| Cost |
Powers |
END |
|
Power Systems | |
| 41 |
Fusion Batteries (6): Endurance Reserve (120 END, 120 REC) (132 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4) | 0 |
| 17 |
Reserve Power Cells: Endurance Reserve (50 END, 50 REC) (55 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4) | 0 |
|
Propulsion Systems | |
| 90 |
BB9K Ion-Particle Engines (4): Multipower, 135-point reserve, (135 Active Points); all slots Costs Endurance (-1/2) | |
| 5u |
1) Combat Mode: Flight 30", x32 Noncombat (80 Active Points); Costs Endurance (-1/2) | 8 |
| 9u |
2) Cruise Mode: Flight 30", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (135 Active Points); Costs Endurance (-1/2) | 13 |
| 3 |
Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2) | 1 |
| 4 |
Maneuvering Thrusters: +3 with Flight (9 Active Points); Costs Endurance (-1/2), Only to Negate Turn Mode (-1/2) | 1 |
| 4 |
Maneuvering Thrusters: +2 with Flight (6 Active Points); Costs Endurance (-1/2) | 1 |
|
Tactical Systems | |
| 33 |
35mm Pulse Cannon (1): Multipower, 82-point reserve, (82 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4) | |
| 3u |
1) Close Range Shot: RKA 3 1/2d6, Autofire (3 shots; +1/4) (69 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4) | 7 |
| 3u |
2) Distance Shot: RKA 3 1/2d6, Autofire (3 shots; +1/4), MegaScale (1" = 1 km; +1/4) (82 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4) | 8 |
| 5 |
35mm Pulse Cannon: Second Pulse Cannon (2 total; 1 forward, 1 aft) (5 Active Points) | 0 |
| 15 |
3.5cm Hull Armor: +10 DEF (30 Active Points); Ablative (-1) | |
|
Operational Systems | |
| 47 |
Sensors and Communication Systems: Variable Power Pool (Sensor/Comm Pool), 40 base + 7 control cost, (60 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1) | |
| 40 |
Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 40 Active Points of Sensor VPP (80 Active Points); OIF Bulky (-1) | 8 |
|
Standard Electronic Warfare Systems | |
| 40 |
1) Electronic Warfare Systems: Change Environment 8" radius, -5 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (120 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) | 12 |
| 12 |
2) ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), any EW System one at a time (+1/4) (31 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2)Notes: Range=150 inches | 6 |
| 27 |
3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 31 Active Points of Suppress (54 Active Points); OIF Bulky (-1) | 5 |
| 2 |
4) ECCM Systems: Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) | 1 |
| 4 |
Target Identification System: +5 PER with Radio Group (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) | 1 |
| 30 |
Grapple Arm: Telekinesis (70 STR) (105 Active Points); OAF Bulky Fragile (-1 3/4), No Range (same hex; -1/2), Affects Whole Object (-1/4) | 10 |
| 15 |
Grapple Arm: Five (5) More Grapple Arms (15 Active Points) | 0 |
| 33 |
Cutting Laser: RKA 2d6, Armor Piercing (+1/2), Penetrating (+1/2), Continuous (+1) (90 Active Points); Limited Power Power Does No STUN (-3/4), No Range (same hex) (-1/2), Beam (-1/4), Real Weapon (-1/4) | 9 |
| 10 |
Cutting Lasers: Three (3) More Cutting Lasers (4 total) (10 Active Points) | 0 |
| 7 |
Breaching Computer: Find Weakness 14- with with Cutting Lasers, Requires A Demolitions Roll (No Active Point penalty to Skill Roll; +0) (25 Active Points); Only to Cut Through Hull (-1), OIF Bulky (-1), Costs Endurance (-1/2) | 2 |
|
Personnel Systems | |
| 13 |
Life Support Systems: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2) | 2 |
|
| |
|
Standard EarthAlliance Maintenance Class Computer Notes: Includes Skills, Programs, and Talents below | |
| 4 |
1) Navigation Computer: +4 with Navigation (Space) (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) | 1 |
| |
| Skills/Laboratories |
| 4 |
AK: Maintenance Zone 14- |
| 7 |
Combat Piloting 14- |
| 3 |
Demolitions 13- |
| 7 |
Electronics 15- |
| 4 |
KS: Ship Identification (IFF System) 14- |
| 7 |
KS: Starship & Space Station Construction 17- |
| 3 |
Mechanics 13- |
| 4 |
Navigation (Space) 14- |
| 3 |
SS: Engineering 13- |
| 3 |
SS: Mathematics 13- |
| 9 |
Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Radar) 14- |
| |
| Programs |
| 1 |
Attack Target |
| 1 |
Breach Target Hull |
| 1 |
Diagnose Ship Malfunction |
| 1 |
Locate Target |
| 1 |
Monitor Comm Systems; Report Anomalies |
| 1 |
Monitor Sensor Systems; Report Anomalies |
| 1 |
Open Slot |
| 1 |
Open Slot |
| 1 |
Open Slot |
| 1 |
Pilot Ship Back to Base if Pilot Incapacitated |
| 1 |
Pilot Ship from Location A to Location B |
| 1 |
Repair Ship's Systems |
| 1 |
Scan and Record Data |
| 1 |
Send Emergency Signal if Pilot Incapacitated |
| 1 |
Send Emergency Signal if Specific Protocols Not Met |
| |
| Talents |
| 3 |
Calculator: Lightning Calculator |
| 3 |
Clock: Absolute Time Sense |
| 3 |
Instant On Feature: Lightsleep |
| 5 |
Memory Core: Eidetic Memory |
| 3 |
Range Finder: Absolute Range Sense |
| 4 |
Scanner: Speed Reading (x10) |