WRATHTECH INTRUDER Craft: Wrathtech Products Stealth 1 Intruder Scale: Starfighter Type: Long Range Stealth Starfighter Length: 45 meters Cost: 2,450,000 credits Crew: 6, 8 gunners, 2 skeleton Passengers: None Cargo Capacity: None Consumables: 1 year Hyperdrive Mod: X.7 Hyper Backup: X12 Nav. Computer: Yes Space: 10 Maneuverability: 2D+2 Hull: 4D Shields: 2D Sensors: Passive: 60/1D Scan: 80/2D Search: 90/3D Focus: 5/4D Weapons: 4 Fire linked blaster cannons, 2 sets Scale: Starfighter Fire Arc: Front Crew: 1 Skill: Starship Gunnery Fire Control: 1D Space Range: 3-5/15/30 Damage: 7D (per set) 5 Quad Lasers cannons, Scale: Starfighter Fire Arc: 2 Right , 2 Left, 1 Back Crew: 1 Skill: Starship gunnery Fire Control: 3D+1 Space Range: 1/3/6 Damage: 6D 1 Extra Heavy Torpedo Tube Scale: Capital Fire Arc: Front Crew: 1 Skill: Capital Ship gunnery Fire Control: 0D Space Range: 1-3/10/25 Damage: 8D The Wrathtech Intruder is designed to destroy capital ships as they sit in dock, or as they perform routine patrols far from the field of battle. To do so, the Intruder has to be able to slip past or patrols and pack enough of a punch to take out a Star Destroyer. To accomplish the first task, the Intruder has been fitted with a number of highly sophisticated sensor mechanisms that enable them to find patrol ships well before it itself is detected. In addition, the Intruder is capable of running in Stealth mode. When this mode is engaged, all the weapon systems are withdrawn into the hull, and all systems are disengaged except for the engines. This includes such ordinarily essential functions as the shields and life support (crew must breathe through airmasks). When an Intruder is running in this state it adds +25 difficulty to all sensor checks to discover the ship. The Intruder will often attempt to hide as a pass as a piece of space junk to avoid notice even if it is detected. When running in Stealth mode, the sub- light engines will propel the ship at 1/4 speed. An Intruder can power up from Stealth mode in just two rounds. The Intruder has rather sharp teeth, especially in the front arc of fire. This enables it to destroy patrol ships quickly and silently, without letting them get off any warning as to their presence. The cannons on the sides and rear arc are there to keep enemy fighters off the Intruder's back when it is moving in for the kill. Their short range and great fire control reflect the fact that those cannons produce unfocused rays of wide dispersion, both for attack purposes and to make it more difficult for capital ships to lock their weapons onto the Intruder. The Extra Heavy Torpedo is the Intruder's main weapon. An Intruder can only carry three of these torpedoes at once. When used against a ship with shields up, the Torpedoes act like a normal weapon of capital scale. That is not the primary purpose of the torpedoes. The Torpedoes are designed to be used against a capital ship whose shields are down, and whose blueprints have been programmed into the torpedo. When they are used against such a target, they will home in on a weak point, and inflict three times the listed damage. The high power of the Torpedoes provides a threat to the Intruder, as if the Torpedo bay is hit (Weapon destroyed as a Damage result, the Torpedoes come up) The remaining Torpedoes will detonate simultaneously. An Intruder is not really designed to take 8-24 Dice of capital ship damage, and appropriately catastrophic results can be expected. When on a standard mission, the Intruder will tend to prowl around the edges of the system it's target is waiting in, looking for a hole in the patrols. If it can find such a hole it will slip through it, otherwise it will knock out a patrol ship, and try to get in before the patrol ship's absence is noted. It takes a capital ship around fifteen minutes to power up it's shields, so once the Intruder gets within range of it's target, it has a few minutes to launch it's torpedo(s). Once it gets within range it will usually leave stealth mode and fly straight in, all guns blazing. The Torpedo will usually be fired together with a barrage from the laser cannons, to hide the Torpedo from attacks by enemy starfighters. As configured, the Intruders are incapable of atmospheric travel or combat of any sort, as their delicate weapons and sensor array would be torn up out of the vacuum, and the ship itself was already so expensive that Wrathtech didn't want to increase the cost by adapting the ship to situations that it's mission profile would never cause it to have to withstand. Whichever side it is that has control of the Intruders will do their best to maintain complete control of that design, as it is equally useful to the other side. Characters that manage to get their hands on one of these without the consent of the original owners, will find themselves hunted by both the Empire and the Republic, and by more the unsavory types that would hope to sell the design to the highest bidder. A prudent GM will keep a tight leash on party with one of these, because with a little modification, this would make a near invisible smuggler with a rack of weapons that could knock out anything in it's path. Here is a rather pathetic ASCII picture of an Intruder, a more sophisticated GIF may follow when I get hold of a Scanner. Front: _ ___ ( ) ___ /ooo \_/_\__/ ooo\ [o__/---------\__o] \ / ___ ------- \ Side: / \ ________ __ (--- ____ IIIII/ /=__________________/____\\_______ \IIII/ /=------------------------------[____\ ____ /III--------- 0 0 / IIIII\-----------------------------------------/ / ___ / The "o"s and "="s are the laser cannons that fire on the forward arc. The "0"s are the laser cannons that fire on the side arc.