Assault shuttles, unlike their standard counterparts, are designed specifically to carry troops into battle. Telgorn Corp’s Gamma‑class assault shuttle is an excellent example of such a ship. It is well regarded by both Imperial officers and troops, due in part to its effectiveness and resilience to damage. The shuttle has some of the heaviest deflector shields of any ship in the Imperial Navy, and nearly sixty-two percent of its power output is funneled directly into them.
Since its introduction, the Gamma‑class assault shuttle has been used primarily to assist in the boarding and capture of enemy vessels and space facilities. It accommodates Imperial spacetroopers quite well, allowing them easy access to their armor, as well as convenient hatchways to expedite their entry and egress from the shuttle’s main cabin.
Capabilities
The shuttle’s crew requirements are a pilot, a copilot/navigator, and three gunners. Two gunners control the turbolasers, while the third gunner operates the missile launcher and tractor beam projector. Its shields are incredibly powerful, but the shuttle’s generator ccan’t support them under a sustained assault: The shields automatically lose 5 points of SR from every successful attack (not just those that penetrate SR), and SR is reduced to 0 if any attack deals damage that equals or exceeds current SR.
When it is utilized in boarding actions, the shuttle’s primary tactic is to disable the enemy using a combination of pinpoint turbolaser blasts and ion bursts.[1] Once a target has been rendered immobile, the shuttle clamps onto it with its tractor beam and gets close enough to dock so that it can deploy its troops. In other situations, spacetroopers are deployed through their hatchways and sent to the enemy ship undder their own power. All the while, the shuttle provides covering fire as the troopers close the distance.
Telgorn Corp Gamma-class Assault Shuttle (CL 15)

Starships of the Galaxy, page 95.
Colossal space transport
Initiative: +0; Senses: Perception +6
Defenses: Fort 28, Ref 17 (flat-footed 13) ; +13 armor, Vehicular Combat
Hit Points: 360; DR: 15; SR: 230*; Damage Threshold: 78
Speed: fly 16 squares (max. velocity 1,050 km/h), fly 4 squares (starship scale)
Ranged: 4 turbolasers +6** (see below) and
tractor beam +6** (see below) or
Ranged: 4 turbolasers +6** (see below) and
medium concussion missiles +6 (see below)
Fighting Space: 15×15 or 1 square (starship scale); Cover: total
Base Attack: +2; Grapple: 54
Attack Options: autofire (turbolasers)
Abilities: Str 74, Dex 18, Con —, Int 18
Skills: Initiative +0, Mechanics +6, Perception +6, Pilot +0, Use Computer +6
Crew: 5 (skilled); Passengers: 40 (troops)
Cargo: 5 tons; Consumables: 1 week; Carried Craft: none
Payload: 15 concussion missiles
Hyperdrive: ×2 (backup×18), limited navicomputer (3-jump memory)
Availability: Military; Cost: 850,000 (340,000 used)
* Loses 5 points of SR after every hit; SR reduced to 0 if assault shuttle takes greater damage than its current SR.
** Apply a −20 penalty on attacks against targets smaller than Colossal size.
Turbolasers (gunner)
Attack: +6 (−14 against targets smaller than Colossal), Damage: 2d10×5
Tractor beam (gunner)
Attack: +6 (−14 against targets smaller than Colossal), Damage: — (grapple +54)
CMedium concussion missiles (gunner)
Attack: +6, Damage: 8d10×2, 4-square splash
Footnotes and References
Please see the following pages or sites for further information:
- ↑ How this could be accomplished without an ion cannon is beyond understanding. This contributor recommends replacing at least one of the turbolasers with an ion cannon that deals the same damage.