Stock Ships:
The Missing Vessels

An Official Supplement
for West End's Shatterzone

Barracuda Class Destroyer

By Dave Pilurs
All Material © 1995 West End Games

Kereteka wanted to build an entry into the burgeoning scout market, and the Explorer was the result of their effort. The Explorer is a simple, one-man scout ship equipped with six Harvestman spiders. It's designed for lone scouts conducting planetary surveys out on the frontier. Equipped with energy,, passive- and radar- sensors, the craft is well-suited to its task. It also boasts one of the best all-around software suites ever installed on a craft under 1,000 tons.

The ship has an uncommonly powerful computer. With the Autopilot, Autogunnet, Autoscan, and React routines all running, the pilot can spend the entire trip in Coldsleep and wake up to land the ship planetside. This is uncommon, though. Normally, the pilot engages the Q-Drive, goes to sleep, and wakes up just before the ship emerges from Q-Space. He wouldn't need to use Coldsleep at all, except that the Explorer is intended for jumps in excess of 4 weeks, and that's the way that Fleet and most of the megacorps that buy the ship want it used.

In addition to the pilot, the ship can carry up to 4 passengers. They're expected to spend the bulk of their trip in Coldsleep, though the ship does have a deluxe lounge area where everyone can sit and wake up in relative comfort. Like most ships of this size, the Explorer has no escape pods. It does have a distress beacon and ENVI suits, but considering the distances involved, it's unlikely anyone would hear the distress call if something did happen to the ship. For that reason, the ship carries an EVMS unit, and most scouts fill their equipment bays with spare parts.

The Explorer is purpose-built. It never really gained acceptance with the Fleet Scout Service, but Randall- Hollings uses them almost exclusively. It's also popular with several other mining conglomerates. Not many of these have reached the aftermarket. A few get captured by betterequipped pirates, but most either end up retired as scrap or lost in space, casualties of their dangerous industry. Still, the ship is well-built and desirable for lone mercenaries and Xenos making their lives among the shatrats, fringers, and bolters on the Frontier. If they can find one used, it's also the sort of ship which would suit the needs of adventurers, bounty hunters, and mercenaries.

Total Tonnage: 157
Available
Tonnage: 25
Mass Value: 27
Cost: 640,000
Stealth: 11
Crew: 1 for 12 mos + 4 passengers in Coldsleep.
Maintenance Cost: 1,300 Cr/12 mos.

Cargo Capacity
Segmented Bays: 3 tons allocated for computer bays. 5 tons allocated for drive bays. 3 tons allocated for equipment bays. 3 tons allocated for equipment lockers. 5 tons allocated for reactor bays. 3 tons allocared for segmented cargo bays. 6 tons allocated for sensor bays. 6 tons allocated for weapon bays. 1 ton allocated for weapon lockers.
Pod Bays: 5 tons allocated for probe pods.
Vehicle Bays: 5 tons allocated to store vehicles. 5 tons allocated to store spiders.

Sensors
Diagnostics: (1 units)
Energy Sensors (1/2/3/4/5) : Scanner front
Passive Scanners (0-3/10/20/40/100): Scanner front
Radar, Type A (0-1/4/5/10/20): Scanners back, left, right, up, down
Radar, Type B (0-2/6/10/20/40): Scanner front

Weapons
CF Laser (1-15/20/25/40; dam: 32): 2 mounted in a forward battery; covers front.
Missile Launcher (5-25/50/100/200): 1 mounted front, 1 mounted back. Q-Buoy
Hull Toughness: 24
Max Wounds: 9
Facings: 6
Armor: +6/30
Armor Points: 36
Shields: IRD CMP +3/33
Shield Configuration Points: 18
Reaction Drive: Value 30
Propulsion Points: 6 PP
Maneuver Rating: 5; +3/8 w/M-R software
Quantum Drive Rating: 28
Energy Plant: 1 Value 11 Fusion Plant
Total Energy Points: 150

Energy Point Breakdown: *Life support: 7 *Cargo: 5 CF Laser Battery: 22 Missile Launchers(2): 1(2) *Shields: 18 *Diagnostics: 1 Energy Sensor: 1 *Passive Sensors: 2 *Radar A Units(5): 1(5) *Radar B Unit: 3 Boarding Tubes: 5 *Reaction Drive: 35 Q-Drive: 35 *Computers: 6

Vital Energy Points: 82
Available Energy Points: 68
Energy Points Required to Power All Systems: 112
Reserve Energy Generation Capability: 38
Computer Point Value: 150 from one Value 11 Computer

Computer Point Breakdown: *Life Support: 7 *Cargo: 5 CF Laser Battery: 4 Missile Launcher(2): 3(6) *Shields: 6 *Diagnostics: I Energy Sensor: I *Passive Sensors: 2 *Radar A Units(5): 1(5) *Radar B Units: 2 Boarding Tubes- 3 Parrot Interface: 1 VR Goggles: 1 *Reaction Drive: 35 Q- Drive: 15 *Energy Plants: 22 AutoGunnet 12: 6 AutoPilot 10: 12 AutoScan 12: 10 *Gee Comp 6: 6 Mnvr/Rx +2: 6 Navigation, Learn: 3 Navigation, Q-Drive:5 Probe, Simple (+3): 5 Probe, Advanced (+3): 8 Probe, Ship-to-Ship: 12 React 11: 4 Remote +3 3 Shield Boost +2: 6 Shunt 16: 8 Targeting +6: 3

Vital Computer Points: 91
Available Computer Points: 59

Notes:
Missile launchers each contain 1 QBuoy.
Ship's computer contains 1 complete set of the software shown above.
Equipment Bays contain 1 5-man Boarding Tube and an EVMS unit.
Equipment Lockers contain 5 ENVI suits, 1 set of Mag Claraps and a WolfArms GPI Assault System with 6 extra magazines.
Hull streamlined (+1 Stealth) and fitted with wings for atmospheric operations.
Pod Bay contains 2 Probe Pods.
Vehicle Bays contain 1 Kereteka 8-legged Spider Prospector and 6 Harvestman spiders.
Ship carries 6 Decoy Pods, I Distress Beacon, 1 Parrot Interface, I Storage Drive 5, and I set of VR Goggles.
Ship equipped with a 5-man Airlock, a 1-man Bridge, a 5-man Deluxe Lounge, 5 Coldsleep modules, a 1-man Room.

External Damage Chart

    1-3: Reaction Drive
    4-5: Shields
    6: CF Laser Battery
    7: Missile Launchers (1-2)
    8: Maneuver Rating
    9: Sensors
      1-2 Energy Sensor
      3-4 Passive Scanners
      5-8 Radar Type A (1-5)
      9-10 Radar Type B

    10: Airlock

Stock Ships: The Missing Vessels An Official Supplement for West End's Shatterzone


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