Craft: Sienar Fleet Systems Destructor 418 Type: Heavy Cruiser Scale: Capital Length: 600 Meters Skill: Capital Ship Piloting: Destructor Cruiser Crew: 2795; Gunners: 60 Skeleton Crew: 1500/+10 Crew Skill: Astrogation 5D, Capital Ship Gunnery 5D Capital Ship Piloting 5D, Capital Ship Shields 4D Sensors 4D, Starship Gunnery 5D Passengers: 80 (Troops) Cargo Capacity: 5500 Tons Consumables: 1.2 Years Hyperdrive Multiplier: X2 Hyperdrive Backup: X8 Nav Computer: Yes Maneuverability: 1D Space: 6 Atmosphere: None Hull: 5D Shields: 3D Sensors: Passive: 30 / 1D Search: 150 / 3D Scan: 75 / 2D Focus: 5 / 4D Fighters: 2 Squadrons, Total 24 TIE Weapons: 20 Quad Laser Cannons (Fire Separately) Scale: Starfighter Fire Arc: 10 Front, 5 Left, 5 Right Crew: 1 Skill: Starship Gunnery Fire Control: 2D Space/Orbit Range: 1-3/12/25, 2-6/24/50 km Damage: 4D 2 Hyperspace Pulsemass Generators Fire Arc: Turret Crew: 20 Skill: Capital Ship Gunnery Fire Control: 6D Space Range: 1-5/75/150 Damage: Destroys Any Ship In Hyperspace Within Range Capsule: When the Empire finally developed a working hyperspace pulse- mass generator, it was decided to use the design for the Interdictor Cruiser as basis for a workable combat vessel. The main reason was that the Interdictor Cruiser already had the necessary power output that was necessary to run the HPG. The following text is from the Imperial Sourcebook 1st ed. page 67: "The generator produces tiny spheres of hyperenergy that are shot out into an area of space. When ships traveling through hyperspace cross the equivalent area of realspace, they come in contact with the hyperenergy spheres. These spheres overwhelm the blocking capacity of the ship's shields and shred the craft. These hyperenergy spheres do not affect ships in realspace, but if a ship enters a field of spheres and then jumps to lightspeed it comes in contact with the deadly pulses. A region mined with hyperenergy spheres is dangerous for only a few minutes, for then the energy dissipates." The Destructor Cruiser serves as an escape cut-off, strategically stationed out of direct combat but in a position that provides a maximum fire arc. It projects spheres of hyperenergy throughout a battle zone, rendering it risky to jump to hyperspace. The usage of this vessel makes it necessary for Rebel ships to stand and fight their way out of the trap instead of using their normal hit-and-run tactics and then escape into lightspeed. Game Terms: The HPG can only fire one salvo each hour due to the immense power demand.