Ship Name:  BEETLE SHIP
Built By:  ??
Used Primarily By:  ??
Cost:  None, it's unique
Tonnage:  25
Hull Points:  25
Crew:  6/25
MC:  C
Landing--Land:  Yes
Landing--Water:  Yes
AR:  4
Saves As:  Metal
Power Type:  Major Helm
Ship's Rating:  As per Helmsman minus 2
Cargo Capacity:  12 tons
Keel Length:  60'
Beam Width:  30'
WEAPONS
2 Accelerators (F; only the hexes DIRECTLY IN
   FRONT OF THE SHIP, NO ARC!)
     crew:  1 each
1 Medium Ballista on turret (F-P-S-A)
     crew:  2
1 Mandible-pincer (F)
     crew:  1
     Range:  0          THAC0:  16
     Hull Dmg:  0       Crit:  --
     Personel Dmg:  1d8    Cost:  800gp
     ROF:  1/2
     grabs and holds a crew memember, causes
     crushing damage every round
     after successful hit.
     Requires STR check at -4 to escape, 1 attempt/r.
     Usually used during a SHEAR attack.

Special Notes: First of all, if anyone out there remembers Battle Beasts, this ship is modeled after the WOOD BEETLE TRANSPORT.

This ship is a merchant ship mainly, also used for some privateering by (insert generic mysterious human merchant-rogue here). It has slightly less cargo room than a tradesman, but has better weapons and other "options."

This ship has rolled up "wing" sails attached to the back of the ship. Similar to a triop, they confer special bonuses. Once unrolled, the ship gains a +2 bonus to SR and a +1 bonus to MC, even if this brings the ship over its normal max speed. The ship can increase its speed to max +2 with wings unrolled, but if it slows down at all the bonus is lost, even if it speeds back up again the next round. The wings must be rolled up and then unrolled again (Rolling up wings takes one turn, unrolling takes one round).