Known fondly as the “workhorse” of fleet, the
Standard equipment includes long-range communications and powerful sensors, an ECM suite, electro-magnetic grapplers in the bow, and a boarding tube armed with a plasma torch. Special equipment can include specialized sensor and communications gear, specialized “first contact” communication gear, experimental weapon systems and more.
With 100 tons of cargo capacity, the
In large, long-range fighter and bomber operations, a
A standard crew of eight for a
Class: Short-range FTL Pinnace
Crew: Eight, with up to 60 additional passengers or soldiers (see above)
M.D.C. by Location
Aft rail gun turret – 150
Pulse Laser Cannons – 200
Communications Dish – 100
ECM/Sensor Array – 100
*Engine Pods (2) – 400 each
Engineering Deck/NMD – 550
Electromagnetic Grappling Beams (2) – 100 each
**Main Body – 1,200
Cockpit – 300
Destroying an engine pod will reduce maximum thrust by 50%, however it should
be noted that
**Depleting the main body of the vessel will disable the ship, leaving it a drifting wreck in space. Reducing the MDC to -300 will destroy the vessel completely.
Maximum Sublight Speed: 0.2C (20% of the speed of light)
Max Acceleration/Deceleration Rate: 6G’s per melee round.
FTL Speeds: Cx183 (roughly half a light-year per day.
Top Atmospheric Maneuvering Speed: Mach 6 (can achieve escape velocity on a full engine burn)
Height 52 feet
Length: 150 feet
Width: 46 feet
Cargo: 100 tons
Power plant: Two Fusion Drives
Range: 10 light-years
Cost: Not for sale, but over the last 50 years of service, nearly 200 have been stolen or recovered and refurbished by smugglers and pirates. They are illegal to own or operate without a military permit
1. Dual Pulse Laser Turret: The ship’s primary weapon; this turret fires 180-megawatt laser pulses. It has a 45-degree maximum elevation and can rotate 360 degrees. It is operated by a gunner in the cockpit.
Primary Purpose: Assault
Mega-Damage: 6D6x10 M.D. per dual pulse
Range: 100 miles
Rate of Fire: Four shots per melee
Payload: Effectively unlimited.
2. Double-Barreled Auto Cannon: This heavy rail gun fires 60mm armor-piercing tungsten darts that deliver tremendous kinetic damage to their targets. Mounted on a manned, high-speed turret with a sophisticated targeting system, it is ideal for taking on fast-moving targets such as starfighters and missiles.
Primary Purpose: Defense/Anti-Starfighter
Mega-Damage: 2D6x10 M.D. for every dual shot (does not fire in bursts)
Range: 5 miles
Rate of fire: Equal to number of hand-to-hand actions of the gunner
Bonuses: +2 to strike, in addition to normal bonuses.
Payload: Two 500-round belts give the turret 500 shots before it needs to be reloaded. There is generally one reload stored under the turret on the deck below. It takes a trained team of two at least one minute to reload the weapon. A team unfamiliar with the system would take about 5 minutes.
3. Medium-Range Missile Launcher: A standard medium-range missile launcher is concealed just
forward of the laser turret. The
Mega-Damage: Varies with missile type. Plasma and High Explosive are the most common.
Range: 150 miles
Rate of fire: Can fire individual missiles or volleys of 2, 4 or 6 missiles. Can fire four volleys per melee round.
Payload: 60 missiles.
Optional Weapon Systems
4. Light Anti-Ship Particle Beam Cannon: Mounted amidships just aft of the communications deck, this is a large, 45-foot long PBC designed to be used against large starships. It takes tremendous energy to fire this weapon, whose particle beams deliver the equivalent of a 4-kiloton nuclear blast to a target area of approximately one foot in diameter.
Primary Purpose: Anti-Ship
Mega-Damage: 1D4x100 M.D.
Range: 2,000 miles.
Rate of Fire: Twice per melee round
20 shots, then the weapon must recharge its capacitors from the power plant,
which takes 10 minutes. The
5. Long-Range Missiles: Up to 20 long-range missiles can be mounted on the hull along the sides of the forward cargo module. Fire control is via a portable unit in the cockpit. Generally only used when major fleet action is anticipated.
Mega-Damage: Varies with missile type: Usually nuclear or anti-matter. Always smart bombs.
Range: Varies with missile type, generally about 5,000 miles
Rate of Fire: Can be fired individually, in pairs or in volleys of 4, 6, 10 and 20.
Payload: 20 missiles.
Other systems of note: Short-range sensors have a range of approximately 400,000
miles standard, with an advanced package available on reconnaissance missions
that extend the range to a quarter of an astronomical unit (A.U.), or about
23.25 million miles. An Astronomical Unit is the distance from the earth to the
sun (about 93 million miles). ECMs can jam all enemy
radio communications in a 200,000-mile diameter globe. The advanced package is
equipped on most of the