Cost: Not for sale (4.1 million in construction costs)
Crew: 1
Passengers: None
Cargo Capacity: 15 kg
Consumables: 2 months
Hyperdrive Multiplier: x1
Hyper Backup: None
Nav Computer: None (uses R-7 astromech droid)
Maneuverability: 4D+1
Space: 14
Atmosphere: 700; 2,000 kph
Hull: 3D+2
Shields: 2D
Sensors:
Passive: 30/2D
Scan: 40/3D+2
Search: 80/4D+2
Focus: 6/6D
Weapons:
4 Heavy Laser Cannons (fire linked)
Scale: Starfighter
Fire Arc: Front
Crew: Pilot
Skill: Starship gunnery
Fire Control: 4D
Space Range: 1-4/15/32
Atmosphere Range: 100-400m/1.5km/3.2km
Damage: 7D
2 Long Range Blaster Cannons (fire linked)
Scale: Starfighter
Fire Arc: Front
Crew: Pilot
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-10/20/45
Atmosphere Range: 100m-1.0km/2.0km/4.5km
Damage: 3D
2 Extra Heavy Torch Cannons (fire linked)
Scale: Starfighter
Fire Arc: Front
Crew: Pilot
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1/5/7
Atmosphere Range: 10-100/500/700m
Damage: 10D
6 Claw Armor Piercing Missiles
Scale: Starfighter
Fire Arc: Front
Crew: Pilot
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1/5/10
Atmosphere Range: 100m/500m/1.0km
Damage: 6D (see below)
The X-Wing has been the standard in space superiority fighters
for over twenty years. RPD has been assigned to produce a
replacement for the beloved fighter, and the result is the very,
very impressive Destroying Angel. This is what is termed a "pie in
the sky" prototype. Far too expensive to be produced in any
numbers, the ship is packed with every improvement that the special
engineering team (composed of RPD's usual staff, Verpine
technicians, and a few Ulfgar recruited
from the Yaeger sector.) could think of. A limited run of 50 of
these craft have been produced, and will be tested in a wide
variety of combat situations. Those improvements that prove most
effective, and hold up the best, will be included in later versions
of the ship that will be far more cost effective.
In form, the Destroying Angel is somewhat like the Yaeger
Hunter in appearance, with much heavier
wings permanently halfway extended, a New Republic type astromech
droid slot behind the cockpit, and a fixed strut underneath, mounting
the Twin Torch cannons. The first run Destroying Angels are all
painted a uniform white, without any insignia or ornamentation.
The Destroying Angel is equipped with some truly remarkable
improvements. The Claw Missiles are a good deal larger than
standard starfighter missiles, as they are a two part warhead. The
first half is a high yield localized warhead, designed to provide
a massive localized explosion. The second part is a depleted
Cynorad shell that is heated to up to 600ø C before impact. Within
this shell is a high powered explosive. The first stage weakens
the armor, and the Cynorad pushes through anything that remains,
delivering it's payload right into the middle of the target. In
game terms, the Claws can effectively ignore modern starship armor,
and can only be blocked by their particle shields.
The Heavy Lasers and the Long Range blasters are both linked
into the new Killsight targeting system. The pilots helmet is
equipped with sensors that link into the weapon systems. As he
turns his head, the weapons automatically orient toward the
direction he is looking. The D.A.s helmet also superimposes 3-D
sensor images over the pilot's regular view, enabling him to target
anything, simply by looking at them. Furthermore, these sensors
are remarkably easy to use, as reflected in the numbers above.
The Destroying Angel's other controls are also almost as
intuitive, making it possible for just about anyone to pilot them.
However, in the hands of a proficient pilot, the Destroying Angel
truly lives up to it's name. In fact, RPD is considering a making
a second limited run of these Superfighters, for those missions
where a fighter is of greater utility than a capital ship. Of
course, they do cost considerably more than most combat corvettes,
and the New Republic is not yet sure it really needs these ships
that badly.
Note: If you give one of these to players, you have to make
sure that they give them back. After all, RPD wants to take them
apart, and find out what worked, and what didn't. But it is a
nifty ship to let them play with once or twice, and give them a
taste of what the future might hold.
Another Note: The Destroying Angel is not that much more
powerful than conservative estimates for the RPG stats of the TIE
Defender, so if you are willing to admit the cannonality of the
Defender, there is no reason not to allow limited use of the
Destroying Angel.