Post by Marcus Starkiller on Jun 5, 2005 16:24:42 GMT -5
Trade Federation Armed Freighter
Craft: Hoersch-Kessel Drive Armed Freighter
Type: Cargo Freighter
Scale: Capital
Length: 390 Meters
Skill: capital ship piloting: armed freighter
Crew: 40
Crew Skill: Astrogation 3D, capital ship gunnery 3D+2, capital ship piloting 3D, capital ship shields 2D+1, capital ship repair 2D, sensors 3D+2
Passengers: 50
Cargo Capacity: 30,000 metric tons
Consumables: 4 months
Cost: 230,000
Hyperdrive Multiplier: x3
Hyperdrive Backup: x12
Nav Computer: Yes
Space: 4
Maneuverability: 1D
Hull: 3D
Shields: 1D+1
Sensors
Passive: 20/1D
Scan: 50/2D
Search: 80/3D
Focus: 4/3D+2
Weapons:
2 Double Laser Cannons
Fire Arc: Forward
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 1D+2
Space Range: 2-10/20/30
Atmosphere Range: 200-1/2/3km
Damage: 5D
2 Quad Laser Cannons
Fire Arc: 1 Left, 1 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 1D+2
Space Range: 2-10/20/30
Atmosphere Range: 200-1/2/3km
Damage: 4D
The Trade Federation, once granted increased permission from the Galactic Republic to arm and defend their own convoys, began outfitting not only the massive HKD transports that would become the mainstay of the Trade Federation fleet, but also began outfitting smaller freighters with light weaponry. The Armed Freighter uses only light weaponry but stores surprises for unsuspecting attackers, and is usually escorted by more heavily armed ships. These ships are just an example of how an unarmed shipping fleet can quickly become a dangerous enemy with the addition of only a few simple weapons.
Craft: Hoersch-Kessel Drive Armed Freighter
Type: Cargo Freighter
Scale: Capital
Length: 390 Meters
Skill: capital ship piloting: armed freighter
Crew: 40
Crew Skill: Astrogation 3D, capital ship gunnery 3D+2, capital ship piloting 3D, capital ship shields 2D+1, capital ship repair 2D, sensors 3D+2
Passengers: 50
Cargo Capacity: 30,000 metric tons
Consumables: 4 months
Cost: 230,000
Hyperdrive Multiplier: x3
Hyperdrive Backup: x12
Nav Computer: Yes
Space: 4
Maneuverability: 1D
Hull: 3D
Shields: 1D+1
Sensors
Passive: 20/1D
Scan: 50/2D
Search: 80/3D
Focus: 4/3D+2
Weapons:
2 Double Laser Cannons
Fire Arc: Forward
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 1D+2
Space Range: 2-10/20/30
Atmosphere Range: 200-1/2/3km
Damage: 5D
2 Quad Laser Cannons
Fire Arc: 1 Left, 1 Right
Crew: 2
Skill: Capital Ship Gunnery
Fire Control: 1D+2
Space Range: 2-10/20/30
Atmosphere Range: 200-1/2/3km
Damage: 4D
The Trade Federation, once granted increased permission from the Galactic Republic to arm and defend their own convoys, began outfitting not only the massive HKD transports that would become the mainstay of the Trade Federation fleet, but also began outfitting smaller freighters with light weaponry. The Armed Freighter uses only light weaponry but stores surprises for unsuspecting attackers, and is usually escorted by more heavily armed ships. These ships are just an example of how an unarmed shipping fleet can quickly become a dangerous enemy with the addition of only a few simple weapons.