Imperial Tanker by MrMors

Type
Ship
Faction
Empire
Make & Model
Imperial Tanker from Rogue Squadron 2 (EC Henry

Characteristics

6
2
0
-3

Placeholder Image

4
Threshold 32
Current 0
Threshold 24
Current 0

Defense

2
0
Fore
Aft
1
0
2
0
Port
2
0
Starboard
Hyperdrive
Primary: Class 4, Backup: Class 8
Crew
45
Passengers
10
Sensor Range
Short
Consumables
1 month
Hard Points
0
Encumbrance
15000
Price
1200000
Rarity
7

Weapons

5x Medium Tractor Beam Projectors
Firing Arc
All
Range
Short
Tractor 4
Damage
0
Critical
0

Special Features

- Double Hull Design
- Spaced Grid of smaller Tanks with automated and manual emergency cut offs for the lines going to and from them.
- Vacuum Gaps Around the tanks to prevent any combustion [no one tell them the fuel is self oxidizing]
- Plenty of hoses/lines for refueling allied vessels safely and expediently
- A crew dedicated to Safety^tm
- the Exxon Valdez? How about you Val Deez N...
- Due to obvious danger, this ship has no defenses. It is advised that this ship be escorted by imperial navy vessels at all times.
- this ship can also transport Water or other bulk liquids easily.

Cargo

Notes

Reminder that this vessel is not crewed by die hard zealots of the empire. the crew may be all imperial navy personnel but they are defenseless. Having this ship's crew abandon ship via escape pods upon the ship taking severe damage risking cargo detonation is the proper choice. Having the Captain or another crew stay behind to be a [dead] hero and attempt to ram it into an enemy vessel is ill advised.

If you are set on it; my advice is to treat it like a really big proton torpedo, piloting check for "gaining the advantage" is a good start for ramming accuracy and the game system's rules for ramming. If the ship's cargo detonates [assuming fuel or explosives] maybe go with Damage 10 (if full) with breach 2 to all ships within engaged range of it. and if ramming target was bigger ship, it takes double damage. to give player ships an out if they are trying to stop its ram or set it off early, let them make a hard piloting check with adversary 1 or 2 if it does go off, and advantages can reduce damage while success allows them to break off in time to not be in engaged range. want to still punish them a bit even though they succeeded on that but got threats? have their ship take system strain equal to threat & give them the knocked off course critical hit and have the check they make be upgraded once or twice like the initial one.