Stellos
- A
The Eskal Refit Engineering Workshops first attempt at building
a commercial transport starship, only handfuls were built
prior to a major redesign to Stellos – B. This ship
has a reputation for quirky systems and difficult maintenance.
This ship was designed to be functional with a high cockpit
and wide opening bow door that access the cargo bay, a box
like structure of hard lines and two stubby stabiliser fins
to assist atmospheric flight.
Craft: Eskal Refit Engineering Workshop
Stellos – A; Class: Transport; Cost:
111,500 (new); 27,800 (used); Size:
Small (43 m long); Crew: 1 (Normal, +2);
Passengers: 4; Cargo Capacity:
50 metric tons; Consumables: 1 months; Hyperdrive:
x3 (no backup); Maximum Speed: Crusing; Defence:
21 (+1 Size, +10 Armour); Shield Points:
80; Hull Points: 75; DR:
10
Extras: Escape Pod x1, Droid Automation,
Quirky Systems (-4 on all Repair checks)
Weapon: 2 x Escort Quad Lasers; Fire
arc: Front; Attack Bonus: +4 (+2
fire control); Damage: 4d10 x2; Range
modifiers: PB/S/M -0, L n/a.
Seul-Daltan
From the exterior the Seul-Daltan looks like it has seen better
days, and it has. The few modifications it has had are well
hidden behind rusting hull plates, a rear firing mini-concussion
missile system to dissuade pursuit and an apparently non-functional
escape pod that doubles as a large smuggling bay. This ship
is not fast nor overly reliable but its original owners are
not happy that it has been stolen by Fuureet <View
Character> and would like it returned while they still
have a market for the goods in the smuggling bay. A situation
of which he is unaware.
Craft: Modified Eskal Refit Engineering
Workshop Stellos – A; Class: Transport;
Cost: 135,000 (new); 33,750 (used); Size:
Small (43 m long); Crew: 1 (Normal,
+2); Passengers: 4; Cargo Capacity:
50 metric tons; Consumables: 1 months; Hyperdrive:
x3 (no backup); Maximum Speed: Crusing; Defence:
21 (+1 Size, +10 Armour); Shield Points:
80; Hull Points: 75; DR: 10
Extras: Droid Automation, Smuggling Bay (5
metric tons), Quirky Systems (-4 on all Repair checks)
Weapon: Escort Quad Lasers; Fire
arc: Front; Attack Bonus: +6 (+4
fire control); Damage: 4d10 x2; Range
modifiers: PB/S/M -0, L n/a.
Weapon: Mini-Concussion Missile (6missiles);
Fire arc: Rear; Attack Bonus:
+4 (+2 fire control); Damage: 6d10; Range
modifiers: PB -2 S/M/L n/a.
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