Flying Dutchman Campaign
Class: Pirate vessel of Unknown type
Dimensions: aprox 1.7 km long, 0.3 km abeam approx.
Mass: 6.5 megatons approx.
Crew: 18,000 crew, approx.
Accel: 5 gravities max sustainable acceleration
Void Shields: 1
Hull Integrity: 30
Space: 35 (Used: 35)
Power: 45 (Used: 40)
Turret Rating: 1
Weapon Capacity: Dorsal 1, Prow 1
Strelov 1 Warp Engine, Geller Field, Jovian Pattern Class 2 Drive, Single Void Shield Array, Standard Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M–100 Auger Array
- Dorsal Mars Pattern Macrocannons; Power 4, Space 2, Strength 3, Damage 1d10+2, Crit 5, Range 6
- Prow Sunsear Laser Battery; Power 6, Space 4, Strength 4, Damage 1d10+2, Crit 4, Range 9
- Augmented Retro-thrusters
Pirate ships do not often bother with true cargo holds, preferring smaller bays where valuable cargos can be stored. Small: This Component allows for Trade Endeavours, but provides no bonus.
Pirates are known for using whatever vessels they can lay their hands on. If possible, they prefer light, fast raiding ships to strike fast and fee quickly. Speed is essential, since few pirate vessels can stand toe-to-toe with a true warship.