Editing SavageWorldAdvEd.FadingSuns

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 143: Line 143:
 
:: * 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 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).
:: '''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''')
 
*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 ==
Line 222: Line 218:
 
:'''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).
 +
:'''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''' (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.
 
:'''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.
  
Line 243: Line 241:
 
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
  
  
Line 274: Line 272:
 
:'''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.
Line 458: Line 456:
 
:'''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
Line 883: Line 881:
  
 
'''<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>  
Line 922: Line 920:
  
 
===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 951: Line 949:
 
''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 959:
 
: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>

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)