used to purchase factional perks.
You can find the locations of all factional space stations as well as those needed to travel to Kessel or Deep Space here.
Q: How do I land at the theme parks?
A: Check out this thread.
For Smuggler's Alliance/Jabba's Palace, you can also see this thread.
Q: Where can I find the UI command list?
A: In the Chatline commands thread.
And no, nobody's found a slash command to target nearest enemy player yet, though having a Saitek X52 flight system or a Belkin Nostromo n52 will allow you to map this to a more useful place *wink wink nudge nudge*.
Q: What does 'POB' mean?
A: Short for "portalized object," though you can also think of it as "Player On Board." POB basically means "something you can walk around in." The Yacht, YT-1300, Decimator, Nova Courier, Y-8, and YT-2400 are all POB ships. The Krayt, Aggressor, Y-wing, and ARC-170 (in addition to the POB ships) are all multi-player.
Ship Stats and Pictures
Loads of credit to those who have come before, most notably SSSnuggles, TomoRainer and MonsofoLexius.
Legend: (Tier) Ship Name: Resource Amount Approximate Mass [P: Pilot controlled guns / T: Turret controlled guns] Number of missiles [Ship hard caps on various stats including Spdx(Speed Multiplier). Max speed for any ship is determined by (engine speed * 10 * Spdx), booster speed uses the same function] Images of ships with Texture Kits applied
Rebel
(Tier 0) Z-95: 5k Resources ~12k mass [P: 1 Gun] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300]
(Tier 0) Heavy Z-95: 50k Resources ~95k mass [P: 1 Gun] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300]
(Tier 1) Y-Wing: 15k Resources ~150k mass [P: 1 Gun T:+1] 1 missile [Spdx 0.85 Acc 15 Dec 25 Pitch 80 Yaw 80 Roll 40]
(Tier 2) Y-Wing LP: 30k Resources ~170k mass [P: 2 Guns] 2 missiles [Spdx 0.85 Acc 10 Dec 20 Pitch 70 Yaw 70 Roll 35]
(Tier 3) X-Wing: 60k Resources ~100k mass [P: 3 Guns] 1 missiles [Spdx 0.95(Foils Closed) 0.90(Foils Open) Acc 25 Dec 30 Pitch 300 Yaw 200 Roll 150]
(Tier 4) A-Wing: 80k Resources ~65k mass [P: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 250 Yaw 250 Roll 125]
(Tier 4) Advanced X-Wing: N/A Resources 180k mass [P: 3 Guns] 1 missile [Spdx 0.95(Foils Closed) 0.90(Foils Open) Acc 25 Dec 30 Pitch 300 Yaw 200 Roll 150] The Advanced X-Wing is a quest-given ship. The Advanced X-Wing has 6 textures that match textures 1-6 on the standard X-Wing.
(Tier 5) B-Wing: 150k Resources ~240k mass [P: 4 Guns] 2 missiles [Spdx 0.85(Foils Closed) 0.80 (Foils Open) Acc 10 Dec 15 Pitch 50 Yaw 50 Roll 25]
(Tier 5) YKL-37r Nova Courier: 150k Resources ~5m mass [P: 0 Guns T:+2] 3 missiles [Spdx 0.8 Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5]
Freelancer
(Tier 0) M3-A "Scyk" Light Fighter: 5k Resources ~12k mass [P: 1 Gun] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300]
(Tier 0) Heavy Scyk: 50k Resources ~95k mass [P: 1 Gun] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300]
(Tier 1) G1-M4-C "Dunelizard" Medium Fighter: 15k Resources ~85k mass [P: 2 Guns] 1 missile [Spdx 0.95 Acc 30 Dec 30 Pitch 300 Yaw 300 Roll 150]
(Tier 2) Kihraxz Assault Fighter: 30k Resources ~40k mass [P: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 50 Pitch 400 Yaw 400 Roll 200]
- Style 1 w/Base Bstr Graphic w/All 6 Textures
- Style 1 w/Adv Bstr Graphic w/All 6 Textures
- Style 2 w/Base Bstr Graphic w/All 6 Textures
- Style 2 w/Adv Bstr Graphic w/All 6 Textures
- Style 3 w/Base Bstr Graphic w/All 6 Textures
- Style 3 w/Adv Bstr Graphic w/All 6 Textures
- Style 4 w/Base Bstr Graphic w/All 6 Textures
- Style 4 w/Adv Bstr Graphic w/All 6 Textures
(Tier 2) M12-L "Kimogila" Multi-role Fighter: 30k Resources ~110k mass [P: 3 Guns] 1 missile [Spdx 0.92 Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50]
(Tier 3) Ixiyen Fast Attack Craft: 65k Resources ~95k mass [P: 2 Guns] 1 missile [Spdx 0.95 Acc 25 Dec 30 Pitch 200 Yaw 200 Roll 100]
(Tier 4) Rihkxyrk Attack Ship: 90k Resources ~190k mass [P: 3 Guns] 1 missile [Spdx 0.89 Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50]
(Tier 4) Vaksai: N/A Resources 150k mass [P: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 50 Pitch 400 Yaw 400 Roll 200] The Vaksai is a quest-given ship.
(Tier 5) YT-1300 Transport: 150k Resources ~5m mass [P: 0 Guns T:+2] 2 missiles [Spdx 0.8 Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5]
(Tier 5) M22-T "Krayt" Gunship: 150k Resources ~210k mass [P: 3 Guns T:+1] 1 missile [Spdx 0.92 Acc 50? Dec 50? Pitch 100 Yaw 100 Roll 50]
Imperial
(Tier 0) TIE-LD: 5k Resources ~12k mass [P: 1 Gun] 0 missile [Spdx .95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300]
(Tier 1) Heavy TIE Fighter: 50k Resources ~95k mass [P: 1 Gun] 1 missile [Spdx 0.98 Acc 50 Dec 50 Pitch 500 Yaw 500 Roll 250]
(Tier 1) TIE Fighter: 15k Resources ~20k mass [P: 1 Gun] 1 missile [Spdx 0.98 Acc 40 Dec 50 Pitch 500 Yaw 500 Roll 250]
(Tier 2) TIE/In: 30k Resources ~40k mass [P: 1 Gun] 1 missile [Spdx 0.97 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 200]
(Tier 3) TIE Bomber: 60k Resources ~190k mass [P: 2 Guns] 2 missiles [Spdx 0.85 Acc 10 Dec 15 Pitch 50 Yaw 50 Roll 25]
(Tier 3) TIE Interceptor: 60k Resources ~50k mass [P: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150]
(Tier 4) TIE Advanced: 80k Resources ~65k mass [P: 2 Guns] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150]
(Tier 4) TIE Aggressor: 80k Resources ~120k mass [P: 1 Gun T:+1] 1 missile [Spdx 0.95 Acc 20 Dec 30 Pitch 150 Yaw 150 Roll 75]
(Tier 4) Imperial Guard TIE Interceptor: N/A Resources 80k mass [P: 1 Gun] 1 missile [Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150] The Imperial Guard TIE Interceptor is a quest-given ship.
(Tier 5) TIE Oppressor: 150k Resources ~170k mass [P: 2 Guns] 3 missiles [Spdx 0.9 Acc 35 Dec 35 Pitch 100 Yaw 100 Roll 50]
(Tier 5) VT-49 Decimator: 150k Resources ~5m mass [P: 0 Guns T:+2] 3 missiles [Spdx .8 Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5]
Special
Sorosuub Personal Luxury Yacht 3000 aka Lady Luck: N/A Resources N/A Mass
- All 6 Textures The Sorosuub 3000 is given as a veteran reward to anyone who has played for more then 180 days.
(Tier 5) KSE Firespray: 150k Resources ~210k mass [P: 2 Guns] 2 missiles [Spdx 0.9 Acc ? Dec ? Pitch 100 Yaw 100 Roll 50]
- All 6 Textures You earn the Firespray schematic through Reverse Engineering. Every Master Pilot gains certification in it.
(Tier 5) Y-8 Mining Vessel: N/A Resources 5m mass [P: 1 Gun T:+4] ? missiles [Spdx ? Acc ? Dec ? Pitch ? Yaw ? Roll ?] No Textures The Y-8 Mining Vessel is a quest-given ship. Every Master Pilot gains certification in it.
(Tier 4) ARC-170: N/A Resources 125k mass [P: 1 Gun T:+2] 1 missile [Spdx 0.97 Acc ? Dec ? Pitch 400 Yaw 400 Roll 200] The ARC-170 is a quest-given ship.
(Tier 4) Eta-2 Actis Interceptor: N/A Resources 90k mass [P: 2 Guns] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 400 Yaw 400 Roll 200] The Eta-2 is a quest-given ship.
(Tier 4) Belbullab-22: N/A Resources 90k mass [P: 2 Guns] 1 missile [Spdx 0.95 Acc 50 Dec 50 Pitch 400 Yaw 400 Roll 200]
- Both Textures The Belbullab-22 is a quest-given ship.
(Tier 5) YT-2400: N/A Resources 5m mass [P: 0 Guns T:+2] 2 missiles [Spdx 0.8 Acc 5 Dec 5 Pitch 50 Yaw 50 Roll 37.5] Textures ? The YT-2400 is a quest-given ship.
For a side-by-side size comparison of all ships (excluding the monstrous Y-8 and the YT-2400), go here.
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