Z-95CO "Covert Ops" Headhunter
The Z-95CO was the result of Incom's efforts to design a covert operations
strike fighter. Much debate was placed on readding the concussion missiles
to the design, but in the end it was decided that the vessel would be used
more for inserting small special forces teams than engaging in combat.
Based upon the new Mark III Headhunter spaceframe, the Z-95CO had all of the
latest Headhunter improvements built in, as well as a few new surprises. For
the CO design, engineers installed a small Class Four hyperdrive, increased
the output of the shield generator and replaced the triple blasters with a
pair of heavy blaster cannons. To accomodate for all of the new power drains
placed on the vessel, the engines were downgraded slightly, making it a bit
slower than the standard Mark III.
The double cockpit would be taken almost straight from the Mark III trainer
variant, with the pilot in the front and the passenger in the rear. If the
pilot is killed or injured in flight, the passenger can take over the controls
from his rear seat and continue with his mission.
Republic Intelligence loved the design. It gave them a way to equip their
small field teams with their own means of insertion and extraction, negating
the need for a support craft. The Republic purchased and exclusive contract
for the CO, and none were sold on the open market.
These Republic purchased COs were all painted black and constantly used during
night operations. Often times, three of four of these Z-95s would be used to
insert squad-sized intelligence teams into hostile territory. Once on the ground
the teams would conceal their vessels and go about their mission. If a mission
goes horribly wrong and there are not enough pilots left alive to fly all of
the Z-95s out, then an internal charge inside of the CO may be set so that the
ship self destructs.
The Republic Army also purchased a number of the COs for its special forces,
but never used them as frequently as Republic Intelligence.
Craft: Incom/Subpro Z-95CO Mark III Headhunter
Cost: 120,000 (new), 50,000 (used)
Size: Tiny (12.2 meters long)
Cargo Capacity: 10 kilograms
Consumables: 4 days
Hyperdrive: x4 (limited to 2 jumps)
Maximum Speed: Attack
Maneuver: +2 (+2 size)
Defense: +22 (+2 size, +10 armor)
Shield Points: 50
Hull Points: 120
Weapon: Heavy blaster cannons (2, fire-linked)
Fire Arc: Front
Attack Bonus: +2 (+2 size, +0 fire control)
Range Modifiers: PB +0, S/M/L n/a