ST/HP: 500
Hand/SR: +1/5
HT: 14
Move:
6/250
(+12)
LWt.:
600
Load:
140
SM: +8
Occ.:
15ASV
DR:
1000/400*
Range:
200,000,
7
jumps (Rating
2)
Cost:
$230M
Loc.:
g6t4rL
Stall:
0
Total
Chase Roll:
+13
*Nanocomposite Polymer; double DR vs plasma
attacks. Higher DR protects against
attacks from the front. Additionally, it has
a Force Screen that provides 750
ablative, hardened DR.
Notes
Redjack Corvette Electronics:- Ultrascanner Open Mount:
150-mile search range, 15-mile scan range; low probability
intercept (detectable at 225 miles); 360° rotation.
- Night Vision Sensors: +9
nightvision, ×8
magnification (up to +3 to aimed attacks, if the vehicle aims for
three turns).
- Targeting Computers:
+5 to Gunnery projects provided a sensor lock is gained.
- Distortion Jammer:
-4 ECM rating.
- Tactical ECM: +1 to
dodge missiles.
- Large FTL Communication Array:
30-parsec range.
- Large Holographic Radio: 10,000
mile range (orbital); “palm sized” holographic console.
- Security and Safety:
Simple
Locks;
- Accommodations:
1
cabin; 15
bunks.
One
workshop, gym
and a sickbay large enough for 1.
- Hyperdrive: Rating
2,
with
sufficient fuel for 7
jumps.
- Ruggedized Hyperium
Reactor: 30
days
endurance.
The Tiger Shark has one, forward-mounted large, “corvette scale” blaster turret with two cannons (total RoF of 2), four modular “fighter” turrets that can mount all standard Redjack 2-ton cannons, and a single, rear-facing turret with an ST 160 tractor beam.
Weapon |
Dmg
|
Acc
|
Range
|
Ewt
|
RoF
|
Shots
|
ST
|
Bulk
|
Rcl
|
Notes
|
Corvette-scale
cannon |
6d×30(5) burn
|
9
|
10mi/30mi
|
25t
|
1
|
NA
|
M
|
-10
|
2
|
|
NOV-4 Heavy
Plasma Cannon Module |
6dx30(2) burn ex
|
6
|
4 mi/12 mi
|
4000
|
1/3
|
15/2F
|
M
|
-10
|
3
|
|
MIN-3R
Mining Laser Module |
5d×15(10) cut inc
|
12
|
500/3 mi
|
4000
|
1
|
25/5E
|
M
|
-10
|
1
|
|
SP74-TR
Heavy Plasma Gatling
|
6dx15(2) burn ex
|
6
|
3mi/
8mi |
4000
|
8
|
88/
3F |
M
|
-10
|
3
|
|
Isomeric
Torpedo Bay |
6d×500 cr ex
|
3
|
300/
10 mi |
2500
|
1
|
3
|
150M
|
-15
|
1
|
Hardpoint Modules
The Tiger Shark-class Attack Corvette
has two rear-mounted “hardpoints.” These come equipped
with clamps, air-locks and boarding torches. They can be used for a
variety of purposes, especially in conjunction with the rear-mounted
tractor beam. They can pull smaller targets to them, latch onto
them, and then board them. More commonly, the Tiger Shark can mount
two Grappler-class attack boats, which it can support with its
attacks, disabling a target and then sending its on-board crew to
attack it.
Finally, it can also mount external pods, which can be thought of as external modules, with their own DR; these can be targeted separately from the rest of the craft. Each Tiger Shark can mount two pods or two Grappler-class assault boats.
All pods can be detached either manually (taking 1d minutes) or with
a simple push of a button from any control system (1d seconds to
fully separate).
Engine Module
(Plasma Thrusters)
Cargo Pod
DR 150; HP 75
40,000 lbs; $250k
This simple, cubical pod contain nothing but cargo space for up to 17
tons of cargo and a large hatch that allows easy access to the
detached pod.
Fuel Pod
DR 150; HP 75
40,000 lbs; $250k
This
rounded, oblong pod can contain up to 5000 gallons of refined
hyperium. Each such pod allows another two hyperdrive jumps, or
another month
of normal operations. The tanks are not self-sealing and will
explode dramatically if damaged, but if they explode while attached
to the Tiger Shark, this causes on external damage. Pods filled with
refined hyperium explode for 6dx50 cr inc while pods filled with
unrefined hyperium will explode for 6dx100 cr inc.
Engine Pods
DR 150, HP 75
(Each)
80,000 lbs; $18M
This
set of two long engine pods (and they must always take up both
hardpoints, otherwise the ship becomes unbalanced in flight) contain
a plasma thruster and sufficient fuel to run the plasma thrusters
for
15 hours. While active, the plasma thrusters improve the Handling to
+2/5 and improve the move to 10/375 (+13) for a total Chase roll of
+15. The fuel in the pods are explosive. If destroyed, they explode
for 6dx30 cr inc damage (doubled for unrefined hyperium).
Look and Feel
Redjack designed
the Tiger Shark to serve in an explicitly military role. Technically,
it serves as a long range “raiding” frigate, which makes
it excellent for piracy, which is its primary use throughout the
Galaxy.
The Tiger Shark
has a familiar and ominous profile. The bulk of the ship is a
rounded, blunt “nose” which contains the “eyes”
of the control room in a wide, short glass screen; beneath the nose
sits its “heavy” corvette cannons in a forward-mounted
turret. Behind this nose, the rest of the vehicle tapers to a long
“spine” or “tail.” The ion thrusters point
out and back from the body. The light “fighter” cannons
rest on this spine and can fire unobstructed in all directions. The
end of the “tail” or “spine” sits a heavier
section of body which mounts the hardpoints and tractor beam turret.
The spartan
interior of the Tiger Sharks meets typical Redjack specification.
When a Tiger Shark rests on its four landing-gear legs, one can
access the interior via a wide cargo hatch in the rear base of the
craft, which leads to a cargo bay that can hold up to 30 tons of
ill-gotten gains, or via a couple of walkways that lead into the
accommodations. The core interior is taken up mostly by a set of
bunks for the crew, a nice galley/rec room, a gym, an armory with
sufficient weapons and armor for 15 soldiers, and a simple sickbay,
which sits adjacent to the cargo room. Higher up in the ship, one
reaches the engine room, the workshop, the captain’s cabin and
the command section, which consists of two seats facing a board of
customizable computer controls, control yokes, and a few cup-holders.
All these sections are firmly divided from one another by large
bulkheads with sturdy doors, so the destruction of one section
doesn’t cascade into the destruction of another section. The
interior décor, furnishings and walls have a pre-fab quality
to them, constructed of stark olive brown and drab grey polymers and
metals, with exposed support struts and arches.
When one reaches
the top, they can leave them main body and enter the spine or tail,
which mainly consists of suspended metal walkways and great metal
doors that can shut off the tail from the rest of the ship. This
section is even coarser in construction than the rest of the ship,
and leads to workspaces for maintaining the engines and the primary
turrets; one must walk the proper gang-plank to reach the turret, and
then drop down into its controls. Finally, the rear-most section
consists of a single, well-armored room which leads the tractor beam
turret and to two spacious airlocks which lead to whatever is
attached to the mounted on the external clamps. If engines or cargo
spaces are mounted, the crew leaves these airlocks open for easy
access to the cargo or the external engine workspace. If the Tiger
Shark mounts grapplers, then the airlocks lead to the grapplers.
Finally, if the ship has latched onto another ship and has
successfully carved a hole in the target ship, then those in the room
can board. This room tends to be poorly lit, often with a dim,
emergency glow, and the room is sealed from the rest of the tail,
preventing anyone on the boarded ship of the rear section from
escaping and attacking the rest of the ship.
Tiger Sharks excel
at chasing down and attacking other corvettes. Without mounted
engines, they can keep up with all but the fasted corvettes equipped
with ion thrusters. With additional mounted engines, they can
outpace almost any corvette. Most will mount grapplers, which will
disembark and attempt to board a corvette that the Tiger Shark has
disabled. Their powerful “corvette scale cannon” is
enough to damage anything but heavily armored frigates. When facing
more powerful ships, Tiger Sharks need to either attack in a fleet
or, more commonly, they’ll turn and run.
When Tiger Sharks
aren’t preying on shipping lanes, they make acceptable escorts
for light capital ships, as they can usually outmaneuver and defeat
any anti-capital ship corvette. They also make a decent secondary
troop transport, provided you only need 5 to 10 soldiers or a couple
of vehicles. They can, also, haul cargo themselves, and tend to be
extremely quick when doing so; some people use them as a means to
transport high security cargo, though rarely exclusively.
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