Cost: 15,000 credits (3 million credits +, in mint
condition)
Crew: 180
Passengers: 50
Cargo Capacity: 500 kg
Consumables: 2 months
Hyperdrive Multiplier: x12
Hyper Backup: No
Nav Computer: Takes a week to compute jump, cannot
store more than one jump
Maneuverability: 1D+2
Space: 2
Atmosphere: 140; 400 kph
Hull: 2D+2
Shields: 1D
Sensors:
Passive: 20/0D
Scan: 30/1D
Search: 50/1D+2
Focus: 4/2D
Weapons:
12 Double 105mm Projectile Cannons
Scale: Starfighter
Fire Arc: Turret
Crew: 1
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1/3/5
Atmosphere Range: 100/300/500m
Damage: 2D+2
4 Impulse Torpedo Tubes
Scale: Starfighter
Fire Arc: Front
Missile Loadout: 3 (each)
Crew: 4
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1/4/9
Atmosphere Range: 100/400/900m
Damage: 7D+2
One of the most powerful cruisers of it's age, the Mikhell
cruiser was a contemporary of the Hero and
Lancer class fighters. It's twelve double
cannons put out a quite heavy field of fire, and it's torpedo tubes
(each of which carried up to three Impulse torpedoes) were one of
the deadliest weapons of it's age. These torpedoes were almost the
size of a fighter craft, and are very slow when compared to modern
weapons (double the penalties vs. moving targets). However, the
amount of damage that they put out is comparable to that caused by
modern weapons, enabling a few Mikhell cruisers to survive as
pirate or escort craft.
These ships were one of the first stock craft fitted with
hyperdrives (and due to their hull rating, it was a starfighter
hyperdrive years before those appeared again). They have no mass
shadow detectors, and their nav computer is ungainly and slow,
relying on magnetic storage and solid state circuitry.
Furthermore, the hyperdrives are unshielded, and they produce
substantial, easily followed wakes that are often strong enough to
draw other craft in with them. Because of the space taken up by
their high powered torpedoes, Mikhell cruisers do not carry any
starfighters.