Cruisers
Adventure |
Bulk Cruiser |
Destructor
Adventure
Craft: Damorian Manufacturing Adventure
Type: Fast Mine Cruiser
Scale: Capital
Length: 350 Meters
Skill: Capital Ship Piloting: Adventure
Crew: 892; Gunners: 34
Skeleton Crew: 190/+10
Crew Skill: Astrogation 5D, Capital Ship Gunnery 4D,
Capital Ship Piloting 4D+1, Capital Ship Shields 4D
Sensors 5D, Starship Gunnery 4D
Passengers: 142 (Troops)
Cargo Capacity: 9000 Tons (Normally Mines)
Consumables: 1 Year
Cost: Not available for sale
Hyperdrive Multiplier: X1
Hyperdrive Backup: X9
Nav Computer: Yes
Maneuverability: 2D+1
Space: 9
Atmosphere: 365;1050kmh
Hull: 4D+1
Shields: 2D
Sensors:
Passive : 40 / 1D
Scan : 60 / 2D
Search : 100 / 3D
Focus : 5 / 4D
Fighters: 4 TIE on External Racks
Weapons:
6 Turbolaser Batteries (Fire Separately)
Scale: Capital
Fire Arc: 2 Front, 2 Left, 2 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Space/Orbit Range: 3-15/35/75, 6-30/70/150 km
Damage: 5D
10 Laser Cannons (Fire Separately)
Scale: Starfighter
Fire Arc: 2 Front, 4 Left, 4 Right, 2 Rear
Crew: 1
Skill: Starship Gunnery
Fire Control: 3D
Space/Orbit Range: 1-3/12/25, 2-6/24/50 km
Damage: 2D
3 Tractor Beam Projectors (Fire Separately)
Scale: Capital
Fire Arc: 1 Front, 1 Left, 1 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Space/Orbit Range: 1-5/15/30, 2-10/30/60 km
Damage: 2D
Capsule: The Adventure-class was designed to be a fast mine-laying cruiser.
The concept of offensive minelaying demands a fast, maneuverable vessel
which can carry a large load of mines, but still be able to carry an adequate
arnament for self-defence.
To fulfill this, the Adventure-class was built. It is based upon the Carrack-
class light cruiser, but has reduced armament and armor, higher speed and
maneuverability.
Intended solely for offensive minelaying, the high speed and spacious mine-
deck made the Adventure-class equally valuable as fast transports and
forward scouts for a fleet.
Bulk Cruiser
Craft: Rendili Stardrive Bulk Cruiser
Type: Heavy Cruiser
Scale: Capital
Length: 600 Meters
Skill: Capital Ship Piloting: Bulk Cruiser
Crew: 2210; Gunners: 76
Skeleton Crew: 870/+10
Crew Skill: Astrogation 3D+2, Capital Ship Gunnery 4D,
Capital Ship Piloting 4D+1, Capital Ship Shields 4D
Sensors 3D+2, Starship Gunnery 4D
Passengers: 200 (Troops)
Cargo Capacity: 5000 Tons
Consumables: 1 Year
Cost: 6.5 Million Credits (New), 3 Million Credits (Used)
Hyperdrive Multiplier: X2
Hyperdrive Backup: X12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 5D
Shields: 2D
Sensors:
Passive : 40 / 1D
Scan : 80 / 2D
Search : 125 / 3D
Focus : 5 / 3D+2
Shuttles: 1 Shuttle
Weapons:
6 Turbolaser Batteries (Fire Separately)
Scale: Capital
Fire Arc: 2 Front, 2 Left, 2 Right
Crew: 3
Skill: Capital Ship Gunnery
Fire Control: 1D
Space/Orbit Range: 3-15/35/75, 6-30/70/150 km
Damage: 5D
8 Turbolaser Cannons (Fire Separately)
Scale: Capital
Fire Arc: 4 Front, 2 Left, 2 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 3D
Space/Orbit Range: 3-15/35/75, 6-30/70/150 km
Damage: 2D
15 Quad Laser Cannons (Fire Separately)
Scale: Starfighter
Fire Arc: 5 Front, 5 Left, 5 Right
Crew: 2 (10), 3 (5)
Skill: Starship Gunnery
Fire Control: 2D
Space/Orbit Range: 1-5/10/17, 2-10/20/34 km
Damage: 4D
2 Tractor Beam Projectors (Fire Separately)
Scale: Capital
Fire Arc: Front
Crew: 1 (1), 6 (1)
Skill: Capital Ship Gunnery
Fire Control: 2D
Space/Orbit Range: 1-5/15/30, 2-10/30/60 km
Damage: 4D
Capsule: Bulk Cruisers are among the most common capital warships seen
throughout the galaxy. They are employed by numerous planetary and local
governments as well as by larger corporations in the Corporate Sector.
Typically, these are star systems or corporations which receive minimal
protection, and have received permission to deploy their own forces to
defend against smuggling, piracy, Alliance attacks, and other profit
draining enterprises.
Several of these vessels have since defected to the Alliance. Though of
course happy to receive any ships, the Alliance fleet techs and tacticians
have at times almost wished that these cruisers hadn't shown up. They are
slow, old, break down with alarming frequency and are expensive to run
- a nightmare to make battleworthy.
In many cases, the necessary modifications simply are not worth the cost
and effort. The ships are simply too untrustworthy to put into battle
against the Imperial Navy. Instead, many of these cruisers have been
assigned to transport escort work.
Designer's Note: This is my version of the Bulk Cruiser and it is somewhat
better than the official one made by WEG.
Destructor
Craft: Sienar Fleet Systems Destructor 418
Type: Experimental 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
Cost: Not available for sale
Hyperdrive Multiplier: X2
Hyperdrive Backup: X8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Hull: 5D
Shields: 3D
Sensors:
Passive : 30 / 1D
Scan : 75 / 2D
Search : 150 / 3D
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: 1-5/50/100
Area of effect: 5 Spatial Units
Damage: Drags ships out of hyperspace. Does 7D
damage in the scale of the target to ships
taken out of hyperspace. Mass lasts for
10 minutes. Generators may only fire once
per hour.
Capsule: When the Empire finally developed a working hyperspace
pulsemass 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.
Intended as a test platform for the Hyperspace Pulsemass program,
the Destructors are almost totally identical to the Interdictors
in all ways, inside and out. The first, most noticable change,
is that the space between the gravwell domes has been filled in,
creating a tunnel that runs parallel to the spine of the ship.
These house the new pulsemass generators.
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.
Produced only in limited numbers the Destructor cruisers are not
assigned to one sector. Rather, they are assigned at the regional
and oversector level, where their service can be requested by local
commands. Typically, they operate as part of small groups, often
including an Interdictor and a few other ships of similiar size, or
a single Star Destroyer.
validated!
This page is Copyright © 1997, 1998 Urban Lundqvist. E-mail: ellebell@algonet.se