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DarkStar Battle Cruiser

KDY's Darkstar battle cruiser is a testament to their sheer building capability
and the genius of the Jer`segan race. A group of Jer`segan refugees began to work
for KDY and created new phase disruption weapons. Phase disruption weapons turn
an energy shield's own energy against it. Twelve quantum torpedo tubes lay out
across the bow ventral surface, able to lay waste to enemy ships in a single salvo.
In various positions along the ship phase disruptor cannons sweep out in their arcs
of continous energy. The ship is also equiped with many conventional weapons:
turbolasers, ion cannons, proton torpedoes, and tractor beams.

The ship is broad jutting outlike a blunt sword, similair to industrial age
aircraft carriers with a smooth underside with short broad wings sweeping out in
the back with drive nacelles. The ship also holds three Manta-Class light cruisers,
seven landing craft and a squadron of fighters. The ship is incredibly huge and
it's cost is rather high. These ships have been seen in the hands of several
factions including the empire. They are excellent heavy assault cruisers.

Craft: Kuat Drive Yards DarkStar Battle Cruiser
Type: Battle Cruiser Cruiser
Scale: Capital                          
Length: 1100 meters                      
Skill: Capital Ship Piloting: DarkStar
Crew: 12,000; Gunners:
Crew Skill: Astrogation 4D, Capital Ship Piloting 5D Capital Ship Shields
            4D, Capital Ship Gunnery 4D+2 Sensors 4D
Passengers: 900 (troops)
Cargo Capacity: 8000 metric tons
Consumables: 5 years
Hyperdrive Multiplier: x3              
Hyperdrive Backup: x10
Nav Computer: Yes
Manoeuvrability: 1D
Space: 5
Hull: 6D                              
Shields: 3D
Sensors:        
        Passive: 50/1D        
        Search: 200/4D                
        Scan: 100/3D      
        Focus: 6/4D+2
Weapons:
50 Turbolaser Batteries
        Fire Arc: 20 Front, 15 Left, 15 Right                
        Crew: 2                
        Skill: Capital Ship Gunnery                
        Fire Control: 1D                
        Space/Orbit Range: 3-15/35/75, 6-30/70/150 km                
        Damage: 7D
25 Heavy Phase Disruptors      
        Fire Arc: 12 Front, 5 left, 5 right , 3 rear            
        Crew: 1
        Scale: Capital
        Skill: Captital Ship Gunnery                
        Fire Control: 3D                
        Space/Orbit Range: 4-11/20/35, 6-14/29/43 km              
        Damage: 6D (+1D for every 2D shields the target has)
        *Note: may be kept on constant fire releasing a steady stream, to keep
        the beam on the target requires another roll but this is a free action
        if the target is not manuvering.        
10 Ion Cannons
        Fire Arc: 4 Front, 2 Left, 2 Right, 2 Rear                
        Crew: 4                
        Skill: Capital Ship Gunnery                
        Fire Control: 4D                
        Space/Orbit Range: 1-10/25/50, 2-20/50/100 km
5 Tractor Beam Projectors
        Fire Arc: 3 Front, 1 Left, 1 Right                
        Crew: 4                
        Skill: Capital Ship Gunnery                
        Fire Control: 2D                
        Space/Orbit Range: 1-5/15/30, 2-10/30/60 km                
        Damage: 6D
12 Ventral Quantum Torpedo Tubes
        Fire Arc: Front
        Crew: 4
        Skill: Capital ship gunnery
        Fire Control: 2D
        Space Range: 2-12/30/60
        Atmosphere Range: 4-24/60/120 km
        Damage: 9D (+2((pips)) to damage for every 1D of shielding the target has)
30 Proton Torpedo Tubes
        Fire Arc: Turret
        Crew: 4
        Skill: Capital ship gunnery
        Fire Control: 2D
        Space Range: 2-12/30/60
        Atmosphere Range: 4-24/60/120 km
        Damage: 7D


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