| Cost |
Powers |
END |
|
Power Systems | |
| 169 |
Fusion Batteries (3): Endurance Reserve (500 END, 500 REC) (550 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4) | 0 |
| 13 |
Reserve Power Cells: Endurance Reserve (40 END, 40 REC) (44 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4) | 0 |
|
Propulsion Systems | |
| 160 |
Particle Thrust Engines (4): Multipower, 240-point reserve, (240 Active Points); all slots Costs Endurance (-1/2) | |
| 9u |
1) Combat Mode: Flight 50", Increased Acceleration +5", Increased Deceleration +5", x32 Noncombat (140 Active Points); Costs Endurance (-1/2) | 14 |
| 16u |
2) Cruise Mode: Flight 50", Increased Acceleration +5", Increased Deceleration +5", Megascale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (240 Active Points); Costs Endurance (-1/2) | 24 |
| 3 |
Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2) | 1 |
| 10 |
Maneuvering Thrusters: +5 with Flight (15 Active Points); Costs Endurance (-1/2) | 1 |
| 7 |
Maneuvering Thrusters: +5 with Flight (15 Active Points); Costs Endurance (-1/2), Only to negate turn mode (-1/2) | 1 |
|
Tactical Systems | |
| 48 |
40mm JC-266-A Unidirectional Pulse Cannons (4): Multipower, 131-point reserve, (131 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4) | |
| 4u |
1) Close Range Shot: RKA 5d6, Autofire (5 shots; +1/2) (112 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4) | 11 |
| 5u |
2) Distance Shot: RKA 5d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (131 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Real Weapon (-1/4) | 13 |
| 33 |
30mm J-240 Pulse Cannons (2): Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Arc Of Fire (60 degrees rear; -1/2), Real Weapon (-1/4) | |
| 3u |
1) Close Range Shot: RKA 4d6, Autofire (3 shots; +1/4) (75 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees rear; -1/2), Real Weapon (-1/4) | 7 |
| 3u |
2) Distance Shot: RKA 4d6, Autofire (3 shots; +1/4), MegaScale (1" = 1 km; +1/4) (90 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees rear; -1/2), Real Weapon (-1/4) | 9 |
| 39 |
Under Wing Hard Points (4 per upper wing): Space Intercept Missile RKA 6d6, Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2) (157 Active Points); OIF Bulky (-1), Extra Time (Extra Phase (time to target), -3/4), Costs 10 END to Launch (-1/2), 8 Charges (-1/2), Real Weapon (-1/4) Notes: Typical Loadout | [8] |
| 21 |
4.2cm Re-enforced Hull Armor: +16 DEF (48 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4) | |
|
Operational Systems | |
| 58 |
Sensors and Communication Systems: 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 |
| 8 |
Target Identification System: +10 PER with Radio Group (20 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) | 2 |
|
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 |
| 2 |
5) Chaff and Flares: +1 with DCV, 32 Boostable Charges (+1/4) (6 Active Points); IIF Bulky (-3/4), Requires A System Operations Roll (-1/2), Only Use in Conjunction with Dodge/Evade Maneuver (-1/2)Notes: +1 DCV with each additional Charge used, limit 4 charges per use. Burnout roll accumulates per rules. | |
| 25 |
6) Sensor Masking (Hull Coating): Negative Skill Levels (-5 with PER or System Operation Rolls), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2) (50 Active Points); Ablative (reduce modifier by one for every 3 points of damage that hit hull location; -1) | 0 |
| 22 |
Grapple Arm: Telekinesis (60 STR) (90 Active Points); OAF Bulky Fragile (-1 3/4), No Range (same hex; -1/2), Not in Combat (-1/4), Only to Grapple Other Ships (-1/4), Affects Whole Object (-1/4) | 9 |
| 12 |
Cutting Laser: RKA 1d6 (standard effect: 3 BODY, 6 STUN), Armor Piercing (+1/2), Continuous (+1) (37 Active Points); Limited Power Power Does No STUN (-3/4), No Range (same hex) (-1/2), Beam (-1/4), Not in Combat (-1/4), Real Weapon (-1/4) | 4 |
| 3 |
Internal Navigation Gyros: Bump Of Direction | |
|
Personnel Systems | |
| 12 |
Life Support Systems: LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Costs Endurance (-1/2) Notes: Pilot Flight Suit provides High-G, aux. air, and food | 2 |
|
| |
|
Duffy 1018 MJS Smart Targeting Computer Notes: Includes Skills, Programs, and Talents below | |
| 12 |
1) Long Range Targeting Package: Penalty Skill Levels: +10 vs. Range Modifier with All Attacks (30 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) | 3 |
| 4 |
2) Navigation Computer: +4 with Navigation (Hyperspace, Space) (11 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) | 1 |
| |
| Skills/Laboratories |
| 6 |
AK: Hyperspace Beacon System 17- |
| 6 |
AK: Patrol Zone 17- |
| 7 |
Combat Piloting 15- |
| 3 |
Cryptography 14- |
| 3 |
Electronics 14- |
| 6 |
KS: Ship Identification (IFF System) 17- |
| 3 |
Mechanics 14- |
| 7 |
Navigation (Hyperspace, Space) 16- |
| 3 |
SS: Astronomy 14- |
| 3 |
SS: Mathematics 14- |
| 10 |
Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 15- |
| 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) |