Craft
Heavily Modified Surronian Conqueror-Class Assualt Ship
Cost
NA - Unique Craft
Type
Heavy Assault Smuggling Vessel
Consumables
1 month
Scale
Starfighter
Hyperdrive/Backup
x1 / x8
Length
28 meters
Nav Computer
Yes
Crew
1; gunners 4
Space/Maneuver.
8/2D+2
Passengers
0
Hull
4D
Cargo
50 metric tons
Shields/Backup Shields
3D/--
Sensors

"The Infiltrator"

Stats by: George J. & Tanya

Passive 20/1D
Scan 35/1D+1
Search 80/2D+1
Focus 2/3D

Capsule The Infiltrator was bought second-hand from a less than trustworthy dealer. The ship was in bad condition, and had numerous problems, some of which it still does (See Glitches and Game Notes). The ship was fixed up, but it's original tiny cargo space of 25 tons simply wasn't enough. It spent it's time running single (usually high-aying) passengers on dangerous routes, but the money wasn't good enough for its owner, so the vessel was modified. First the passenger quarters were ripped out, adding an extra 20 tons of cargo space. Next came the backup hyperdrive. The ship then made some famous runs, including blowing past a large Imperial fleet orbiting the forbidden world of Calisa (Forbidden due to an outbreak of a secret imperial bio weapon, the colonists force to die painful deaths so their secret would not be known) while delivering medical aid and relief. With the money from the Calisa run, the owners upgraded the ship, adding a quad laser cannon, which was later used while fending off an attack from the infamous pirate Galin Sharst. Soon, more weapons were added, and the ship was upgraded to its current state.

Physical Appearance The ship is painted jet-black, with gold stripes going along its side, around the cockpit window, around the weapons, and around the engines. The ship is kept looking spectacular on the outside, sparkling and shining, appearing more organic than technical; it could be the ship of a king. Inside is little different. The cockpit has been modified to include a chair which reclines into a bed, and a small mini-bar is located just behind the seat, allowing the pilot to simply recline (or move the seat back, since its located on a track that allows it to travel all the way back to the cargo bay) to get a drink. The crew quarters, with room enough for five, are equally nice. Each crew member has his own room, and, though the rooms are small, they are lavishly decorated with comfortable beds, holovids, and various other luxuries.

Glitches When originally bought, the ship had a number of problems. The power core was faulty, and its power generation could fluctuate (and on some very rare occasions, cease all together) rapidly, forcing the pilot to constantly adjust power allocation - sometimes even having to force vital systems, like life support, to be shut down for an equally important system, like weapons or shields. This glitch has been fixed somewhat - the power core will no longer completly cut-out, but (on very rare occasions) the power fluctuations might still occur. They are minor, usually requiring only a small amount of power reallocation. The ship's ion cannons also have the unusual property of occasionally (very rare occasions, its about a 1 in 6 chance each shot) drawing an enormous amount of ship power. This glitch hasn't been fixed (even though the ion cannons have been replaced numerous times, making it seem like its another glitch of the power core), and whenever it does occur, the weapons damage doubles but all ship systems lose power for that particular round. This means: No weapons can fire, the engines are off (the ship doesn't stop, it drifts, but this is very bad in atmosphere flight, and it also means the engines actually have to be restarted), and shields are down.

Game Notes There is a 1 in 6 chance every hour (and at the start of every combat) that the ships power core will malfunction. A minor power reallocation is required for a single round. One of the following actions must be taken: One weapon must be shut down for this round, the ships speed must drop by one for this round, or the shields must drop by 1D this round (this is default is no action is taken or the action fails). When reallocating, the player needs to make an easy starfighter piloting roll, otherwise the player failed to allocate and the default happens (-1D shields). There is a 1 in 6 chance every time the ion cannons are fired that a malfunction will occur. The weapons damaged is doubled, but the ships speed drops to 0 (again, it only drifts, the ship does, however, drop if in atmosphere :), no other weapons can fire that round, and the shields are down that round. The ship has to be manually restarted after that round.

 

Weapon Systems

Twin Ion Cannons (fire linked)
Crew: Pilot
Fire Arc: Front
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Range: Space: 1-3/7/36
Atmosphere: 100-300/700/3.6
Damage: 4D
Two Double Laser Cannons
Crew: 1 (See below)
Fire Arc: Turret (See below)
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 2D (See below)
Range: Space: 1-3/12/25 Atmosphere: 100-300/1.2/2.5
Damage: 5D
Notes: This gun can be fired from a gunner in the turret, or by the pilot. If controlled from the pilot's position it locks into a forward firing position and fire control is 0D.
Quad Laser Cannon
Crew: 1
Fire Arc: Turret
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 2D
Range: Space: 1-3/12/25
Atmosphere: 100-300/1.2/2.5
Damage: 4D+1
2 Light Laser Cannons (Seperate Turrets)
Fire Arc: Turret
Scale: Starfighter
Skill: Starship Gunnery
Fire Control: 3D
Range:

Space: 1/3/7 Atmosphere: 100/300/700

Damage: 3D
 

Notable Blockade Runners

Stats are property of George J & Tanya. First table format by Tim "Nealos" Salam. Second table format by Chris Curtis.

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