SWORD WORLDS STING MISSILE FRIGATE Val Char Cost Notes 17 Size 85 Length 50.8", Width 25.4", Area 1,290.16" Mass 13.1 kton KB -17 95 STR 0 Lift 13.1ktons; 19d6 16 DEX 0 OCV 5 DCV -6 31 BODY 2 23 DEF 0 2 SPD 0 Phases: 6, 12 Total Characteristic Cost: 73 Movement: Leaping: 0" Flight: 40" / 80" Teleportation: 6" / 12" Cost Powers END Ships Overall Construction Note: Configuration, Construction Materials, and Armor 2 1) Closed Structure Hull: +2 BODY Note: Cannot Enter Atmosphere, Cost *1.25 0 2) Crystal Iron Hull: (Total: 0 Active Cost, 0 Real Cost) Note: Standard Cost, TL-10, Ships Body +5%, May Add TSA 0 24 3) Short range Military-9 Armor Package: +12 DEF (36 Active Points); Ablative BODY Only (-1/2) 27 4) Reinforced Hull: +9 DEF Engineering Section Note: Drives and Environmental Section 36 Ships Main Drives: Multipower, 98-point reserve, (98 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) Note: MP Changable as needed, this is just a placeholder, This Multipower Assumes J1 and 1G Manuever 1u 1) Jump Drive-2: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Immobile (-1 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4), Custom Modifier (Real Equipment; -1/4) Note: Jump-2 [1] 2u 2) Manuever Drive-2: (Total: 98 Active Cost, 25 Real Cost) Flight 40" (80 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Crew-Served (2 crew; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 19) plus +6 DEX (18 Active Points); OIF Immobile (-1 1/2), No Figured Characteristics (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) Note: 2G Manuever Drive 0 4 Agility 2 Package: (Total: 13 Active Cost, 4 Real Cost) +2 with DCV (10 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 3) plus Lightning Reflexes: +2 DEX to act first with All Actions (3 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 1) 0 259 Ships Fusion Reactor: Endurance Reserve (250 END, 250 REC) Reserve: (275 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Requires monthly refueling and maintenance; -1/4) 0 20 Ships Emergency Power: Endurance Reserve (50 END, 50 REC) Reserve: (55 Active Points); Custom Modifier (Backup Power Only; -1/2); REC: (50 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Backup System only; -1/2) 0 10 Ships Life Support System: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 3 1 Ships Environmental Systems: Change Environment 1" radius (5 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1) 1 Tactical Systems Note: Offensive and Defensive Equipment 143 1) Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), 125 Charges (+3/4), Autofire (3 shots; +1 1/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (500 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) Note: standard space combat missile, with either kinetic energy or High Explosive WarheadIF KE, its an AP attack instead of explosive [125] 15 2) 5 More triple Missile racks for a total of 6: Custom Power (15 Active Points) 0 Operations and Command Section Note: Bridge, Sensors, and Commo 3 1) Basic Starship Bridge: (Total: 9 Active Cost, 3 Real Cost) Bureaucratics 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) plus Systems Operation 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) plus Security Systems 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) 0 17 2) Model 3 Starship Computer: Custom Power (17 Active Points) 2 20 Ships Sensors And Commo: Multipower, 60-point reserve, (60 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2) Note: Basic Sensor and Commo package required for all Starships and Spaceships 1u 1) Radar (Radio Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 4 1u 2) Infrared Perception (Sight Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1 1u 3) Ultraviolet Perception (Sight Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1 1u 4) High Range Radio Perception (Radio Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 3 1u 5) Laser/Maser Comm: Mind Link , Any Willing Target (15 Active Points); OIF Immobile (-1 1/2), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2) 1 1u 6) +6 versus Range Modifier for Radio Group and Sight Group (18 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 2 1u 7) Densitometer: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 4 1u 8) Neutrino Sensor: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 4 Other Ship Systems 0 1) Accomodations: Custom Power Note: 14 Staterooms 0 0 2) Cargo Space: Custom Power Note: 40.5 tons 0 8 3) Engineering Shop: (Total: 8 Active Cost, 8 Real Cost) +2 with SS: Starship Engineering (Real Cost: 2) plus +2 with Electronics (Real Cost: 4) plus +2 with SS: Gravitics (Real Cost: 2) 0 6 4) Sick Bay: (Total: 6 Active Cost, 6 Real Cost) +2 with Paramedics (Real Cost: 4) plus +2 with SS: Medicine (Real Cost: 2) 0 10 5) 20 Low Berths: Custom Power (20 Active Points); OIF Bulky (-1) Note: Cold Sleep Birth, Character doesnt age while in cold sleep 2 Small Craft 0 1) 30 Ton Ships Boat: Custom Power 0 Total Powers & Skill Cost: 616 Total Cost: 689 200+ Disadvantages 15 Physical Limitation: Cannot Enter Atmosphere (Frequently, Greatly Impairing) 474 Experience Points Total Disadvantage Points: 689