Hurricane Class Destroyer
The older Hurricane class destroyer was once the primary warship of the Republic, but is gradually being replaced by the newer, but slightly smaller, Typhoon Class Destroyer. It was originally designed to defend against incursions from the I'Sred*Ni Protectorate, so has considerable anti-missile defences and heavy armour to protect against missile hits.
It was always a general purpose design though, and ships of the class are often put into rolls they're not entirely suited for, because they have been designed to theoretically have some capabilities in those areas.
Though it is only capable of J-2, it carries 4 parsecs worth of fuel, enabling two jumps without refuelling. This was needed to be able to get around the sparser systems of The Beyond, but also allows it to jump into a system to perform a strike action, and then quickly withdraw back out.
4,000t TL 11 design
MASS | 4,000 | HULL | 1,760 | Armour | 10 |
---|---|---|---|---|---|
Thrust | 4 | Jump | 2 | Power | 3,500 |
Critical Threshold | 17 (ignores turrets and barbettes) | ||||
1584, 1408, 1232, 1056, 880, 704, 528, 352, 176 |
TL 11 | Hurricane Class Destroyer | TONs | Power | MCr |
---|---|---|---|---|
Hull | 4,000 tons, Close Structure | - | 800 | 180 |
Radiation Shielding | - | - | 100 | |
Stealth | - | - | 400 | |
Armour | Crystaliron, 10 | 500 | - | 90 |
M-Drive | Thrust 4 | 160 | 1,600 | 320 |
J-Drive | Jump 2 | 205 | 800 | 307 |
Power Plant | TL 8 Fusion (Size -30%) | 175 | -2,500 | |
Emergency Power (Size -30%) | 70 | -1,000 | ||
Jump Fuel | 4 Parsecs | 1,600 | - | - |
8 weeks Operation | 50 | - | - | |
Fuel Scoop | - | - | - | |
Fuel Processors TL11 (30/t) | 55 | 110 | ||
Bridge | Main bridge | 60 | - | 20 |
Sensor Station x 4 | 8 | - | 1 | |
Computers | Core/60/fib | - | - | 113 |
Jump Control/2 | - | - | - | |
Advanced Fire Control/1 [15] | - | - | 12 | |
Electronic Warfare/1 [10] | - | - | 15 | |
Point Defence/1 [12] | - | - | 8 | |
Virtual Gunner/0 [5] | - | - | 1 | |
Launch Solution/2 [10] | - | - | 12 | |
Virtual Gunner/0 [5] | - | - | 1 | |
Sensors | Military (Jammers, Lidar, Radar) | 2 | 2 | 4 |
Weapons | 4 x Medium Particle Bays | 400 | 180 | |
4 x Small Missile Bays | 200 | - | ||
20 x Triple Pulse Turrets, LR | 20 | 100 | 80 | |
4 x Triple Sandcaster Turrets | 4 | - | 7 | |
Point Defence II x 2 | 40 | 1 | ||
Staterooms | 12 x Standard | 48 | - | |
60 x Double rooms | 240 | - | 90 | |
12 x Cold Berth | 6 | 1 | 0.6 | |
Common areas | 50 | - | - | |
8 x Barracks | 16 | - | ||
2 x Brig | 8 | - | 0.5 | |
Systems | 2 x Docking Bays (Launch, 20t) | 44 | - | |
Medical Bay | 4 | 1 | 2 | |
4 x Workshop | 24 | - | 0.6 | |
Briefing Room | 4 | - | 0.5 | |
Armoury (10 marines) | 2 | - | 0.5 | |
Cargo | 5 | - | - |
Crew and Operations
Minimum Required Crew
- Captain
- Pilot x 3
- Astrogator
- Engineer x 18
- Maintenance x 8
- Medic x 1
- Gunner x 72
- Administrator x 4
- Officer x 10
- Marines x 8
Typical Skills
Typical CEI: 7-8
- Tactics (Naval) +3
- Pilot +2
- Astrogation +3
- Gunnery +2
- Engineering +2
- Electronics +3
Republic crews tend to be highly trained in Electronics warfare.
System Checks
Electronics Warfare
Military Grade Sensors
Software: Electronics Warfare +1
Detection: 2d6+4
Electronics Warfare: 2d6+5 (4 operators)
Stealth, -1 DM to enemy checks to detect or lock onto ship.
Triple Pulse Turrets
20 x Triple Pulse Turrets (+2 attack), Long Range
Gunner (Turret) +2, with DEX +1
Software: Advanced Fire Control +1
Attack: 2d6+6
Range: Very Long (50,000km)
Damage: 2d6+4
Point Defence: 2d6+6
Medium Particle Bays
4 x Medium Bays
Gunner (Bay) +2, with DEX +1
Software: Advanced Fire Control +1
Attack: 2d6+4
Range: Very Long (50,000km)
Damage: 8d6 + Radiation
Small Missile Bays
4 x Small Missile Bays (Standard)
Software: Launch Solution/2
Attack: 2d6 + 2 + (Number of Missiles) + (Smart TL 11)
Damage: 6d6
Sandcasters
4 x Triple Sandcaster Turrets
Disperse Sand: 2d6 + 3
Armour Bonus: 1d6 + 2 + (Effect) (uses 3 canisters)
Weapon System | Triple Pulse Turrets x20 | Medium Particle Bays x4 | Small Missile Bays x4 |
---|---|---|---|
Attack | 2d6 + 6 | 2d6 + 4 | 2d6 + 2 + Smart |
Range | Very Long | Very Long | Distant |
Damage | 2d6 + 4 | 8d6 + Radiation | 6d6 |