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'''HEAVY SHUTTLE LANDER'''[https://www.pinterest.com/pin/49891508359638833/visual-search/]: These are heavy shuttles who carry large cargo loads to and from a planets orbit, often to an orbiting space station or awaiting large starships that cannot make planetfall. They are unarmed and on hostile worlds require escourt vehicles for protection. '''Cost''' MR. '''Frame''' Great -Size 12, '''TS''' 2 (700mph), '''Handling''' +1, '''Toughness''' 43 (12), '''Wounds*''' +3, '''Crew''' 15, '''Energy''' 6. '''Mods''' (42 remaining; for  cargo 100.8 tons. Passenger Pads for a passenger shuttle service can drop this depending): Armor I (AP+4) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Life Support, Short-Term (6 days of standard and emergy supplies for crew of 15; or 90 man-days worth) (1), Orbiter (+12), Reinforced Structure II (Tough +4) (6), Speed I (+2) (6)</br>
 
'''HEAVY SHUTTLE LANDER'''[https://www.pinterest.com/pin/49891508359638833/visual-search/]: These are heavy shuttles who carry large cargo loads to and from a planets orbit, often to an orbiting space station or awaiting large starships that cannot make planetfall. They are unarmed and on hostile worlds require escourt vehicles for protection. '''Cost''' MR. '''Frame''' Great -Size 12, '''TS''' 2 (700mph), '''Handling''' +1, '''Toughness''' 43 (12), '''Wounds*''' +3, '''Crew''' 15, '''Energy''' 6. '''Mods''' (42 remaining; for  cargo 100.8 tons. Passenger Pads for a passenger shuttle service can drop this depending): Armor I (AP+4) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Life Support, Short-Term (6 days of standard and emergy supplies for crew of 15; or 90 man-days worth) (1), Orbiter (+12), Reinforced Structure II (Tough +4) (6), Speed I (+2) (6)</br>
 
</br>
 
</br>
'''COURIER''' [https://www.pinterest.com/pin/246149935875027747/visual-search/]: a fast message and mail craft, it is crammed and only has space for two individuals. The craft is modified to carry a great deal of extra energy reserves and life support for the two pilots. Note that Couriers often only carry electronic mail and do not leave the Jump Gates location. They can carry small cargo's of specialized items. '''Cost''' R. '''Frame''' Great - Size 12, '''Speed''' 7 (700mph). '''Handling''' +1, '''Toughness''' 35 (8), '''Wounds*''' +3, '''Crew''' 2, '''Energy''' 300. '''Mods''' (6 remaining): Artificial Intelligence (Basic. Acts as an Extra with base Skill d8 and does not suffer multiactions. Can give support and acts on 'captains' turn) (1), AMCM (Anti-Missile Counter Measures, +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (6), Crew Reduction (+4), Energy Reserve IV (+240 energy) (12), JumpDrive (uses 36 energy per Jump) (6), Life Support (180 man-days Standard and 180 man-days emergency supplies for two crew; or 360 man-days) (1), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (6), Weapon Turret (2)</br>
+
'''COURIER''' [https://www.pinterest.com/pin/246149935875027747/visual-search/]: a fast message and mail craft, it is crammed and only has space for two individuals. The craft is modified to carry a great deal of extra energy reserves and life support for the two pilots. Note that Couriers often only carry electronic mail and do not leave the Jump Gates location. They can carry small cargo's of specialized items. '''Cost''' R. '''Frame''' Great - Size 12, '''Speed''' 7 (700mph). '''Handling''' +1, '''Toughness''' 35 (8), '''Wounds*''' +3, '''Crew''' 2, '''Energy''' 300. '''Mods''' (6 remaining): Artificial Intelligence (Basic. Acts as an Extra with base Skill d8 and does not suffer multiactions. Can give support and acts on 'captains' turn) (1), AMCM (Anti-Missile Counter Measures, +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (6), Crew Reduction (+4), Energy Reserve IV (+240 energy) (12), JumpDrive (uses 36 energy per Jump) (6), Life Support (180 man-days Standard and 180 man-days emergency supplies for two crew; or 360 man-days) (1), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (6), Weapon Turret (2)</br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
:One Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up'')</br>
 
:One Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up'')</br>
 
</br>
 
</br>
'''EXPLORER'''[https://www.pinterest.com/pin/535013630760334948/visual-search/]: common stellar explorer and light cargo transport, often sponsored or supported by one of the great factions. It has advanced sensors and scientific workstations. '''Cost''' R. '''Frame''' Great -Size 12, '''Speed''' 6 (600mph), '''Handling''' +1, '''Toughness''' 41 (12), '''Wounds*''' +3, '''Crew''' 5+10, '''Energy''' 180. '''Mods''' (3 remaining): Armor I (AP+4) (1), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), AMCM (Anti-Missile Counter Measures, +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Energy Reserve II (energy +120) (6), JumpDrive (uses 36 emergy per jump) (6), Life Support (60 days of standard and 60 days of emergency supplies for a crew of 15; or 900 man-days) (3), Reinforced Chassis I (Tough +2) (3), Sensor Suite, Galatic (range 1 lightyear) (1), Speed I (+1/100mph) (3), Weapon linked mount (2), Work Stations/Labs (add +1 to ''Electronis'', ''Repair'' and ''Science'' Skills) (4)</br>
+
'''EXPLORER'''[https://www.pinterest.com/pin/535013630760334948/visual-search/]: common stellar explorer and light cargo transport, often sponsored or supported by one of the great factions. It has advanced sensors and scientific workstations. '''Cost''' R. '''Frame''' Great -Size 12, '''Speed''' 6 (600mph), '''Handling''' +1, '''Toughness''' 41 (12), '''Wounds*''' +3, '''Crew''' 5+10, '''Energy''' 180. '''Mods''' (3 remaining): Armor I (AP+4) (1), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), AMCM (Anti-Missile Counter Measures, +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Energy Reserve II (energy +120) (6), JumpDrive (uses 36 emergy per jump) (6), Life Support (60 days of standard and 60 days of emergency supplies for a crew of 15; or 900 man-days) (3), Reinforced Chassis I (Tough +2) (3), Sensor Suite, Galatic (range 1 lightyear) (1), Speed I (+1/100mph) (3), Weapon linked mount (2), Work Stations/Labs (add +1 to ''Electronis'', ''Repair'' and ''Science'' Skills) (4)</br>
 
'''''Weapon'''''</br>
 
'''''Weapon'''''</br>
 
:One Duel-linked, Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up'')</br>
 
:One Duel-linked, Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up'')</br>
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''Hanger Superstructure Containers'' can carry up to Size 24 vessels but the maximum size of all vessels is 12 each.</br>
 
''Hanger Superstructure Containers'' can carry up to Size 24 vessels but the maximum size of all vessels is 12 each.</br>
 
</br>
 
</br>
'''STAR-FIGHTERS'''[https://www.pinterest.com/pin/774689573396592380/visual-search/]: fast attack starcraft, one man with no interstellar capacity. '''Cost''' MR (M). '''Frame''' Tiny -Size 6, '''Speed''' 12 (1,200mph), '''Handling''' +3, '''Toughness''' 35 (14), '''Wounds*''' +1, '''Crew''' 1, '''Energy''' 25. '''Mods''' (0 remaining): AMCM (Anti-Missile Counter Measures, +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Armor II (AP +8) (2), Atmospheric (Allows the ship to enter planetary surface) (3), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Fixed and Linked Weapons (2),  Life Support, Short Term (3 days standard and 3 days emergency supplies) (+3), Reinforced Structure I (Toughness +2) (1), Sensor Suite, Planetary (range of 10K miles) (1),  Speed VI (+6/600mph) (6), Targeting System (negates up to four points of penalties) (1)</br>
+
'''STAR-FIGHTERS'''[https://www.pinterest.com/pin/774689573396592380/visual-search/]: fast attack starcraft, one man with no interstellar capacity. '''Cost''' MR (M). '''Frame''' Tiny -Size 6, '''Speed''' 12 (1,200mph), '''Handling''' +3, '''Toughness''' 35 (14), '''Wounds*''' +1, '''Crew''' 1, '''Energy''' 25. '''Mods''' (0 remaining): AMCM (Anti-Missile Counter Measures, +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Armor II (AP +8) (2), Atmospheric (Allows the ship to enter planetary surface) (3), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Fixed and Linked Weapons (2),  Life Support, Short Term (3 days standard and 3 days emergency supplies) (+3), Reinforced Structure I (Toughness +2) (1), Sensor Suite, Planetary (range of 10K miles) (1),  Speed VI (+6/600mph) (6), Targeting System (negates up to four points of penalties) (1)</br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
:Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 8 Energy per 10 shots, round up'') </br>
 
:Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 8 Energy per 10 shots, round up'') </br>
 
</br>
 
</br>
'''STAR-BOMBER'''[https://www.pinterest.com/pin/589408669981065506/visual-search/?x=22&y=45&w=512&h=281]: a heavy attack and bomber starcraft, with no interstellar capacity. '''Cost''' R (M). '''Frame''' Average - Size 8, '''Speed''' 5. '''Handling''' +2, '''Toughness''' 42 (15), '''Wounds*''' +2, '''Crew''' 2, '''Energy''' 40. '''Mods''' (0 remaining): Armor II (AP +8) (2), AMCM (Anti-Missile Counter Measures, +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (Allows the ship to enter planetary surface) (4), Electromagnetic Shielding II (Adds +12 to the ship’s effective Toughness vs. EMP attacks) (2), Fixed and Linked Weapons (2), Life Support, Short Term (3 days standard and 3 days emergency supplies) (+4), Reinforced Structure II (Toughness +4) (4), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (+2/200mph) (4), Targeting System (negates up to four points of penalties) (1), Torpedo Tubes 2 (2) with storage for 12 light and 6 heavy torpedoes (4), Weapon Turret linked weapons (4)</br>
+
'''STAR-BOMBER'''[https://www.pinterest.com/pin/589408669981065506/visual-search/?x=22&y=45&w=512&h=281]: a heavy attack and bomber starcraft, with no interstellar capacity. '''Cost''' R (M). '''Frame''' Average - Size 8, '''Speed''' 5. '''Handling''' +2, '''Toughness''' 42 (15), '''Wounds*''' +2, '''Crew''' 2, '''Energy''' 40. '''Mods''' (0 remaining): Armor II (AP +8) (2), AMCM (Anti-Missile Counter Measures, +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (Allows the ship to enter planetary surface) (4), Electromagnetic Shielding II (Adds +12 to the ship’s effective Toughness vs. EMP attacks) (2), Fixed and Linked Weapons (2), Life Support, Short Term (3 days standard and 3 days emergency supplies) (+4), Reinforced Structure II (Toughness +4) (4), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (+2/200mph) (4), Targeting System (negates up to four points of penalties) (1), Torpedo Tubes 2 (2) with storage for 12 light and 6 heavy torpedoes (4), Weapon Turret linked weapons (4)</br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
:One Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 8 Energy per 10 shots, round up'')</br>  
 
:One Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 8 Energy per 10 shots, round up'')</br>  
Line 961: Line 961:
 
:Two Forward fixed Torpedo Launchers: Range 12/24/48, ROF1. ''Light'' Torpedoes -Damage 5d12, AP 50, AOE 1 sq. space. ''Heavy'' Torpedo -Damage 8d12, AP 50, AOE 1 sq. space</br>
 
:Two Forward fixed Torpedo Launchers: Range 12/24/48, ROF1. ''Light'' Torpedoes -Damage 5d12, AP 50, AOE 1 sq. space. ''Heavy'' Torpedo -Damage 8d12, AP 50, AOE 1 sq. space</br>
 
</br>
 
</br>
'''CUTTER PATROL CRAFT'''[https://www.pinterest.com/pin/111112315797565689/visual-search/]: The ''Cutter''-Class system patrol boats are designed for wolf-pack hit and run attacks against larger ships. '''Cost''' SR (M), '''Size''' 12 -Great, '''Speed''' 7 (700mph), '''Handling''' +1, '''Toughness''' 48 (20), '''Wounds*''' +3, '''Crew''' 3+4 (plus 4 prsioners), '''Energy''' 120. '''Mods''' (3 remaining) - Armor III (AP +12) (3), AMCM (Anti-Missile Counter Measures, Add +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Artificial Intelligence (Stanadard; can operate all ship's systems— skill level of d10, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Energy Reserves (+60 energy points) (3), Electromagnetic Shielding II (Adds +12 to the ship’s effective Toughness vs. EMP attacks) (2), Fewer Crew (+2), Fixed Linked Weapons (1), Holding Space 2 (includes four individual holding cells or can be cammed to hold two persons in each cell) (2), JumDrive (uses 36 energy per jump) (6), Life Suport I (60 days of standard supply plus emergency supplies for fifteen; or 900 man days) (3), Linked Weapon Systems (2), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (+2/200mph) (6), Targeting System (negates up to four points of penalties) (1)</br>
+
'''CUTTER PATROL CRAFT'''[https://www.pinterest.com/pin/111112315797565689/visual-search/]: The ''Cutter''-Class system patrol boats are designed for wolf-pack hit and run attacks against larger ships. '''Cost''' SR (M), '''Size''' 12 -Great, '''Speed''' 7 (700mph), '''Handling''' +1, '''Toughness''' 48 (20), '''Wounds*''' +3, '''Crew''' 3+4 (plus 4 prsioners), '''Energy''' 120. '''Mods''' (3 remaining) - Armor III (AP +12) (3), AMCM (Anti-Missile Counter Measures, Add +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Artificial Intelligence (Stanadard; can operate all ship's systems— skill level of d10, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Energy Reserves (+60 energy points) (3), Electromagnetic Shielding II (Adds +12 to the ship’s effective Toughness vs. EMP attacks) (2), Fewer Crew (+2), Fixed Linked Weapons (1), Holding Space 2 (includes four individual holding cells or can be cammed to hold two persons in each cell) (2), JumDrive (uses 36 energy per jump) (6), Life Suport I (60 days of standard supply plus emergency supplies for fifteen; or 900 man days) (3), Linked Weapon Systems (2), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (+2/200mph) (6), Targeting System (negates up to four points of penalties) (1)</br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
:One Forward Fixed Duel-linked Light Railgun: Range 800/1,600/2,400 (8/16/32), Damage 4d10+2, AP 8, Shots 20 (realoads $100, 10lbs)</br>
 
:One Forward Fixed Duel-linked Light Railgun: Range 800/1,600/2,400 (8/16/32), Damage 4d10+2, AP 8, Shots 20 (realoads $100, 10lbs)</br>
 
:One Turret mounted Duel-linked Medium Laser Cannons: Range 800/1,600/2,400 (8/16/32), Damage 3d10+2, AP 10, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up'')</br>
 
:One Turret mounted Duel-linked Medium Laser Cannons: Range 800/1,600/2,400 (8/16/32), Damage 3d10+2, AP 10, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up'')</br>
 
</br>
 
</br>
'''INTERCEPTOR'''[https://www.pinterest.com/pin/281123201730593370/visual-search/]: ''Intercetur''-Class are heavy system patrol vessel. As these ships spend long periods of time on patrol, hence the extra Energy for life support. '''Cost''' A (M). '''Frame''' Giant - Size 20, '''Speed''' 5, '''Handling''' -1, '''Toughness''' 66 (24), '''Wounds*''' +5, '''Crew''' 30+50, '''Energy''' 600. '''Mods''' (0 remaining): Armor III (AP+12) (3), AMCM (Anti-Missile Counter Measures, Add +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Artificial Intelligence (Military; can operate all ship's systems— skill level of d10, but is an “Extra”. Add +2 to ''Battle'' and ''Shooting''. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Energy Reserve (+400 energy) (10), Electromagnetic Shielding I (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (2), Fixed Weapon Mounts (7), Holding Space 8 (includes sixteen individual holding cells or can be cammed to hold two persons in each cell) (8), JumpDrive (uses 60 energy each jump) (10), Life Support (90 days of standard and emergency supplies for a crew and passengers of 80; or 9,200 man-days) (10), Linked Weapon Systems (4), Reinforced Chassis II (Tough +4) (10), Sensor Suite, Galatic (range 1 lightyear) (1), Speed II (+2/200mph) (10), Targeting System (negates up to four points of penalties) (1), 2 Torpedo Launchers (2) with storage for 16 light torpedos and 8 heavy torpedos (4), Weapon Mounts (4) </br>
+
'''INTERCEPTOR'''[https://www.pinterest.com/pin/281123201730593370/visual-search/]: ''Intercetur''-Class are heavy system patrol vessel. As these ships spend long periods of time on patrol, hence the extra Energy for life support. '''Cost''' A (M). '''Frame''' Giant - Size 20, '''Speed''' 5, '''Handling''' -1, '''Toughness''' 66 (24), '''Wounds*''' +5, '''Crew''' 30+50, '''Energy''' 600. '''Mods''' (0 remaining): Armor III (AP+12) (3), AMCM (Anti-Missile Counter Measures, Add +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Artificial Intelligence (Military; can operate all ship's systems— skill level of d10, but is an “Extra”. Add +2 to ''Battle'' and ''Shooting''. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Energy Reserve (+400 energy) (10), Electromagnetic Shielding I (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (2), Fixed Weapon Mounts (7), Holding Space 8 (includes sixteen individual holding cells or can be cammed to hold two persons in each cell) (8), JumpDrive (uses 60 energy each jump) (10), Life Support (90 days of standard and emergency supplies for a crew and passengers of 80; or 9,200 man-days) (10), Linked Weapon Systems (4), Reinforced Chassis II (Tough +4) (10), Sensor Suite, Galatic (range 1 lightyear) (1), Speed II (+2/200mph) (10), Targeting System (negates up to four points of penalties) (1), 2 Torpedo Launchers (2) with storage for 16 light torpedos and 8 heavy torpedos (4), Weapon Mounts (4) </br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
:One Forward Fixed Heavy Mass Drive Gun: Range 10/20/40, Damage 9d10, AP 10, ROF 1, Shots 20. Reloads EE, wt. 500lbs.</br>
 
:One Forward Fixed Heavy Mass Drive Gun: Range 10/20/40, Damage 9d10, AP 10, ROF 1, Shots 20. Reloads EE, wt. 500lbs.</br>

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