Barracuda Class Destroyer
By Dave Pilurs
All Material © 1995 West End Games
The Barracuda is the current standard Fleet destroyer armed with nuclear weapons and equipped with boosted Serenium shields. Before the reintroduction of nuclear warheads in the Fleet inventory and before the invention of shield boosters, the Barracuda was designed and intended as a dedicated convoy escort and fleet defense ship. It filled both these roles with great efficiency, but at some point its importance grew. With nothing more than the addition of nuclear missiles and shield boosters, the erstwhile escort ship became a small-but-powerful capital ship in its own right. . With as many as 8,000 hulls in service and ripe for refit, the Barracuda became a hip-pocket enforcer of Fleet policy. With a delivered cost less than 10 million credits, the Barracuda will remain one of the most dominant Fleet warships ever constructed for decades to come. As it is, wherever a major Fleet action is underway, Barracudas ride the strike group's flanks and support the fighters with nuclear firepower. Eventually, anyone visiting any system with a dedicated Fleet presence will find at least one Barracuda-class ship orbiting overhead or on maneuvers nearby. The only feature most Barracudas lack is Skipjump drive, but this will change in the next 10 years. As Fleet turns its greatest emphasis from the Near Colonies and Inner Frontier to the Shatterzone and Outer Frontier, it will need a rough-andready ship to support its carriers and dreadnoughts. For this, the Barracuda is an ideal choice. The only thing preventing the Admiralty from simply scheduling every Barracuda in the inventory for Skipjump drive installation is the cost. A Skipjump drive still costs 6 times as much as a standard QDrive. When the price falls (as it must), the installation will begin. Until then, the Barracuda stays on the Consortium side of the 'Zone. Fleet regards this ship as military hardware, especially when armed with nuclear weapons. That hasn't stopped privateers from snapping up surplus hulls and refitting them for their own use. It hasn't stopped planetary governments from purchasing the ships from the Consortium, either. The ship exists in a shocking array of versions and variants. Most of them remain tough enough to travel anywhere on the Consortium side of the 'Zone, and some of them could vie for the honor of being, ton-for- ton, the most vicious ship ever constructed. Many small-time privateer captains lay awake when they should be sleeping, imagining the big score that will let them buy into this part of the space traveler's dream. But for most of them, the possibility of owning this ship is only a dream. The vessel is a valuable commodity, and fetches top credits even in the aftermarket. Of course, for those with connections, nothing is impossible. Operational Barracuda hulls have had their ownership transferred from one owner to the next for as little as 50% of their cost new, but you can bet that those ships are few and far between. Total Tonnage: 2,678 tons
Cargo
Capacity
Sensors
Weapons Gatling Blaster 7 (1-5/8/10/20; dam:
45): 8 mounted in 4 twin turrets. 1 turrets
mounted left; cover front, back, left, up,
down. 2 turrets mounted right; cover front,
back, right, up, down.
Energy Point Breakdown: *Life support: 99 *Cargo Life Support: 8 *Cargo: 42 Gatling Blaster Turrets (4): 72(288) Mass Driver Turret(2): 3(6) Missile Launchers(24): 1(24) *Shields: 27 Shield Boosters: 45 *Diagnostics: 26 Internal Visuals: 26 *Passive Sensors(6): 2(12) *Radar C *Units(6)-.5(30) *Visual Sensor: 5 Boarding Tubes(2): 500) Comm Scramblers(2): 10(20) *Reaction Drive: 72 Q-Drive: 90 *Computers: 12 Vital Energy Points: 333
Computer System: 3 CPV 13
computers
Computer Point Breakdown: *Life support: 99 *Cargo Life Support: 8 *Cargo: 42 Gatling Blaster Turrets (4): 7(28) Mass Driver Turret(2): 602) Missile Launchers(24): 5(120) *Shields: 27 *Diagnostics: 26 Internal Visuals: 26 *Passive Sensors(6): 2(12) *Radar C Units(6): 3(18) *Visual Sensor: 10 Boarding Tubes(2): 3(6) Comm Scramblers(2): 10(20) Q-Sync Disrupter: 8 Q-Syncer: 3 T-Sync Disrupter: 8 T-Syncer: 3 VR Goggles(20): 1(20) *Reaction Drive: 72 Q-Drive: 47 *Energy Plants: 52 AutoScan 12: 10 EP Coordination +3: 7 *Gee Comp 7: 7 Navigation, QDrive: 5 Probe, Ship,to-Ship: 12 React 13: 6 Q-Sync: 1/shp Seeker +4(24): 5(120) Shield Boost +3: 7 Shunt 15: 7 Targeting +5(12): 3(36) T-Sync: 1/shp Vital Computer Points: 373
Notes:
External Damage Chart
3-4: Reaction Drive 5-6: Shields 7: Weapons
4-5 Mass Driver Turrets (1-2) 6-10 Missile Launchers 8: Maneuver Rating 9: Sensors
4-8 Radar Type C (1-6) 9-10 Visual 10: Airlock Stock Ships: The Missing Vessels An Official Supplement for West End's Shatterzone
The Defender Battlecruiser Lockheed-Mikoyan's Guardian Class Patrol Craft Barracuda Class Destroyer Kereteka's Explorer Class Scout Back to Shadis #20 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1995 by Alderac Entertainment Group This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |