Broadsword Class Mercenary Cruiser Player: Val Char Cost 110 STR 0 18 DEX 0 34 BODY 0 3 SPD 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 86 Cost Power Construction 0 1) Sphere Hull: +0 BODY [Notes: Cannot Enter Atmosphere, No Modifiers] 14 2) Ablat Armor: Armor (8 PD/8 ED) (24 Active Points); Ablative BODY Only (-1/2), Limited Coverage (Hull/Frame only) (-1/4) 12 3) Superconducting Armor Layer: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2) 9 4) Bonded Superdense Hull: (Total: 28 Active Cost, 9 Real Cost) +4 BODY (4 Active Points); OIF Immobile (-1 1/2) (Real Cost: 2) plus +8 DEF (24 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4), Real Armor (-1/4) (Real Cost: 7) Engineering Section 9 1) Jump 3 Drive: Teleportation 10", MegaScale (1" = 1 lightyear; +3 1/2), Can Be Scaled Down 1" = 1km (+1/4) (95 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 9.52 LY (3 Parsecs)] 52 2) 3G Maneuver Drive: (Total: 159 Active Cost, 52 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 +8 DEX (24 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 10) plus +1 SPD (10 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 4) 110 3) P2-100 Power Plant: Endurance Reserve (300 END, 300 REC) (330 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) 26 6) 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 7) 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 8) 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) 0 9) Fuel Tankage: Custom Power [Notes: 278 tons, no refining capacity] Tactical Section 734 1) TL15 Triple Turret Beam Laser: (Total: 1737 Active Cost, 734 Real Cost) RKA 9d6 (vs. ED), Invisible to Single Sense (UV; +1/4), Autofire (3 shots; +1/4), Armor Piercing (+1/2), Reduced Endurance (1/2 END; +1/2) (337 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; 1 Gunner per Turret, turrets are remote stations; -1/2), Beam (-1/4), Real Weapon (-1/4) (uses Personal END) (Real Cost: 112) 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 337 Active Points of Laser, Reduced Endurance (0 END; +1/2) (1390 Active Points); OIF Bulky (-1), Limited Power Range and Damage affected by media (-1/4) (Real Cost: 618) 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) 10 2) 3 more triple Laser Turrets for a t otal of 4: Custom Power (10 Active Points) (uses Personal END) 393 3) Triple Missile Turret: (Total: 938 Active Cost, 393 Real Cost) RKA 6 1/2d6 (vs. ED), 36 Charges (+1/4), Explosion (+1/2), Autofire (3 shots; +1 1/4) (300 Active Points); 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), Crew-Served ([3-4] people; 1 Gunner per Turret, turrets are remote stations; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 75) 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 150 Active Points of Missile, Reduced Endurance (0 END; +1/2) (618 Active Points); OIF Bulky (-1) (Real Cost: 309) plus +4 with Ranged Combat (20 Active Points); OIF Bulky (-1), Real Weapon (-1/4) (Real Cost: 9) 10 4) 3 more triple Missile Turrets for a t otal of 4: Custom Power (10 Active Points) (uses Personal END) Defensive Section 6 1) Basic Stealth and EMM: Change Environment 1" radius, -2 to Radar PER Rolls, -2 to Infrared Perception PER Rolls, Multiple Combat Effects (16 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 4 2) Paradex C-31D2 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) 14 3) 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) 14 4) Point Defense System: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OIF Immobile (-1 1/2), Real Armor (-1/4) 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) Operations Section 34 1) Model 5 Computer: Custom Power (34 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 Station: +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 12 4) Radio Transceiver: High Range Radio Perception (Radio Group), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (36 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [Sight, Hearing] (-1/2) (uses Personal END) 9 5) Laser/Maser Comm System: Mind Link , Machine class of minds, Any Willing Target, Any distance, Number of Minds (x2) (25 Active Points); OIF Bulky (-1), Sense Affected As More Than One Sense [Sight; Hearing] (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 17 6) Meson Communicator: Mind Link , Machine class of minds, Any Willing Target, No LOS Needed, Number of Minds (x32), Indirect (Same origin, always fired away from attacker; +1/4), Difficult To Dispel (x2 Active Points; +1/4) (75 Active Points); OIF Immobile (-1 1/2), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [Sight; Hearing] (-1/2) (uses Personal END) 28 Active Sensor Array: Elemental Control, 70-point powers, (35 Active Points); all slots Crew-Served (2 people; -1/4) 13 1) Computer Enhancement: Analyze with Detect (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (uses Personal END) 31 2) 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 (2 people; -1/4) 15 3) Accurate Sensors: +12 PER with all Sense Groups (36 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) 16 Passive Sensor Array: Elemental Control, 110-point powers, (55 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) 18 1) Optical Telescopic Array: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (uses Personal END) 12 2) Neutrino Scanner: Detect A Single Thing [Neutrinos] 21-/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), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (uses Personal END) 11 3) Densitometer: Detect A Single Thing [Density Of Objects] 21-/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), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (uses Personal END) 16 4) 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), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (uses Personal END) 18 5) 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), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (uses Personal END) 29 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), Concentration (1/2 DCV; -1/4), Probe Must Travel Intervening Space To Target (-1/4) Personnel Section 26 1) Stateroom: Life Support (Sleeping: Character does not sleep) (3 Active Points); OIF Bulky (-1) [Notes: (x19 number of items) 13 Crew, 31 Troops] 9 2) Sick Bay: Paramedics 12- 5 3) Sick Bay: SS: Medicine (INT-based) 11- 0 4) Cargo Hold: Custom Power [Notes: 80 Tons] Small Craft 0 1) 2 Curtters and 2 extra modules: Custom Power [Notes: 4 Total Cutter Modules Carried] 0 2) 2 ATV, Air Raft: Custom Power Powers Cost: 1771 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) 1 +2 with KS: Cooking and Food Prep (2 Active Points); OIF Immobile (-1 1/2) 1 +1 with Mechanics (2 Active Points); OIF Bulky (-1), Reduces Vehicle to 1/2 DCV (-1/4), Custom Modifier (Real Equipment; -1/4) 3 +2 with Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets) (8 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) Skills Cost: 16 Total Character Cost: 1873 Pts. Disadvantage 15 Physical Limitation: Unstreamlined, Cannot Enter Atmosphere (Frequently, Greatly Impairing) 10 Physical Limitation: cannot switch cutter modules inside ship (Frequently, Slightly Impairing) 10 Distinctive Features: Common Mercenary Cruiser (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) Disadvantage Points: 35 Base Points: 200 Experience Required: 1638 Total Experience Available: 0 Experience Unspent: 0