Eff Reliant class Mark III Cruiser (689 CR) All systems are TL +4.
Hull (1, 3, 5): 16 15 14 13*12 11 10 9*8 7 6 5*4 3 2 1.
Engines (1, 2): 7 7 7 6 6 5 5 4 4 4 3 3 2 2 1 1.
Shields (3, 4): 15 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1.
Facets: F: 3, FP: 3, FS: 3, AP: 2, AS: 2, A: 2.
Weapons (5, 6): 1: Y, 2: Y, 3: Z, 4: ---, 5: ---, 6: ---.
Battery Y: FH-11(Energy):
Co-Axial A: 1-8/9-16/17-24, 2,3+/2/5.
Co-Axial B: 1-8/9-16/17-24, Range-Based Damage.
[ABHJ] [ABIK]
Battery Z: FP-4 (Ballistic): 1-8/9-16/---, 1/3+/4/5, Carronade.
[AB] [EF]
Special Equipment: Cargo (400); Critical Hit Save (3+); Damage Control (4 dice) ; Marines (5); Passengers (80); Shuttles (4: 32 Capacity); Teleports (5); Warp Drive. This has 26 Space Units left for auxilliary systems.
VBAM Statistics:
Cost: 15, Maintenance: 5, Defensive Value: 11, Anti-Ship: 22, Anti-Fighter: 1, Command Rating: 8, Command Cost: 4, Basing: 4; Warp Drive.
What signifigance do Cargo and Passengers have? I have often thought that they must have been intending to make a Strategic game if the Tactical one sold well enough. The listing for passengers would have been quite useful in scenarios where a Colony is to be established, or in a scenario where a colony is to be evacuated (probably under enemy fire). The Cargo listing could have determined the Strategic Range (400 Cargo/16 Hull = 25 Strategic Turns),Full System Repairs (at 10 Cargo per system repaired per Strategic Turn), and Cargo delivered for scenario purposes. It might have been interesting.