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:'''Mods''' (23 remaining; for cargo 55.2 tons): Armor I (AP+4) (1), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls)  (1),  Atmospheric (Allows the ship to enter planetary surface) (6),  Drill Spike Drive -Mark II (speed of 1 lightyear per 36 hours in hyperspace. Uses 18 energy points per 24 hours in hyperspace) (8), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserve I (energy +60) (3), Life Support (30 days of standard and emergency supplies for a crew of 15; or 50 mandays), Speed Reduction I (+6), Weapon mount (2)</br>
 
:'''Mods''' (23 remaining; for cargo 55.2 tons): Armor I (AP+4) (1), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls)  (1),  Atmospheric (Allows the ship to enter planetary surface) (6),  Drill Spike Drive -Mark II (speed of 1 lightyear per 36 hours in hyperspace. Uses 18 energy points per 24 hours in hyperspace) (8), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserve I (energy +60) (3), Life Support (30 days of standard and emergency supplies for a crew of 15; or 50 mandays), Speed Reduction I (+6), Weapon mount (2)</br>
 
:Weapon
 
:Weapon
::Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up'')
+
::Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 10 shot per Action when the ship is at low-power, requring 1 Energy per 10 shots round up'')
 
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'''PIRATE RAIDER'''[https://www.pinterest.com/pin/4644405856239286/visual-search/] and [https://www.pinterest.com/pin/914862411258997/visual-search/]</br>
 
'''PIRATE RAIDER'''[https://www.pinterest.com/pin/4644405856239286/visual-search/] and [https://www.pinterest.com/pin/914862411258997/visual-search/]</br>
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:'''Mods''' (6 remaining' for ill gotten cargo; 14.4 tons): Armor II (AP +8) (2), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Drill Spike Drive -Mark II (speed of 1 lightyear per 36 hours in hyperspace. Uses 18 energy points per 24 hours in hyperspace) (8), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserves (+60 energy points) (3), Life Support (30 days of standard and emergency supplies for a crew of 15; or 450 mandays), Sensor Suite, Planetary (10K miles. It can also detect Spike Drive at 1 lght year away) (1), Speed I (3), Targeting System (1)
 
:'''Mods''' (6 remaining' for ill gotten cargo; 14.4 tons): Armor II (AP +8) (2), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Drill Spike Drive -Mark II (speed of 1 lightyear per 36 hours in hyperspace. Uses 18 energy points per 24 hours in hyperspace) (8), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserves (+60 energy points) (3), Life Support (30 days of standard and emergency supplies for a crew of 15; or 450 mandays), Sensor Suite, Planetary (10K miles. It can also detect Spike Drive at 1 lght year away) (1), Speed I (3), Targeting System (1)
 
:Weapons
 
:Weapons
::two Turret mounted Duel-linked Medium Laser Cannons: Range 800/1,600/2,400 (8/16/32), Damage 3d10+2, AP 10, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up, per duel weapon bank'')
+
::two Turret mounted Duel-linked Medium Laser Cannons: Range 800/1,600/2,400 (8/16/32), Damage 3d10+2, AP 10, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up, per duel weapon'')
 
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</br>
 
'''CUTTER/PATROL CRAFT'''[https://www.pinterest.com/pin/439804719841085437/]</br>
 
'''CUTTER/PATROL CRAFT'''[https://www.pinterest.com/pin/439804719841085437/]</br>
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:Weapons</br>
 
:Weapons</br>
 
::forward Fixed Duel-linked Light Railgun: Range 800/1,600/2,400 (8/16/32), Damage 4d10+2, AP 8, Shots 20 (realoads $100, 10lbs)
 
::forward Fixed Duel-linked Light Railgun: Range 800/1,600/2,400 (8/16/32), Damage 4d10+2, AP 8, Shots 20 (realoads $100, 10lbs)
::Turret mounted Duel-linked Medium Laser Cannons: Range 800/1,600/2,400 (8/16/32), Damage 3d10+2, AP 10, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots, round up'')
+
::Turret mounted Duel-linked Medium Laser Cannons: Range 800/1,600/2,400 (8/16/32), Damage 3d10+2, AP 10, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up'')
 
Roll 1d4 Starship Quirks for these vessels due to their age (see above under Space Trucker Setting).</br>
 
Roll 1d4 Starship Quirks for these vessels due to their age (see above under Space Trucker Setting).</br>
 
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:'''Mods''' (1 remaining; personal of cargo 3.2 tons): Armor I (AP+4) (1), Artificial Intelligence (Basic; can operate all ship's systems— skill level of d8, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls)  (1),  Atmospheric (Allows the ship to enter planetary surface) (8),  Drill Spike Drive -Mark II ( speed of 1 lightyear per 36 hours in hyperspace. Uses 18 energy points per 32 hours in hyperspace) (12), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserves (+100 energy points) (4), Fewer Crew (+4), Life Support (30 days of standard and emergency supplies for a crew of of 20; or 600 mandays), Sensor Suite, Planetary (10K miles. It can also detect Spike Drive at 1 lght year away) (1), Speed Reduction I (+8), Superstructures III (30) Weapon Mount (2)</br>
 
:'''Mods''' (1 remaining; personal of cargo 3.2 tons): Armor I (AP+4) (1), Artificial Intelligence (Basic; can operate all ship's systems— skill level of d8, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls)  (1),  Atmospheric (Allows the ship to enter planetary surface) (8),  Drill Spike Drive -Mark II ( speed of 1 lightyear per 36 hours in hyperspace. Uses 18 energy points per 32 hours in hyperspace) (12), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserves (+100 energy points) (4), Fewer Crew (+4), Life Support (30 days of standard and emergency supplies for a crew of of 20; or 600 mandays), Sensor Suite, Planetary (10K miles. It can also detect Spike Drive at 1 lght year away) (1), Speed Reduction I (+8), Superstructures III (30) Weapon Mount (2)</br>
 
:Weapons
 
:Weapons
::Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up'')
+
::Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 1 Energy per 10 shots, round up'')
 
''Bulk Cargo Superstructure Modular Containers'' can carry up to 180,000 cube feet of marterals but only 1,800 tons of cargo (each) if the vessel is to land on a planetary surface.</br>
 
''Bulk Cargo Superstructure Modular Containers'' can carry up to 180,000 cube feet of marterals but only 1,800 tons of cargo (each) if the vessel is to land on a planetary surface.</br>
 
</br>
 
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:'''Mods''' (2 remaining; for gear and such 3.1 tons): Advanced AI (+2 to ''Science'' for Navigation of space route and +2 to ''Repair'' and ''Science'' to bleed off pollutants safetly in Drive space) (0), AMCM (Anti-Missile Counter Measures. Adds +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Armor III (AP +12) (3), Artificial Intelligence (Stanard; can operate all ship's systems— skill level of d10, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (8), Drill Spike Drive -Mark III (speed of 1 lightyear per 24 hours in hyperspace. Uses 24 energy per 24 hours in hyperspace) (16), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserves IV (+400 energy points) (16), Fewer Crew (+10), Life Support (90 days standard and 90 days emergence supplies for 10 crew or 900 days) (4), Linked Weapons (4), Reinforce Structure II (Toughness +4) (8), Sensor Suite, Galactic (Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a ''Electronics'' check. Sensors can also detect Spike Drive warping out to 5 light years with a check, +2 within 1 light-years; or -2 out to 10 light years. Can also aid ''Science'' rolls for planetary data when in orbit. Within 10K miles, the sensors add +2 to the rolls. Illumination penalties are ignored. Targets don’t have to be in direct line of sight, but asteroid or powerful energy fields may cause inaccurate or false readings at the GM’s. discretion) (2), Shields (Threshold 16, Total 160) (8)</br>
 
:'''Mods''' (2 remaining; for gear and such 3.1 tons): Advanced AI (+2 to ''Science'' for Navigation of space route and +2 to ''Repair'' and ''Science'' to bleed off pollutants safetly in Drive space) (0), AMCM (Anti-Missile Counter Measures. Adds +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Armor III (AP +12) (3), Artificial Intelligence (Stanard; can operate all ship's systems— skill level of d10, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Atmospheric (Allows the ship to enter planetary surface) (8), Drill Spike Drive -Mark III (speed of 1 lightyear per 24 hours in hyperspace. Uses 24 energy per 24 hours in hyperspace) (16), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Energy Reserves IV (+400 energy points) (16), Fewer Crew (+10), Life Support (90 days standard and 90 days emergence supplies for 10 crew or 900 days) (4), Linked Weapons (4), Reinforce Structure II (Toughness +4) (8), Sensor Suite, Galactic (Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a ''Electronics'' check. Sensors can also detect Spike Drive warping out to 5 light years with a check, +2 within 1 light-years; or -2 out to 10 light years. Can also aid ''Science'' rolls for planetary data when in orbit. Within 10K miles, the sensors add +2 to the rolls. Illumination penalties are ignored. Targets don’t have to be in direct line of sight, but asteroid or powerful energy fields may cause inaccurate or false readings at the GM’s. discretion) (2), Shields (Threshold 16, Total 160) (8)</br>
 
:Weapons </br>
 
:Weapons </br>
::two Dual Linked (in two turrets) Medium Laser Cannons: Range 800/1,600/32.000 (8/16/32). Damage 3d10+2, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 4 Energy per 10 shots. round up, per duel linked bank'')
+
::two Dual Linked (in two turrets) Medium Laser Cannons: Range 800/1,600/32.000 (8/16/32). Damage 3d10+2, AP 10, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots. round up, per duel linked bank'')
 
</br>
 
</br>
 
'''EMERGENCY CORVETTE'''[https://www.pinterest.com/pin/335096028515631375/visual-search/]</br>
 
'''EMERGENCY CORVETTE'''[https://www.pinterest.com/pin/335096028515631375/visual-search/]</br>
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:'''Mods''' (0 remaining): Artificial Intelligence (Stanadard; can operate all ship's systems— skill level of d10, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Drill Drive Mark II (allows the vessel to travel 1 lightyear every 36 hours. Costs 36 energy points per 24 in drive space) (16), Energy Reserve I (energy +300) (6), Fewer Crew (+29), Life Suport (60 days standard supplies and emergency supplies for a total of 5,450 persons) (6), Mercantile (speciality business to generate extra wealth) (2), Superstructure (Civilian Passengers; with 350 stewards, cooks, etc. Passengers can bring 100lbs of personal luggage each) VII (70), Superstructure (Hangars; each can hold a total of 24 ships with max size of 12 each. Supplies, fuel, etc. and 100 mechanics, etc.) II (20), Weaon Systems (8)  
 
:'''Mods''' (0 remaining): Artificial Intelligence (Stanadard; can operate all ship's systems— skill level of d10, but is an “Extra”. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can offer Support rolls) (1), Drill Drive Mark II (allows the vessel to travel 1 lightyear every 36 hours. Costs 36 energy points per 24 in drive space) (16), Energy Reserve I (energy +300) (6), Fewer Crew (+29), Life Suport (60 days standard supplies and emergency supplies for a total of 5,450 persons) (6), Mercantile (speciality business to generate extra wealth) (2), Superstructure (Civilian Passengers; with 350 stewards, cooks, etc. Passengers can bring 100lbs of personal luggage each) VII (70), Superstructure (Hangars; each can hold a total of 24 ships with max size of 12 each. Supplies, fuel, etc. and 100 mechanics, etc.) II (20), Weaon Systems (8)  
 
:Weapons
 
:Weapons
::Four turreted mounted Medium Laser Cannons: Range 8/16/32, Damage 3d10, AP 15, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 2 Energy per 10 shots, round up'')
+
::Four turreted mounted Medium Laser Cannons: Range 8/16/32, Damage 3d10, AP 15, ROF 1, Shots 100 (''lasers banks can recharge at a rate of 1 shot per Action when the ship is at low-power, requring 1 Energy per 10 shots, round up'')
  
 
===Vehicle Chassis===
 
===Vehicle Chassis===

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