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:'''*Stealth System''' [Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other non-cloakable signal such as radio signal or active sensor search] (12)
 
:'''*Stealth System''' [Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other non-cloakable signal such as radio signal or active sensor search] (12)
 
:'''*Targeting System''' [eliminates up to 4 shooting penalties for movement, range, multi-action and the like] (1)
 
:'''*Targeting System''' [eliminates up to 4 shooting penalties for movement, range, multi-action and the like] (1)
:'''*Teleporter Pad''' [one system that can teleport up to six size 0 creatures or up to 1,000lbs of cargo up to 100 miles. Cannot teleport through a Force Field. It takes 2d6 x10 minute to recharge to reuse a teleporter. This can be lowered with a Repair check down to 2d6 x2 minutes or 1d6 minutes with a Raise. Critical Fumble on this check cause damage equal to 5,000 x 1d10 credits in spare parts and 24 hours of repair time] (2)
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:'''*Teleporter Pad''' [one system that can teleport up to six size 0 creatures or up to 1,000lbs of cargo up to 100 miles. Cannot teleport through a Force Field] (2)
 
:'''*Torpedo Tube''' [can fire two light torpedoes a round. Storage for 8 light torpedoes] (2)
 
:'''*Torpedo Tube''' [can fire two light torpedoes a round. Storage for 8 light torpedoes] (2)
 
:'''*Tractor Beams''' [Ships can only affect vessels of smaller Size. Their range is quite short (about 1000 yards), so they must get a Short Range result on the Chase table to use the weapon. This is an opposed Electronics roll at –4 vs the defender’s Piloting or Electronics. If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down] (5)
 
:'''*Tractor Beams''' [Ships can only affect vessels of smaller Size. Their range is quite short (about 1000 yards), so they must get a Short Range result on the Chase table to use the weapon. This is an opposed Electronics roll at –4 vs the defender’s Piloting or Electronics. If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down] (5)

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