4 Fire linked blaster cannons, 2 fire linked pairs
Scale: Starfighter
Fire Arc: Front
Crew: 1
Skill: Starship gunnery
Fire Control: 1D
Space Range: 3-5/15/30
Atmosphere Range: 300-500m/1.5km/3.0km
Damage: 7D (per pair)
5 Quadlasers cannons
Scale: Starfighter
Fire Arc: 2 Right and left, 1 back
Crew: 1
Skill: Starship gunnery
Fire Control: 3D+1
Space Range: 1-3/6/10
Atmosphere Range: 100-300m/600m/1.0km
Damage: 6D
1 Extra heavy torpedo tube
Scale: Capital
Fire Arc: Front
Missile loadout: 5
Crew: 1
Skill: Starship gunnery
Fire Control: 0D
Space Range: 1-3/10/25
Atmosphere Range: 100-300m/1.0km/2.5km
Damage: 5D+2
The Wrathtech Intruder is designed to destroy capital ships as
they sit in dock, or as they perform routine patrols far from the
field of battle. To do so, the Intruder has to be able to slip
past or patrols and pack enough of a punch to take out a Star
Destroyer.
To accomplish the first task, the Intruder has been fitted
with a number of highly sophisticated sensor mechanisms that enable
them to find patrol ships well before it itself is detected. When
it has to, the Intruder is capable of running in Stealth mode.
When this mode is engaged, all the weapon systems are withdrawn
into the hull, and all systems are disengaged except for the
engines. This includes such ordinarily essential functions as the
shields and life support (crew must breathe through airmasks).
When an Intruder is running in this state it adds +25 difficulty to
all sensor checks to discover the ship. The Intruder will often
attempt to hide as a pass as a piece of space junk to avoid notice
even if it is detected. When running in Stealth mode, the sub-
light engines will propel the ship at 1/4 speed. An Intruder can
power up from Stealth mode in just two rounds.
The Intruder has rather sharp teeth, especially in the front
arc of fire. This enables it to destroy patrol ships quickly and
silently, without letting them get off any warning as to their
presence. The cannons on the sides and rear arc are there to keep
enemy fighters off the Intruder's back when it is moving in for the
kill. Their short range and great fire control reflect the fact
that those cannons produce unfocused rays of wide dispersion, both
for attack purposes and to make it more difficult for capital ships
to lock their weapons onto the Intruder.
The Extra Heavy Torpedo is the Intruder's main weapon. An
Intruder can only carry five of these torpedoes at once. When used
against a ship with shields up, the Torpedoes act like a normal
weapon of capital scale. That is not the primary purpose of the
torpedoes. The Torpedoes are designed to be used against a capital
ship whose shields are down, and whose blueprints have been
programmed into the torpedo. When they are used against such a
target, they will home in on a weak point, and inflict three times
the listed damage. The high power of the Torpedoes provides a
threat to the Intruder, as if the Torpedo bay is hit (Weapon
destroyed as a Damage result, the Torpedoes come up) The remaining
Torpedoes will detonate simultaneously. An Intruder is not really
designed to take that amount of capital ship damage, and
appropriately catastrophic results can be expected.
When on a standard mission, the Intruder will tend to prowl
around the edges of the system it's target is waiting in, looking
for a hole in the patrols. If it can find such a hole it will slip
through it, otherwise it will knock out a patrol ship, and try to
get in before the patrol ship's absence is noted. It takes a
capital ship around fifteen minutes to power up it's shields, so
once the Intruder gets within range of it's target, it has a few
minutes to launch it's torpedo(s). Once it gets within range it
will usually leave stealth mode and fly straight in, all guns
blazing. The Torpedo will usually be fired together with a barrage
from the laser cannons, to hide the Torpedo from attacks by enemy
starfighters.
As configured, the Intruders are incapable of atmospheric
travel or combat of any sort, as their delicate weapons and sensor
array would be torn up out of the vacuum, and the ship itself was
already so expensive that Wrathtech didn't want to increase the
cost by adapting the ship to situations that it's mission profile
would never cause it to have to withstand.
Whichever side it is that has control of the Intruders will do
their best to maintain complete control of that design, as it is
equally useful to the other side. Characters that manage to get
their hands on one of these without the consent of the original
owners, will find themselves hunted by both the Empire and the
Republic, and by more the unsavory types that would hope to sell
the design to the highest bidder. A prudent GM will keep a tight
leash on party with one of these, because with a little
modification, this would make a near invisible smuggler with a rack
of weapons that could knock out anything in it's path.