Speed 10
Maneuverability good (turn 1)
AC: 13,
TL: 13
HP: 55,
DT: -
CT: 11
Shields: Light 60 (forward 15, Port 15, Starboard 15, Aft 15)
Attack (forward) Gyrolaser (1d8) (Range Short
5 hexes, Board Arc
Can fire into adjacent arcs with a -2 penalty)
Attack (Port) Light laser Cannon (2d4) (Range Short
5 hexes)
Attack Starboard) Light laser Cannon (2d4) (Range Short
5 hexes)
Attack (Aft) Flack Thrower (3d4) (Range Short
5 hexes, Point (+8)
Attack (Turret) Light Partical Bean (3d6) (Range Medium
10 hexes)
Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting
Power Core: Pulse Green (150 PCU); Drift Engine: Signal Basic; Systems: Basic mid-range sensors, crew quarters (good), extra light weapon mount (aft) mk 3 armor, mk3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade); Expansion Bays: cargo hold(2), escape pods, recreation suite (HAC/Gym)
Complement 1-6
Crew Stations:
Captain: Zam
Engineer: Yon
Gunner 1: Tylur
Gunner 2: Clara (temporary)
Pilot: Sybil
Science Officer: DeeV8
-2 penalty for each range increment after the first. All weapons can be fired up to 10 range increments away.
Weapon Point attribute: A weapon with this special property is always short range and can’t be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starships can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon’s speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.