SHIP OVERVIEW
Shield & Armor
Shields: Equipped with dual Size-3 shield generators (two slots, allowing capacity vs. regen trade-offs). Armor/Resists: Lightweight hull relying more on shields than heavy armor; in 4.2, shows −52% physical modifier and 0% to energy/thermal/distortion. Ballistics note: Ballistic rounds are slowed by shields but can penetrate and damage the hull directly. Variant parity: Touring and Explorer share the same shield setup (2× S3). Practical tips: Prioritize power to shields, manage ship orientation to control damage intake, and use decoys/noise to buy shield regeneration time.
Hangar Size & Docking Compatibility
Hangar/Pad Size: Large Docking Support: No
Weapon Loadout, Ammunition Types and Turret
Pilot weapons: 3× Size-5 fixed guns (centerline battery). Turrets: 2× remote turrets (top & bottom), each mounting 2× Size-3 weapons; remote turrets are hull-specific and can be AI-assisted. Missiles: 4× racks, each carrying 4× Size-3 missiles → 16× S3 total.
Missile Hardpoints & Missile Types
Missile Type: Arrester III cross-section missiles Missile Loadout: Equipped with several MSD-543 missile racks, total of 16 Arrester III missiles Ammo (for energy / guns): Main hardpoints (three) mount M7A Cannon laser cannons, each with 100 rounds Turret / remote weapons (e.g. DR Model-XJ3 Repeater or CF-337 Panther Repeater) have larger magazine — e.g. 374 rounds for one of the turret weapons shown in current loadout
Minimum & Recommended Crew
Minimum crew: 3 Recommended crew: 3–5
Cargo Size
16 SCU
Specialization, Role and Function
Touring
Engines, Power Plants, Cooling Systems, and Radar
Quantum Drive: Model not specified, Size S2, Function: Odyssey, Competition Grade (C). Power Plant: Model not specified, Size S3, Function: SuperDrive, Competition Grade (A). Cooler: Model not specified, Size S3, Function: FrostBurn, Competition Grade (A). Radar: Model not specified, Size S2, Function: Chernykh, Competition Grade (C).