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Section of Site: Starships D6Belongs to Faction: IndependentSubtype: CapitalEra: New RepublicCanon: No

Terror Gunship

The Terror-class Gunship is a somewhat awe inspiring sight. Double Turbolaser
batteries run out along the hull like fountains of destruction. Each battery
is capable of bloodying the nose of almost any ship smaller than a Star
Destroyer. The fourteen of them put together makes the Terror inspire it's
namesake quite well. If the fourteen double turbolaser batteries weren't
enough, two decimator missile batteries sit on the nose of this awesome
craft, capable of releasing a spread of destructive energy that would rip
even an Imperial Star Destroyer to shreds Black Sun itself actuqaly bought
two dozen of these ships to help protect their more important and less than
legal convoys. Fortuantely for the spacelanes of the galaxy most pirates
can't afford to purchase these ships and none have been known to have ever
been succesfully captured.

Craft: Verdant Spaceworks' Terror-class Gunship
Type: Medium cruiser
Era: Shadows of the Empire +
Scale: Capital
Length: 591 meters
Skill: Capital ship piloting: Terror Gunship
Crew: 127, gunners: 25, skeleton: 75/+10
Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship
            piloting 5D, capital ship shields 4D+1, sensors 4D, starship
            gunnery 4D+2
Cargo Capacity: 1,000 metric tons
Cost: 5.9 million (new)
Consumables: 1 year
Hyperdrive Multiplier: x2
Nav Computer: Yes
Manuverability: 1D
Space: 5
Hull: 5D
        Passive: 15/0D
        Scan: 40/1D
        Search: 80/2D
        Focus: 2/3D
14 Double Turnolaser Batteries
        Fire Arc: Front
        Crew: 12
        Skill: Capital ship gunnery
        Fire Rate: 1/3
        Space Range: 1-10/20/40
        Atmosphere Range: 2-20/40/80 km
        Damage: 8D
2 Decimator Missile Batteries
        Fire Arc: Front
        Crew: 3
        Scale: Death Star
        Fire Control: 3D
        Space Range: 1-25/100/250
        Atmosphere Range: 2-50/200/500 km
        Blast Radius(space): 25/12/7/3  
        Blast Radius(atmopshere): 50/25/15/5 km
        Damage: 2D/1D+2/1D+1/1D
        Game Notes: Leaves intense radiation cloud in blast radius for 10
        rounds after explosion. Any ships entering this cloud lose 1D from
        their hull code each round they are in the cloud.

Starfighter Complement: 1 squadron

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