Customise:


Rename me (Slowpoke) Tier 1/4
Tiny interceptor (BP: 25/25. PCU: 36/50)
Speed 6; Maneuverability Perfect (turn 0)
AC 15; TL 14
HP 30; DT --; CT 6
Shields none (forward 0, port 0, starboard 0, aft 0)

Attack (Forward) gyrolaser (1d8, 5 hexes, Broad arc), light laser cannon (2d4, 5 hexes)

Power Core Micron Light (50 PCU); Systems cut-rate sensors (5 hexes); basic computer; mk 2 armor; mk 1 defenses; security (computer countermeasures [feedback]); crew quarters (common)

Modifiers +2 Piloting, -2 Computers; Complement 1
CREW

Pilot Computers +4 (1 rank), Piloting +9 (1 rank), gunnery +3

Shield Tracker
 
 
 
 

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Rename me (Zapper) Tier 1/4
Tiny racer (BP: 25/25. PCU: 36/50)
Speed 6; Maneuverability Perfect (turn 0)
AC 14; TL 14
HP 20; DT --; CT 4
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)

Attack (Forward) light plasma torpedo launcher (3d8, 20 hexes, speed 14, Limited fire 5)

Attack (Aft) light laser cannon (2d4, 5 hexes)

Power Core Micron Light (50 PCU); Systems budget short-range sensors (5 hexes); basic computer; mk 1 armor; mk 1 defenses; crew quarters (common)

Modifiers +2 Piloting; Complement 1
CREW

Pilot Computers +9 (1 rank), Piloting +9 (1 rank), gunnery +3

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Rename me (Techship) Tier 1/4
Tiny racer (BP: 24.25/25. PCU: 46/50)
Speed 6; Maneuverability Perfect (turn 0)
AC 14; TL 14
HP 20; DT --; CT 4
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)

Attack (Forward) light laser cannon (2d4, 5 hexes)

Attack (Aft) light laser cannon (2d4, 5 hexes)

Power Core Micron Light (50 PCU); Systems cut-rate sensors (5 hexes); mk 1 mononode computer; mk 1 armor; mk 1 defenses; security (computer countermeasures [shock grid lv 1], longarm anti-personnel weapon: hunting rifle [1d8 P]); crew quarters (common)

Modifiers +2 Piloting, -2 Computers, (+1); Complement 1
CREW

Pilot Piloting +9 (1 rank), gunnery +3

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Weapon property: Broad arc

A weapon with this special property can fire in an arc adjacent to the one in which it was installed with a –2 penalty. A broad arc weapon can fire at only one target at a time.

Weapon property: Limited fire

A weapon with this special property can fire only the listed number of times in a starship combat encounter before it requires a brief period of time (10 minutes outside of starship combat) to recharge and rebuild the weapon’s inherent ammunition. A weapon with this special property is often a tracking weapon.

Computer countermeasure: Firewall

This countermeasure does nothing to the intruder but instead partitions off modules behind an additional layer of security. Accessing the hidden modules requires another successful Computers check, usually with a DC equal to the original DC + 2. A computer can have multiple firewalls to block off multiple modules, but no one module can be protected by more than a single firewall. A firewall costs 20% of the base price of the computer.

Computer countermeasure: Feedback

This countermeasure unleashes insidious virus software into any system that tries to hack it, causing damage to that system and its programming. If you fail a check to hack the computer by 5 or more, any device used in the attempt to break into the system is infected and becomes unreliable, resulting in a –5 penalty to all skill checks involving the infected equipment. You can remove a virus from an infected system if you succeed at a Computers check with the same DC as hacking the computer that has the feedback countermeasure. At the GM’s discretion, feedback viruses can have other effects instead, such as granting a +5 circumstance bonus to anyone attempting to hack the infected system. A feedback countermeasure costs 500 credits.

Computer countermeasure: Shock grid

The computer and its surrounding environment are protected by a grid of conductive material that transmits a shock to anyone who fails to access the system. This has two settings: one meant to stun and one meant to kill. Normally, the stun setting happens first, with a warning about lethal force should the intruder make another attempt. The stun setting forces all creatures within 10 feet of the terminal to succeed at a Fortitude saving throw or be stunned for 1 round. The lethal setting affects nearby creatures like the stun setting but also deals electricity damage to all creatures within 10 feet of the computer, allowing a Reflex save for half damage. The save DC, damage dealt, and price all depend upon the rank of the shock grid, as indicated on the below table. Each rank added counts as one countermeasure when determining the total number of countermeasures a system can have. Only computers fixed permanently to a floor or similar surface can have shock grids. Rank DC Damage Price 1 20 8d6 500 2 22 10d6 2,000 3 24 12d6 5,000 4 27 14d6 20,000 5 30 16d6 50,000

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