Halo Satellite Array

 

Cost 150
Mass 60
Tech Level 1
Duranium 20
Tritanium 20
Molybdenum 20
Large Weapons 0
Max Large Size 0
Small Weapons 30
Point Defense 8
Super Weapon nnnnn
Max Fuel 0
Max Ord 3000
Max Repair 1500
Max Cargo 0
Engines 0
Generators 5
Power Bank 3000
Armor Limit 300
Shield Limit 80
Pod Bays 0
Crew Size 10
Passengers 0
Fighter Bays 0
Fighter Bay Size 0
Construction Bay Size 0
Max Speed 0
Max Hyp Jump 0
Evasive Bonus 50
Attack Bonus 50
Warp Drag Factor 100
Warp Signature 60
Scan Range 400
Tractor Beam 0
Cloak Fuel Burn N/A
Vulnerability To Weapons Fire
Parts / Hull 110
Control Systems 50
Engines 100
Hyperdrive 100
Lifesupport 10
Critical (Soft Spot) 2

Hull ID: XX
Ship Pack Name: TBD.spk
Pack Version: NNN
Pack ID: NNN

The Halo Satellite Array is just what the name implies, an array of small satellites all working in unison.  The evasive and attack bonuses come from the fact the in order to "hit" the array with a weapon, you have to hit the individual nodes of the array or the more heavily armored control node which house the generators and power transmission equipment.  Each node houses 2 of the 30 small weapon mounts and an individual power bank of size 100 and targeting systems.  The results of this is that even if the control node is destroyed the weapons will still continue to fire for a while. 

The Halo Satellite Array and the Halo Transport are actually the same ship in two different configurations.  You switch configurations with the Deploy Array device

 

The reason for the array as opposed to an individual orbital station with 1 generator and 1 small weapon for very low cost is to conserve Object ID's within the VGAP4 system.  This represents an increased risk as all the nodes can be targeted at one time rather than the intention of each node requiring separate targeting, to "fix" this, the attack and evasive modifiers were added..