->All of the ship (weapons, piloting, shields,
ECT…) can be controlled by "Ship" it's self with stat of 6d+3
->Equipped with target lock detectors: Easy sensors
roll (passive or scan) indicates if projectiles or targeting
computers locked onto the ship.
->Auto-transponders: have been rewired so as not
to respond to hailing automatically.
->"Quick start": engine hot-wiring allows cold
startup in less then 1 minute, but this puts great strain on
engines and repulsor-coils
->False transponders code: identifies the ship
as Dagger, Back Stab, Sloth, Swinger, and Delta 2
->The 10 metric tons: secret hull compartments
and the secret weapon storage locker.
->Secret Al (like KITT): with this the ship can
run it's self and make it's own moves (stats of 6d+3), Her name
is Kat and she runs the ship, when her captin or his co-pilot
need help.
->Extra bulkheads: throughout the ship, all master-controlled
from the cockpit.
->Shields: are all around and do not need to be
moved to specific angle (because of large shield/back up generator)
->Sensor Mask: Adds +4D to sensor difficulties
to detect Ship.
->Sensor Jamming: When activated, ads +4D to difficulty
to identify
Ship Weapons:
2 Quad heavy laser turret Fire Arc: turret (Top/Bottom)
Crew: 1(can be droid controlled-star gun 6d+3) Skill: Starship
Gunnery Fire control: 3d Space Range: 1-7/18/35 Atmosphere Range:
100-500/1.7/3.5km Damage: 6d+2
Two concussion missile launchers (12 each) Fire
Arc: Front Skill: Missile weapons Fire Control: 3D+2 Space Range:
1/3/7 Atmosphere Range: 50-500/1/5 km Damage: 9D