Splinter Point Defense Fighter
The Splinter was supposed to be Koensayr's promising follow up to their
ever successful line of Y-wing fighter/bombers. Designed as a quick and
maneuverable point defense fighter for capital ships or space stations,
the Splinter more than pulled its weight in combat.
In space, the Splinter could out perform many of the other starfighters
of its time and bring a surprising amount of firepower to bear. Boasting
a pair of slit-shaped Koensayr 3KL maneuvering jets (one on each side),
the fighter could easily pull off quick and tight turns or impressive rolls.
The two fins jutting from the fore section of the fuselage contain the
power units for the light ion cannons as well as the craft's sensor
arrays. Damage to just one of these fins often times overloaded the systems
in the adjacent fin as well, rendering the sensors and ion cannons useless.
The Splinter's basic design was later ripped off just prior to the onset
of the Clone Wars and used in a much more heavily armed fighter with an
additional fusial ion drive on a ventral mounted fin. The design would
also later inspire many innovations featured within the Alliance's A-wing
interceptor.
Republic Splinters were often stored on board of light carriers or modified
bulk transports to aid in convoy protection. The Z-95s would dominate the
rest of the Fleet due to their versatility.
Introduced: A year prior to the Battle of Naboo.
Craft: Koensayr BTH-A2 Splinter Point Defense Fighter
Class: Starfighter
Cost: 156,000 credits (new), 80,000 credits (used)
Size: Tiny (16 meters long)
Crew: 1
Passengers: None
Cargo Capacity: 20 kilograms
Consumables: 1 day
Hyperdrive: None
Max Speed: Attack
Maneuver: +4 (+2 size, +2 engine quality)
Defense: 22 (+2 size, +10 armor)
Hull Points: 90
DR: 5
Weapon: Blaster cannons (2, fire-linked)
Fire Arc: Front
Attack Bonus: +4 (+2 size, +0 fire control, +2 equipment bonus)
Damage: 4d10x2
Range Modifiers: PB +0, S -2, M/L n/a
Weapon: Light ion cannons (2, fire-linked)
Fire Arc: Front
Attack Bonus: +6 (+2 size, +2 fire control, +2 equipment bonus)
Damage: Special
Range Modifiers: PB +0, S -2, M/L n/a
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