Overall Stats

Equipment Worth: 210600 =10000+16000+15000+14000+15000+6000+18000+18000+12000+6000+40300+40300 - Fra ny

Weapons: 2 Lazon-Tubed Medium Size Radar Missile Launchers, - (10d6 dam, shoots 3 shots on first round, reloads 1 shot per round)
Defense: 22
DR: 10
HP: 120
Crew: 1-4
Speed: 5000 km/h; 6000 km/h afterburning, 1388.88 m/6 seconds; 1666.66 m/6 seconds afterburning.
Hyper: x8 (x20)
Cargo: ? m3 (? m3 overencumbered, ? m3 maximum filled)
Food Storage: 4 persons: 30 days (1 person 120 days)
Hyperspace Fuel: 6(+2) jumps
Sensor: 2560 KM, Resistant.
; Worth: 75.000 - Now
; Scrapped: 200.000 - Now

Battle Damage:

Hull breach on the left side of the ship, at the Shield Generator.
Smashed Shield Generator.
Heavy damage on rear right, after being collided by a hyper jumping trade ship.
Communications smashed, then stripped for parts for the engine.
Engine fixed with parts from communications devices.
Gravity Stabs suffering heavy concussion, heat, and bludgeoning damage.

Tiny: - 2

Ship Description: 40m2 or smaller
- +2 ac and init
- Bigger fighters usually suit this size, quite a nice piece.
But not big enough to fit in a hyperdrive.
- standard outer hull thickness: 1
- Armor DR Modifier: 1

Steel Armor:

- The standard piece of armor for a ship, this makes quite a durable
compound for its price.
Ship Hull:
- Cannot be fitted with any other kind of ship hull, but you can
fit extra armor plating on the ship.
- Ship takes 3 less points of damage from extreme temperatures.
- Ship Hull has: DR 10, 60hp/meter
; Price: 10000

Resistant Sensors:

- These sensors have upgraded abilities to counter-jamming. They
are searching on different spectres, and uses more power doing
so.
- These sensors has the modes: Passive, Scan, Search and Focus.
- These Sensors work out to Extreme range, on the specific modes
(those that normally allow that).
- +4 DC to be jammed?
; Price: 16000

Shell: Proton Shields:

Detonates missiles at the edge, and reducing the kinetic energy
that would otherwise destroy the armor of the ship.
- The shells is still on “trial”, there have been reported errors
in the shielding part. Oviously changed shield shapes, and
sudden bursts of what power normally stops the incoming attacks.
- Recharges at hitpoints at the rate of 10% per round, effectively
healing CL per round (a class 1 proton shield heals 1 SP per round).
- Defends against Particle weapon technology.
- Defends against Slug weapon technology.
- Defends against heat/explosive attack.
Shell price: 15000

Explosive Engine:

- Standard propelled craft, makes forward thrust by explosions,
making a tail of fire. Resembling standard rocket-thrusters.
This is far the fastest forward thrust drive out there.
(100% thrust forward, 50% upwards, 150% downwards, must use thrust
forward.)
Class 3
- Max Speed: 1150 km/h 1916.66 m/6 seconds.
; Price: 14000

Afterburner:

- This device works by adding more power (seperately
stored) into the engine, making it go plain faster.
- Works for 10 rounds of use, whereafter power must be
replenished (10 minutes of recharge, (recharging 1 round
per minute).
Class 2
- Increases fly speed by 40%.
; Price: 15000

Increased Energy Storage:

- Addition to Afterburner.
- Increases maximum stored rounds by 5.
this does not increase replenish rate (so
it will now take 15 minutes to replenish)
This CAN be applied more than once, but
after first application, it uses 2m3 space
inside the ship, and Costs +800*SS
; Price: 6000

Hyperdrive:

- Hyperdrives are essential for spacecraft, as to provide the necesarry
hyperjump option, this is basicly both a shielding unit, and a really
big piece of engine. The shielding part is to make the ship less
vulnerable to the hazards of hyperjumping.
Comes with a build-in fuel tank, storing energy for each jump.
Each jump costs an amount of fuel, which is purchased at an airport,
this fuel costs 100 creds per jump refilled.
Class 3
- Travels at x8 speed, Fuel Tank: 6.
; Price: N/A (18000)

Hyperdrive survival kit:

- Addition to the Hyperdrive.
- When the hyperdrive is damaged beyond useage, it can
be repaired at no cost, and no permanent damage. This
is a sophisticated tool, combining shock absorbers with
shielding, and the correct repair tools for just your
hyperdrive.
Cannot be applied more than once.
; Price: 18000

(OLD) Backup Hyperdrive:

- This unit is basicly a piece of hyperdrive engine, but more compact
and virtually indestructible, atleast so does the commercial say.
It does the job slow, but fine, and is always good in case of emergency.
- Can only have one Backup Hyperdrive, Unless a BaHy Controller is Present.
Class 3
- Travels at x20 speed, Price: N/A (12000)

Additional Fuel-Tanks:

- Addition to Backup Hyperdrive.
- Increases the Fuel Tanks in a hyperdrive's size,
effectively allowing more jumps to be made before refuell,
adds 2 hyperjumps to the original storage, This CAN be
applied more than once, but after first application, it uses
more space (2m3 per size class of ship), and Costs +2000
- If fitted on a backup hyperdrive, it will cost full price.
(like if there was allready one fuel tank added to that
engine)
; Price: 6000

2x Missile - Radar Guidance:

The target is added to a radar guidance system each missile has, this
reduces the cost of the launcher (slightly) (not needing a laser
pointer). But each missile costs more.
- Radar Guidance.
- Launcher:
; Price: 41300 per launcher
; Holds 21 Missiles.
; Lazon Tubes: +5000
- Can also fire EMP Payload missiles.

Class 1 Radar Missile
; Dmg Dice: 10 - D6
; Speed: 800km/h - 1333,33 meters/round (6 seconds.)
; Flight time: 14 (Rounds)
; Tohit: +6
; Price per missile: 1300