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face by debauchery and<br />
the years showed his<br />
age.<br />
The man laughed<br />
cold enough to send<br />
chills up a skeleton’s<br />
spine. “The Utopia’s<br />
been looking for you for<br />
a long time, pretty boy.<br />
You’re even on Luches’s<br />
list of traitors.” The<br />
man seemed distracted<br />
for a moment, reading<br />
some information<br />
flowing across the<br />
bottom of his<br />
comscreen.<br />
“And there’s a handsome<br />
price one your<br />
head.” The man smiled<br />
and stared directly into<br />
the comscreen. “I’ve got<br />
just one thing left to say<br />
to you, loser. My name’s<br />
Endé Akimbo, and I’m<br />
going to carve that on<br />
your grave!”<br />
Newcomb returned<br />
the grin as savagely as<br />
he could, before ending<br />
the contact. “Catch me<br />
if you can, slave-boy!”<br />
Then he broke off his<br />
intercept course and<br />
headed back to rendezvous<br />
with the Porpoise<br />
Squadron on the outskirts<br />
of the black hole.<br />
The other members of<br />
Walrus Squadron fell in<br />
behind him and followed<br />
him toward the<br />
anomaly.<br />
118<br />
Palomar-Lockheed CR5000<br />
(export) “Lance Electra”<br />
Crew: 2<br />
Maneuvering Thrust: 0.12 km/s/s<br />
Mass: 420 tons<br />
Translight Capability: None<br />
Armor: Crysteel w/belt<br />
Atmospheric Capability: None<br />
Armaments:<br />
2 x Protobolt Projectors (Ammo: 4<br />
protobolts each)<br />
1 x Mk. 10 Pulse Laser<br />
1 x Missile Launcher (Magazine: 20<br />
missiles)<br />
2 x Mk. 30 Torp Loads<br />
2 x Mk. 10 Torp Loads<br />
Commentary: Palomar-Lockheed was an<br />
old, but struggling Imperial firm when the<br />
Hatchlings arrived. The Lance Electra was<br />
an attempt to regain status in the fiercely<br />
competitive fighter industry. Unfortunately,<br />
it has never performed up to promised design<br />
specifications, being relatively slow<br />
and lacking combat staying power. Still,<br />
since the design is now in the public domain,<br />
you’re fairly well guaranteed to see<br />
this ship around for some time to come.<br />
Think of the Electra purely as a strike<br />
fighter. Close with the target, unleash two<br />
full spreads of Protobolts and the Mk. 30s,<br />
then “get the hell out of Dodge.” The Missiles<br />
are best used for self-defense while<br />
inbound and outbound from the target. The<br />
low-powered Pulse Laser is only useful<br />
under very limited circumstances—it’s<br />
nothing to be relied upon. The Lance Electra<br />
isn’t keen for a dogfight, so don’t get<br />
embroiled in one.<br />
Imperial Transtar 1220 series<br />
A “Night Hawk”<br />
Crew: 1<br />
Maneuver Thrust: 0.150 km/s/s<br />
Mass: 300 tons<br />
Translight Capability: None<br />
Armor: Crystanium w/belt<br />
Atmospheric Capability: Full<br />
Armaments:<br />
6 x Mk. 10 Splattergun Blast Cannons<br />
1 x Mk. 20 Meld Laser Cannon<br />
Commentary: Transtar’s Night Hawk is the<br />
attrition fighter of choice for nearly every<br />
military force. Its Meld Laser is well<br />
equipped to engage larger vessels, while its<br />
Splatterguns makes short work of enemy<br />
SPAC Fighters at short range. Its design<br />
now in the public domain, the Night Hawk’s<br />
lack of warheads actually works in its favor<br />
in locales where such ordnance is hard to<br />
come by and supply ships may be few and<br />
far between. A strong and persevering craft.<br />
Ah, the Night Hawk! How many players<br />
have that reaction when they discover<br />
they’ll be flying one? It’s those devastating<br />
“Medium + 10” Splatterguns that really get<br />
the adrenaline flowing. The psychological<br />
damage you inflict on your opponent when<br />
you fire this weapon is as important as<br />
shot’s results. But there is a good reason<br />
why the Night Hawk is so cheap—susceptibility<br />
to torp attacks. The Night Hawk’s<br />
Splatterguns force a headlong rush towards<br />
enemy ships, but that is quickly curtailed<br />
by three or four torps dropped head-on at<br />
15–20 hex range. Oddly enough, the best<br />
counter to a Night Hawk is the lowly Thunder<br />
Bird or a pair of Spirit Riders.