Nephilim "Stingray" Interceptor

Stingray
Name: Stingray Interceptor
Craft: Nephilim Stingray Interceptor
Type: Interceptor/Cap Ship Interdiction
Scale: starfighter
Length: 20 meters (estimated)
Skill: starfighter pilot
Crew: 1
Cargo Capacity: 800 kg
Consumables: 10 days
Jump Drive: x1
Nav Computer: yes
Maneuverability: 3D+2
Space: 12
Atmosphere: 450; 1,300 km/h
Hull: 3D+1
Shields: 2D+2
Sensors
- Passive: 40/1D
- Scan: 80/2D
- Search: 120/3D
- Focus: 4/4D
Weapons
- 2 Nephilim Light Plasma Cannons
- Fire Arc: Forward Narrow
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: 4
Damage: 4D
- 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
Gear:
- Akwende Drive: FTL Drive System. This drive allows the vehicle to make instantaneous FTL jumps
- Matter/Antimatter Power Plant
- Auto-Repair System: Adds 5D to all repair checks.
- External Docking Port x2
Stingray Cluster
Name: Stingray Cluster
Craft: Stingray, Cap Ship Interdictor Configuration
Type: Interceptor/Cap Ship Interdiction
Scale: starfighter
Length: 20 meters (estimated) (three individual Stingray Interceptors)
Skill: starfighter pilot
Crew: 1
Passengers: 2
Cargo Capacity: 800 kg x3
Consumables: 10 days
Jump Drive: x1
Nav Computer: yes
Maneuverability: 3D+2
Space: 12
Atmosphere: 450; 1,300 km/h
Hull: 3D+1
Shields: 2D+2
Sensors
- Passive: 40/1D
- Scan: 80/2D
- Search: 120/3D
- Focus: 4/4D
Weapons
- Nephilim Heavy Plasma Cannon
- Fire Arc: Forward Narrow
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-20/40/80
Atmosphere Range: 100-2,000/4,000/8,000m
Rate of fire: 3
Damage: 3D
- 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
Gear:
- Akwende Drive: FTL Drive System. This drive allows the vehicle to make instantaneous FTL jumps
- 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 Stingray 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 Stingray 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 Stingray 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 Stingrays either when any one of them is destroyed or when the GM decides to have them undock.
Description
An excellent example of Alien organo-technology is the simple but effective Stingray. Confederation pilots will encoutner these cluster ships early, and they'd better know what they are up against the first time out of the chute. These are ships with a purpose.
A sleek interceptor in its own right, the single Stingray is maneuverable and deadly accurate. However, it is designed to unite with two other Stingrays, and its primary goal is to cluster in this way and punch holes in the armored hulls of capital ships.
Stingrays travel in groups of three or more, fighting their way through enemy opposition in order to gain proximity to a cap ship. Each one has two light plasma cannon mounted at the nose of the ship, fully functional as offensive weapons, capable of firing plasma bursts at any target directly ahead of the individual Stingray. Though they act as fighters while separate, this is just an efficient way of conveying the three elements of a cap ship killer to the battle location.
Note that aside from the plasma cannon, however, they are unarmed. They carry neither missiles nor bombs, and can generally be expected to head more or less in the direction of their goal. In other words, although they will not hesitate to open fir eon any perceived threats, they won't be found performing search-and-destroy missions, or performing any form of auxiliary service such as escort duty.
Once in position, the nature of the Stingray changes dramatically. In groups of three, they unite into a single unit, fusing their plasma cannon at a central point, establishing a temporary hull lock through a magnetic/capillary cohesion, and uniting their onboard systems. In a very real sense, they unite to become one ship. At this point the cluster is of almost no danger to an individual fighter, as they will concentrate on their larger target.
As powerful as their combined plasma burst is, it is limited by the nature of the weapon. It is not as strong as a torpedo, or even as deadly as a concentrated missile attack. The Stingray is primarily a threat to weaker, lighter or damaged capital ships, but keep in mind that given the choice of targeting a swarm of Stingrays or a united Stingray cluster, the cluster is far and away the more immediate danger to the carrier, while the single Stingray is of more danger to you.
Stingray Cluster
The Stingrays have the same flight statistics when clustered. They will always cluster in groups of three. When you target them, you can target only a single ship, but when you destroy that ship the other two will uncluster.
When clustered, the six Light Plasma guns of the three fighters form a single Heavy Plasma gun.
Source
- Wing Commander Encyclopedia: Stingray Interceptor/Cap Ship Interdictor
- The Wing Commander Role Playing Game (page 310)
- thedemonapostle