>>7406
Ship Type: Cruiser
Offense: 7
Defense: 7
Propulsion: 8
Shields: 54%
Population: 900
>Supplies
8 Fuel
13 Food
13 Water
8 Raw materials
9 Exotic materials.
Special Attribute: Battlemaster Control Computer, Your ship can coordinate combat across the fleet with immpecable accuracy. As a combat action, you may designate a single target. Attacks from other ships in the fleet gain +25 to-hit against that target. This has no use restrictions per encounter.
Hydrogen Fuel scoop:[Gain +1 Fuel/Turn]
Race Name: Solarians
Nation Name: Solarian Hegemony
DCS Membership:Y
Fluff: Solarians are a retiring race, tall and long limbed they rarely leave their systems for anything, Preferring their own systems and lands to exploration or the chaotic places away from them. In Fact the Huntress is a mothballed cruiser that was retired centuries ago, made during a more savage time. Indeed the only reason that she now moves is because of how desperate the destruction of their homeland has made their race. One would think an ancient Solarian Cruiser would be shoddy and worn, but it's not. Solarians ships while hard to repair were made to last and take lots of abuse. Solarians always did hate shoddy craftsmanship.
The huntress is a Standard Warring Era Cruiser, Armed with full weapon compliment and equipped with the crown jewel of Solarian wartech. The Battlemaster Control computer, Allowing the ship to strike often and with a accuracy against whatever foe it may encounter. The ship is however old and much of the knowledge to repair and maintain it has been lost, from age, neglect and death.
Racial Bonus: Solarian Taskmasters, Once per turn you may specify an action that you wish to "Hire Out" You may expend 2 of any resource to give +20 to that roll.
Racial Detractor: Aging Technology, You cannot repair your ships during combat. Instead spend 1 Action out of combat to repair a ship under your control to full. Repairing costs 5 Raw Metal and 3 Exotic Metal
>Research: Hydrogen Scoop
Hydrogen is used to power your ship's secondary power sources, which in turn feed the resulting He3 to your primary propulsion, effectively creating fuel. Your researchers have made a breakthrough and have figured out how to project these fields while in FTL
[+1 fuel a turn Costs 5 ex to build on a ship]
[Enemy Ship Recognition: Standard] -You now are able to recognize Enemy Ships of basic variation without rolling.
[Enemy Wormhole Generator Recognition] -You are now able to scan for Enemy Wormhole Generators within the operational area.
>Research: Particle Projection Cannons
Your researchers manage to dig up some old notes on maintaining PPCs from the head engineer, dating back to the original manufacturing of the ship. They're more anectdotal, but they're a starting point.
[7 Turns, 4 Raw Metal, 6 Exotic Metals]
Your crews trawl the Supercarrier, occasionally skirmishing with the hidden forces of the Enemy in the ship. It becomes clear you could never sieze control of this entire ship without the combined forces of the entire fleet, if even that. However your crews do manage to find one of the primary weapons arrays, of which there are many. It becomes evident that if this ship hadn't gone down as quickly as it did, the Second Battle of Lao Sho would have ended much differently. Your techs describe them as "Thermal Lances"; pure concentrated beams of exotic particles magnetically contained by superconducting coils and magnets with tolerances well above anything you can field. While your researchers admit it's well beyond your current capabilities, they believe they can take the principles therin and recreate the weapon on a much smaller scale.
[Research: Thermal Lances, 3 Turns, 8 Raw Metal, 5 Exotic Metal, 3 Fuel]
Your salvage group commander stops his ship about halfway inside the hangar of the Supercarrier, and then backs out, neck craning to watch the plating outside. A large gash near the bay has captured his attention, and more importantly, the oily metallic substance between the armor plating. A railgun round sits in the middle of the "gel", stopped dead in its tracks. Bingo. He's got todays haul.
[Research: Shock Gel Armor Cavity - Your ship gains +4 DEF vs Kinetic/Explosive Weapons, and +2 DEF vs Energy Weapons. 2 Turns, 4 Exotic Metal]
"A simulation, this will be bracing."