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THE JUMPGATE DEFINITIVE GUIDE - Tripod

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Intensity<br />

Classification: Heavy Fighter<br />

Power plant: Sport Plus (size 4)<br />

Engines: Guzzler x 2 (size 3 x 2)<br />

Radar: Knocker (35000 meter range) (size 2)<br />

Shields: Alpaa (20400mm equivalent) (size 3)<br />

Armor: 11400mm<br />

Capacitor: Pint for most, Deepol for Injustices, Jug for pulse lasers (size 3)<br />

Laser Config: Heavy Laser x 3, VAPOR x 1/Warper x 2, FeatherFire x 1/Spitfire x 2<br />

Ammo Config: Hitman x 1/Barrak x 2<br />

Missiles (# x size): 1x4, 2x2<br />

MODx: 5<br />

ECM: 1<br />

Speed (nor/ab/ff): 451/515/891 MPS<br />

Acceleration: 90.1 (lasers), 86.4 (ion), 97.4 (pulse), 82.3 (railguns) kN/kg<br />

Yaw/Pitch/Roll: 60/45/60 DPS<br />

Cargo: 24 m³<br />

Notes:<br />

The Flying Banana, The Mean Blue Murder Machine, The Most Insane Ship In The Galaxy… the<br />

Intensity has been and is all of these things. The S2-S Intensity is the ship that went from being a<br />

washout to becoming a legend, and even today is still quite possibly the greatest fighter craft in<br />

the five systems overall.<br />

At first glance the Tens isn’t that great of a fighter. Slow to maneuver, vastly undergunned, thin<br />

armor… there doesn’t seem to be much to love here. Even from the beginning, however, the<br />

Intensity possessed a staggering number of MODx slots – giving it far greater hit-and-run<br />

capacities than any other fighter. It also possessed a shield unit that was originally created<br />

specifically for the Intensity – the TP52 Alpaa. Despite these strengths, the vessel was hampered<br />

by a small power plant while lacking the raw acceleration of the Typhoon. The updated version,<br />

however, stuffs a Sport Plus power plant into the frame, providing enough power for any weapons<br />

loadout sans plasma. Combined with a generous capacitor, the fighter became the premier hitand-fade<br />

vessel of space and was capable for some time of dominating all before it.<br />

These days the Intensity is something of a galactic average – it lacks the guns of other Heavy<br />

Fighters, but it has a number of advantages that still allow it to compete. The best way to fight a<br />

Tens is to exploit its lack of raw firepower – it can power those guns, but it still lacks sheer gun<br />

strength. It’s acceptable to take a blow or two from a Tens to knock its shield down – most Tens<br />

pilots will retreat if their shield goes down, because the Tens is not thickly armored beneath the<br />

Alpaa. Beware, however – good Tens pilots can re-engage just as quickly as they can disengage.<br />

S-27<br />

63

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