MERCURY CLASS LIGHT CRUISER

by Evan Moore

MERCURY CLASS LIGHT CRUISER

125 POINTS

Similar to the Express scout, the Mercury is designed for two missions-scouting a suspected combat zone and laying mines. The mine laying function makes the ship vulnerable to critical hits. In order to achieve the high speed, it was necessary not only to reduce the armor, but even sections of the hull itself had to be removed-thereby reducing it's overall hits.

TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS
Cruiser/4 40cm 45d* 1 4+ front, sides/5+ rear 1
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC
Rear Dorsal Lances 30cm 3 Left/Back/Right
Port Mine Layer - 2 -
Starboard Mine Layer - 2 -

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SPECIAL RULES:
  • *Must move 10cm before turning-just like cruisers.
  • Scout Sensors allows +2 LD for enemy on special orders. May also make a jump through the warp without using a Warp Channel with +1 LD.
  • +1 LD for Reload Ordnance and Lay Mines special orders.
  • Mine Layer allows the Mercury to drop mines as it moves. If it takes a critical hit to ordnance, it will take an additional D3 damage points from exploding mines (unless it has run out of ordnance).
  • Improved thrusters allow 5D6 on All Ahead Full orders

Design Notes: Creating a new special order for mine laying prevents the ship from performing an All Ahead Full AND Mine Laying operation simultaneously.

 

New Special Order - Lay Mines

Movement phase
Firepower:
None
Turns: None
Move: Half to Full as Normal
One mine laid every 10cm of movement up to a max of the number of operational mine-layers. Must reload ordnance in next turn. Mines activate no sooner than 1D3 turns after laying.


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