The Long Night Assault Star Fighter
Appearance
The Long Night Assault Starfighter
- CRAFT -Long Night assault starfighter mk-III
- TYPE -assault star fighter
- WEIGHT -158.38 tons
- SCALE -capital, due to power output
- LENGTH -22.25 meters
- SKILL -star fighter pilot
- CREW -1; gunners 1
- PASSENGERS -0
- CARGO CAPACITY -500kg
- CONSUMABLES -6 months
- COST-18,500,000 (Black market only)
- HYPERDRIVE -x1
- -BACK-UP -x3
- NAV COMPUTER -yes
- MANEUVERABILITY -6D
- SPACE -15
- ATMOSPHERE -620; 1750 kmh
- HULL -6D
- SHEILDS -5D
- BACK UP SHIELDS -5D
SENSORS
- PASSIVE - 120 / 2D+2
- SCAN - 182 / 3D+2
- SEARCH - 300 / 4D+2
- FOCUS - 16 / 5D+2
WEAPONS
- 2 heavy turbo laser batteries (fire linked)
- FIRE ARC -front
- MAX R.O.F. -1/2
- CREW -1
- SCALE -capital
- SKILL -capital ship gunnery
- FIRE CONTROL -4D
- SPACE RANGE -3-15/35/75
- ATMOSPERE RANGE -300 - 1,500 / 3,500 / 7,500m
- DAMAGE -11D
- 4 assault cannons (fire linked)
- FIRE ARC -front
- MAX R.O.F. -5
- CREW -1
- SCALE -star fighter
- SKILL -starship gunnery
- FIRE CONTROL -4D
- SPACE RANGE -1-3/12/25
- ATMOSPERE RANGE -100 - 300 / 1,200 / 2,500m
- DAMAGE -9D
- 4 concussion missile launchers
- FIRE ARC -front
- MAX R.O.F. -5 per launcher
- CREW -1
- SCALE -capital
- SKILL -capital ship gunnery
- FIRE CONTROL -4D
- SPACE RANGE -2-5 / 30 / 60
- ATMOSPERE RANGE -200 - 500 / 3,000 / 6,000 km
- AMMO -10 each
- RELOAD COST -25,000 credits each
- DAMAGE -9D
Design Flaws
- Double all Ionization damage that gets through the hull.
- Can only maintain "All Out" speed for two times current hull rating in rounds.
- I.E. 6D = 12 rounds; 5D+2 = 10 rounds, etc.
- For every round past the maximum, the ship takes its hull in damage multiplied by the number of rounds past maximum:
- I.E. first round = 6D damage; second round = 12D damage (6D hull x 2 rounds = 12D); etc
- All maintenance is at ten (10) times cost due to the level of technology involved in the construction of the ship.
- Requires an expert engineer to make any and all repairs (starfighter engineering 4D)
- Pilot must possess a minimum of 6D in starfighter piloting or suffer 2D penalty for every 1D in skill they lack.
- Gunner must possess a minimum of 6D in starship gunnery or suffer 2D penalty for every 1D in skill they lack.
- The pilot CANNOT fire the ship's weapons.
- The gunner CANNOT pilot the ship.
- Assault lasers cannot be fired in the same round the turbo lasers are fired.
- Requires a Heroic (30) starship gunnery roll to bypass security lock out.
- If both the Assault Lasers and the Turbo Lasers are fired in the same round, there is a one in six chance the main power core will explode destroying the ship and crew.
- Ship was stolen and was a highly classified project in its finishing stages and contains no company indentifying markers