Cruiser (PL 6)
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.
Type: Mediumweight | Size: Colossal (–8 size) |
Subtype: Cruiser | Tactical Speed: 3,000 ft. (6 sq.) |
Defense: 7 | Length: 720 feet |
Flat-footed Defense: 5 | Weight: 28,800 tons |
Autopilot Defense: 5 | Targeting System Bonus: +3 |
Hardness: 30 | Crew: 120 (trained +4) |
Hit Dice: 200d20 (4,000 hp) | Passenger Capacity: 80 |
Initiative Modifier: +6 | Cargo Capacity: 7,200 tons |
Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
Pilot’s Dex Modifier: +2 | Base Purchase DC: 64 |
Gunner’s Attack Bonus: +2 | Restriction: Military (+3) |
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)
Grappling Systems: Grapplers