| Cost |
Powers |
END |
| 0 |
Space Station: Location: In Space | 0 |
|
| |
|
Power Systems | |
| 68 |
Tokamac 200 High Energy Fusion Reactor: Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) | 0 |
| 10 |
Tokamac 200 High Energy Fusion Reactors: 3 additional reactors, 4 total (10 Active Points) | 0 |
| 53 |
Reserve Power Cells: Endurance Reserve (200 END, 200 REC) Reserve: (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4); REC: (200 Active Points); OAF Immobile (-2), Only recharges if main power online (-1), Only to Power Station's Systems (-1/4) | 0 |
|
| |
|
Propulsion Systems | |
| 1 |
Station Keeping Thrusters: Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4) | 0 |
|
| |
|
Tactical Systems | |
| 160 |
Pulse Cannon Turret: Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4) | |
| 8u |
1) Close Range Shot: RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) | 18 |
| 9u |
2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) | 21 |
| 2u |
3) Interceptor Fire: Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon System (-1/4) | 6 |
| 10 |
Pulse Cannon Turret: Three Turrets; Four Total (10 Active Points) | 0 |
| 93 |
Plasma Cannon Turret: Multipower, 210-point reserve, (210 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4) | |
| 8u |
1) Close Range Shot: RKA 8d6, Penetrating (+1/2) (180 Active Points); OIF Bulky (-1), Real Weapon (-1/4) | 18 |
| 9u |
2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (210 Active Points); OIF Bulky (-1), Real Weapon (-1/4) | 21 |
| 10 |
Plasma Cannon Turret: Three Turrets; Four Total (10 Active Points) | 0 |
| 67 |
Twin Particle Array (Anti-Fighter): RKA 4d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4) | 15 |
| 15 |
Twin Particle Array: Three More Arrays; Four Total (one for each quarter ring section) (15 Active Points) | 0 |
| 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 quarter section of station; -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 quarter section of station; -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 quarter section of station; -1/2), Real Weapon System (-1/4) | 7 |
| 15 |
Mk I Defense Grid Energy Projectors (6): Three Banks; Four Banks Total (one for each quarter ring section) (15 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 |
| 10 |
Mk I Defense Grid Targeting Computer: Three Computers; Four Total (one for each quarter ring section) (10 Active Points) | 0 |
| 51 |
6m-8m Armored Hull: +38 DEF (114 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4) | |
|
| |
|
Operational Systems | |
| 58 |
XP-6 Sensor System: Variable Power Pool (Sensor/Comm Pool), 50 base + 8 control cost, (75 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1) | |
| 50 |
Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 50 Active Points of Sensor VPP (100 Active Points); OIF Bulky (-1) | 10 |
| 2 |
Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) | 1 |
|
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 |
| 15 |
2) ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), Two EW Systems Simultaneously (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) | 8 |
| 32 |
3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 37 Active Points of Suppress (65 Active Points); OIF Bulky (-1) | 6 |
| 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 |
| 30 |
Internal Monitors: Clairsentience (Sight, Hearing And Radio Groups), 256 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Tracking, Perception point can not move through solid objects (+0) (90 Active Points); OAF Immobile (-2) | 9 |
| 5 |
Comm System: Local Communications Network: HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2) | 1 |
| 25 |
StellarCom System: Civilian interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) | 6 |
| 25 |
StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) | 6 |
| 6 |
Fabrication Facilities: Minor Transform 4d6 (raw materials into working components), Requires A manufacturing, construction, engineering, etc. Roll (No Active Point penalty to Skill Roll; +0) (40 Active Points); Extra Time (1 Week, -4 1/2), OIF Bulky (-1) | 4 |
|
Damage Control Systems | |
| 58 |
1) Fire Suppression System: Suppress Fire 8d6, Continuous (+1), Area Of Effect Nonselective (8" Any Area; +3/4), Conforming (+1/2) (130 Active Points); OIF Bulky (CO2 and Fire Suppression Foam Injectors; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2) | [1 cc] |
| 33 |
2) Blast Doors and Hull Breach Foam Seal: Entangle 10d6, 10 DEF, Cannot Be Escaped With Teleportation (+1/4) (125 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Only To Form Barriers (-1), OIF Bulky (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4) | 12 |
|
| |
|
Personnel Systems | |
| 55 |
Station Crew: Followers (500 50 point characters) | |
| 3 |
Artificial Gravity: Telekinesis (5 STR), Selective (from 0G to 1G; +1/4) (9 Active Points); Only to Pull Objects Straight Down to Floor (-1), Limited Area (Rotating Section Only; -1/2), Must Maintain Spin (-1/4) | 1 |
| 15 |
Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2) | 2 |
| 18 |
Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within one quarter section; -1/4) | [1 cc] |
| 10 |
Backup Life Support Systems: Four Backup Systems; Five Total (one for each quarter section and core) (10 Active Points) | 0 |
| 12 |
Alien Sector: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2), Limited Area (only within Alien Sector; -1/4) Notes: Environments not suited for most humanoids | 2 |
| 18 |
Alien Sector Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within Alien Sector; -1/4) | [1 cc] |
| 12 |
Medlab: (Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) plus +3 with SS: Medicine (Real Cost: 3) plus +3 with SS: Xeno-Biology (Real Cost: 3) | 0 |
| 6 |
Security Cells: +5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2) Notes: Cells have 15 DEF total | |
| 9 |
Transport Tubes: (Total: 44 Active Cost, 9 Real Cost) Teleportation 12", Position Shift, x2 Increased Mass, x4 Noncombat (39 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 7) plus Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) | 4 |
|
| |
|
Skills/Labs/Other | |
| 50 |
Labs: as defined by players or GM (50 points) (50 Active Points) | 5 |
| 2 |
Reputation (Earth Alliance Space Station) 8-, +2/+2d6 | |
|
| |
|
Station Main Computer Notes: Includes Skills, Programs, and Talents listed below | |
| |
| Skills |
| 3 |
Auto Repair System: Electronics 14- |
| 3 |
Auto Repair System: Mechanics 14- |
| 3 |
Database: KS: Archived Recent News 14- |
| 3 |
Database: KS: Current News 14- |
| 3 |
Database: KS: Entertainment Database 14- |
| 10 |
Command and Control Systems: Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 15- |
| 5 |
Encryption System: Cryptography 15- |
| 5 |
Fire Control System: Rapid Autofire |
| 4 |
IIF System: KS: Ship Identification 15- |
| 4 |
Navigation Computers: AK: Epsilon Sector 15- |
| 4 |
Navigation Computers: AK: Hyperspace Beacon System 15- |
| 5 |
Navigation Computers: Navigation (Hyperspace, Space) 15- |
| 3 |
Security System: Security Systems 14- |
| 3 |
Semi-Autonomous Self Correcting Computer System: Computer Programming 14- |
| 16 |
Tactical Combat Computer: +2 with All Combat |
| |
| Programs |
| 1 |
Attack Target |
| 1 |
Diagnose Station 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 Defense Grid |
| 1 |
Operate ECM/ECCM Systems |
| 1 |
Operate Jump Gate |
| 1 |
Operate Maintenance/Camera Bots |
| 1 |
Repair Station's Systems |
| 1 |
Scan and Record Data |
| 1 |
Schedule Station Events |
| 1 |
Search Reference Material/Databanks |
| 1 |
Send Emergency Signal if Crew 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 |
| 4 |
Backup Memory Core: Eidetic Memory (5 Active Points); Only to backup primary core (-1/4) |
| 3 |
Range Finder: Absolute Range Sense |
| 4 |
Scanner: Speed Reading (x10) |
| 16 |
Translator: Universal Translator 14-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4) |