The Type 6 Shuttle is the standard shuttlecraft in use by the Federation for transportation of personnel on away teams when their main starships are needed elsewhere.  You should have access to these shuttles in the cargo bays of your Federation starships, unless they have been upgraded to Runabouts.

**Insert Picture of Shuttlecraft Here**

Limitations

You are limited to 3 shuttles in a sector at once (labeled A, B, and C).

The shuttle is poorly armored, and does not have a lot of hull, leaving it exposed to concentrated fire from enemies.  While it has a single bank of phasers, it's weapons are more a way to supplement another ship's attack than a real way to do damage to an opponent.

Slow warp factor means they are primarily being used in system.

Inferior to the Runabout.

Strengths:

The shuttles add to your pool of units for standby actions, and do not use energy like your starships, allowing you to use them to stall your standby actions.

The shuttles allow you to establish board presence away from your main starships, ferrying teams and officers to where they are needed.

Comes standard on Federation starships without the need to spend points on upgrades.

Helm:

Impulse: The shuttle has an impulse value of 5, and a turning value of 90*, making it very maneuverable if a tad slow.

Warp: The shuttle has only a warp factor of 4, which means it will take multiple turns to travel between systems.

Console:

This station is a combination of the Instruments and Tactical station for purposes of tests.

Fire Weapons: Phasers (1), 1 at 360*, 1-2 Weapons Energy, 4", 1 blue die per weapon energy spent.  (The shuttle has 2 weapon energy value.)

Sensors and Comms are 360*, 2" + Sensor Value (sensor value is 1, so 3 unless there is something modifying the value).

Engineering:

Transport: Transport personnel within Sensors range.

Defenses:

The shuttle only has 3 hull before it is disabled, and 4 to be destroyed, with damage steps at each hull point.  It has a shield to the fore and aft that can absorb 1 damage per turn.

The shuttle's main defense is its evasion, requiring 3 hits on an attack roll to even hit it.

Crew:

The crew on the shuttle is static, but not particularly impressive for performing rolls for objectives, having only 2 Command, 1 Operations, and 2 Science.