Azhanti High Lightning Player: Val Char Cost 155 STR 0 15 DEX 0 54 BODY 13 2 SPD 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 162 Cost Power Construction Section 2 1) Closed Structure Hull: +2 BODY [Notes: Cannot Enter Atmosphere, Cost *1.25] 0 2) Bonded Superdense: (Total: 0 Active Cost, 0 Real Cost) [Notes: Standard Cost, TL-14, Ships Body +20%, May Add TSA] 32 3) Ablat Armor: Armor (19 PD/19 ED) (57 Active Points); Ablative BODY Only (-1/2), Limited Coverage (Hull/Frame only) (-1/4) [Notes: Armored to High Guard Factor 5] 12 4) Superconducting Armor Layer: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2) Engineering Section 15 1) Jump 5 Drive: Teleportation 16", MegaScale (1" = 1 lightyear; +3 1/2), Can Be Scaled Down 1" = 1km (+1/4) (152 Active Points); Extra Time (1 Week, For Full Journey; -4 1/2), Increased Endurance Cost (x4 END; -1 1/2), OIF Bulky (-1), Requires A Combat Piloting Skill Roll (-1/2), Cannot Be Safely Used Inside A Gravity Well (-1/2), Realistic END Cost: Requires STR/5 Additional END per phase (-1/2), Costs Endurance (-1/2), Real Equipment (-1/4) (uses Personal END) [Notes: Full distance is 16.3 LY (5 Parsecs)] 44 2) 2G Maneuver Drive: (Total: 140 Active Cost, 44 Real Cost) Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Realistic END Cost: Requires STR/5 Additional END per phase (-1/2), Costs Endurance (-1/2), Real Equipment (-1/4) (uses Personal END) (Real Cost: 38) plus +5 DEX (15 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 6) 367 3) P5-100 Power Plant: Endurance Reserve (1000 END, 1000 REC) (1100 Active Points); OIF Immobile (-1 1/2), Only To Power Electrical Devices (-1/4), Real Equipment (-1/4) 11 4) Emergency Generator and Batteries: Endurance Reserve (25 END, 25 REC) (27 Active Points); OIF Bulky (-1), Only Powers Electrical Devices (-1/4), Real Equipment (-1/4) 7 5) Fuel Purification Plant: Minor Transform 4d6 (Liquid Hydrogen or Water to Usable Fuel) (40 Active Points); Extra Time (6 Hours, -3 1/2), OIF Bulky (-1), Real Equipment (-1/4) (uses END Reserve) 0 6) Fuel Tankage: Custom Power [Notes: 33,000 tons] 26 7) Artificial Gravity: Telekinesis (30 STR), Area Of Effect (One Hex; +1/2), Selective (+1/4) (79 Active Points); OIF Bulky (-1), Only To Pull Objects Straight Down To The Floor (-1) (uses Personal END) 7 8) Starship Life Support System: Life Support (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), Real Equipment (-1/2), Realistic END Cost END Cost Per 200 Hexes (-1/2) (uses Personal END) 1 9) Food Supplies: Life Support (Eating: Character does not eat), 16 Continuing Charges lasting 1 Month each (Easily Replaced From Source Outside Of Vehicle; +0) (3 Active Points); OIF Bulky (-1) Tactical Section 132 1) Type 3 Spinal Particle Accelerator : (Total: 980 Active Cost, 132 Real Cost) Killing Attack - Ranged 21d6+1 (vs. ED), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (800 Active Points); OIF Immobile (-1 1/2), Crew-Served ([33-64] people; -1 1/2), Increased Endurance Cost (x3 END; -1), Custom Modifier (Spinal Weapon; -1), Extra Time (1 Minute, Only to Activate, -3/4), Real Weapon (-1/4), Beam (-1/4) (uses Personal END) (Real Cost: 110) plus Suppress 8d6, all [special effect] powers simultaneously (+2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (180 Active Points); OIF Immobile (-1 1/2), Crew-Served ([33-64] people; -1 1/2), Increased Endurance Cost (x3 END; -1), Custom Modifier (Spinal Weapon; -1), Linked (Killing Attack - Ranged; Lesser Power can only be used when character uses greater Power at full value; -3/4), Extra Time (1 Minute, Only to Activate, -3/4), Real Weapon (-1/4), Beam (-1/4) (uses Personal END) (Real Cost: 22) 438 2) TL12 Triple Turret Beam Laser: (Total: 1009 Active Cost, 438 Real Cost) RKA 8 1/2d6 (vs. ED), Autofire (3 shots; +1/4), Invisible to Single Sense (+1/4) (195 Active Points); Crew-Served ([17-32] people; -1 1/4), OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) (uses Personal END) (Real Cost: 52) plus Variable Advantage (+1 1/2 Advantages; Limited Group of Advantages; MegaScale or Increased Maximum Range plus Reduced Range Mod only; +2 3/4) for up to 195 Active Points of Laser, Reduced Endurance (0 END; +1/2) (804 Active Points); OIF Bulky (-1), Limited Power Range and Damage affected by media (-1/4) (Real Cost: 357) plus +2 with Ranged Combat (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon (-1/4) (uses Personal END) (Real Cost: 4) [Notes: (x19 number of items) 19 Batteries] 861 3) Small Missile Bay: (Total: 3095 Active Cost, 861 Real Cost) RKA 8d6 (vs. ED), Explosion (+1/2), 1000 Charges (Recovers Under Limited Circumstances; Base or Tender to Reload Pods, cannot be loaded from inside the ship; +1), Autofire (20 shots; +2 1/2) (600 Active Points); Crew-Served ([17-32] people; -1 1/4), OIF Bulky (-1), Limited Power Must Have Viable Target Lock To Fire Missile (-1/2), Limited Power Must Travel To Target: Velocity 40,000" per phase (-1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), Limited Arc Of Fire (180 degrees; -1/4) (Real Cost: 145) plus Variable Advantage (+1 1/2 Advantages; Limited Group of Advantages; MegaScale or Increased Maximum Range plus Reduced Range Mod only; +2 3/4) for up to 600 Active Points of Missile, Reduced Endurance (0 END; +1/2) (2475 Active Points); Crew-Served ([33-64] people; -1 1/2), OIF Bulky (-1) (Real Cost: 707) plus +4 with Ranged Combat (20 Active Points); OIF Bulky (-1), Real Weapon (-1/4) (Real Cost: 9) [Notes: 24 Bays] 124 4) Dual Fusion Gun Turret: RKA 6 1/2d6 (vs. PD), Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (2 shots; +1 1/4) (400 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4), Reduced By Range (-1/4) (uses Personal END) [Notes: (x4 number of items) 4 Batteries] Defensive Section 14 1) Type 2 Nuclear Damper: (Total: 60 Active Cost, 14 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from nuclear weapons and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (uses Personal END) (Real Cost: 7) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from nuclear weapons and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (uses Personal END) (Real Cost: 7) [Notes: Equivilant to High Guard Ratings 4-6] 7 2) Type 2 Meson Screen: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Only Affects Meson Weapons; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Real Armor (-1/4) (uses Personal END) 27 3) Point Defense Arrays: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OAF Immobile (-2), Real Armor (-1/4) 14 4) Active EMS Jammer: Suppress 8d6, Area Of Effect Nonselective (8" Radius; +1) (80 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points, RSR Skill is subject to Skill vs. Skill contests; -1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (degrades ships own sensors by half amount suppressed; -1), No Range (-1/2), Crew-Served (2 people; -1/4) (uses Personal END) 5 5) EMP shielding: Power Defense (15 points) (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs EMP and radiation effects; -1/2) 40 6) Sandcaster: (Total: 60 Active Cost, 40 Real Cost) Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 5 Minutes each (+0) (30 Active Points); OIF Bulky (-1), Crew-Served ([9-16] people; -1) (Real Cost: 10) plus Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 5 Minutes each (+0) (30 Active Points); OIF Bulky (-1), Crew-Served ([9-16] people; -1) (Real Cost: 10) [Notes: (x13 number of items) 13 Batteries] 4 7) Chaff and Flare Pod: Sight and Radio Groups Images 1" radius, 8 Continuing Charges lasting 1 Turn each (+0) (15 Active Points); OIF Immobile (-1 1/2), Set Effect (only to create images of ship; -1) [Notes: Mounted on the lower part of the tailfin in a standard socket] Operations Section 39 1) Model 6 Computer: Custom Power (39 Active Points) (uses Personal END) 1 2) Basic Flight Control: +2 with Combat Piloting (4 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 3 3) Basic Navigation Control: +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 4 4) Basic Fire Control: +2 OCV with Ranged Combat (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) (uses Personal END) 4 5) Basic Defense Control: +2 DCV with Ranged Combat (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) (uses END Reserve) 25 6) Ships Repair and Maintenance Shops: (Total: 25 Active Cost, 25 Real Cost) +2 with Electronics (Real Cost: 4) plus +2 with Mechanics (Real Cost: 4) plus +2 with SS: Starship Engineering (Real Cost: 2) plus +2 with KS: Emergency Damage Control (Real Cost: 2) plus +2 with Armorsmith (Real Cost: 6) plus +2 with Weaponsmith (Firearms, Missiles & Rockets) (Real Cost: 7) 10 7) Holographic Theater and Briefing Areas: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (4" radius; +1/2) (37 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Variable RSR, Active Point penalty to Skill Roll is -1 per 5 Active Points; SR to program or reset training parameters; -3/4), Crew-Served (2 people; -1/4) (uses Personal END) 17 Active Sensor Array: Elemental Control, 110-point powers, (55 Active Points); all slots OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) 17 1) Computer Enhancement: Analyze with Detect (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 15 2) Active Sensor Array: Detect Physical Objects 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Tracking (39 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [Radio, Sight, Hearing] (-1/2), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 20 3) Long Range Sensors: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 40 Active Points of Active Sensor Array, Reduced Endurance (0 END; +1/2) (105 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) 1 Passive Sensor Array: Elemental Control, 10-point powers, (5 Active Points); all slots OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) 13 1) IR Sensors: Infrared Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (55 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 15 2) UV Sensors: Ultraviolet Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (55 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 3 3) Optical Telescopic Array: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 21 4) Densitometer: Detect A Single Thing [Density Of Objects] 9- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (110 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Sense Affected As More Than One Sense [Sight] (-1/2), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 22 5) Neutrino Scanner: Detect A Single Thing [Neutrinos] 9- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid: x10, Targeting, Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (113 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Sense Affected As More Than One Sense [Sight] (-1/2), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 22 6) Sensor Probes and Recon Drones: Clairsentience (Sight And Radio Groups), x2 Range (1,190"), 2 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Telescopic: +1, Tracking, Transmit, 1 Continuing Charge lasting 6 Hours (+0), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (131 Active Points); OIF Immobile (-1 1/2), Fixed Perception Point (-1), Sense Affected As More Than One Sense [Sight; Hearing] (-1/2), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4), Probe Must Travel Intervening Space To Target (-1/4), Custom Modifier (Real Equipment; -1/4) (uses Personal END) Personnel Section 0 1) Crew: Custom Power [Notes: 62 Officers, 333 Ratings, 150 Marines, 80 Pilots, 310 Staterooms] 41 2) Low Berth (Safe Version): Life Support (Longevity: 800 Years) (3 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) (uses END Reserve) 0 3) Cargo Bay: Custom Power [Notes: 400 Tons] 13 4) Ships Hospital Bay: (Total: 36 Active Cost, 13 Real Cost) +3 with Paramedics (6 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 2) plus +3 with KS: Surgery (3 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 1) plus +2 with SS: Anatomy (2 Active Points); OIF Bulky (-1) (Real Cost: 1) plus +2 with SS: Medicine (2 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 1) plus Detect A Large Class Of Things 12- (Unusual Group), Discriminatory, Analyze (23 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 8) 6 5) Ships Tactical Operations Center: (Total: 18 Active Cost, 6 Real Cost) +3 with Teamwork (6 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have working commo and data links to other ships; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +3 with Tactics (6 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have working commo and data links to other ships; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +3 with Analyze: Combat (6 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have working commo and data links to other ships; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) 14 6) Fighter Ops Bridge: (Total: 29 Active Cost, 14 Real Cost) +4 with Teamwork (14 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 7) plus +3 with Tactics (6 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 3) plus Systems Operation (Communications Systems, Air/Space Traffic Control Systems) 12- (9 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 4) Small Craft 0 1) Fighters: Custom Power [Notes: 80 Light Fighters] 0 2) Fuel Shuttles: Custom Power [Notes: 4 400 Ton Fuel Shuttles] Powers Cost: 2516 Cost Skill 5 Security Systems 14- (15 Active Points); Crew-Served ([17-32] people; -1 1/4), Costs Endurance (-1/2) (uses Personal END) 6 Bureaucratics 14- (15 Active Points); IIF Immobile Fragile (-1 1/2) 4 +3 with SS: Emergency Damage Control 2 +2 with KS: Logistics 2 +2 with KS: Steward 4 +3 with KS: Cooking 2 SS: Stellar Cartography 12- (5 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 2 SS: Astronomy 12- (5 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) Skills Cost: 27 Total Character Cost: 2705 Base Points: 200 Experience Required: 2505 Total Experience Available: 0 Experience Unspent: 0