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:Very Expensive (VE) -6 to the check (items costing up to 25,000 firebirds)  
 
:Very Expensive (VE) -6 to the check (items costing up to 25,000 firebirds)  
 
:Extremely Expensive (EE) -8 to the check (items costing up to 100,000 firebirds)
 
:Extremely Expensive (EE) -8 to the check (items costing up to 100,000 firebirds)
:Minor Relic (MR) -10 to the check (items costing up to 500,000 firebirds)  
+
:Minor Relic (MR) -10 to the check (items costing up to 250,000 firebirds)  
:Relic (R) -12 to the check (items costing up to 2,500,000 firebirds)
+
:Relic (R) -12 to the check (items costing up to 1,000,000 firebirds)
:Significant Relic (SR) -14 to the check (items costing up to 10,000,000 firebirds)  
+
:Significant Relic (SR) -14 to the check (items costing up to 2,500,000 firebirds)  
:Greater Relic (GR) -16 to the check (items costing up to 50,000,000 firebirds)
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:Greater Relic (GR) -16 to the check (items costing up to 10,000,000 firebirds)
:Minor Artifact (MA) -18 to the check (items costing up to 250,000,000 firebirds)  
+
:Minor Artifact (MA) -18 to the check (items costing up to 25,000,000 firebirds)  
 
:Artifact (A) -20 to the check (items over 1,000,000,000+ firebirds)
 
:Artifact (A) -20 to the check (items over 1,000,000,000+ firebirds)
  
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'''Major Purchases''': A character can make three major purchases per session (successful wealth checks). What constitutes a major purchase depends on their Wealth:  
 
'''Major Purchases''': A character can make three major purchases per session (successful wealth checks). What constitutes a major purchase depends on their Wealth:  
: D4-2 -Cheap  
+
: *d4-2 -Cheap  
: D4 -Normal  
+
: *d4 -Normal  
: D6 -Pricy  
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: *d6 -Pricy  
: D8 -Expensive  
+
: *d8 -Expensive  
: D10 -Very Expensive  
+
: *d10 -Very Expensive  
: D12 -Extremely Expensive
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: *d12 -Extremely Expensive
 
Each value category of an item above the listed major purchase category counts as an additional major purchase. Consequently, you gain twice the purchases of items below your level. For example, a character with d4 Wealth a Normal item would count as one major purchase, a Pricy one would count as two, while a single Expensive Item would use all three major purchases for the session.
 
Each value category of an item above the listed major purchase category counts as an additional major purchase. Consequently, you gain twice the purchases of items below your level. For example, a character with d4 Wealth a Normal item would count as one major purchase, a Pricy one would count as two, while a single Expensive Item would use all three major purchases for the session.
  
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== CHARACTER CREATION ==
 
== CHARACTER CREATION ==
 
<font size=1>[https://wiki.rpg.net/index.php/SavageWorldAdvEd.FadingSuns Back to the Top]</font size></br>
 
<font size=1>[https://wiki.rpg.net/index.php/SavageWorldAdvEd.FadingSuns Back to the Top]</font size></br>
*'''Traits''': Spend 5 points for '''Attributes''' and 15 points for '''Skills''' (including the base starting skills). All characters are somewhat exceptional and can add one of the following bonuses...
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* Spend 5 points for '''Attributes''' and 15 points for '''Skills''' (including the base starting skills). All characters are somewhat exceptional and can add one of the following bonuses...
:: * d6 starting with any one Attribute '''''Trait''''' instead of d4 with a maximum of a starting d12+1
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:: d6 starting with any one Attribute '''''Trait''''' instead of d4 with a maximum of a starting d12+1
:: * Two '''''Skills''''' at d4 (or d6 for base starting skills) and a maximum starting of a d12+1 in each.
+
:: Two '''''Skills''''' at d4 (or d6 for base starting skills) and a maximum starting of a d12+1 in each.
:: * A free '''''Edge''''' (must still qualify for it).  
+
:: A free '''''Edge''''' (must still qualify for it).  
*'''Pick a Species''': Most should be ''Human'' but others might include the ''Ur-Obun'' (spiritual and peaceful), ''Ur-Ukar'' (warrior culture that live underground and ritually scare their bodies) and the ''Vorox'' (large, six-limbed aliens that most considered barely sentient).
+
* Pick a Race: Most should be '''Human''' but others might include the '''Ur-Obun''' (spiritual and peaceful), '''Ur-Ukar''' (warrior culture that live underground and ritually scare their bodies) and the '''Vorox''' (large, six-limbed aliens that most considered barely sentient).
:: '''Humans''' gain a free '''''Edge''''' (most still qualify for it) and one '''''Attribute''''' Trait starts at a d6 instead of a d4 (and its max starting is a d12+1).
+
* Humans gain a free '''''Edge''''' (most still qualify for it) and one '''''Attribute''''' Trait starts at a d6 instead of a d4 (and its max starting is a d12+1).
*'''Pick a Faction''': character gain either the '''Commission''', '''Noble''' or '''Ordained''' faction edge for free. Characters wishing to play a Freeman instead gain one addition '''Bonus Edge''' for free (most still meet prerequisticss) but their '''Status''' and '''Wealth''' levels are automatically set at 2 (d4). Non-Human characters that choice a faction must also take the '''Minor Influence''' Hindrance to reflect their status within these groups (they are not fully accepted).
+
* Pick a Faction: character gain either the '''Commission''', '''Noble''' or '''Ordained''' faction edge for free. Characters wishing to play a Freeman instead gain one addition '''Bonus Edge''' for free (most still meet prerequisticss) but their '''Status''' and '''Wealth''' levels are automatically set at 2 (d4). Non-Human characters that choice a faction must also take the '''Minor Influence''' Hindrance to reflect their status within these groups (they are not fully accepted).
*All characters with a Faction Edge also gain either the '''Imperial Charter''' (if a Noble) or '''Cohort Badge''' (if a Priest or Guildsman) for free.  
+
* All characters with a Faction Edge also gain either the '''Imperial Charter''' (if a Noble) or '''Cohort Badge''' (if a Priest or Guildsman) for free.  
*All characters start with the '''Tech Recognition''' edge for free.
+
* All characters start with the '''Tech Recognition''' edge for free.
*Pick your '''Hindrances'''. These can be spent as normal per SWAE. A character can also spend a Minor Hindrance to take a ‘Wealth Boon’.
+
* Then choose your '''Hindrances'''. These can be spent as normal per SWAE. A character can also spend a Minor Hindrance to take a ‘Wealth Boon’.
*Pick your starting gear (as noted above in '''Standard Characters Gear''')
+
* Finally pick your starting gear (as noted above in '''Standard Characters Gear''')
 
 
So all starting characters begin with 5 attribute Traits and 15 skill points plus a Faction Edge (Noble, Guild or Priest; along with a Questing Order edges) and the Tech Recognition edge for free. All characters also gain either a free Edge, bonus skills or a +1 step to one attribute.
 
 
 
They then gain their Species bonuses.
 
  
 
== THOSE WHO DIFFER -ALIENS ==
 
== THOSE WHO DIFFER -ALIENS ==
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'''UR-OBUN'''[https://www.pinterest.es/pin/399483429433876036/?amp_client_id=CLIENT_ID(_)&mweb_unauth_id=&amp_url=https%3A%2F%2Fwww.pinterest.es%2Famp%2Fpin%2F399483429433876036%2F&from_amp_pin_page=true]</br>
 
'''UR-OBUN'''[https://www.pinterest.es/pin/399483429433876036/?amp_client_id=CLIENT_ID(_)&mweb_unauth_id=&amp_url=https%3A%2F%2Fwww.pinterest.es%2Famp%2Fpin%2F399483429433876036%2F&from_amp_pin_page=true]</br>
 
A spiritual and peaceful alien race, the Ur-Obun are one of the two races known as the “Children of the Ur”. Having a close connection with the Anunnaki they called the "Venkalli" or Lightbringers whom they revered as gods. They have developed a pacifist and philosophical society. One of the only two near-human races ever discovered they suffer the least prejudice of all alien races. Ur-Obun are recognizable as being very similar to humanity but have dark pupil-less eyes and an almost golden hued skin. Their home planet Velsimil is controlled by Hawkwood.
 
A spiritual and peaceful alien race, the Ur-Obun are one of the two races known as the “Children of the Ur”. Having a close connection with the Anunnaki they called the "Venkalli" or Lightbringers whom they revered as gods. They have developed a pacifist and philosophical society. One of the only two near-human races ever discovered they suffer the least prejudice of all alien races. Ur-Obun are recognizable as being very similar to humanity but have dark pupil-less eyes and an almost golden hued skin. Their home planet Velsimil is controlled by Hawkwood.
:'''Spiritual''' [2]: base Spirits of d6 and a maximum starting of a d12+1
+
: * '''Spiritual''' [2]: base Spirits of d6 and a maximum starting of a d12+1
:'''Gifted Psychics''' [2]: if the character starts with an Arcane Background they automatically gain +5 Power Points and gain either a +1 to their ''Faith'' or ''Psionic'' skill.
+
: * '''Gifted Psychics''' [2]: if the character starts with an Arcane Background they automatically gain +5 Power Points and gain either a +1 to their ''Faith'' or ''Psionic'' skill.
:'''Night Vision''' [1]: no penalties for darkness, except in Total Darkness.
+
: * '''Night Vision''' [1]: no penalties for darkness, except in Total Darkness.
:'''Pacifism (Minor)''' [-1]: as Hindrance
+
: * '''Pacifism (Minor)''' [-1]: as Hindrance
:'''Languages''': Obur (spoken and written), Urth (spoken and written)
+
: * '''Languages''': Obur (spoken and written), Urth (spoken and written)
  
  
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Along with the Ur-Obun, the Ur-Ukar are one of the two races recognized as “Children of the Ur”. They hold a close relationship to the Anunnaki (specifically, the Kadani) whom they revere as gods. Displaced from the Obun home world after the War in the Heavens, they were placed on Kordeth. Ukari are tribalistic and clannish and have become physically accustomed to living underground and in the dark. Ukari are largely suppressed by humanity and either live as supplicants or mercenaries. Their natural ability to fight and work in the dark gives them a huge advantage over their human counterparts. In a long history of conflict, the Ur-Ukar have come to value the traits of the warrior. Their culture is naturalistic and honest, and they rely heavily on tradition. These qualities made them very popular in the media for a time. They are recognizable by their pale coloring and extensive body scarification. </br>
 
Along with the Ur-Obun, the Ur-Ukar are one of the two races recognized as “Children of the Ur”. They hold a close relationship to the Anunnaki (specifically, the Kadani) whom they revere as gods. Displaced from the Obun home world after the War in the Heavens, they were placed on Kordeth. Ukari are tribalistic and clannish and have become physically accustomed to living underground and in the dark. Ukari are largely suppressed by humanity and either live as supplicants or mercenaries. Their natural ability to fight and work in the dark gives them a huge advantage over their human counterparts. In a long history of conflict, the Ur-Ukar have come to value the traits of the warrior. Their culture is naturalistic and honest, and they rely heavily on tradition. These qualities made them very popular in the media for a time. They are recognizable by their pale coloring and extensive body scarification. </br>
 
They share the black eyes of the Ur-Obun, as well as having a natural gift for Psi powers, though the two races are definitely not on friendly terms.
 
They share the black eyes of the Ur-Obun, as well as having a natural gift for Psi powers, though the two races are definitely not on friendly terms.
:'''Agile''' [2]: base Agility of a d6 and a maximum starting of d12+1
+
: * '''Agile''' [2]: base Agility of a d6 and a maximum starting of d12+1
:'''Gifted Psychics''' [1]: if the character starts with an Arcane Background they automatically gain +5 Power Points.
+
: * '''Gifted Psychics''' [1]: if the character starts with an Arcane Background they automatically gain +5 Power Points.
:'''Fighters''' [1]: base ''Fighting'' skill of a d4 and maximum starting of d12+1
+
: * '''Fighters''' [1]: base ''Fighting'' skill of a d4 and maximum starting of d12+1
:'''Thermal Vision''' [1]: halve all darkness penalties including total Darkness (max -3). Including invisibility, etc.
+
: * '''Thermal Vision''' [1]: halve all darkness penalties including total Darkness (max -3). Including invisibility, etc.
:'''Disturbing (Minor)''' [-1]: the ritual scarring and body tattoos of an adult Ur-Ukar can be disturbing for most Humans. Treat as the Outsider (Minor) Hindrance.
+
: * '''Disturbing (Minor)''' [-1]: the ritual scarring and body tattoos of an adult Ur-Ukar can be disturbing for most Humans. Treat as the Outsider (Minor) Hindrance.
:'''Languages''': Obur (spoken and written), Urth (spoken and written)
+
: * '''Languages''': Obur (spoken and written), Urth (spoken and written)
  
  
 
'''VOROX'''[https://za.pinterest.com/pin/344525440241067640/visual-search/]</br>
 
'''VOROX'''[https://za.pinterest.com/pin/344525440241067640/visual-search/]</br>
Standing nearly ten feet tall, covered in shaggy orange fur, a lupine shaped head and six muscular arms/feet ending in highly venomous claws it's no wonder that Vorox are considered the most ferocious sapient in the Known Worlds. However the church recognizes them as having a soul closest to that of humanity. The distinction lies between the feral vorox and those who have been civilized. The Vorox hail from the planet of Ungavorox, a House Li Halan fief. "Wild" Vorox are never let off the planet by their Li Halan overlords, a practice dating back to the Second Republic. Only civilized Vorox, those that have undergone a special training program and had their poisoned claws removed (with the exception of the local nobles, who are allowed to retain one, non-poisonous claw as symbol of their office). Civilized and feral Vorox typically disdain each other. The main Vorox social unit is the Angerak, the pack. Packless Vorox eventually go insane, and most who travel off world form at least a temporary Angerak with trusted human and alien companions. The Vorox are officially headed by a king under the authority of the Li Halan, although he is not recognized by the wild packs of feral Vorox dominating the jungle regions that cover most of Ungavorox.</br>
+
Standing nearly ten feet tall, covered in shaggy orange fur, a lupine shaped head and six muscular arms/feet ending in highly venomous claws it's no wonder that Vorox are considered the most ferocious sapient in the Known Worlds. However the church recognizes them as having a soul closest to that of humanity. The distinction lies between the feral vorox and those who have been civilized. The Vorox hail from the planet of Ungavorox, a House Li Halan fief. "Wild" Vorox are never let off the planet by their Li Halan overlords, a practice dating back to the Second Republic. Only civilized Vorox, those that have undergone a special training program and had their poisoned claws removed (with the exception of the local nobles, who are allowed to retain one, non-poisonous claw as symbol of their office). Civilized and feral Vorox typically disdain each other. The main Vorox social unit is the Angerak, the pack. Packless Vorox eventually go insane, and most who travel off world form at least a temporary Angerak with trusted human and alien companions. The Vorox are officially headed by a king under the authority of the Li Halan, although he is not recognized by the wild packs of feral Vorox dominating the jungle regions that cover most of Ungavorox.
Vorox cannot take any Arcane Backgrounds or Resistance. Many have a weakness against these powers but not all (Occult Weakness; see New Hindrances).  
+
: * '''Very Strong''' [4]: start with a base Strength of d8 (max starting of a d12+2)
:'''Very Strong''' [4]: start with a base Strength of d8 (max starting of a d12+2)
+
: * '''Multi-Limbs''' [3]: with six limbs, two that can be used as either extra legs or arms. If used as arms for an extra weapon to elimiate one Multi-Action penalty or grants +2 to Grapple checks, or if used as legs adds +2 to Base Move. This stacks if they take the Two-Fisted Edge (can use three weapons, without suffering multiple action penalty) or Fleet Footed (Base Pace increase from 6 to 8/10 when using their middle limbs for movement and their Run die increases from d4+2 to d6+3/d8+4)
:'''Multi-Limbs''' [3]: with six limbs, two that can be used as either extra legs or arms. If used as arms for an extra weapon to elimiate one Multi-Action penalty or grants +2 to Grapple checks, or if used as legs adds +2 to Base Move. This stacks if they take the Two-Fisted Edge (can use three weapons, without suffering multiple action penalty) or Fleet Footed (Base Pace increase from 6 to 8/10 when using their middle limbs for movement and their Run die increases from d4+2 to d6+3/d8+4)
+
: * '''Size +3''' [3]: +3 Toughness, +1” natural Reach and +1 to Intimidate but -1 to Stealth skills.
:'''Size +3''' [3]: +3 Toughness, +1” natural Reach and +1 to Intimidate but -1 to Stealth skills.
+
: * '''Big''' [-2] suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. +1 price step and the must consump twice as much food and water (so they used twice as many rations and ship supplies).
:'''Big''' [-2] suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. +1 price step and the must consump twice as much food and water (so they used twice as many rations and ship supplies).
+
: * '''Clumsy (Major)''' [-2]: vorox are not agile and suffer a -1 on Agility Trait tests (but not linked Agility skills)
:'''Clumsy (Major)''' [-2]: vorox are not agile and suffer a -1 on Agility Trait tests (but not linked Agility skills)
+
: * '''Primitive (Major)''' [-2]: vorox do not gain the Tech Recognition edge for free.
:'''Primitive (Major)''' [-2]: vorox do not gain the Tech Recognition edge for free.
+
: * '''Languages''': Uth (spoken and written), Voroxen (spoken)
:'''Languages''': Uth (spoken and written), Voroxen (spoken)
 
  
 
== NEW AND MODIFIED HINDRANCES AND EDGES ==
 
== NEW AND MODIFIED HINDRANCES AND EDGES ==
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:'''RICH''': Increase your Wealth level and die by +1 over your Status level. You gain one additional major purchase per session (and one additional item at Character Creation).
 
:'''RICH''': Increase your Wealth level and die by +1 over your Status level. You gain one additional major purchase per session (and one additional item at Character Creation).
 
::'''FILTHY RICH''': You increase your Wealth die an additional +1 over your Status level but to a maximum of 6/d12. You gain one additional major purchase per session (stacks with Rich, so two additional automatic Major Purchases).
 
::'''FILTHY RICH''': You increase your Wealth die an additional +1 over your Status level but to a maximum of 6/d12. You gain one additional major purchase per session (stacks with Rich, so two additional automatic Major Purchases).
:'''TEAM LEADER''' (SPC) also, any allies in your command area count as one addition adjacent ally for the purpose of determining Gang Up bonuses. This still can’t exceed the normal maximum Gang Up bonus of +4.
+
:'''TACTICIAN''' instead, at the beginning of combat, make your Battle roll. With a Success, draw one card. This card can be used at any time by one of your Allies as an extra action during this combat.
 +
::'''TACTICIAN MASTER''' allows 2 cards with a success that can be use for allies that allow two extra actions. This can be two different allies in the same round or one card/extra action per round. 
 +
:'''TEAM LEADER''' also, any allies in your command area count as one addition adjacent ally for the purpose of determining Gang Up bonuses. This still can’t exceed the normal maximum Gang Up bonus of +4.
  
  
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:'''COHORT BADGE''' [Ordained or Commissioned, Status 3+, cannot have a major Faction Hindrance]: The character is an imperial cohort, and aide-de-camp to one of the Emperor’s Questing Knights. The character gains a +1 to Persuasion skill checks with Imperial agents and most of the common people. They can also draw on Imperial Stores and gain one additional major purchase a session and they may now make a Claim of Hospitality with Imperial Agents and other Factions. Cohorts can cross bounties free of taxation and are granted free consul from any prosecution. Cohorts must uphold a code of behavior and duty, can never act against Imperial interests and may be called upon at any time to undergo any number of missions for the order or the Emperor.
 
:'''COHORT BADGE''' [Ordained or Commissioned, Status 3+, cannot have a major Faction Hindrance]: The character is an imperial cohort, and aide-de-camp to one of the Emperor’s Questing Knights. The character gains a +1 to Persuasion skill checks with Imperial agents and most of the common people. They can also draw on Imperial Stores and gain one additional major purchase a session and they may now make a Claim of Hospitality with Imperial Agents and other Factions. Cohorts can cross bounties free of taxation and are granted free consul from any prosecution. Cohorts must uphold a code of behavior and duty, can never act against Imperial interests and may be called upon at any time to undergo any number of missions for the order or the Emperor.
 
:'''CYBERNETIC IMPLANTS''' [Novice]: this edge maybe purchased more than once, each time grant the character 4 Strain points for cybernetic abilities but each time this Edge is taken the character suffers a -1 to Persuasion skill checks as they become less ‘human’ (even if the cybernetics are hidden). Minor cybernetics, like an artificial heart or hand that have no game effect, don’t require this edge.
 
:'''CYBERNETIC IMPLANTS''' [Novice]: this edge maybe purchased more than once, each time grant the character 4 Strain points for cybernetic abilities but each time this Edge is taken the character suffers a -1 to Persuasion skill checks as they become less ‘human’ (even if the cybernetics are hidden). Minor cybernetics, like an artificial heart or hand that have no game effect, don’t require this edge.
:'''GEAR UP''' [Novice, cannot have the Poverty hindrance]: gain Eight Pricy, or Four Expensive, or Two Very Expensive or One Extremely Expensive item(s) or any combination of the total.
+
:'''GEAR UP''' [Novice, cannot have the Poverty hindrance]: gain Eight Pricy Four Expensive, or Two Very Expensive or One Extremely Expensive item(s) or any combination of.
 
:'''IMPERIAL CHARTER''' [Nobility, Status 3+, cannot have a major Faction Hindrance]: The character has joined the Emperor’s new Order of Question Knights. Granted only to characters of Noble Birth, this is one of the most powerful Knightly Orders within the Known Worlds. Knights gain a +1 to Persuasion with anyone who holds the Emperor in good stead. A knight may inspect public Church and League records (but not private ones) and may cross feudal boundaries free of taxation. They are generally immune from prosecution although charges can be brought up with the Imperial Court. The character can also draw on Imperial Stores and gain one additional major purchase a session and gains a +2 to Status when making a Claim of Hospitality with Imperial Agents and can make a basic Claim with any other Faction. Knights must uphold a code of behavior and duty, can never act against Imperial interests and may be called upon at any time to undergo any number of missions for the order.
 
:'''IMPERIAL CHARTER''' [Nobility, Status 3+, cannot have a major Faction Hindrance]: The character has joined the Emperor’s new Order of Question Knights. Granted only to characters of Noble Birth, this is one of the most powerful Knightly Orders within the Known Worlds. Knights gain a +1 to Persuasion with anyone who holds the Emperor in good stead. A knight may inspect public Church and League records (but not private ones) and may cross feudal boundaries free of taxation. They are generally immune from prosecution although charges can be brought up with the Imperial Court. The character can also draw on Imperial Stores and gain one additional major purchase a session and gains a +2 to Status when making a Claim of Hospitality with Imperial Agents and can make a basic Claim with any other Faction. Knights must uphold a code of behavior and duty, can never act against Imperial interests and may be called upon at any time to undergo any number of missions for the order.
 
:'''MINOR RELIC''' [Novice, Wealth 4/d8 or Connection]: begins with an item(s) worth Minor Relic cost.
 
:'''MINOR RELIC''' [Novice, Wealth 4/d8 or Connection]: begins with an item(s) worth Minor Relic cost.
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There are three major factions within the Known Worlds – Nobles, whom rule over the lands and the peasants, the Church whom protect the minds and souls of the people, and the Guilds whom control industry and trade. Each via for control of not only their own spheres of interest against other factions within their domains (The Hawkwoods and the Decados have a long standing rivalry, while the Avesti and Eskatonic Orders are constantly at each other’s throats), they also via with the other the other faction for more control or arguments over who controls what (for example the Noble Houses and various Guilds often bicker what technology they can use and the Church tries to discourage both from relying on it too heavily or distributing too much to the common people, etc.). Most characters should belong to one of these factions as they provide protection and status within the Known Worlds. A character whom chooses not to take one is considered either a Freeman (if Human) or a Vassal (if an Alien). They gain no bonuses but are allowed some limited freedoms out the Factions.
 
There are three major factions within the Known Worlds – Nobles, whom rule over the lands and the peasants, the Church whom protect the minds and souls of the people, and the Guilds whom control industry and trade. Each via for control of not only their own spheres of interest against other factions within their domains (The Hawkwoods and the Decados have a long standing rivalry, while the Avesti and Eskatonic Orders are constantly at each other’s throats), they also via with the other the other faction for more control or arguments over who controls what (for example the Noble Houses and various Guilds often bicker what technology they can use and the Church tries to discourage both from relying on it too heavily or distributing too much to the common people, etc.). Most characters should belong to one of these factions as they provide protection and status within the Known Worlds. A character whom chooses not to take one is considered either a Freeman (if Human) or a Vassal (if an Alien). They gain no bonuses but are allowed some limited freedoms out the Factions.
 
:'''COMMISSIONED''' [Novice, Guild Member]: You have a Merchant League Guild commission, and considered a Guilds-Men (Base Status and Wealth of 3). You have the equivalent of the Connected edge within your own Guild and can make Claims of Hospitality within the Merchant League. Within the Guild there are five major chapters that each grant its members special training (and bonuses to certain skills)
 
:'''COMMISSIONED''' [Novice, Guild Member]: You have a Merchant League Guild commission, and considered a Guilds-Men (Base Status and Wealth of 3). You have the equivalent of the Connected edge within your own Guild and can make Claims of Hospitality within the Merchant League. Within the Guild there are five major chapters that each grant its members special training (and bonuses to certain skills)
::'''*Charioteers'''[https://www.pinterest.com/pin/1055599902202504/]: +1 to either Boating, Drive or Pilot and +1 Tech Use.
+
::'''*Charioteers'''[https://www.pinterest.com/pin/1055599902202504/]: +2 to either Boating, Drive or Pilot and +2 Tech Use.
::'''*Engineers'''[https://www.pinterest.com/pin/653866439653792383/visual-search/?imageSignature=ae22dfe93ed4c6eef7cf73384fd10336]: +1 to either Repair or Tech Use and +1 to either Science or Think Machine Chant.
+
::'''*Engineers'''[https://www.pinterest.com/pin/9148005504232795/]: +2 to either Repair or Tech Use and +2 to either Science or Think Machine Chant.
::'''*Scavers'''[https://www.pinterest.com/pin/562246334731314944/]: +1 to Gambling and +1 to Thievery
+
::'''*Scavers'''[https://www.pinterest.com/pin/562246334731314944/]: +2 to Gambling and +2 to Thievery
::'''*Musters'''[https://www.pinterest.com/pin/17240411061380124/]: +1 to Athletics and +1 to Intimidate
+
::'''*Musters'''[https://www.pinterest.com/pin/17240411061380124/]: +2 to Athletics and +2 to Intimidate
::'''*Reevers'''[https://www.pinterest.com/pin/36451078222284827/]: +1 to either Intimidate or Persuasion and +1 to Research
+
::'''*Reevers'''[https://www.pinterest.com/pin/36451078222284827/]: +2 to either Intimidate or Persuasion and +2 to Research
 
:'''HIGHER STATUS''' [Novice, requires Commission, Nobility or Ordained edge]: Your character is of a higher status and wealth within his or her Faction. Increase your Status and Wealth level by +1 (generally to 4/d8 unless modified with other Hindrance, Edge or Raises)
 
:'''HIGHER STATUS''' [Novice, requires Commission, Nobility or Ordained edge]: Your character is of a higher status and wealth within his or her Faction. Increase your Status and Wealth level by +1 (generally to 4/d8 unless modified with other Hindrance, Edge or Raises)
 
::'''GREATER STATUS''' [Novice, requires Commission, Nobility or Ordained edge Higher Status]: You have even more power and responsibility within your faction. Increase your Status and Wealth level by an additional +1 (generally level 5/d10).
 
::'''GREATER STATUS''' [Novice, requires Commission, Nobility or Ordained edge Higher Status]: You have even more power and responsibility within your faction. Increase your Status and Wealth level by an additional +1 (generally level 5/d10).
 
:'''NOBILITY''' [Novice, Noble Born]: The character is a member of a noble house (Base Status and Wealth of 3). The character has the equivalent of the Connected edge within their own Family’s House and can also make a Claim of Hospitality with other Noble Houses of the Known World. Each House specially trains its members in a variety of fields, focusing on what the House Elders had deemed important in days past.
 
:'''NOBILITY''' [Novice, Noble Born]: The character is a member of a noble house (Base Status and Wealth of 3). The character has the equivalent of the Connected edge within their own Family’s House and can also make a Claim of Hospitality with other Noble Houses of the Known World. Each House specially trains its members in a variety of fields, focusing on what the House Elders had deemed important in days past.
::*'''Hawkwood'''[https://www.pinterest.com/pin/556264991479481303/]: +1 to either Academia or Battle and +1 to either Intimidate or Persuasion
+
::*'''Hawkwood'''[https://www.pinterest.com/pin/556264991479481303/]: +2 to either Academia or Battle and +2 to either Intimidate or Persuasion
::*'''Decados'''[https://www.pinterest.com/pin/194217802671393434/visual-search/?imageSignature=1554a8399b7e3cd9a58a40da13c6b571]: +1 to either Intimidate or Taunt and +1 to either Stealth or Thievery
+
::*'''Decados'''[https://www.pinterest.com/pin/1055599894329979/]: +2 to either Intimidate or Taunt and +2 to either Stealth or Thievery
::*'''al-Malik'''[https://www.pinterest.com/pin/413275703309442036/]: +1 to Persuasion and +1 to either Academia or Research
+
::*'''al-Malik'''[https://www.pinterest.com/pin/413275703309442036/]: +2 to Persuasion and +2 to either Academia or Research
::*'''Li Halan'''[https://www.pinterest.com/pin/789959590873980469/]: +1 to either Academia or Preform and +1 to Persuasion or Taunt
+
::*'''Li Halan'''[https://www.pinterest.com/pin/789959590873980469/]: +2 to Academia and +2 to Persuasion or Taunt
::*'''Hazat'''[https://www.pinterest.com/pin/914862411265291/]: +1 to Battle and +1 to either Fighting or Shooting
+
::*'''Hazat'''[https://www.pinterest.com/pin/914862411265291/]: +2 to Battle and +1 to either Fighting or Shooting
 
:'''ORDAINED''' [Novice, Church Member]: The character is an ordained minister of the Universal Church, protector souls and bringer of light (Base Status and Wealth of 3). The character of the equivalent of the Connected edge within their Order and can make Claim of Hospitality within the Universal Church. Each Order focuses on various studies that they deem most import for their priests before being sent out among the disciples.
 
:'''ORDAINED''' [Novice, Church Member]: The character is an ordained minister of the Universal Church, protector souls and bringer of light (Base Status and Wealth of 3). The character of the equivalent of the Connected edge within their Order and can make Claim of Hospitality within the Universal Church. Each Order focuses on various studies that they deem most import for their priests before being sent out among the disciples.
::*'''Urth Orthodox'''[https://www.pinterest.com/pin/3659243436537951/]: +1 to Academia and +1 to Persuasion
+
::*'''Urth Orthodox'''[https://www.pinterest.com/pin/3659243436537951/]: ++2 to Academia and 2 to Persuasion
::*'''Brothers Battle'''[https://i.pinimg.com/originals/ac/0a/ce/ac0acee0c2863ff70a4b21cb74281d38.jpg]: +1 to Athletics and +1 to Fighting
+
::*'''Brothers Battle'''[https://www.pinterest.com/pin/42643527713837228/visual-search/]: +2 to Athletics and +1 to either Fighting or Shooting
::*'''Eskatonic Order'''[https://www.pinterest.com/pin/695243261232674705/]: +1 to either Academia or Survival and +1 to either Occultism or Persuasion
+
::*'''Eskatonic Order'''[https://www.pinterest.com/pin/695243261232674705/]: +2 to either Academia or Survival and +2 to either Occultism or Persuasion
::*'''Temple Avesti'''[https://www.pinterest.com/pin/493707177910528585/]: +1 to Intimidate and +1 to Occultism
+
::*'''Temple Avesti'''[https://www.pinterest.com/pin/493707177910528585/]: +2 to Intimidate and +2 to Occultism
::*'''Sanctuary Aeon'''[https://www.pinterest.com/pin/AShYoX3brU1gOdYdjnAH-OXxVMbnAMmBvDX4AdyTsnHOXH5Z5fnmKV8/]: +1 to Healing and +1 to Persuasion
+
::*'''Sanctuary Aeon'''[https://www.pinterest.com/pin/AShYoX3brU1gOdYdjnAH-OXxVMbnAMmBvDX4AdyTsnHOXH5Z5fnmKV8/]: +2 to Healing and +2 to Persuasion
  
  
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:'''COMMANDO''' [Seasoned, Assassin or Woodsman, Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to Notice checks vs. others getting ‘the Drop’ on them.
 
:'''COMMANDO''' [Seasoned, Assassin or Woodsman, Extraction]: The elite commando can move and still benefit from the Aim maneuver so long as he does not also run (cannot aim if they run). He also gains a +2 to Notice checks vs. others getting ‘the Drop’ on them.
 
:'''ELITE EXPLORER''' [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to Notice and Survival checks (but only in wilderness).
 
:'''ELITE EXPLORER''' [Seasoned, Alertness, Woodsman, Smarts d8+, Notice d8+ Survival d8+]: Elite explorers are well-traveled and well respected in the area of expertise. When leading a group through the wilderness, they grant the group a +2 to Notice and Survival checks (but only in wilderness).
:'''ENGINEER SAVANT''' [Veteran, Smarts d8+, Tech Master, Tech Recognition, Repair d10+, Tech-Use d8+, Think Machine Chant d8+ must be a Commissioned Engineer]: These are a rare breed found only within the ranks of the Engineering Guild, where they jealously guard the secrets of science. You gain a +2 to all Repair, Science, Tech-Use and Think Machine Chant skill rolls.
+
:'''ENGINEER SAVANT''' [Veteran, Smarts d8+, Tech Master, Tech Recognition, Electronics d6+, Repair d10+, Tech-Use d8+, Think Machine Chant d8+ must be a Commissioned Engineer]: These are a rare breed found only within the ranks of the Engineering Guild, where they jealously guard the secrets of science. You gain a +2 to all Electronic, Repair, Science, Tech-Use and Think Machine Chant skill rolls.
 
:'''GAMBLER''' [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.
 
:'''GAMBLER''' [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.
 
:'''INFILTRATOR''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.
 
:'''INFILTRATOR''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.
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*Sanctuary Aeon: Resurrection
 
*Sanctuary Aeon: Resurrection
  
Allowed Powers of '''Arcane Background (Psionic)''': Arcane Protection, Barrier, Blast, Blind, Bolt, Boost/Lower Trait (must be purchased separately, Boost is self only), Confusion, Damage Field (self only), Dark Sight (self only), Deflection, Detect/Conceal Arcane, Disguise, Dispel, Drain Power Points, Elemental Manipulation, Empathy, Environmental Protection, Farsight (self only), Fear, Havoc, Healing, Illusion, Invisibility (self only), Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Project Thoughts*, Protection, Puppet, Relief (self only), Sloth/Speed (must be purchased separately, Speed is self only), Slumber, Smite, Sound/Silence, Speak Language, Stun, Suggestion*, Telekinesis.
+
Allowed Powers of '''Arcane Background (Psionic)''': Arcane Protection, Barrier, Blast, Blind, Bolt, Boost/ Lower Trait (must be purchased separately, Boost is self only), Confusion, Damage Field (self only), Dark Sight (self only), Deflection, Detect/Conceal Arcane, Disguise, Dispel, Drain Power Points, Elemental Manipulation, Empathy, Environmental Protection, Farsight (self only), Fear, Havoc, Healing (self only), Illusion, Invisibility (self only), Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Project Thoughts*, Protection (self only), Puppet, Relief (self only), Sloth/Speed (must be purchased separately, Speed is self only), Slumber, Smite, Sound/Silence, Speak Language, Stun, Suggestion*, Telekinesis.
  
  
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:'''Fusion Power Cell''' (1): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, and could even recharge power and energy clips. Strain 2, Cost EE (M)
 
:'''Fusion Power Cell''' (1): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, and could even recharge power and energy clips. Strain 2, Cost EE (M)
 
:'''Nano-Repair System''' (1): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system. Strain 2, Cost EE
 
:'''Nano-Repair System''' (1): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system. Strain 2, Cost EE
:'''Pain Desensitivity''' (2): Ignores one level of Wound penalties per level of cyernetics. Stacks with Level Headed edge. Strain 1/level, Cost VE
+
:'''Pain Desensitivity''' (2): Ignores one level of Wound penalties per level of ccyernetics. Stacks with Level Headed edge. Strain 1, Cost VE
 
:'''Reinforced Frame''' (3): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor. Strain 1/level, Cost E
 
:'''Reinforced Frame''' (3): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor. Strain 1/level, Cost E
 
:'''Synthetic Organ Replacement''' (3): Raise Vigor one die step. Strain 1/level, Cost VE
 
:'''Synthetic Organ Replacement''' (3): Raise Vigor one die step. Strain 1/level, Cost VE
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'''<u>WAR VEHICLES</u>''' – all include Infrared Night Vision and Night Vision options</br>
 
'''<u>WAR VEHICLES</u>''' – all include Infrared Night Vision and Night Vision options</br>
'''FLOATER APC'''[https://www.pinterest.com/pin/295971006754440783/visual-search/]: Armored floater personal/troop carrier, hover ground effect vehicle. '''Cost''' MR (M). '''Chassis''' Super-Heavy - Size 8, '''TS''' 60mph, '''Handling''' -2, '''Toughness''' 38 (11), '''Wounds*''' +2,  '''Crew''' 5+15. '''Mods''' (1 remaining): AMCM (Anti-Missile Counter Measures. Add +2 to ''Drive'' or ''Tech Use'' checks made to evade missile attacks) (1), Armor II (AP +4, Heavy) (2), Electromagnetic Shielding (Add +6 to the vehicle’s effective Toughness vs. EMP missiles) (1), Environmental Seal (2), Hover (5), Food Storage (20 man-days) (1), Linked Weapon Turrets (4), Reinforced Chassis II (Tough +4) (4), Speed IV (+40mph) (8), Targeting System (negates up to four points of penalties) (1) </br>
+
'''FLOATER APC'''[https://www.pinterest.com/pin/295971006754440783/visual-search/]: Armored floater personal/troop carrier, hover ground effect vehicle. '''Cost''' MR (M). '''Chassis''' Super-Heavy - Size 8, '''TS''' 60mph, '''Handling''' -2, '''Toughness''' 38 (11), '''Wounds*''' +2,  '''Crew''' 5+15. '''Mods''' (1 remaining): AMCM (Anti-Missile Counter Measures. Add +2 to ''Drive'' or ''Electronics'' checks made to evade missile attacks) (1), Armor II (AP +4, Heavy) (2), Electromagnetic Shielding (Add +6 to the vehicle’s effective Toughness vs. EMP missiles) (1), Environmental Seal (2), Hover (5), Food Storage (20 man-days) (1), Linked Weapon Turrets (4), Reinforced Chassis II (Tough +4) (4), Speed IV (+40mph) (8), Targeting System (negates up to four points of penalties) (1) </br>
 
'''''Weapons''''' </br>
 
'''''Weapons''''' </br>
 
Twin-link Medium Machine Gun Turrets (in 4 different turrets): Range 50/100/200, Damage 2d10+3, AP 2, ROF 4, Shots 200 each gun. Reloads for each turret weighs 30lbs and cost VE.</br>  
 
Twin-link Medium Machine Gun Turrets (in 4 different turrets): Range 50/100/200, Damage 2d10+3, AP 2, ROF 4, Shots 200 each gun. Reloads for each turret weighs 30lbs and cost VE.</br>  
 
</br>
 
</br>
'''FLOATER TANK'''[https://www.pinterest.com/pin/166211042489560403/visual-search/]: military hover tank land vehicle. '''Cost''' MR (M). '''Chassis''' Super-Heavy - Size 8, '''TS''' 35mph, '''Handling''' -2, '''Toughness''' 50 (21), '''Wounds*''' +2,  '''Crew''' 4. '''Mods''' (0 remaining): AMCM (Anti-Missile Counter Measures. Add +2 to ''Drive'' or ''Tech Use'' checks made to evade missile attacks) (1), Armor VII (AP +14, Heavy) (7), Crew Reduction (+4), Electromagnetic Shielding (Add +6 to the vehicle’s effective Toughness vs. EMP missiles) (1), Environmental Seal (2), Hover (5), Fixed Weapon (1), Food Storage (20 man-days) (1), Linked Weapon Turrets (2), Reinforced Chassis III (Tough +6) (6), Speed II (+20mph) (4), Targeting System (negates up to four points of penalties) (1), Weapon Turret (4) </br>
+
'''FLOATER TANK'''[https://www.pinterest.com/pin/166211042489560403/visual-search/]: military hover tank land vehicle. '''Cost''' MR (M). '''Chassis''' Super-Heavy - Size 8, '''TS''' 35mph, '''Handling''' -2, '''Toughness''' 50 (21), '''Wounds*''' +2,  '''Crew''' 4. '''Mods''' (0 remaining): AMCM (Anti-Missile Counter Measures. Add +2 to ''Drive'' or ''Electronics'' checks made to evade missile attacks) (1), Armor VII (AP +14, Heavy) (7), Crew Reduction (+4), Electromagnetic Shielding (Add +6 to the vehicle’s effective Toughness vs. EMP missiles) (1), Environmental Seal (2), Hover (5), Fixed Weapon (1), Food Storage (20 man-days) (1), Linked Weapon Turrets (2), Reinforced Chassis III (Tough +6) (6), Speed II (+20mph) (4), Targeting System (negates up to four points of penalties) (1), Weapon Turret (4) </br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
One Twin-link Medium Machine Gun Turret: Range 50/100/200, Damage 2d10+3, AP 2, ROF 4, Shots 200 each gun. Reloads for each turret weighs 30lbs and cost VE. </br>  
 
One Twin-link Medium Machine Gun Turret: Range 50/100/200, Damage 2d10+3, AP 2, ROF 4, Shots 200 each gun. Reloads for each turret weighs 30lbs and cost VE. </br>  
 
Light Flame Throwers (forward fixed): Range Blast or 12" and MBT, Damage 2d12, AP ignore non-sealed armor, Shots 10, Reload P</br>
 
Light Flame Throwers (forward fixed): Range Blast or 12" and MBT, Damage 2d12, AP ignore non-sealed armor, Shots 10, Reload P</br>
 
Heavy Cannon Turret: Range 350/700/1,400, Damage 5d10, AP 30, HW, ROF 1, Shots 30, Note MBT, Reload VE.</br>   
 
Heavy Cannon Turret: Range 350/700/1,400, Damage 5d10, AP 30, HW, ROF 1, Shots 30, Note MBT, Reload VE.</br>   
</br>  
+
</br>
'''ATTACK FLITTER''': military attack anti-grav jet. '''Cost''' R (M). '''Chassis''' Super-Heavy -Size 8, '''TS''' 850mph (can hover), '''Handling''' +3, '''Toughness''' 30 (7), '''Wounds*''' +2,  '''Crew''' 2. '''Mods''' (3 remaining): Aircraft, Anti-Grav (2), AMCM (Anti-Missile Counter Measures. Add +2 to ''Pilot'' or ''Tech Use'' checks made to evade missile attacks) (1), Crew Reduction (+4), Environmental Sealing (High Atitude) (2), Fixed Weapons (2), Handling III (8), Missile Lauchers (4) and Missile Storage for 24 light missiles or 16 heavy or 8 Anti-Tank (2), Radar (1), Speed V (+250mph) (5), Targeting System (negates up to four points of penalties) (1)</br>
+
'''ATTACK FLITTER''': military attack anti-grav jet. '''Cost''' R (M). '''Chassis''' Super-Heavy -Size 8, '''TS''' 1,100mph, '''Handling''' +2, '''Toughness''' 30 (7), '''Wounds*''' +2,  '''Crew''' 2. '''Mods''' (2 remaining): Aircraft, Jet (3), AMCM (Anti-Missile Counter Measures. Add +2 to ''Drive'' or ''Electronics'' checks made to evade missile attacks) (1), Crew Reduction (+4), Environmental Sealing (High Atitude) (2), Fixed Weapons (2), Handling III (8), Missile Lauchers (4) and Missile Storage for 24 light missiles or 16 heavy or 8 Anti-Tank (2), Radar (1), Speed V (+500mph) (5), Targeting System (negates up to four points of penalties) (1)</br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
One Quad-link forward fixed Medium Laser Cannons: Range 800/1,600/3,200, Damage 3d10+6, AP 10, ROF 1, Shots 100.</br>  
 
One Quad-link forward fixed Medium Laser Cannons: Range 800/1,600/3,200, Damage 3d10+6, AP 10, ROF 1, Shots 100.</br>  
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===STOCK STARCRAFT===
 
===STOCK STARCRAFT===
'''MEDIUM SHUTTLE/LANDER'''[https://www.pinterest.com/pin/28217935156632070/visual-search/]: Basic Shuttle lander used for either crew or cargo. '''Cost''' MR. '''Frame''' Average -Size 8, '''Speed''' 2 (500mph), '''Handling''' +2, '''Toughness''' 30 (7), '''Wounds*''' +2, '''Crew''' 1+4, '''Energy''' 4. '''Mods''' (34 remaining): Atmospheric (can land on planetary surfaces) (4), Life Support, Short-Term (15 mandays of both standard and emergy), Orbiter (+8)</br>
+
'''MEDIUM SHUTTLE/LANDER'''[https://www.pinterest.com/pin/28217935156632070/visual-search/]: Basic Shuttle lander used for either crew or cargo. '''Cost''' MR. '''Frame''' Medium -Size 8, '''Speed''' 2 (500mph), '''Handling''' +2, '''Toughness''' 30 (7), '''Wounds*''' +2, '''Crew''' 1+4, '''Energy''' 4. '''Mods''' (34 remaining): Atmospheric (can land on planetary surfaces) (4), Life Support, Short-Term (15 mandays of both standard and emergy), Orbiter (+8)</br>
 
:For '''''Passenger Transports''''': add Standard Passenger Space XXXII (32) which can hold 128 passengers and includes Life Support for all for 3 days (plus 3 days in emergency) and can carry 3.2 tons (mostly personal baggage).</br>
 
:For '''''Passenger Transports''''': add Standard Passenger Space XXXII (32) which can hold 128 passengers and includes Life Support for all for 3 days (plus 3 days in emergency) and can carry 3.2 tons (mostly personal baggage).</br>
 
:For '''''Cargo Transports''''': carries 54.4 tons of cargo.</br>
 
:For '''''Cargo Transports''''': carries 54.4 tons of cargo.</br>
 
</br>
 
</br>
'''HEAVY SHUTTLE LANDER'''[https://www.pinterest.com/pin/49891508359638833/visual-search/]: These are heavy shuttles who carry large cargo loads to and from a planets orbit, often to an orbiting space station or awaiting large starships that cannot make planetfall. They are unarmed and on hostile worlds require escourt vehicles for protection. '''Cost''' MR. '''Frame''' Great -Size 12, '''TS''' 2 (700mph), '''Handling''' +1, '''Toughness''' 43 (12), '''Wounds*''' +3, '''Crew''' 15, '''Energy''' 6. '''Mods''' (42 remaining; for  cargo 100.8 tons. Passenger Pads for a passenger shuttle service can drop this depending): Armor I (AP+4) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Life Support, Short-Term (6 days of standard and emergy supplies for crew of 15; or 90 man-days worth) (1), Orbiter (+12), Reinforced Structure II (Tough +4) (6), Speed I (+2) (6)</br>
+
'''HEAVY SHUTTLE LANDER'''[https://www.pinterest.com/pin/49891508359638833/visual-search/]: These are heavy shuttles who carry large cargo loads to and from a planets orbit, often to an orbiting space station or awaiting large starships that cannot make planetfall. They are unarmed and on hostile worlds require escourt vehicles for protection. '''Cost''' MR. '''Chassis''' Great -Size 12, '''TS''' 2 (700mph), '''Handling''' +1, '''Toughness''' 43 (12), '''Wounds*''' +3, '''Crew''' 15, '''Energy''' 6. '''Mods''' (42 remaining; for  cargo 100.8 tons. Passenger Pads for a passenger shuttle service can drop this depending): Armor I (AP+4) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Life Support, Short-Term (6 days of standard and emergy supplies for crew of 15; or 90 man-days worth) (1), Orbiter (+12), Reinforced Structure II (Tough +4) (6), Speed I (+2) (6)</br>
 
</br>
 
</br>
'''COURIER''' [https://www.pinterest.com/pin/246149935875027747/visual-search/]: a fast message and mail craft, it is crammed and only has space for two individuals. The craft is modified to carry a great deal of extra energy reserves and life support for the two pilots. Note that Couriers often only carry electronic mail and do not leave the Jump Gates location. They can carry small cargo's of specialized items. '''Cost''' R. '''Frame''' Great - Size 12, '''Speed''' 7 (700mph). '''Handling''' +1, '''Toughness''' 35 (8), '''Wounds*''' +3, '''Crew''' 2, '''Energy''' 300. '''Mods''' (6 remaining): Artificial Intelligence (Basic. Acts as an Extra with base Skill d8 and does not suffer multiactions. Can give support and acts on 'captains' turn) (1), AMCM (Anti-Missile Counter Measures, +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (6), Crew Reduction (+4), Energy Reserve IV (+240 energy) (12), JumpDrive (uses 36 energy per Jump) (6), Life Support (180 man-days Standard and 180 man-days emergency supplies for two crew; or 360 man-days) (1), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (6), Weapon Turret (2)</br>
+
'''COURIER''' [https://www.pinterest.com/pin/246149935875027747/visual-search/]: a fast message and mail craft, it is crammed and only has space for two individuals. The craft is modified to carry a great deal of extra energy reserves and life support for the two pilots. Note that Couriers often only carry electronic mail and do not leave the Jump Gates location. They can carry small cargo's of specialized items. '''Cost''' R. '''Frame''' Great - Size 12, '''Speed''' 7 (700mph). '''Handling''' +1, '''Toughness''' 35 (8), '''Wounds*''' +3, '''Crew''' 2, '''Energy''' 300. '''Mods''' (6 remaining): Artificial Intelligence (Basic. Acts as an Extra with base Skill d8 and does not suffer multiactions. Can give support and acts on 'captains' turn) (1), AMCM (Anti-Missile Counter Measures, +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (6), Crew Reduction (+4), Energy Reserve IV (+240 energy) (12), JumpDrive (uses 36 energy per Jump) (6), Life Support (180 man-days Standard and 180 man-days emergency supplies for two crew; or 360 man-days) (1), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (6), Weapon Turret (2)</br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
:One Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers 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'')</br>
 
:One Turret mounted Medium Laser Cannon: Range 800/1,600/32.000 (8/16/32). Damage 3d10, AP 10, ROF 1, Shots 100 (''lasers 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'')</br>
 
</br>
 
</br>
'''EXPLORER'''[https://www.pinterest.com/pin/535013630760334948/visual-search/]: common stellar explorer and light cargo transport, often sponsored or supported by one of the great factions. It has advanced sensors and scientific workstations. '''Cost''' R. '''Frame''' Great -Size 12, '''Speed''' 6 (600mph), '''Handling''' +1, '''Toughness''' 41 (12), '''Wounds*''' +3, '''Crew''' 5+10, '''Energy''' 180. '''Mods''' (3 remaining): Armor I (AP+4) (1), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, 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), AMCM (Anti-Missile Counter Measures, +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Energy Reserve II (energy +120) (6), JumpDrive (uses 36 emergy per jump) (6), Life Support (60 days of standard and 60 days of emergency supplies for a crew of 15; or 900 man-days) (3), Reinforced Chassis I (Tough +2) (3), Sensor Suite, Galatic (range 1 lightyear) (1), Speed I (+1/100mph) (3), Weapon linked mount (2), Work Stations/Labs (add +1 to ''Electronis'', ''Repair'' and ''Science'' Skills) (4)</br>
+
'''EXPLORER'''[https://www.pinterest.com/pin/535013630760334948/visual-search/]: common stellar explorer and light cargo transport, often sponsored or supported by one of the great factions. It has advanced sensors and scientific workstations. '''Cost''' R. '''Frame''' Great -Size 12, '''Speed''' 6 (600mph), '''Handling''' +1, '''Toughness''' 41 (12), '''Wounds*''' +3, '''Crew''' 5+10, '''Energy''' 180. '''Mods''' (3 remaining): Armor I (AP+4) (1), Artificial Intelligence (Basic, can operate all ship's systems— skill level of d8, 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), AMCM (Anti-Missile Counter Measures, +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (Allows the ship to enter planetary surface) (6), Energy Reserve II (energy +120) (6), JumpDrive (uses 36 emergy per jump) (6), Life Support (60 days of standard and 60 days of emergency supplies for a crew of 15; or 900 man-days) (3), Reinforced Chassis I (Tough +2) (3), Sensor Suite, Galatic (range 1 lightyear) (1), Speed I (+1/100mph) (3), Weapon linked mount (2), Work Stations/Labs (add +1 to ''Electronis'', ''Repair'' and ''Science'' Skills) (4)</br>
 
'''''Weapon'''''</br>
 
'''''Weapon'''''</br>
 
:One Duel-linked, 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 4 Energy per 10 shots, round up'')</br>
 
:One Duel-linked, 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 4 Energy per 10 shots, round up'')</br>
Line 941: Line 938:
 
''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>
 
</br>
'''IN-SYSTEM TUG'''[https://www.pinterest.com/pin/5136987063187589/visual-search/?imageSignature=fe84185659b637422a8af5494beba795]: These vessels are designed to haul freight from one planet to another in-system and between a system JumpGate and primary world. They do have a Hanger Bay that carries three Medium or two Heavy Shuttle within to transport there goods planet side. '''Cost''' R. '''Frame''' Garganturan - Size 24, '''Speed''' 3. '''Handling''' -2, '''Toughness''' 59 (15), '''Wounds*''' +6, '''Crew''' 20+80, '''Energy''' 300. '''Mods''' (2 remaining): Fewer Crew (+25), Life Support (60 standard and 30 emergency for 100 passengers and crew; 6,000 man-days) (3), Mercantile (4), Reinforced Chassis IV (Tough +8) (24), Sensor Suite, Planetary (range 10K) (1), Superstructures (cargo) VIII (80), Superstructure (hanger) I (10) </br>
+
'''IN-SYSTEM TUG'''[https://www.pinterest.com/pin/11892386508687846/visual-search/]: These vessels are designed to haul freight from one planet to another in-system and between a system JumpGate and primary world. They do have a Hanger Bay that carries three Medium or two Heavy Shuttle within to transport there goods planet side. '''Cost''' R. '''Frame''' Garganturan - Size 24, '''Speed''' 3. '''Handling''' -2, '''Toughness''' 59 (15), '''Wounds*''' +6, '''Crew''' 20+80, '''Energy''' 300. '''Mods''' (2 remaining): Fewer Crew (+25), Life Support (60 standard and 30 emergency for 100 passengers and crew; 6,000 man-days) (3), Mercantile (4), Reinforced Chassis IV (Tough +8) (24), Sensor Suite, Planetary (range 10K) (1), Superstructures (cargo) VIII (80), Superstructure (hanger) I (10) </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>
 
''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>
 
''Hanger Superstructure Containers'' can carry up to Size 24 vessels but the maximum size of all vessels is 12 each.</br>
 
''Hanger Superstructure Containers'' can carry up to Size 24 vessels but the maximum size of all vessels is 12 each.</br>
Line 951: Line 948:
 
''Hanger Superstructure Containers'' can carry up to Size 24 vessels but the maximum size of all vessels is 12 each.</br>
 
''Hanger Superstructure Containers'' can carry up to Size 24 vessels but the maximum size of all vessels is 12 each.</br>
 
</br>
 
</br>
'''STAR-FIGHTERS'''[https://www.pinterest.com/pin/774689573396592380/visual-search/]: fast attack starcraft, one man with no interstellar capacity. '''Cost''' MR (M). '''Frame''' Tiny -Size 6, '''Speed''' 12 (1,200mph), '''Handling''' +3, '''Toughness''' 35 (14), '''Wounds*''' +1, '''Crew''' 1, '''Energy''' 25. '''Mods''' (0 remaining): AMCM (Anti-Missile Counter Measures, +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Armor II (AP +8) (2), Atmospheric (Allows the ship to enter planetary surface) (3), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Fixed and Linked Weapons (2),  Life Support, Short Term (3 days standard and 3 days emergency supplies) (+3), Reinforced Structure I (Toughness +2) (1), Sensor Suite, Planetary (range of 10K miles) (1),  Speed VI (+6/600mph) (6), Targeting System (negates up to four points of penalties) (1)</br>
+
'''STAR-FIGHTERS'''[https://www.pinterest.com/pin/774689573396592380/visual-search/]: fast attack starcraft, one man with no interstellar capacity. '''Cost''' MR (M). '''Frame''' Tiny -Size 6, '''Speed''' 12 (1,200mph), '''Handling''' +3, '''Toughness''' 35 (14), '''Wounds*''' +1, '''Crew''' 1, '''Energy''' 25. '''Mods''' (0 remaining): AMCM (Anti-Missile Counter Measures, +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Armor II (AP +8) (2), Atmospheric (Allows the ship to enter planetary surface) (3), Electromagnetic Shielding (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (1), Fixed and Linked Weapons (2),  Life Support, Short Term (3 days standard and 3 days emergency supplies) (+3), Reinforced Structure I (Toughness +2) (1), Sensor Suite, Planetary (range of 10K miles) (1),  Speed VI (+6/600mph) (6), Targeting System (negates up to four points of penalties) (1)</br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
:Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, 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 8 Energy per 10 shots, round up'') </br>
 
:Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, 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 8 Energy per 10 shots, round up'') </br>
 
</br>
 
</br>
'''STAR-BOMBER'''[https://www.pinterest.com/pin/589408669981065506/visual-search/?x=22&y=45&w=512&h=281]: a heavy attack and bomber starcraft, with no interstellar capacity. '''Cost''' R (M). '''Frame''' Average - Size 8, '''Speed''' 5. '''Handling''' +2, '''Toughness''' 42 (15), '''Wounds*''' +2, '''Crew''' 2, '''Energy''' 40. '''Mods''' (0 remaining): Armor II (AP +8) (2), AMCM (Anti-Missile Counter Measures, +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (Allows the ship to enter planetary surface) (4), Electromagnetic Shielding II (Adds +12 to the ship’s effective Toughness vs. EMP attacks) (2), Fixed and Linked Weapons (2), Life Support, Short Term (3 days standard and 3 days emergency supplies) (+4), Reinforced Structure II (Toughness +4) (4), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (+2/200mph) (4), Targeting System (negates up to four points of penalties) (1), Torpedo Tubes 2 (2) with storage for 12 light and 6 heavy torpedoes (4), Weapon Turret linked weapons (4)</br>
+
'''STAR-BOMBER'''[https://www.pinterest.com/pin/589408669981065506/visual-search/?x=22&y=45&w=512&h=281]: a heavy attack and bomber starcraft, with no interstellar capacity. '''Cost''' R (M). '''Frame''' Average - Size 8, '''Speed''' 5. '''Handling''' +2, '''Toughness''' 42 (15), '''Wounds*''' +2, '''Crew''' 2, '''Energy''' 40. '''Mods''' (0 remaining): Armor II (AP +8) (2), AMCM (Anti-Missile Counter Measures, +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Atmospheric (Allows the ship to enter planetary surface) (4), Electromagnetic Shielding II (Adds +12 to the ship’s effective Toughness vs. EMP attacks) (2), Fixed and Linked Weapons (2), Life Support, Short Term (3 days standard and 3 days emergency supplies) (+4), Reinforced Structure II (Toughness +4) (4), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (+2/200mph) (4), Targeting System (negates up to four points of penalties) (1), Torpedo Tubes 2 (2) with storage for 12 light and 6 heavy torpedoes (4), Weapon Turret linked weapons (4)</br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
:One Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, 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 8 Energy per 10 shots, round up'')</br>  
 
:One Quad-Linked forward fixed Medium Laser Cannons: Range 800/1,600/3,200 (8/16/32), Damage 3d10+6, 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 8 Energy per 10 shots, round up'')</br>  
Line 961: Line 958:
 
:Two Forward fixed Torpedo Launchers: Range 12/24/48, ROF1. ''Light'' Torpedoes -Damage 5d12, AP 50, AOE 1 sq. space. ''Heavy'' Torpedo -Damage 8d12, AP 50, AOE 1 sq. space</br>
 
:Two Forward fixed Torpedo Launchers: Range 12/24/48, ROF1. ''Light'' Torpedoes -Damage 5d12, AP 50, AOE 1 sq. space. ''Heavy'' Torpedo -Damage 8d12, AP 50, AOE 1 sq. space</br>
 
</br>
 
</br>
'''CUTTER PATROL CRAFT'''[https://www.pinterest.com/pin/111112315797565689/visual-search/]: The ''Cutter''-Class system patrol boats are designed for wolf-pack hit and run attacks against larger ships. '''Cost''' SR (M), '''Size''' 12 -Great, '''Speed''' 7 (700mph), '''Handling''' +1, '''Toughness''' 48 (20), '''Wounds*''' +3, '''Crew''' 3+4 (plus 4 prsioners), '''Energy''' 120. '''Mods''' (3 remaining) - Armor III (AP +12) (3), AMCM (Anti-Missile Counter Measures, Add +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), 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), Atmospheric (Allows the ship to enter planetary surface) (6), Energy Reserves (+60 energy points) (3), Electromagnetic Shielding II (Adds +12 to the ship’s effective Toughness vs. EMP attacks) (2), Fewer Crew (+2), Fixed Linked Weapons (1), Holding Space 2 (includes four individual holding cells or can be cammed to hold two persons in each cell) (2), JumDrive (uses 36 energy per jump) (6), Life Suport I (60 days of standard supply plus emergency supplies for fifteen; or 900 man days) (3), Linked Weapon Systems (2), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (+2/200mph) (6), Targeting System (negates up to four points of penalties) (1)</br>
+
'''CUTTER PATROL CRAFT'''[https://www.pinterest.com/pin/111112315797565689/visual-search/]: The ''Cutter''-Class system patrol boats are designed for wolf-pack hit and run attacks against larger ships. '''Cost''' SR (M), '''Size''' 12 -Great, '''Speed''' 7 (700mph), '''Handling''' +1, '''Toughness''' 48 (20), '''Wounds*''' +3, '''Crew''' 3+4 (plus 4 prsioners), '''Energy''' 120. '''Mods''' (3 remaining) - Armor III (AP +12) (3), AMCM (Anti-Missile Counter Measures, Add +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), 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), Atmospheric (Allows the ship to enter planetary surface) (6), Energy Reserves (+60 energy points) (3), Electromagnetic Shielding II (Adds +12 to the ship’s effective Toughness vs. EMP attacks) (2), Fewer Crew (+2), Fixed Linked Weapons (1), Holding Space 2 (includes four individual holding cells or can be cammed to hold two persons in each cell) (2), JumDrive (uses 36 energy per jump) (6), Life Suport I (60 days of standard supply plus emergency supplies for fifteen; or 900 man days) (3), Linked Weapon Systems (2), Sensor Suite, Planetary (range of 10K miles) (1), Speed II (+2/200mph) (6), Targeting System (negates up to four points of penalties) (1)</br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
:One 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)</br>
 
:One 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)</br>
 
:One 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'')</br>
 
:One 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'')</br>
 
</br>
 
</br>
'''INTERCEPTOR'''[https://www.pinterest.com/pin/281123201730593370/visual-search/]: ''Intercetur''-Class are heavy system patrol vessel. As these ships spend long periods of time on patrol, hence the extra Energy for life support. '''Cost''' A (M). '''Frame''' Giant - Size 20, '''Speed''' 5, '''Handling''' -1, '''Toughness''' 66 (24), '''Wounds*''' +5, '''Crew''' 30+50, '''Energy''' 600. '''Mods''' (0 remaining): Armor III (AP+12) (3), AMCM (Anti-Missile Counter Measures, Add +2 to ''Tech Use'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Artificial Intelligence (Military; can operate all ship's systems— skill level of d10, but is an “Extra”. Add +2 to ''Battle'' and ''Shooting''. 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), Energy Reserve (+400 energy) (10), Electromagnetic Shielding I (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (2), Fixed Weapon Mounts (7), Holding Space 8 (includes sixteen individual holding cells or can be cammed to hold two persons in each cell) (8), JumpDrive (uses 60 energy each jump) (10), Life Support (90 days of standard and emergency supplies for a crew and passengers of 80; or 9,200 man-days) (10), Linked Weapon Systems (4), Reinforced Chassis II (Tough +4) (10), Sensor Suite, Galatic (range 1 lightyear) (1), Speed II (+2/200mph) (10), Targeting System (negates up to four points of penalties) (1), 2 Torpedo Launchers (2) with storage for 16 light torpedos and 8 heavy torpedos (4), Weapon Mounts (4) </br>
+
'''INTERCEPTOR'''[https://www.pinterest.com/pin/281123201730593370/visual-search/]: ''Intercetur''-Class are heavy system patrol vessel. As these ships spend long periods of time on patrol, hence the extra Energy for life support. '''Cost''' A (M). '''Frame''' Giant - Size 20, '''Speed''' 5, '''Handling''' -1, '''Toughness''' 66 (24), '''Wounds*''' +5, '''Crew''' 30+50, '''Energy''' 600. '''Mods''' (0 remaining): Armor III (AP+12) (3), AMCM (Anti-Missile Counter Measures, Add +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams) (1), Artificial Intelligence (Military; can operate all ship's systems— skill level of d10, but is an “Extra”. Add +2 to ''Battle'' and ''Shooting''. 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), Energy Reserve (+400 energy) (10), Electromagnetic Shielding I (Adds +6 to the ship’s effective Toughness vs. EMP attacks) (2), Fixed Weapon Mounts (7), Holding Space 8 (includes sixteen individual holding cells or can be cammed to hold two persons in each cell) (8), JumpDrive (uses 60 energy each jump) (10), Life Support (90 days of standard and emergency supplies for a crew and passengers of 80; or 9,200 man-days) (10), Linked Weapon Systems (4), Reinforced Chassis II (Tough +4) (10), Sensor Suite, Galatic (range 1 lightyear) (1), Speed II (+2/200mph) (10), Targeting System (negates up to four points of penalties) (1), 2 Torpedo Launchers (2) with storage for 16 light torpedos and 8 heavy torpedos (4), Weapon Mounts (4) </br>
 
'''''Weapons'''''</br>
 
'''''Weapons'''''</br>
 
:One Forward Fixed Heavy Mass Drive Gun: Range 10/20/40, Damage 9d10, AP 10, ROF 1, Shots 20. Reloads EE, wt. 500lbs.</br>
 
:One Forward Fixed Heavy Mass Drive Gun: Range 10/20/40, Damage 9d10, AP 10, ROF 1, Shots 20. Reloads EE, wt. 500lbs.</br>

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