Patrol Cruiser
Construction Data
Ship Class V
Model Numbers Mk I
Date Entering Service 2257 (1/99)
Number Constructed Unknown
Hull Data
Superstructure Points 15
Damage Chart C
Size
Length 102.21
m
Width 43.56
m
Height 20.33
m
Weight 40,538
mt
Cargo
Cargo
Units 350
SCU
Cargo
Capacity 17,500
mt
Landing
Capability Yes
Equipment Data
Control Computer Type TC-3
Transporters
standard
6-person 1
cargo 1
Other Data
Crew
75
Shuttlecraft 0
Engines and Power Data
Total Power Units Available 33
Movement Point Ratio 2/1
Warp Engine Type TWB-1
Number 2
Power
Units Available 14
Stress
Charts D/J
Maximum
Safe Cruising Speed Warp 7
Emergency
Speed Warp 9
Impulse Engine Type TIB-3
Power
Units Available 5
Weapons and Firing Data
Beam Weapon Type TR-5
Number 6
in 2 banks of 3
Firing
Arcs 3f,
3a
Firing
Charts O
Maximum
Power 4
Damage
Modifiers
+3
+2 (1
- 8)
+1 (9
- 14)
Web Generator Type TTW-1
Number 1
Firing
Arcs a
Firing
Chart D
Power
to Arm 2
Shields Data
Deflector Shield Type TSD
Shield
Point Ratio 1/2
Maximum
Shield Power 11
Combat Efficiency
D-- 84.5
WDF-- 20.4
Fleet Data: The ubiquitous Tholian
Patrol Cruiser seems everywhere the mysterious crystalline aliens call their
space. Not a powerful craft on its own
however, when it operates in groups of three or six they can pose a threat to
even large ships. Each ship is equipped
with the equally mysterious web generator. Given enough time, two Tholian
ships can imprison an immobilized foe in an energy field they cannot escape on
their own. It is unknown if the Tholians are unable to build larger ships or
are just unwilling to reveal them.
Web Generator Rules
One or all vessels may fire a beam to
immobilize the target vessel. The beam does no damage. The beam is not
accumulative. The target vessel may fire only energy weapons but only at half
power. The number of ships determines how long it will take to spin the web
(See Web Spinning Process chart). The target vessel can escape before the web
is done. The vessels captain has to roll the dice to see if they escape. (See
Web Spinning Process chart). Once the web is done the target vessel cannot get
out and cannot fire its weapons. The ship can move at one hex per turn.
Once the web is spun, the captain has
a choice of either crushing the trapped ship or towing the trapped ship out of
the area. One or all of the vessels that helped in spinning the web may tow the
vessel trapped in the web. When towing, all vessels must travel at thruster
speeds. Once the web is constricted the vessel inside is automatically
destroyed.
|
|
|
|
|
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
|
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
|
|
|
|||||||||||||||||||||||||||||||||||||||