Typical Small Craft

Small craft make a single threshold check after losing half of their hull boxes. Roll 1d6 for each system, on a roll of 4 or higher the system is completely destroyed (even for beam and jump drive systems). In addition to the systems listed below, all small craft have a single drive system which, if damaged, prevents them from moving for the duration of the engagement. Small craft are moved and conduct attacks as fighters. Small craft may be targeted by capital ships with any weapon capable of engaging a fighter, fighters however, target them as capital ships. Though often armed with Pulse-1 batteries, they are limited to a 6 MU maximum range. They attack fighters using the optional rules for engaging fighters with pulse-1 batteries (no effect on a roll of 1-3, one fighter hit on a roll of 4-5, and two fighters hit on a 6, with an additional reroll). Small craft armed with beam weapons may only engage targets within 6 MU, and destroy 1d6-2 fighters. They may not screen, but do not have to engage screening fighters when attacking a capital ship. Individual small craft are launched and recovered as a fighter squadron.

A capital ship can typically carry 2 shuttles for each fighter squadron it can carry (though generally only carry half this number, the extra space reserved for visitors). These shuttles can be carried simultaneously with the fighters. Fighter squadrons may be replaced with shuttles for additional transport, with 2 shuttles replacing each fighter squadron. A Nova for example, could carry up to 16 shuttles if it replaced all of its fighters with shuttles. Vessels without fighter bays are typicaly able to carry one or two shuttles.
 
 

Vessel Hull Boxes Movement Systems Points
Centauri Shuttle 2 12 Atmospheric Capability x2, Pulse-1 Battery 36
Drakh Attack Craft 4 15 Atmospheric Capability x2, Level 1 Organic Armor, Beam Generator (1), Beam Battery 105
Drazi Sky Serpent Strike Fighter 2 18 Atmospheric Capability x2, Pulse-1 42
Earth Alliance Condor Assault Transport 8 9 Atmospheric Capability x2, Pulse-1, Class 1 Missile System (1-shot), troops 63
Earth Alliance Kestrel Atmospheric Shuttle 2 12 Atmospheric Capability x2 30
Earth Alliance Skylark Commercial Transport 4 12 Atmospheric Capability x1, Pulse-1 66
Earth Alliance Standard In-system Shuttle 2 12 none (typical) 30
ISA Shuttle (White Star Coup) 6 24 Atmospheric Capability x2, Pulse-1 Battery x2, Level 1 Organic Armor, Jump Drive 195
Mimbari Flyer 2 21 Atmospheric Capability x2, Jammer, Pulse-1 Battery* 58
Narn Assault Shuttle 4 9 Atmospheric Capability x1, Pulse-1 Battery x 2, troops 60 
Raider Shuttle 4 9 Pulse-1 Battery 60
Soul Hunter Personal Transport 4 15 Atmospheric Capability x2, Beam Generator (2), Plasma Accelerator 100
Techno-Mage Personal Transport 2 18 Atmospheric Capability x2, Pulse-1 Battery, Jammer, Jump Drive 55
Vorlon Transport 8 15 Atmospheric Capability x1, Beam Generator (3), Beam batery, Jump Drive, Level 1 Organic Armor 182
* Like Mimbari fighters, the flyer mounts a small beam weapon which fires in short pulses. It is resolved as a pulse-1 attack, but can not be defended against with interceptors.