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Destructor-class | Main menu

Destructor

Craft: Sienar Fleet Systems Destructor 418
Type: Heavy Cruiser
Scale: Capital
Length: 600 Meters
Skill: Capital Ship Piloting: Destructor Cruiser
Crew: 2795; Gunners: 60                 Skeleton Crew: 1500/+10
Crew Skill: Astrogation 5D, Capital Ship Gunnery 5D
            Capital Ship Piloting 5D, Capital Ship Shields 4D
            Sensors 4D, Starship Gunnery 5D
Passengers: 80 (Troops)
Cargo Capacity: 5500 Tons
Consumables: 1.2 Years
Hyperdrive Multiplier: X2               Hyperdrive Backup: X8
Nav Computer: Yes
Maneuverability: 1D
Space: 6                                Atmosphere: None
Hull: 5D                                Shields: 3D
Sensors:        Passive: 30 / 1D        Search: 150 / 3D
                Scan:    75 / 2D        Focus:  5 / 4D
Fighters: 2 Squadrons, Total 24 TIE
Weapons: 20 Quad Laser Cannons (Fire Separately)
                Scale: Starfighter
                Fire Arc: 10 Front, 5 Left, 5 Right
                Crew: 1
                Skill: Starship Gunnery
                Fire Control: 2D
                Space/Orbit Range: 1-3/12/25, 2-6/24/50 km
                Damage: 4D
          2 Hyperspace Pulsemass Generators
                Fire Arc: Turret
                Crew: 20
                Skill: Capital Ship Gunnery
                Fire Control: 6D
                Space Range: 1-5/75/150
                Damage: Destroys Any Ship In Hyperspace Within Range

Capsule: When the Empire finally developed a working hyperspace pulse-
mass generator, it was decided to use the design for the Interdictor
Cruiser as basis for a workable combat vessel. The main reason was that
the Interdictor Cruiser already had the necessary power output that was
necessary to run the HPG.

The following text is from the Imperial Sourcebook 1st ed. page 67:

"The generator produces tiny spheres of hyperenergy that are shot out
into an area of space. When ships traveling through hyperspace cross
the equivalent area of realspace, they come in contact with the
hyperenergy spheres. These spheres overwhelm the blocking capacity of
the ship's shields and shred the craft.
These hyperenergy spheres do not affect ships in realspace, but if a
ship enters a field of spheres and then jumps to lightspeed it comes
in contact with the deadly pulses.
A region mined with hyperenergy spheres is dangerous for only a few
minutes, for then the energy dissipates."

The Destructor Cruiser serves as an escape cut-off, strategically
stationed out of direct combat but in a position that provides a
maximum fire arc. It projects spheres of hyperenergy throughout a
battle zone, rendering it risky to jump to hyperspace. The usage of
this vessel makes it necessary for Rebel ships to stand and fight
their way out of the trap instead of using their normal hit-and-run
tactics and then escape into lightspeed.


Game Terms: The HPG can only fire one salvo each hour due to the immense
power demand.

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