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Savage Rifts -Phase World Adventures!
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== The Wraith == Picture [https://www.deviantart.com/calates/art/EA01-Areon-421659374] (NOTE this ship is build from the ground up with Techno-Wizard tech. As such repairing the ship is at a minus for non-Arcane engineers. So Techno-Wizards and Arcane Mechanics and Psi-Operators are the best at it) The ship has crew quarters for 12 and low-berth/slave stockades for 50. The ship standard crew was 6 (captain/pilot, co-pilot/tractor beam or torpedo operator, two gunners and two engineers) and 6 extra soldier types to capture slaves. With the ships A.I. it can get by on just two - a pilot and an engineer. '''Size''': Huge [base Wounds 6] (12); '''Top Speed''': 400 (starship scale 4); '''Handling''': +0; '''Toughness''': 63 (20); '''Wounds''': 6; '''Crew''': 6 (+6) +50; '''Energy''': 500; '''Life Support''': 3,000 'man' days (food, water, oxygen; slaves generally receive half rations); '''Cargo''': 60 tons. At present carrying 18 tons of resupplies that can be used to repair up to 3 wounds suffered by the ship '''Mods''' (+0) :'''*AMCM''' [adds +2 to Electronics or Piloting check to evade missiles] (1) :'''*Armor 2''' [adds +8 armor points] (2) :'''*A.I.''' [Artificial Intelligence which can operate all systems from piloting to weapons to opening and closing doors. Is an Extra with a d10 in all starship like skills] (0) :'''*Atmospheric''' [can enter and leave planetary atmosphere, includes landing gear and VTOL] (6) :'''*Crew Quarters''' [space for 12 standard and 50 low-berth/cramped] (6) :'''*Fixed Weapons''' (2) :'''*Reinforced Structure''' [adds +4 Toughness] (2) :'''*Sensor Suite, Galactic''' [Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a Electronics roll. Within 10K miles, the sensors add +2 to the roll] (2) :'''*Shields''' [Max 100 damage. Threshold 20] (6) :'''*StarCaster''' [base 25 jumps; Science -1 per 100 lightyears traveled. Also uses 12 energy each time it teleports no matter the distance] (6) :'''*Stealth System''' [Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other non-cloakable signal such as radio signal or active sensor search] (12) :'''*Targeting System''' [eliminates up to 4 shooting penalties for movement, range, multi-action and the like] (1) :'''*Teleporter Pad''' [one system that can teleport up to six size 0 creatures or up to 1,000lbs of cargo up to 100 miles. Cannot teleport through a Force Field. It takes 2d6 x10 minute to recharge to reuse a teleporter. This can be lowered with a Repair check down to 2d6 x2 minutes or 1d6 minutes with a Raise. Critical Fumble on this check cause damage equal to 5,000 x 1d10 credits in spare parts and 24 hours of repair time] (2) :'''*Torpedo Tube''' [can fire two light torpedoes a round. Storage for 8 light torpedoes] (2) :'''*Tractor Beams''' [Ships can only affect vessels of smaller Size. Their range is quite short (about 1000 yards), so they must get a Short Range result on the Chase table to use the weapon. This is an opposed Electronics roll at –4 vs the defender’s Piloting or Electronics. If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down] (5) :'''*Turret Fire-Linked Weapons''' (6) :'''*Weapons''' ::*two Twin Fire-Linked '''Heavy Lightning-Bolter Cannons''' Turrets (Range 200/400/800 or starship 2/4/8, Damage 4d10+2, AP-16, ROF 1, Shots 100 each turret) ::*one Forward Fixed '''Heavy Mass Driver Cannon''' (200/400/800 or starship 2/4/8, Damage 9d10, ROF 1, Shots 15) ::*one Forward '''Light Torpedo Launcher''' (Range 300/600/1,200 or starship 3/6/12, Damage 5d12, AP-50, LBT [atmosphere only], ROF 1, Shots 8 torpedoes, 6 are EMP rounds)
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