| Cost |
Powers |
END |
|
Power Systems | |
| 406 |
Military-Type General Fusion 600 High-Energy Fusion Reactors (3): Endurance Reserve (1200 END, 1200 REC) (1320 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4) | 0 |
| 135 |
Auxiliary Fusion Reactors (2): Endurance Reserve (400 END, 400 REC) (440 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4) | 0 |
| 34 |
Reserve Power Cells: Endurance Reserve (100 END, 100 REC) (110 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4) | 0 |
| 10 |
Reserve Power Cells: Two more banks of cells (3 total) (10 Active Points) | 0 |
|
| |
|
Propulsion Systems | |
| 60 |
BB9K Ion/Particle Thrust Engines (3): Multipower, 90-point reserve, (90 Active Points); all slots Costs Endurance (-1/2) | |
| 4u |
1) Combat Mode: Flight 20", x32 Noncombat (60 Active Points); Costs Endurance (-1/2) | 6 |
| 6u |
2) Cruise Mode: Flight 20", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (90 Active Points); Costs Endurance (-1/2) | 9 |
| 3 |
Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2) | 1 |
| 393 |
Lockheed-Mitchell Corp Vortex Generators (3) [Jump Engines]: (Total: 1849 Active Cost, 393 Real Cost) Extra-Dimensional Movement (Any location in Hyperspace), up to 400mtons, MegaArea (1" = 1 km; +1/4), Gate (+1/2), Area Of Effect (2" radius; +3/4), Usable Simultaneously (up to 16 people at once; +1 1/4) (694 Active Points); Increased Endurance Cost (x10 END; -4), Extra Time (5 Minutes, represents time to recharge capacitors; -2), OAF Bulky (-1 1/2), Side Effects (20d6RKA explosion if jump field opened in jump gate; -1), Will not work if main power plant is offline (-1), Costs Endurance (-1/2) (Real Cost: 63) plus MegaScale (1" = 1 lightyear; +3 1/2) for up to 120 Active Points of Ship's Flight, Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 16 people at once; +1 1/4) (1155 Active Points); OAF Bulky (-1 1/2), Only for travel in Hyperspace (-1) (Real Cost: 330) | 690 |
|
| |
|
Tactical Systems | |
| 120 |
Heavy Particle Laser: RKA 8d6, Continuous (+1), Area Of Effect (96" Line; +1) (360 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Beam (-1/4), Real Weapon (-1/4) | 36 |
| 5 |
Heavy Particle Laser: Second Particle Laser; two total (one port, one starboard) (5 Active Points) | 0 |
| 57 |
Medium Pulse Cannon Turret: Multipower, 157-point reserve, (157 Active Points); all slots OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4) | |
| 5u |
1) Pulse Cannon (close range): RKA 6d6, Autofire (5 shots; +1/2) (135 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4) | 13 |
| 6u |
2) Pulse Cannon (distance shot): RKA 6d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (157 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4) | 16 |
| 2u |
3) Pulse Cannon (interceptor fire): Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4) | 6 |
| 15 |
Medium Pulse Cannon Turrets: 7 more; for a total of 8 (4 dorsal, 4 ventral) (15 Active Points) | 0 |
| 65 |
Heavy Plasma Cannon Turret: Multipower, 180-point reserve, (180 Active Points); all slots OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4) | |
| 5u |
1) Close Range Shot: RKA 8d6, Autofire (2 shots; +1/4) (150 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4) | 15 |
| 6u |
2) Distance Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (2 shots; +1/4) (180 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4) | 18 |
| 64 |
Fusion Missile Launcher: Space Intercept Missile RKA 8d6, Indirect (Same origin, always fired away from attacker; +1/4), 20 Charges (+1/4), Explosion (+1/2) (240 Active Points); OIF Bulky (-1), Extra Time (Extra Phase (time to target), -3/4), Costs 10 END to Launch (-1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4) Notes: Typical Loadout | [20] |
| 5 |
Fusion Missile Launcher: Second Launcher; two total (5 Active Points) | 0 |
| 53 |
6m-8m Armored Hull: +40 DEF (120 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4) | |
| 25 |
Mk I Defense Grid Energy Projectors (5): Multipower, 70-point reserve, (70 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one secion of ship; -1/2), Real Weapon System (-1/4) | |
| 2u |
1) Defense Mode: Missile Deflection (Any Ranged Attack), +3 to MD, Full Range (+1) (70 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one secion of ship; -1/2), Real Weapon System (-1/4) | 7 |
| 2u |
2) Attack Mode: RKA 3 1/2d6, Autofire (3 shots; +1/4) (69 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one secion of ship; -1/2), Real Weapon System (-1/4) | 7 |
| 5 |
Mk I Defense Grid Energy Projectors (5): One bank; two banks total (forward section, aft section) (5 Active Points) | 0 |
| 89 |
Mk I Defense Grid Targeting Computer: INT: 15 DEX: 18 (21) SPD: 5 (see character sheet) (133 Active Points); Costs Endurance (-1/2) | 13 |
| 5 |
Mk I Defense Grid Targeting Computer: Two total, one for each section (5 Active Points) | 0 |
|
| |
|
Operational Systems | |
| 70 |
Sensors and Communication Systems: Variable Power Pool (Sensor/Comm Pool), 60 base + 10 control cost, (90 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1) | |
| 60 |
Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 60 Active Points of Sensor VPP (120 Active Points); OIF Bulky (-1) | 12 |
| 2 |
Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) | 1 |
|
Electronic Warfare Systems | |
| 52 |
1) Electronic Warfare Systems: Change Environment 32" 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) (157 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) | 16 |
| 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 |
| 3 |
4) ECCM Systems: Power Defense (8 points) (8 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) | 1 |
| 20 |
Internal Monitors: Clairsentience (Sight And Hearing Groups), 32 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Perception point can not move through solid objects (+0) (60 Active Points); OAF Immobile (-2) | 6 |
|
| |
|
Personnel Systems | |
| 14 |
Life Support Systems: LS (Eating Character does not eat; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (21 Active Points); Costs Endurance (-1/2) | 2 |
|
| |
|
Skills/Laboratories | |
| 3 |
Lab: SS: Astronomy 15- | |
| 3 |
Lab: SS: Mathematics 15- | |
| 3 |
Lab: SS: Planetology 15- | |
| 3 |
Lab: SS: (Open) 15- | |
| 3 |
Lab: SS: (Open) 15- | |
| 3 |
Lab: SS: (Open) 15- | |
| 3 |
Sick Bay: Paramedics 15- | |
| 3 |
Sick Bay: SS: Medicine 15- | |
|
| |
|
Standard Earth Alliance Capital Ship Computer | |
| 5 |
Navigation Computer: +5 with Navigation (Hyperspace, Space) (13 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) | 1 |
| |
| Skills/Laboratories |
| 4 |
AK: Hyperspace Beacon System 16- |
| 4 |
AK: Patrol Zone 16- |
| 9 |
Combat Piloting 15- |
| 5 |
Cryptography 16- |
| 3 |
Electronics 15- |
| 4 |
KS: Ship Identification (IFF System) 16- |
| 3 |
Mechanics 15- |
| 5 |
Navigation (Hyperspace, Space) 16- |
| 3 |
Security Systems 15- |
| 10 |
Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 16- |
| 1 |
WF: Ship's Weapons |
| |
| Programs |
| 1 |
Attack Target |
| 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 |
Operate ECM/ECCM Systems |
| 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 |
Search Reference Material/Databanks |
| 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) |