Named for the Mando’a word for “ambush,” ships of the Jehavey’ir-type serve that purpose as well as a capital ship can. Based on&msah;but visually and technologically many generations away from&msah;captured Basilisk technology, these assault ships are known for their ability to make quick hits. Jehavey’ir-type assault ships fly with guns charged and ready to fire, even in hyperspace, so they can engage moments after arriving on the scene of battle.
The 188-meter-long Jehavey’ir-type assault ship’s missile batteries deal a devastating barrage, made all the more terrible during the Mandalorian Wars when fission warheads are occasionally used. Several assault ships so armed join in the destruction of the Stereb cities of Serroco.
Lacking landing bays, ships of this type have special airlocks permitting the easy projection of troops toward a ship to be boarded. Neo-Crusader shock troopers from a Jehavey’ir-type assault ship were among those who took the Courageous.
Tactical Fire: The Jehavey’ir-type assault ship can launch an ambush against unsuspecting foes on a moment’s notice, caching them when their defenses are weakest. As a standard action, a Jehovey’ir-type assault ship can forego all attacks to provide tactical fire to all adjacent squares. All enemy ships within this radius suffer a −1 penalty to Reflex Defense and Fortitude Defense.
Jehavey’ir-type Assault Ship (CL 18)

Knights of the Old Republic, page 205.
Colossal (frigate) capital ship
Initiative: +0; Senses: Perception +6
Defenses: Fort 36, Ref 15 (flat-footed 11) ; +11 armor
Hit Points: 900; DR: 15; SR: 75; Damage Threshold: 136
Speed: fly 3 squares (starship scale)
Ranged: medium double turbolaser batteries +13* (see below) and
heavy ion cannon batteries +9* (see below) and
super-heavy concussion missile battery +15* (see below)
Fighting Space: 1 (starship scale); Cover: total (crew)
Base Attack: +2; Grapple: 48
Abilities: Str 62, Dex 18, Con —, Int 16
Skills: Initiative +0, Mechanics +6, Perception +6, Pilot +0, Use Computer +6
Crew: 200 (skilled); Passengers: 500
Cargo: 3,500 tons; Consumables: 6 months; Carried Craft: none
Payload: 36 super-heavy concussion missiles
Hyperdrive: ×2 (backup×12), navicomputer
Availability: Restricted; Cost: 10 million (4 million used)
* Apply a −20 penalty on attacks against targets smaller than Colossal size.
Medium double turbolaser battery (5 gunners)
Attack: +13 (−7 against targets smaller than Colossal), Damage: 6d10×5
Heavy ion cannon battery (3 gunners)
Attack: +9 (−11 against targets smaller than Colossal), Damage: 4d10×5 ion
Super-heavy concussion missile battery (6 gunners)
Attack: +15 (−5 against targets smaller than Colossal), Damage: 11d10×5