Nephilim Skate-T Interceptor

Name: Skate-T
Craft: Nephilim Skate-T Torpedo Bomber
Type: Torpedo Bomber Cluster Configuration
Scale: starfighter
Length: 15 meters (estimated) (three individual Skate Interceptors)
Skill: starfighter pilot
Crew: 1
Cargo Capacity: 200 kg x3
Consumables: 8 days
Jump Drive: x1
Nav Computer: yes
Maneuverability: 3D+2
Space: 9
Atmosphere: 400; 1,150 km/h
Hull: 4D+2
Shields: 2D+2
Sensors
- Passive: 40 / 1D
- Scan: 80 / 2D
- Search: 160 / 3D
- Focus: 4 / 4D
Weapons
- 2 Light Burst Masers
- Fire Arc: Forward Narrow
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-13/25/50
Atmosphere Range: 100-1,300/2,500/5,000m
Rate of fire: 5
Damage: 3D
- Standard Maser
- Fire Arc: Gun Turret x1 (Aft Over-the-Shoulder)
Crew: 1
Scale: walker
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-10/20/40
Atmosphere Range: 100-1,000/2,000/4,000m
Rate of fire: 1/4
Damage: 8D
- Poseidon Torpedo
- Fire Arc: Forward Narrow
Crew: 1
Scale: capital
Skill: starship gunnery
Fire Control: 3D
Space Range: 1-25/50/180
Atmosphere Range: 2-50/100/360km
Rate of fire: 7
Ammo: Heavy Ordnance Hardpoint x1
Damage: 3D+1
- Electronic Counter Measure Module
- Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-13/25/50
Atmosphere Range: 1-25/50/100km
Effects: Enemy Sensors and Fire Control -2D
- Enhanced Countermeasure Pod Dispenser
- Fire Arc: aft
Crew: 1
Scale: starfighter
Skill: sensors
Fire Control: 3D
Space Range: 1-13/25/50
Atmosphere Range: 1-25/50/100km
Ammo: 3
Rate of fire: 1
Effects: Enemy Sensors & Fire Control -2D
Gear:
- Akwende Drive
- Matter/Antimatter Power Plant
- Auto-Repair System: Adds 5D to all repair checks.
- External Docking Port x2
Notes
- Clustered Fighter: This craft is formed from three individual Skate Interceptors, which dock with one another when the GM decides to have them do so. The docked fighter will have the statistics as outlined above; the effects of the equipment of the individual fighters are not cumulative. The GM will need to keep track of which individual Skate is affected when any damage is applied to the craft, when this craft is hit, they must roll 1d10; the damage is applied to the first Skate on 1-3, the second on 4-6, the third on 7-9, and all three (dividing the damage by three and rounding up) on 0. The cluster is broken back up into individual Skates either when any one of them is destroyed or when the GM decides to have them undock.
Description: Another common Alien cluster ship is the Skate family. Individual Skate ships cluster together in trios. When separated, each individual ship will be identified on a radar screen as simply "Skate." When acting in combined form, the cluster will be identified by the cluster's specialty configuration -- Skate B's are configured for bombing runs, Skate M's for laying mines, and Skate T's for launching Torpedoes. Separately, the individual ships are capable interceptors.
Source
- Wing Commander Encyclopedia: Skate
- The Wing Commander Role Playing Game (page 311)
- thedemonapostle