Customise:


Rename me (Techship) Tier 1/2
Tiny fighter (BP: 39.5/40. PCU: 61/70)
Speed 8; Maneuverability Good (turn 1)
AC 15; TL 14
HP 35; DT --; CT 7
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)

Attack (Forward) micromissile battery (2d6, 20 hexes, speed 10, Array, limited fire 5), light laser cannon (2d4, 5 hexes)

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

Power Core Micron Heavy (70 PCU); Systems budget short-range sensors (5 hexes); mk 1 duonode computer; mk 2 armor; mk 1 defenses; security (computer countermeasures [shock grid lv 1], longarm anti-personnel weapon: rackarack, pulse [1d6 So], anti-hacking systems lv 1); crew quarters (common)

Modifiers +1 Piloting, (+1/+1); Complement 2
CREW

Gunner gunnery +3

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

Shield Tracker
 
 
 
 

HP Tracker
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Weapon property: Array

An array weapon fires at all targets within a single firing arc. The gunner attempts a single gunnery check against each target in the firing arc, starting with those closest to her starship. Each gunnery check takes a –4 penalty, which stacks with other penalties. Roll damage only once for all targets. Critical damage is determined by each target’s Critical Threshold. The gunner can’t avoid shooting at allies in the firing arc, nor can she shoot any target more than once. An array weapon uses two weapon mounts.

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: 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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