New Geh 'Dia Order.
AFZ-95 Headhunter.
New Geh 'Dia Order.
AFZ-95 Headhunter.
Production Information:
Manufacturer:Incom Corporation;
Subpro Corporation.
Model:AFZ-95 Headhunter.
Cost:80,000credit new (45,000credit used).
Technical Specifications:
Length:38 feet 8.5 inches (XXm).
Maximum Acceleration:2,780 G.
Maximum speed (atmosphere):715 MPH (XXk/h).
Engine Units:Incom 2a fission engines (4).
Hyperdrive System:None standard, can be equipped as an upgrade.
Shielding:XoLyyn shields.
Armament:Variable, depending on model configuration. Typically standard for AFZ-95-AF4:
  • Linked Taim & Bak KX5 laser cannons (2);
  • Krupx MG5 concussion missile launchers (2);
    Or standard for AFZ-95 Mark I:
  • Linked triple blasters (2);
  • Concussion missile launchers (2).
  • Crew:Pilot (1).
    Cargo Capacity:85 kg.
    Consumables:1 day.
  • Space superiority;
  • Reconnaissance;
  • Bomber;
  • Close air support;
  • Training.
  • Eras:
  • Rise of the Empire era;
  • Rebellion era;
  • New Republic era;
  • New Geh 'Dia Order era;
  • Legacy era;
  • UGC Annexation.
  • Affiliation:
  • Galactic Republic;
  • Alliance to Restore the Republic;
  • Virgillian Free Alignment;
  • New Republic;
  • Warlord Zsinj;
  • Galactic Federation of Free Alliances;
  • Smugglers;
  • System defense forces;
  • Confederation;
  • UGC Spacy (unmanned/automated platforms).
  • "You gotta love the Z-95. Nothing beats
    the feeling of power they give you."
    -Unknown AFZ-95 Headhunter Pilot
    The "AFZ-95 Headhunter" was a starfighter designed jointly by Incom and Subpro Corporations a millenia ago. Its resilience and longevity meant it remained a staple of private and low-priority government starfighter forces long after its introduction.
    "As long as they keep on making upgrades for this
    baby, the AFZ-95 will never become outdated."
    -Unknown spacer quoted in The New Essential Guide to Vehicles and Vessels.
    Considered one of the most capable fighters of its day, it boasted a distinctive bubble canopy and a set of triple blasters mounted at the ends of each of its two variable geometry wings; later versions dispensed with the swing wings and bubble canopy in favor of more precise maneuvering thrusters and canopy instrumentation. Its sleek yet rugged design was attributed to Seti Ashgad, a scientist in Incom's Hyperdrive Design Division.
    It was named after the Coromon Headhunter, a predator native to the Coromon Islands on Fresia, the planet where Incom was headquartered.
    The AFZ-95 was smaller in size than its successors: The Incom/Subpro ARC-170, designed during the Clone Wars; and the Incom T-65 X-wing, designed shortly before the outbreak of the Galactic Civil War.
    While the AFZ-95 still enjoyed considerable use in the years following the establishment of the New Republic, it was clearly outclassed by fighters developed in the decades since its original release. When compared to the T-65, it was slower, less maneuverable, had lighter armor and shielding, and was not as heavily armed.
    It was fairly inexpensive and reliable, making it a favorite amongst smugglers, Outer Rim organizations, local system defense forces, and bright-eyed youngsters with dreams of becoming fighter jockeys. Pirate groups such as the Nebula Front also used the AFZ-95. Also, despite the later T-65 being more maneuverable, the AFZ-95 was known to be able to perform a tighter turn.
    Owing to its longevity, it was not surprising that many variants of the AFZ-95 came into existence due to the efforts of starship mechanics and hotrod pilots throughout
    "Give me the choice, I'd take an AFZ-95 Headhunter every time."
    -Unknown Republic Spacer Quoted In The Phantom Menace.
    An AFZ-95.AFZ-95-AF4 Headhunter Schematics.Count Rial PERNON'S Headhunter.
    Three Headhunters in flight.Jaden KORR'S AFZ-95 Headhunter Far Wanderer at Hyhith.An AFZ-95 Headhunter equipped with X-Wing style S-foils.
    "Time to retire those old Z-95s!"
    -Raymus ANTILLES, after seeing the T-65 X-wing starfighter.
    the galaxy; these included a split-wing version, a courier version that could accommodate a single passenger, variants with various alternative weapons loadouts, and a trainer version, the AFZ-95XT Trainer, that was commonly used by the Rebel Alliance until replaced by the T-65X, the trainer variant of the X-wing.
    Originally, the AFZ-95 was constructed by the Galactic Republic before the Clone Wars. The prototype for the AFZ-95 was Onyx Star, developed at the Bahalian Shipyards. After Subpro and Incom ended their partnership, Incom reportedly bought the intellectual property rights and proprietary systems of the AFZ-95. Though outdated by the time of the Galactic Civil War, AFZ-95 Headhunters were well respected starfighters that were available to buy from various merchants, and were still in common use as late as the Second Galactic Civil War. Han Solo piloted an early model AFZ-95 while leading the defense of an outlaw tech base in the Corporate Sector against CSA IRD-A fighters. However, by this period, they were considered obsolete compared to other fighters.
    They were known to have participated in the Outer Rim Sieges against the Confederacy of Independent Systems. After the War, the AFZ-95 would fall into the hands of parties other than the newly-formed Galactic Empire, such as pirates and other underworld groups.
    Like any craft of its type, the AFZ-95 is a system of systems.
    The AFZ-95 uses a roughly dagger frame, with a blunted tip. The hump aft of the pilot's compartment contains the main powerplant access point; In the T-65 X-Wing, this became the Astromech drone's socket. The frame itself is made of an advanced alumimimum alloy, as are the leading edge skin plates. The aft plates are made of a lesser aluminum alloy. The skin can be replaced with titanium or other materials; A stealth version using polyoxgene (a synthetic compound First discovered as a waste byproduct of other material manufacturing) is well-known.
    Quad or twin Incom 2a fission engines are mounted for power and thrust. Civilian models typically use the twin-engine configuration, militry or industrial Headhunters the quad configuration, as the twin is much slower and not nearly as responsive or able to support weapons, but the quad configuration runs through fuel much faster.
    Flight Systems
    Surprisingly to most, repulsors are NOT the primary in-atmosphere flight system; The wings actually are. The repulsors on the Headhunter are primarily for take-off and landing. A frw pilots actually switch out the landing leg pads for wheels, though this is most common in civilian models, and those who do are very often looked at with some… Amusement.
    The original design used forward swing wings (like the Galactic Information Bureau's X-29b Bird of Prey ("Switchblade"), but later converted to fixed-wing mode. There are no known surviving swing-wing AFZ-95's.
    Life Support
    The AFZ-95 has a dual-phase life support system; The cockpit and fuselage are naturally sealed, allowing the pilot to doff their cumbersome flight suits, but umbilical's allowing the pilot to EVA without a pack are also included. The air hose is over 200 feet long, the power cable runs right along with it (they are actually in the same shell). The umbilical is supposed to be connected before flight (since this is also how the headset for the radio connects to the radio itself, until the REF introduced Bluetooth technology), and "most" pilots head this requirement, but the craft will fly if the umbilical isn't connected.
    Weapons System
    The AFZ-95 uses rather simplistic weapons systems, at least in the factory spec configuration; A pair of linked triple blasters and concussion missile launchers rounded out the original spec weapons. Some owners added a second set of triple lasers (overwing), but more often they add X-Wing type twin Taim & Bak KX5 laser cannons and, in a few, even a proton torpedo launcher (though only one will fit).
    Auxiliary Support Systems
    The Headhunter introduced what was then and generally still IS a revolutionary support system; The Field Kit.
    Pilots that land in austere conditions (such as crash landing on otherwise uninhabited worlds) might find themselves gravely disadvantaged; Having essentially a portable camp becomes somewhat advantageous under such conditions. While not every dream list item could (nor necessarily should) be included, the engineers that developed the AFZ-95 did add several items to the ship's kit that would aid pilots in their situation;
  • Portable Vehicle Maintenance Energizers: Essentially external powerplants, or portable generators, that included flight systems diagnostic equipment, which allows the pilot to make some degree of repairs to the craft, and in any case to determine what was wrong with their fighter.
  • Repair Canopies: A set of 4 poles 4 feet long that can be attached to the craft allowing the pilot to repair the craft in severe wx. A tarp can be strung across the poles, which can be fitted together or strung across the craft. Four or more such kits can be strung together to create a small partial hanger, though this isn't the intended purpose (so far as anyone can tell).
  • Field Transponder Kit: This is a simple position indicator kit that reaches out to inform anyone listening in that the craft is there. This piece actually can't be removed, but it continues to work for decades; One was recorded to be located 2 and half centuries after the pilot had crashed (and probably died).
    Current Usage
    The AFZ-95 is primarily in service with unaffiliated groups (independent systems, smugglers, and pirates) or as a basic trainer platform for affiliated systems (Yahvhn, Corscant, etc). They are also used quite a bit by private parties for recreational flying, though it is a tad expensive; One flight-hour uses 22,000credit.
    X-Wing Conversion
    A standard AFZ-95 can be converted to an X-Wing, but the kit plus labor is 5millioncredit, and eliminates the resale value permanently. (Interestingly, the X-Wing can be converted to an "ur-Headhunter" by merely replacing the ovoid engine nacelle shell with a Headhunter Conversion shell, and that, too negates resale value- at least, on the civilian market.)
    Critical Analysis
    The AFZ-95 is just plain old, but a lot of fun and historically critical, since it was the First fully-operation, full-fledged aero-space superiority fighter; While many aero-space platforms proceeded it, and many of them were aero-space superiority fighters, this was the First one as comfortable in an atmosphere as in the vacuum of space.
    The UGC fields a few thousand automated and remote operated AFZ-95 as pickets, usually either unarmed or nominally armed to provide some strafing and self-defensive fire to Warn a battle fleet or station of an incoming attack. However, these were purchased only as part of the Coruscant Accord (by which the UGC annexed Coruscant). As they become worn out, they will likely be surveyed out and sold either as scrap or as private-use craft.
    Alarmingly, however, new airframes are occasionally cropping up, in the possession of anti-UGC factions (both Syhith and other). Some appear possibly to have been older airframes that have been rehabilitated (one was in fact an T-65 airframe that was altered to appear to be an AFZ-95 conversion), but some are in fact new; One in fact still had assembly marks on it (incidental and accidental scratches on the metal caused by passing along the assembly line itself, which usually wear off in only a few years). The GIS would very much like to know where these clandestine factories are.
    Vehicle Type: Aero-Space Fighter/Attacker/Tactical Reconnaissance.
    Crew: One or two.
    M.D.C By Location (represents basic civilian models):
  • Fuselage:
    Reinforced Pilots Cockpit:
    Laser Cannons (4):
    75 each
    Engines (2):
    Wings (2):

    150 each
    100 each

    Note: Usual conditions apply.
    Speed and Statistical Data (represents basic civilian models):
    Driving on the Ground: 1/2 mph for a few miles; Taxi only.
    FTL: Factor 10 (after market conversion); One or two jumps is all it's capable of storing.
    In Atmosphere and Space: 715 MPH (XXk/h); Higher speeds possible with deflector shields.
    Maximum Range: Galactically limited; Up to 2 hyperdrive jumps can be programmed. Up to 30,000 AU's on a single fueling (can be refueled in flight).
    Length: 38 feet 8.5 inches (XXm).
    Wingspan: 35 feet 6.25 inches (10.6m).
    Clearance (height): 11 feet 1 inch (3.3m).
    Weight: 21.3 tons (19.3 metric tons) unloaded.
    Powerplant: Twin Incom 2a fission engines; 125 KTU each.
    Cargo: Small storage space, 4 feet times 4.5 feet times 4 feet; Used for emergency equipment and weapons but a passenger can be crammed in emergency, though this is very dangerous and violates the Warrantees on the fighter. Also introduced the field kit.
    Cost and Availability: 21 millioncredit to build.
    Black Market Cost and Availability: 5-50 millioncredit; Good availability. When it's not on-hand, it can be in days or even hours.
    Militry Duty Conversion: 5 millioncredit. Note that while this isn't illegal, it's "unusual" and might draw questions in more scrupulous circles.
    X-Wing Conversion Cost: The kit costs 15 millioncredit, labor another 2 millioncredit. It's not generally worth it unless you come into some free (or "something like that").
    Weapons Systems:
    1. Twin Or Quad IX4 laser cannons: The main weapons of the Headhunter. Can fire in tandem or stutter modes (one at a time or both together; tandem increases power to target, stutter increases probability of a hit). Switching between the two counts as one action. Militry Headhunter pilots often add a second pair of IX4; A few very daring sorts have added Taim & Bak KX9's, but this is risky as theses generate more heat that must be vented. No successful deployment of a quad KX9 has occurred, though it has been tried.2. Twin Krupx MG5 Concussion Missile Launchers (4 missiles each): Twin concussion missile launchers mounted in the fuselage of the fighter; Equivalent of medium range missiles, but in an SRM body (since the fighter itself provides most of the "range"). Each launcher has 4 missiles, totaling 8 altogether. A retrofit kit for L-15b SRM Rail Launchers is available (use SRM stats), and unlike the X-Wing has proven somewhat popular, since it triples the effective payload.
    Purpose: Anti-Ship/Bunker.
    MD: 3D6 times 10.
    Range: 30 miles (402km).
    Blast Radius: 30ft (9.1m).
    M.D.C. of Missile: 10.
    Rate Of Fire: 1 or 2 missiles per pilots attacks per melee.
    Payload: 8 total.

    3. 8 underwing pods: A relatively new development, the Headhunter can be retrofitted with 4 "under" wing hardpoint (2 each S-Foil, with the upper S-Foil mounting on top). Can carry any type EXCEPT the GU-11 VCW and Syncro-Cannon. Unlike with the X-Wing, most Headhunter pilots like the pods; The mountings are still difficult to install, but not to maintain on this craft, and thus add enough to make it worth the trouble.
    IX4 Laser Cannons:
    Taim & Bak KX9:
    The option that were originally designed for the AFZ-95. Not as powerful (nor as long ranged) as the later KX9, but in its own era it was certainly powerful enough to do the job, and still good enough for defensive service.
    MD: 6D6 per cannon.
    Range: 8 miles (doubles in space).
    Rate of Fire: Per pilots attacks per melee.
    Payload: Effectively Unlimited.
    Cost: 15,000credit each.
    More powerful, longer range, and greater reliability with less maintenance, but generates more heat, limiting how long they can be used. Not recommended in quad configuration.
    MD: 1D6 times 10 per cannon.
    Range: 10 miles (doubles in space).
    Rate of Fire: Per pilots attacks per melee.
    Payload: Up to 20 shots, then must be allowed 2 melees to cool down.
    Cost: 80,000credit each
    This list reflect the militry duty AFZ-95 Headhunter; Only daggered ("†") items are on the civilian model.
    • E.S.M.: Radar Detector. Passively detects other radars being operated.†
    • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).†
    • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.†
    • GPS: Standard tracking device. Ties into the Blue Force Tracker.†
    • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
    • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.†
    • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
    • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. The jamming pod is only mounted inside the port taileron.
    • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.†
    • Grav Clamps: Reversing the polarity in the repulsors of the fighters allows them to adhere to the hulls of Warships and the exteriors of SOME buildings.†
    • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
    • Towed XTNDR RADAR/Radio Antenna Extender: A simple 10 lb. pod is towed 100 feet behind the fighter. A fiber-optic cable relays the data collected from the XTNDR Pod to the fighter's computers.
      M.D.C. By Location:
      Pod: 50
      Fiber Optic Cable: 10
      Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
    • Video Camera: Records from the HUD and HDD. 50 hours of recording available.†
    • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).†
    • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
    • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from other friendly units in the area. Effective land navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 100 mile increments.†
    • Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 10 miles; Magnification: 40 times†
    • Decoys: Despite the relative commonality of the Launched/Towed Decoy Pods and Anti-Missile Chaff/Flare Dispenser systems, the simpler Decoys originally used on the Starfighter is the one still in use. The reason they have not been switched out for the more effective L/TDP and AMC/FD systems is the Steinerian sense of superiority; However, privately owned combat ready craft have been retro-fitted to the better system. The decoys themselves are specially modified Mini-Missiles that produce burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the fighter. Note: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP's, they aren't powerful enough for use with Destroids/Guardians/Etc. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
      01-50: Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
      51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
      76-00: No effect, missile is still on target.
      Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Also, a cloud of smoke approximately 253 feet.
      Duration: 1D4 melee rounds.
      Rate of Fire: Once per melee.
      Payload: 6 chaff/flares.
    • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 7 white parachute flares (1,500 foot apogee), 100 foot of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 10 gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide).†
      Combat Bonuses from AFZ-95 Headhunter Starfighter Combat Elite:
    • 3 additional attack per melee.
    • One additional attack per melee at levels 3, 6, 9, and 12.
    • +2 Initiative.
    • +5 Strike.
    • +5 Dodge.