Kronos's d20 Stuff

Well, really depends on PL, I guess, regarding mini-missile sized. The closest to PL5 ("Modern-Day"), the bigger they are (guess something PL5/6-ish, we are talking a kind of 40mm grenade with some self-directing add-ons or something (like you said, beer can size), while further on the missiles get more sophisticated and the capacity to obtained a big bang with a small amount of explosive means that they are the size of, what, maybe a 12-gauge shotgun shell or a big bullet (talking something like .454 Casull)?

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kronos182

Adventurer
Well, really depends on PL, I guess, regarding mini-missile sized. The closest to PL5 ("Modern-Day"), the bigger they are (guess something PL5/6-ish, we are talking a kind of 40mm grenade with some self-directing add-ons or something (like you said, beer can size), while further on the missiles get more sophisticated and the capacity to obtained a big bang with a small amount of explosive means that they are the size of, what, maybe a 12-gauge shotgun shell or a big bullet (talking something like .454 Casull)?

I consider missiles the size of 12ga or the like to be 'micro' missiles, mostly just to simply tell the difference in size. I haven't really created a micro missile yet.. although I have a few items that could be classified as micro missiles (small projectiles with some guidance/maneuvering systems like the swarmer) but have low damage to reflect the PL level. I should probably whip up a few true micro-missiles.
 

kronos182

Adventurer
Grounding Mini Rocket (PL7/8)
This mini rocket uses technology similar to gravity snare rifles and gravity anchors used in armours. The rockets are used usually against aerial targets to bring them down without destroying them.
These mini rockets can be used in any mini-rocket launcher. Upon striking a target, the casing breaks open and the target is engulfed in shining energy rings, similar to the gravity snare, the rocket deals 1d6 points of ballistic damage from the force of the impact. The target must make a Reflex save DC 17 or be entangled by the energy rings for 1d6+1 rounds. An entangled target can escape the rings with a successful Escape Artist check (DC 40) or break free with a successful Srength check (DC 30). Even if the target makes the save, the grenade is attached to the target, for 1d6+3 rounds, and the grenade emits an increased gravity field, suffering a -30 ft penalty to their speed, which will immobilize most targets, as they feel like they are on a high gravity world. Characters with high gravity world adaptations get a Will save DC 15 to resist this affect. If the target is flying, the increased gravity will cause the target to fall 30 feet per round. The target only takes damage if they strike the ground, taking 3d6 points of bludgeoning damage as the increased gravity is somewhat controlled.
Grounding mini-rockets have the range of the launcher they are launched from, or 150 ft, which ever is greater. PDC 21 for a box of 5 mini-rockets.




Arasaka EMF Launcher
The EMF launcher is little more than a normal antitank rocket launcher, only instead of a shaped-charge warhead, it is replaced with special high-energy capacitors and an enlarged tangler grenade. The warhead sticks to the target, usually power armour, robots or mechs, splashing it with the sticky compound to immobilize it. The capacitors discharge, releasing magnetic energy, temporarily disrupting electrical systems, but also magnetizes the metal armour, causing it to attract to itself, making movement difficult.
Arasaka EMF Launcher (PL6)
Damage: 2d10 plus special
Critical: 20
Damage Type: ballistic plus special
Range Increment: 250 ft
Rate of Fire: single
Size: large
Weight: 19 lb
Ammo: 3 box
Purchase DC: 19, box of 3 rockets 12
Restriction: Military (+3)
Notes: When struck, the robot, mech or power armour target makes a Fort save DC 15 or be stunned/disabled for 1d4 rounds, and even if the target makes the save, speed is reduced by 10 feet due to the metal armour and superstructure being magnetized and the limbs being attracted to each other. The tangler solution adds a cumulative -3 penalty to Dexterity. This penalty remains until the solution is dissolved. If the target is hit with enough tangler solution, from tangler guns, grenades or more EMF rockets, so that the cumulative penalty is equal to the target's Dexterity score, the target is immobilized and can do nothing until the solution is dissolved.




Tanto Missile
Tanto missiles are short and fast, taking up little space in a craft's payload, and are surprisingly highly accurate, although they have low damage. The missile has IFF and radar tracking systems, complemented by a motion tracker that allows it to follow a target through most evasive maneuvers. Tantos are useable in both an atmosphere and in the vacuum of space, making it an excellent choice for fighters that fight in both mediums.
Tanto missiles have a minimum range of 100 feet, making them excellent close range weapons. If fired closer than 100 feet, it does not arm and does not explode, but still deals 3d6 points of ballistic damage. The systems on the tanto grant it a +3 equipment bonus to attack rolls. Once fired, and if the missile misses its target, it will keep attacking the same target, unless another enemy (identified by the IFF system) moves closer than the original target, for up to 5 rounds at +3 to attack rolls plus any targeting bonuses from targeting systems the firing ship has. When the tanto missile hits its target, it explodes, dealing 6d8 points of damage, with a critical range of 19-20 for double damage.
Tanto missiles can not attack ground targets, as it is an air to air or space to space missile only. Tanto launchers usually hold 12 missiles, PDC 21 for a rack of 12.




Pulsing Grenade (PL8/9)
The pulsing grenade is a marvel of technology, although difficult to produce. Once thrown, a part of it breaks off and detonates, while the rest shifts slightly out of phase. Seconds later it unphases then releases another part that detonates, and repeats again. The grenade is larger than normal grenades, and the explosive components after the primary explosion are not as powerful, but still quite useful when used against large groups of infantry or against stationary objects.
The primary explosion deals 4d6 points of fire damage, the next round deals 3d6 points of fire damage, the round after 2d6 points of fire, and the round after 1d6 points of fire damage, all to a 20 foot radius, Reflex save DC 15 for half damage.
Weight: 3 lbs.
PDC: 17 Mil (+3) for a box of 3 pulsing grenades.




Dart DF
The Dart Dumb Fire missile is actually a rocket, a point and shoot weapon, foregoing guidance systems for a larger warhead. Slightly smaller than CHE missiles, but with the lack of guidance systems, deals a little more damage, but are not very accurate, more idea for large slow moving or stationary targets. These properties make it ideal for lighter fighters to have a little more punch against capital ships.
Darts can be mounted on external rails for use on light fighters, or in standard launchers that can hold 9 missiles.

Dart DF (PL 5/6
Damage: 8d8
Critical: 20 x2
Damage Type: fire
Range Increment: 3000 ft
Rate of Fire: Semi
Size: Huge
Weight: 45 lb
Ammo: Racks of 1, 3, 4, or 9
Purchase DC: 24
Notes: As a dumb missile, the Dart has limited range, does not ignore range penalties like guided missiles. Dart launchers and rails are designed for more rapid fire than standard missiles. Suffers a -1 to attack rolls to strike targets smaller than Gargantuan size. Darts are capable of atmospheric and space use. If used on ground targets has a 50 foot radius, Reflex save DC 17 for half.
 

kronos182

Adventurer
Armour Upgrades

Motorized Joints (Late PL5-PL6)
Before power armour or power assisted armour be came wide spread, motorized joints were the forerunner for power assist systems. Although not as powerful and increasing the wearer's strength, it did boost some actions, combined with weight baring systems. The motorized joints in the legs allowed the wearer to walk with less strain, allowing the wearer to run a bit longer, or walk a bit farther. In the arms, although not enhancing overall strength, did add a bit more power to unarmed and melee strikes with blades as the servos push the arm a little faster.
When running all out (full round action to run), the wearer can run an extra 2 rounds (normally one can run a number of rounds equal to Con score) before needing to make a Constitution check (DC 10). When walking long distances, increase time before required to make a Constitution (or Fort save) check by 10%.
In melee combat, unarmed and armed strikes gain a +1 to damage.
Prerequisite: Non-powered or micro assist power armour.
Restrictions: Restricted (+2)
PDC: +2

Magnetic Field Generator (Late PL6-7)
The armour is fitted with a magnetic field generator, similar to those found on starship. Ballistic, missile, rocket and thrown grenades (unless specifically designed of non-metallic materials) attacks against the wearer suffer -2 penalty to attack rolls.
Prerequisite: Medium armour or heavier
Restriction: Military (+3)
PDC: +6

Particle Field Generator (Late PL7-PL8)
The armour is fitted with a particle field generator, similar to those found on starships. Energy attacks (concussion, electrical, fire, non-specific energy) against the wearer suffer -2 penalty to attack rolls.
Prerequisite: Medium armour or heavier
Restriction: Military (+3)
PDC: +6

Magnetic Shield Generator (Late PL7-PL8)
The armour is fitted with a low level magnetic shield generator, protecting against ballistic, rockets and thrown grenades. The wearer gains 20 HP against missile, rocket, and ballistic damage attacks. A critical hit bypasses the shield. Once the shield is depleted, it will recharge at a rate of 1 HP every 10 minutes of inactivity. The wearer can attempt to restore shields as a standard action with a Repair check (DC 15) to regain a number of HP equal to their Intelligence Modifier, minimum of 1.
Prerequisite: Medium armour or heavier
Restriction: Military (+3)
PDC: +8

Particle Shield Generator (Late PL8-PL9)
The armour is fitted with a low level particle shield generator, protecting against energy attacks (fire, electrical, non-specific energy type). The wearer gains 20 HP against energy attacks. A critical hit bypasses the shield. Once the shield is depleted, it will recharge at a rate of 1 HP every 10 minutes of inactivity. The wearer can attempt to restore shields as a standard action with a Repair check (DC 15) to regain a number of HP equal to their Intelligence Modifier, minimum of 1.
Prerequisite: Medium armour or heavier
Restriction: Military (+3)
PDC: +8

Shield Booster
This is an enhancement to the shields installed in armour that includes a shield generator of some sort (magnetic, particle, etc.), increasing the amount of damage it can absorb. The shield has 50% more HP. Standard magnetic or particle shields have 20 HP, with a Shield Booster now has 30 HP.
Requirements: Armour with a shield installed.
Restriction: Military (+3)
PDC: +2

Shield Modulator
The shield equipped armour has sensors, that is tied to the shields. When the shields suffer damage (and don't fail) from a particular type of weapon, it will modulate its frequencies to better resist that type of energy, until another type of energy is encountered. Only works on particle shields and other shields that protect against energy attacks. When the shield suffers damage, but isn't completely depleted by that attack, the modulator will change the shield frequency to better resist that type of energy. However the shield will be more vulnerable to all other types. For example, a particle shield is struck by a laser (dealing fire damage), the next round the shield will provide DR 10 against lasers (fire damage, and using RAW plasma weapons as well), but other energy attacks will do +2 damage.
Prerequisites: Shield equipped armour.
Restriction: Military (+3)
PDC: +3

Shield Regenerator
This device improves the armour's shield recharge rate. It can recharge 1 HP per 5 minutes of inactivity, or 1 HP every 10 minutes while active. When the shields are depleted, when wearer uses a Repair check to restore the shields, it will restore double the wearer's Int Modifier, minimum of 2 HP. In an emergency, the shield regenerator can restore the shield to full HP, as a free action, however once the shield is depleted, or shut off, the shield can not be reactivated again for an hour.
Prerequisite: Armour with shields.
Restriction: Military (+3)
PDC: +3

Off-Hand Quick-Load Ammo Pack (PL5)
A simple, although very effective, modification to armour that holds two clips or power packs of ammunition. This modification, although versions have been around for years, is designed to allow for quick reloading of a pistol or small long arm (up to medium size) twice as a free action. However due to the weight of the ammo packs and reload system, it does impose a -1 penalty to attack rolls.
Restriction: Military (+3)
PDC: +1

Stabilization Gauntlets
These gauntlets and bracers are built into armour and adds micro-gyros and a few servos that help keep the arm steady when firing weapons on autofire or burst fire.
When the wearer fires a weapon on autofire, or burst fire, the penalties is reduced by 1.
Restriction: Military (+3)
PDC: +1
 

kronos182

Adventurer
DiveTorp
This device looks like a short old style torpedo with handle bars. It contains a hydrojet and allows the user to move about faster than if he was swimming.Fairly simple and robust devices, a couple of hours of training is all one needs to use one. Military models are available, which usually are slightly faster or maneuverable and some are even armed.


Name Crew Passengers Cargo Init Man. Top Speed Defense Hardness Hit Points Size PDC Res
Civilian DiveTorp 1 2 500 lb -2 +0 15 (1) 10 2 10 Med 20 Lic (+1)
Military Divetorp 1 2 300 lb -2 +1 20 (2) 10 5 12 Med 22 Mil (+3)
Armed Divetorp 1
200 lb -2 +1 20 (2) 10 5 12 Med 23 Mil (+3)

Civilian Divetorps have retractable handles to allow a person to hold onto on each side and ride beside the user, or a cargo pallet can be attached to the bottom that can hold up to 500 lbs. This cargo pallet can also be turned into atype of stretcher to carry an unconscious or wounded person or two. However carrying additional people or cargo imposes a -2 penalty to maneuverability.

Military Divetorps are upgraded versions of the civilian ones, made of toughe materials and slightly faster engines. Also when moving at half top speed, they run much quieter than civilian models, reducing penalties by half for Moving Silently when moving at half speed. Also their design increases checks made to detect them by sonar by +1 DC. Carrying cargo or passengers impose a -2 penalty to maneuverability.

Armed military divetorps lack the additional handles of other divetorps, and carry less cargo, but are usually armed. Weapons depends on what PL they are created in. PL5 models usually are armed with a harpoon gun carrying 10 harpoons. More advanced models (late PL5/early PL6) might be armed with a machinegun type weapon that is designed for underwater use that uses supercavitating bullets, usually has a payload of about 50 to 100 rounds depending on caliber size. PL6 models might be armed with an underwater modified laser (usually blue-green frequency laser) and/or mini torpedoes with a payload of 10 mini torpedoes. Higher PLs might have different weapons. Armed military divetorps also have the same bonuses and penalties for Move Silentlychecks and DC increase against sonars. They also suffer a -2 penalty to maneuver when carrying cargo.





Aias (PL6)
The Aias is an armoured land assault vehicle that is slowly replacing older Bradleys and other IFVs. It's similar to the US army's Stryker, as an 8x8 wheeled armoured vehicle with a 25mm cannon, and can reach speeds of 75 mph.The armour is a little unusual in that it uses a ceramic/aluminum/titanium composite armour which makes it impervious to magnetism, protecting it from mines that use magnetic forces to latch on and destroy it. This armour also gives it some added passive protection against electro-magnetic pulses. The suspension and fire suppression equipment allow it to fire while on the move.
The aias is amphibious, but unlike other amphibious vehicles, it is not limited to non-surf bodies (oceans), propelled by two propellers mounted behind the rear wheels. The design allows it to operate in many environments, including the frozen north around the Arctic. The diesel engine and large tank gives the aias a range of 900 miles.
The Aias requires a crew of three; driver, gunner and commander/comm officer.There is an armoured hatch above the commander/comm officer and in the turret.It comes armed with a 25mm cannon and a coaxial .50 cal machinegun in a turret mount, with a pintle-mounted laser rifle above the commander/comm officer position. There are two doors at the back for the troops to embark/disembark.Comes with thermo-imagers and night vision gear for all crew members to see with, laser rangefinder, enhanced suspension, self-recovery hydraulic winch with 200 ft of braided steel with a 15000 lbs dynamic pull, armoured self-sealing/inflating tires, military radio, encrypted burst transmitter/radio scrambler, combat computer with HUD, amphibious design, radiation and pressurized cabin, and 8 hour life support. Off road design reduces rough terrain checks by half, while the enhanced suspension and fire suppression systems allow the weapons to fire without penalties due to the vehicle moving.The laser rifle can be operated manually or by remote inside the cabin. In an emergency, the laser rifle can be detached with a Repair check DC 10 and about a minute of work, but will require a power pack as it's tied to a battery just inside the cabin. The aias takes 1 full round to start it moving. There are two ports on each side of the passenger section which they can use their personal weapons. These ports automatically seal if there are any airborne toxins,chemicals or radiation detected. The aias is two squares wide and four squares long, provides full cover to its occupants. The 25mm cannon and .50 cal machinegun are mounted in a full turret. The pintle-mounted laser rifle has a gun shield that provides the gunner, if he uses the weapon manually, with half cover, made of the same armour as the rest of the vehicle and bullet proof glass.


Crew:3
Passengers: 6

Cargo: 250 lbs
Init: -3
Maneuver:-3
Top Speed:75 (7) / 10 (1) water
Defense: 9
Hardness:12
Hit Points:50
Size:Gargantuan
Purchase DC: 43
Restriction: Military(+3)
Accessories:Amphibious design, military radio, self-recover hydraulic winch w/200 ft braided steel cable, laser rangefinder, NBC cabin, 8 hour life support, armoured self-sealing/inflating tires, off-road design, encrypted burst transmitter/radio scrambler, HUD, darkvision 200 ft, thermo vision 200 ft,periscope that can raise 10 ft, holsters with quick release for up to a medium sized weapon at each crew station (crew benefit quick draw feat while at station), weapon racks for 6 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers such as M72 LAWs, power pack recharger fits 2 power packs and recharges one in 2 hours, 8 smoke grenades split between two launchers (4 each), hazardous chemical and radiation sensors and GPS.
Notes:Mounted weapons don't suffer penalties for the vehicle moving, including on rough terrain, armour composition prevents magnetics from latching onto the hull, or setting off mines that use magnetic sensors, +4 Fort save vs EMP weapons, ceramic/aluminum/titanium composite armour.


Weapon Damage Crit Damage Type Range Incr Rate of Fire Magazine Size Weight PDC Res
25mm Cannon 4d12 20 ball 150 ft A Linked 700 rds Huge * * *
.50 cal Machinegun 2d12 20 ball 100 ft A Linked 1400 rds large * * *
Laser Rifle 3d8 20 fire 80 ft S,A 500 box large 12 lbs * *


New Equipment
Ceramic/Aluminum/Titanium Composite Armour
This composite armour is a predecessor to Alumisteel, and although not a sstrong, it's a bit lighter. The armour is not magnetic, which prevents any mines that use magnetic sensors to detect a target, or to latch on before detonating fail to do so. The armour also provides a small bonus against EMP weapons, +4 to saves against EMP weapons.
Equipment Bonus: +4
Drive/Pilot Check Penalty: -3
Purchase DC: 15+ the vehicle's hardness.

Variants
Aias-RC
The RC, or reconnaissance variant, does away with the turret, and instead mounts more sensors and recording gear. For weapons it retains the pintle-mounted laser rifle and a .50 cal in a remote turret. The sensors are comparable to mech Class I sensor systems with motion sensors (200 ft range),enhanced darkvision (300 ft) and thermo vision (300 ft), Geiger counter with a range of 1 mile. It can coordinate tactical data with all allies within 2 miles (+2 Knowledge: Tactics tied with Aid Other, and +1 to Tactical Aid Soldier ability and all Field Officer abilities to aid allies). Also included is communication interception and decryption equipment (+2 Computer Use checks for intercepting communications and decoding). Still can transport 6 troops,increase speed to 80 mph (8), and range to 950 miles. PDC 42

Weapon Damage Crit Damage Type Range Incr Rate of fire Magazine
.50 cal Machinegun 2d12 20 ball 100 ft A Linked 1400 rds
Laser Rifle 3d7 20 fire 80 ft S,A 500 box


Aias-MGS
The MGS (mobile gun system) turns the aias into a light anti-armour vehicle. It does away with passenger capacity and the turret is reinforced to mount a 90mm cannon using XZ propellant to give it some extra punch for its size with ana utoloader, with a coaxial mounted extended range corona microwave beam cannon.It still retains the pintle-mounted laser rifle. The battery for the extended range corona only holds enough power for 20 rounds, and recharges from th eengine at a rate of 1 charge per 5 minutes of none use. PDC 44

Weapon Damage Crit Damage Type Range Incr Rate of Fire Magazine
90mm Cannon 8d12 20 ball 150 ft S 20 rds
ER Corona Microwave Beam 5d6 20 fire 50 ft single 20 box
Laser Rifle 3d8 20 fire 80 ft s,a 500 box

Aias-MEV
The MEV (medical emergency vehicle) is an armoured ambulance for rescuing wounded soldiers and civilians. The weapons are removed, crew changed to 1 driver, 1 comm/medic and 1 medic and can carry up to 6 patients. The interior is redesigned to include all the medical equipment found in a standard ambulance, plus includes surgical kits, many fast-use med kits, dozens of neutrad chemical, antitox chemical, a universal communicator for communicating with patients who speak different languages, and dozens of violet rations. 6 stretchers and a powered ramp in the back of the vehicle. Speed is increased to 90 mph (9). PDC 39.





Prowler PRV
The powler is a light patrol/reconnaissance vehicle meant for patrolling areas generally considered safe, or areas where combat is expected to be light to none. Not very well armoured or armed, it is quick and maneuverable, which makes it a good quick response or scout vehicle. The large tires and off-road suspension and small size allow it to go where many dedicated patrol vehicles can't, including inside some buildings with a large enough opening.
Requires two crew members, a driver and a gunner, with the gunner exposed to the elements so armour is recommended. On board equipment is light, including four powerful headlights on the front, the inner two can switch to IR frequencies plus a search light mounted beside the gun in the turret, military radio, two cameras, one mounted on the roof in a turret to allow it to view in a 270 degree viewing area, and one mounted on the turret for the gunner to act as a gun camera. A simple HUD for the driver is linked to the roof top camera, GPS,instrument panel (standard vehicle instruments), radio, and memory storage unit for the cameras (storing up to 12 hours of high definition, multi-spectrum (IR,UV, thermal, and normal visual).
The driver is full enclosed in the vehicle, while the gunner only has half-cover. The turret in the back easily accommodates any large sized firearm such as an automatic rifle or a light huge weapon, such as .50 cal machinegun with enough space for 300 rounds. In panels on the side are some emergency equipment including 2 first aid kits, 1 two-man tent, 6 flares, 2 folding shovels, 6 days worth of rations. Two empty compartments on the back beside the gunner for the driver and gunner's backpacks, plus rack on the sides to hold two weapons up to rifle size.
The prowler is available in two power plants, a flex-fuel engine and an electric engine. The flex-fuel version is a bit cheaper, and can run on almost any flammable liquid, from kerosene, gasoline, diesel, to aviation fuel,ethanol and even alcohol, making it very flexible, while the electric engine does have better range. The large off-road tires allow the Prowler to 'drive'on water, as long as the vehicle is moving, it can remain afloat and cross shallow rivers, ponds and lakes, with a speed of 20 mph. It is not recommended to try crossing bodies of water that are more than 20 feet deep. The electric engine model can operate for about 20 minutes while submerged before seals give out and won't operate.

Prowler PVR (PL5)

Crew: 2 (driver and gunner)
Passengers: 0

Cargo: 100 lbs (usually 2 backpacks fully loaded)
Init: -1
Maneuver: 0
Top Speed:140 mph (14)
Defense: 9
Hardness: 6
Hit Points:30
Size: Large
Purchase DC: 27 (flex-fuel), 28 (electric)
Restriction: Res+2
Accessories:HUD, 2 cameras, 4 headlights (2 normal, 2 IR), weapon turret with search light,GPS, 12 hour video/audio Hi-Def storage, emergency equipment (listed in description), off-road design.
Notes: The weapon turret can support any 5.56 to .50 cal rifles with up to 300 rounds in belt, can accept laser or other similar sized weapons if available, gunner receives only 50% cover, off-road design suffers only half penalties for rough terrain, flex-fuel provides a range of 300 to 400 miles, depending on fuel(alcohol and kerosene for lower range, better fuels for greater range),electric engine provides a 500 mile range per charge (requires 1 hour to charge) (electric engine can operate completely submerged to a depth of 20 ft for about 20 minutes before leaks prevent operation).
 
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kronos182

Adventurer
H.U.P.C. (PL5)

As civil unrest in various countries increases, many police forces found they needed heavier armoured vehicles with large passenger capacity. But they also found they needed a vehicle that could blend in with civilian traffic especially for large sting operations or for expected riots, without tipping off the criminals that a large police force was present.
New Flyer, makers of public transit buses, was contracted, and paired with several military vehicle companies to create the H.U.P.C, or heavy urban personnel carrier.
The H.U.P.C. looks like the newer Xcelsior buses, only it is heavily modified.The frame is greatly reinforced, it's well armoured, most of the windows are removed, but false tinted bullet proof glass windows are installed to give the bus the illusion it is still a civilian passenger bus. The doors are modified and armoured so that when they open, armoured panels extend out to allow greater cover for exiting troops, especially when opened close to a building.These panels extend out 2 feet.

The windows that are still remaining have 6 (3 each side) concealed gunports for inside troops to fire through, and are made of bullet proof glass. The bumpers,especially the front one, are heavily reinforced to allow the H.U.P.C to smash through many barricades. The seats are designed with crash webbing, allowing the passengers who are seated, including driver and command unit staff, to suffer no damage when the H.U.P.C. rams something. The crash webbing also as a quick release system to allow troops to quickly disengage the webbing and get to the door in a few seconds.
Seating has been reduced from the normal 42 for the 40 foot model to 30 seated troops, with an additional 5 standing comfortably. The rear deck has a mobile command unit, providing communications for the troops. The suite has multiple monitors for receiving gun or helmet camera footage, multiband police and/or military radio, GPS, civilian radio jammer, radio encryption/decryption,wireless internet for connecting to police computer systems, satellite radio,large storage capacity of all audio/video recordings from helmet and gun cameras. The H.U.P.C. also mounts a HI-Def camera on a small turret on the roof to record all that goes on around it with a laser microphone, along with shotgun and parabolic mics. The command unit has room for 3 operators.
Mounted on the roof, concealed where the electric motor would normally be, is are tractable manned turret for either a 7.62 mm or .50 cal machinegun that can hold up to 3000 rounds in a belt, with a grenade launcher that usually contains tear gas or smoke grenades with a 12 round capacity. To use the turret, someone inside the H.U.P.C pulls down a short ladder on the ceiling, which lowers a platform for him/her to stand on, which also activates the turret, raising it,allowing for full 360 degree rotation, and 120 degree vertical arc.
Inside, at each seat has a rack and storage for one rifle, one pistol, 6 grenades, 4 magazines for each weapon and riot shield. There is a storage locker that holds additional ammunition and grenades, plus 4 racks for heavy machineguns, rocket launders or grenade launchers plus space for 3 reloads each. There is also 10 first aid kits, 5 emergency surgery kits, 3 collapsible stretchers, 2 days worth of rations for a full compliment, emergency flares,road side markers/pylons, several rolls of police caution tape, bolt cutters,portable battering ram, 2 10-man tents and 10 kinetic powered flashlights.
As the H.U.P.C is designed to look like a civilian passenger bus, it still has the LED signs on the front, side and small rear ones, which it can use to display false transit bus information, or when at a scene, to caution people away. Two concealed turreted search lights and standard police flashing lights are on the roof, as well as siren and speakers.

H.U.P.C. (PL5)
Crew: 5 (1 driver, 1 gunner, 3 mobile command unit staff)
Passengers: 30 to 35 troops

Cargo: up to 800 lbs of gear
Init: -3
Maneuver:-3
Top Speed:120 (12)
Defense: 8
Hardness:10
Hit Points:50
Size: G
Purchase DC: 41
Restriction: Res(+2) to Mil (+3)
Accessories:concealed turret with machinegun (either 7.62mm or .50 cal) and grenade launcher, mobile police command unit, multiband police/military radio, GPS,police computer, wireless internet, satellite radio, 6 gunports, armoured doors, 2 search lights, Hi-Def camera, laser, shotgun and parabolic microphones, 10 first aid kits, 5 emergency surgery kits, 3 collapsible stretchers, 2 days rations for 40 people, 2 10-man tents, portable battering ram, bolt cutters, 10 kinetic powered flashlights, police lights and siren,reinforce design and bumpers
Notes: Disguised to look like a civilian bus, granting a +5 bonus to Disguise (usually a DC 15) checks to pass as a civilian passenger bus, exiting troops gain a +2 Cover bonus to Defense when near the doors, reinforce bumper and design allows the H.U.P.C to suffer only 1/4 (one-quarter) from rams, and the Driver gains a+2 to Drive checks to maintain control after a ram or collision. Gunports allow 3 troops on each side (total of 6) to fire at targets outside with full cover(targets hill strike the H.U.P.C instead), the person manning the gun turret has three-quarters cover. Troops can embark or disembark the H.U.P.C as a move action, with two troops exiting at a time (one per door, two doors total).


Weapon Damage Critical Damage Type Range Incr Rate of Fire Magazine
7.62 Machinegun 2d10 20 Ballistic 100 ft A Linked
40mm Grenade Launcher Varies by grenade - varies 110 ft S 12 box
Optional M2HB (replace 7.62 machinegun) 2d12 20 Ballistic 110 ft A Linked

H.U.A.V (PL5)
The Heavy Urban Assault Vehicle, or H.U.A.V., is a modified version of the H.U.P.C., geared towards heavy assaults, such as captured armoured truck and light military vehicles. The H.U.A.V is further reinforced to support the turret that mounts the same 25mm cannon as the M2A2 Bradley on the roof at the rear and smaller turret that mounts twin .50 cal machine guns, as well as side weapon blisters for 7.62 machineguns. Both roof mounted turrets have a grenade launcher with a 12 round magazine, with multiple magazines available. The 25mm cannon turret has full 360 degree rotation, while the front turret can't fire in the rear 60 degree arc except for up in the sky above the rear turret.Sensors as well as computer programmed locks prevents the turret from firing when aimed in the direction as the other turret.
The H.U.A.V does away with troop capacity, but it has room for 5 troops, and command unit to make room for the supports of the turrets and ammunition for all the weapons it carries. Although the H.U.A.V. has many critics against its development, but few have complained about its results. Not many H.U.A.V.s have been produced, although about half produced has been used by the military for use in third world country cities or recently pacified cities for patrol purposes.
The H.U.A.V. has thicker armour than the H.U.P.C, but is much slower, due to the added weight of the turrets and weapons, but it is fast enough to keep up with most APCs that it might be used against within a city. The H.U.A.V. does retain the reinforced design and bumpers to allow it to ram other vehicles or barricades while suffering little damage, along with the crash webbing for all crew and passengers.

H.U.A.V.(PL5)
Crew: 10 (1 driver, 1 commander, 1 main turret gunner, 1 secondary turret gunner, 6 side weapon blister gunners)
Passengers: Up to 5 troops, although a little cramped

Cargo: 50 lbs of gear
Init: -3
Maneuver:-4
Top Speed:70 (7)
Defense: 8
Hardness:12
Hit Points:52
Size: G
Purchase DC: 43
Restriction: Mil(+3)
Accessories: multiband police/military radio, GPS, satellite radio, police computer,wireless internet, reinforced design and bumper, 2 day rations for 10 people, 2 five man tents, 2 roof mounted search lights, police lights (military models remove these for an extra search light), turret with 25mm cannon and grenade launcher, turret with twin fire-linked .50 cal machineguns and grenade launcher, 6 side mounted weapon blisters (3 each side), roof mounted smoke grenade launchers (12 tubes, 3 grenades each), 10 flares, 1 collapsible stretcher.
Notes: Definitely noticeably not a civilian passenger bus, suffers only one-quarter damage from ramming or collisions.

Weapon Damage Critical Damage Type Range Incr Rate of Fire Magazine
25mm Cannon 4d12 20 Ballistic 150 ft A Linked
Twin .50 cal Machinegun 3d12 20 Ballistic 110 ft A Linked
40mm Grenade Launcher (2) Varies by grenade - varies 110 ft S 12 box ea
7.62 machine gun blister (6) 2d10 20 Ballistic 90 ft S, A Linked


Bradley Mk3 Rapid Attack Tank (PL6)
The Bradley Mk3 tank is a relatively swift tracked vehicle with all the target acquisition gear and sensor systems needed to allow its activity in the field as a solitary attack craft with anti-infantry and vehicle capability. Its ability to fulfill this last role is limited due to the light nature of its weaponry, but with skilled crewmen, or by attacking in groups with other Bradleys using combined fire, it can be remarkably effective. As a vehicle hunter/killer, it can be especially lethal as its performance characteristics allow for rapid assaults and enemy engagement at long ranges. In the field,Bradley IIIs tend to lead assaults, firing from terrain cover whenever possible and infiltrating enemy lines to bring back formation data to the rest of its company. Bradleys are able to open fire with their main guns while in motion at their top speed to maximize their chances of survival and perform lightning strikes.
Bradley Mk3s have a crew of 4, driver, sensor operator and two gunners. They are armed with a laser and 30mm cannons in the turret side by side, with two 12.7mm (.50 cal) machineguns on remote turrets on the sides of the body for anti-infantry purposes. Bradley Mk3s have a reduced passenger capacity compared to older Bradleys due to space being dedicated to weapons. The Bradley Mk3 can carry 5 troops. There are three top hatches, one over driver and sensor operator, and one in the turret, and a large door in the back for infantry soldiers to load or disembark. Takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving. The Bradley Mk3 is three squares wide and four squares long. It provides full cover to its occupants. The Bradley Mk3 is amphibious, allowing it to travel through water or make amphibious landing and assaults launched from boats.

Bradley Mk3 (PL6)

Crew:4
Passengers: 5

Cargo: 200 lbs
Init: -3
Maneuver:-3
Top Speed:90 (9), 30 (3) water
Defense: 6
Hardness:16
Hit Points:60
Size:Gargantuan
Purchase DC: 46
Restriction: Mil(+3)
Accessories:Two first aid kits, holster at each station for a PDW or sidearm and two magazines, nightvision 1000 ft, NBC seal, air filters, 8 hour air supply, wench with 100 ft of cable, emergency rations for 2 days for 4 people, 2 searchlights that function both in visible light and infrared, infrared cameras, 30mm cannon and laser cannon in turret, 12.7mm machineguns in side weapons blisters.
Notes: Darkvision 1000 ft, air filters and NBC provide +4 bonus to Fort saves to airborne toxins and radiation. If air is too polluted, poisoned or toxic, the computer system and sensors will automatically seal the vehicle and switch to the internal air supply. Able to travel on water, but no deeper than 100 ft.Targeting computer provides +4 to attack and compensates for movement penalties (gunners do not suffer any penalties from the tank moving).


Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine
30mm Cannon 4d12 20 Ballistic 150 ft A Linked
Laser Cannon 5d8 20 Fire 200 ft S 50 shot battery
12.7mm machinegune (2) 2d12 20 Ballistic 110 ft S, A Linked


Bladewolf
A light fast strike anti-grav attack vehicle, the Bladewolf makes for excellent flanker and first strike against infantry and light armoured vehicles. The angled hull allows for deflection of debris and light arms, and the narrow profile allows it to make tight maneuvers, excellent for urban or dense forest terrain. It requires a crew of only 2, and being not much bigger than some civilian vehicles, allows the Bladewolf to go virtually anywhere, and be carried in a wide variety of transports. The anti-grav systems allows the Bladewolf to hover up to a maximum of 10 feet above the round in an Earth standard gravity. It will float up to 3 feet in up to 3.5G planets. With a speed of 250 mph, and armed with a 20mm rail autocannon and dual mini-missile launchers gives the Bladewolf its excellent fast strike capabilities. The Bladewolf is only 15 feet long (3 squares) and 9.5 feet (2 squares) at it's widest point, with a total height of 8.3 feet, weighing 15 tons. The Bladewolf has an access hatch on each side to allow the crew to enter or leave, taking a full round either way.

Bladewolf LAFV (PL6/7)

Crew:2
Passengers: 0

Cargo: 50 lbs
Init: -1
Maneuver:+1
Top Speed:370 (37)
Defense: 8
Hardness: 8
Hit Points:40
Size: Huge
Purchase DC: 45
Restriction: Mil (+3)
Accessories:Military Radio, targeting computer, 20mm rail autocannon, 2 mini-missile launchers, 2 survival packs, thermo vision, IR sensors, environmental/NBC seal with 12 hours of air, 2 first aid kits, 2 days rations 12 smoke grenades
Notes:Targeting computer grants +1 to attack, night vision 300 ft, +4 bonus to airborne toxins and radiation, can be sealed completely with 12 hours of air.


Weapon Damage Crit Damage Type Range Incr Rate of Fire Magazine Size Weight PDC Res
20mm Rail Autocannon 4d12 20 ball 200 ft A Linked 2000 rds Huge * * *
2 Mini-Missile Launcher varies 20 varies 275 ft s 12 missiles ea large * * *
 
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kronos182

Adventurer
Sparrow Hover Bike
The sparrow is a small, light, highly maneuverable, and safe hover bike sold in large numbers. Excellent for commuting or for a Sunday cruise, the Sparrow will get you there.
The small frame allows for excellent maneuverability, and the flared out bottom keeps costs down from requiring landing gear as it rests on the ground, and also provides the rider some protection from accidentally brushing against the hover system and from small debris blown up from the hover system. Two containers,about the size of a medium backpack are mounted on the back behind the user.The large windshield protects the user from the wind and also has a HUD, which can be turned off, that displays the collision warning system, GPS, fuel gauge,any errors or damage. Runs off an electric battery that comes with a universal adapter for plugging into any power source, allowing for up to 10 hours of operation
The Sparrow comes with a safety system, making it a favourite for learning howto use hover bikes. It comes with a dual dead man system, consisting of pressure plate in the seat and a harness that fits around the user's waist. If the user stands up on the Sparrow but retains control, the safety system will automatically start reducing speed to about 20 mph if the person remains standing for more than 20 seconds, after that it'll slow down even more until it stops. The harness helps keep the user on the bike, and if the user should fall off, there is only enough slack to allow the user to hang against the side, resting on the flared out bottom, preventing him/her from easily rolling under the bike and getting hurt by the hover system. The bike will also reduce speed and once stopped, will gradually lower to the ground. A compact collision system will guide the bike from hitting anything as it slows to a stop, and also links to the HUD and/or the user's helmet to aid in avoiding collisions while driving. Once the bike safely lands, a built in GPS and radio will transmit the bike's location and a message stating 'Rider unconscious and in distress' on emergency channels, and flashes lights and sound horn in an S.O.S.until someone shuts the engine off and disconnects the harness, presumably helping the rider.
The Sparrow is 1 square wide and two squares long.

Sparrow Hover Bike (PL6)
Crew:1
Passengers: 0

Cargo: 50 lbs
Init: +0
Maneuver:+2
Top Speed:170 (17)
Defense: 10
Hardness: 4
Hit Points:16
Size: M
Purchase DC: 24
Restriction: Lic (+1)
Accessories:HUD, GPS, safety system (see description), anti collision system.
Notes: Anti Collision system provides a +2 bonus to Drive checks to avoid debris,collisions or rams.





Sky Hawk Rocket Bike
The Sky Hawk was designed to give the Air Force a multi-purpose vehicle that would combine the benefits of speed and mid-altitude flight capacities with the maneuverability and flexibility of an urban air support platform. In addition to the standard hover systems of a hover bike, the Sky Hawk has a rocket engine for high speed and two wings, which fold for easier storage, for stability and increased maneuverability. The dorsal and ventral fins fold into the body to allow better storage as well, as do the three landing wheels.
The Sky Hawk is equipped with a triple laser turret in the nose, twin mini missile launchers and four heavier missiles for heavier targets, and a six shot smoke dispenser. Equipped with various sensors, collision alert, radar, passive night vision, all displayed on the windshield mounted HUD or linked to the pilot's flight helmet, or directly to the pilot's nervous system with a cyberjack. Two headlights are fixed forward in the nose plus a smaller one with atilt and pivot mounting mounted below the laser turret. The rocket engine gives the Sky Hawk an incredible boost of speed, but can not be used more than an hour at a time, allowing for some quick long distance travel before returning to cruising speed to allow the rockets to cool before using again.
The Sky Hawk is 1 square (4 feet) with the wings retracted, 2 squares (8 feet) wide with wings extended and 2 squares (9.5 feet) long. Provides no cover to the pilot, just wear armour and have an oxygen supply when at higher altitudes,reaching up to 7500 feet, and able to hover a mere foot above the ground.

Crew: 1
Passengers: 0
Cargo: 60 lbs.
Init: +1
Maneuver: +4
Top Speed: 275 (27), 400 (40) with rocket thrusters
Defense: 10
Hardness: 8
Hit Points: 26
Size: Large
Purchase DC: 31
Restriction: Mil (+3)
Accessories: Passive Night vision, radar, collision alert, HUD, cyberjack uplink, rocket thruster, triple laser turret, smoke dispenser (6 shot, 30 foot diameter cloud), twin mini missile launchers, GPS, military radio, four missile rails (typically tanto or other air to air missiles with longer range than mini missiles), 1 survival kit.
Notes: Anti Collision system provides a +2 bonus to Drive checks to avoid debris, collisions or rams. Uses power cell with enough power for 10 continuous hours of flight.
Rocket Thrusters will increase speed to 400 (40) the round they are activated,and can remain active for up to 60 minutes before needing to shut down for at least 10 minutes. If used for short bursts, no cool down is required. When activated, the pilot suffers a -2 to Pilot checks the round they are activated as the Sky Hawk immediately jumps up to full speed. Following rounds with the rockets activated do not suffer the penalty. Takes a full round to slow from full speed to cruising speed once the thrusters are deactivated.
The laser turret has a 100 degree side to side pivot and can angle down 15 degrees. The laser turret can be linked to the helmet and turn with the user's head, similar to the Apache helicopter, this grants a +1 to attack rolls when used this way, but the pilot suffers a -1 to Pilot checks.

Weapon Damage Crit Damage Type Range Incr Magazine
Triple Laser 5d8 20 fire 100 ft unlimited
Mini Missiles varies - varies Typically 150 -200 ft 8 mini missiles total
Tanto Missiles 6d8 19-20 Fire Minimum 100 ft 4 missiles


Combat Rider
This heavily armoured and armed motorcycle is designed as a fast strike attack vehicle. Completely armoured except for the driver compartment, which is partly opened on both sides to allow visibility and easy embarking or disembarking. Armed with two rapid fire weapons on either side of the front wheel fixed forward. On top of the armoured pilot compartment is a 15 mm cannon for heavy strikes against light armour.
The combat rider sees a lot of use in defense of cities due to its maneuverability and speed, but also in scout roles and light attack roles.
The combat rider is 1 square wide and two squares long, providing half cover to the driver.

Combat Rider (Late PL5)
Crew: 1
Passengers: 0
Cargo: 20 lbs
Init: -1
Maneuver: +2
Top Speed: 175 (17)
Defense: 9
Hardness: 10
Hit Points: 40
Size: Large
Purchase DC: 29
Restriction: Mil (+3)
Accessories: H
eadlight,military radio, two fire-linked 7.62mm machineguns, 15mm turret mounted cannon,off-road suspension, smoke grenade launcher 6 grenades.
Notes: Penalties for rough terrain are halved, has enough fuel for 7 hours of driving. Smoke grenades can be launched with a range increments of 30 feet out to 5 increments, or can be released to create a trail of smoke behind the combat rider.

Weapon Damage Crit Damage Type Range Incr Rate of Fire Magazine
15mm Cannon 3d12 20 Ballistic 175 ft Semi, auto Link (20 rds)
7.62mm Machinegun 3d10 20 Ballilstic 90 ft Semi, auto Link (150 rds ea)


Ascension Hover Bike
The Ascension hover bike isn't really a bike, but more like a high tech version of the segway using hover technology. The Ascension consists of a platform that the user stands on, with a control stand that can adjust in height to accommodate users of different heights. The controls are simple, similar to a motorcycle, but to control height, the user moves the handle bars up or down.The Ascension comes with several safety features, a harness with a deadman switch that turns the propulsion unit off in the event that the user falls off,still connected to the Ascension, and will slowly float down to the ground at a rate of 1 foot per minute; a headlight, collision alert, minimum height over a certain speed and a maximum height of only 100 feet, and horn. The safety system is a scaled down version found on the Sparrow hover bike. The Ascension control stand can fold down to allow for better storage.
The Ascension is only one square wide and long, providing one-quarter cover in the front only.

Ascension Hover Bike
Crew: 1
Passengers: 0
Cargo: Whatever can be strapped to the user.
Init: +2
Maneuver: +3
Top Speed: 100 ft/rd
Defense: 11
Hardness: 1
Hit Points: 10
Size: Small
Weight: 30 lbs
Purchase DC: 17
Restriction: None
Accessories: Collision alert, safety system, headlight, horn, folding system.
Notes: +2 to Drive/Pilot checks to avoid hazards, minimum flight height 2 feet,maximum height 100 feet.
Folding system: when not in use, the handles fold down, the control stand bends in 3 places to fold down atop the platform the user stands on, reducing its size, allowing it to be stored easier. Has enough power for 5 hours of continuous flight, recharge only takes 2 hours.
 
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kronos182

Adventurer
Generic Vehicle Upgrades/Equipment

Caster Wheels (Late PL5/Early PL6)
Instead of tires, the wheels are replaced with casters. This improves the vehicles speed slightly but greatly improves a vehicle's handling. However, casters aren't quite as good on rough terrain, so very few vehicles meant for combat, except urban combat units, have casters.
Vehicles with casters increase speed by 2 squares, increase maneuverability by +2. In rough terrain they lose these bonuses and suffer -2 squares of speed and -1 to maneuverability. PDC +1

Hover Conversion (Late PL6/Early PL7)
Instead of wheels, the vehicle floats on a cushion of air, uses anti-gravity technology, etc. The vehicle floats anywhere from 6 inches to 10 feet in the air to avoid hazards. 
Increase speed by 4 squares, maneuverability by +2 and initiative by +1. Can cross water that is no deeper than 50 feet without compromising performance.  PDC +2

Flying Vehicle (PL7 to PL8) "Roads.. where we're going, we don't need any roads."
The cars we all want, seen in Back To the Future. This is an upgrade to the hover vehicles, allowing the vehicle to achieve greater heights, allowing highways in the skies as well as on the ground, to allow greater traffic flows over longer distances. "Ground" speed is increased by 4 squares, similar to hover vehicles, has a "air" speed of 70 squares, with a flight ceiling of 5000 feet. Has a pressurized interior. Windows and doors seal except in emergencies at heights above 75 feet, except when parked and shut off. Gains +2 maneuver and +1 initiative. Usually comes with some kind of emergency back up system if main lift drive ever fails (such as back up lift coils or parachute). PDC +2

Walker Conversion (Min PL6)
Instead of wheels, casters, tires or even a hover system, this vehicle has articulated legs, making the vehicle more like a four legged mech, in some people's minds. Decrease speed by 5 squares, but increase maneuverability by +1, and suffers half rough terrain penalties. Walk in snow, sand, water, mountains and mud, all terrain is passable. Able to climb over debris, even stairs. Anywhere an animal can walk, the vehicle can too. Legs usually give the vehicle a 5 foot clearance (lowers when parked to allow people to get in and out). PDC +4

Walker Upgrades
Leg Extensions
The legs can be extended in length. Each 5 foot increase gives +1 square in speed, but every 10 feet decreases maneuverability by -1. PDC +2 per 5 feet increase.

Snow Pads
The feet are widened to decrease ground pressure and to provide better footing in snow, preventing the vehicle from sinking too deep in the snow. Also works in sand. +2 bonus to checks while in snow and sand environments. PDC +1

Greater Articulation
These legs have more joints and greater articulation, allowing for better control in extremely rough terrain, such as rocky mountains, debris fields, disaster areas such as after earthquakes.  Walker speed decreased by 1 square, but gains a farther +1 to maneuverability and has a +3 bonus to climb checks.  PDC +2

Engine Modification, Turbocharger
This powerful addition to a vehicle's engine increases the vehicle's initiative modifier by +2 and provides a +4 bonus on Drive checks when attempting the dash stunt. PDC 13

Improved Fuel Economy
This is a modification to the engine, similar to adding a turbo or supercharger, but geared for improving fuel economy of the vehicle. The vehicle's range on a full tank of gas is increased by 25%. PDC 9

NOS Kit
This kit adds a nitrous oxide injection system to the engine to provide more power and speed for short periods. However, with increased usage of the system requires greater maintenance of the engine. The NOS kit provides, when activated (standard action), the vehicle with a +1 Initiative bonus, increases speed by 4 squares and provides a +2 bonus on Drive checks to make a Dash stunt for 2 rounds. However, it also gives a -1 penalty to maneuverability for those two rounds, and increases Repair checks for the engine by 3. The NOS kit comes with a 5 use tank. PDC of NOS kit 16 Illegal (+4), each NOS tank has a PDC of 8.

Body Kit
Body kits are usually cosmetic alterations to the vehicle, but many have some improvements to the vehicle's performance, increasing aerodynamics, widening space between wheels or lowering center of gravity for better handling, etc. 
Three versions of body kits are available: Speed enhancement, Handling enhancement, or Hybrid which combines features of both.
Speed enhancement body kits increase the aerodynamics of the vehicle's frame, reducing drag, increasing the vehicle's speed by 1 square. PDC 13 and requires 20 hours of work.
Handling enhancement body kits improve a vehicle's handling characteristics, by lowering center of gravity, widening the space between tires, lowering suspension, adding spoilers. The vehicle gains a +3 bonus to Maneuver. PDC 14 and requires 10 hours of work.
Hybrid body kits improve both the aerodynamics and handling of the vehicle, but not quite as well as a body kit for either. Speed is improved by 1 square and Maneuver is improved by +2. PDC 15 and requires 15 hours of work.

Rocket Booster
Mounted onto the back of the vehicle are small, but powerful single use chemical rockets, designed to give the vehicle an incredible burst of speed for a short period of time, allowing for quick escapes. When activated, a standard action, the vehicle gains a +60 square boost in speed for 5 rounds, however the driver suffers a -5 to Drive checks. Rams made will gain 1 bonus die to damage if made within the first 2 rounds of the rockets' activation. Reduce cargo capacity by 50 lbs. Anything within 10 feet of the back of the vehicle when the rockets are activated suffers 2d6 fire damage.
PDC 15 (Illegal) To make the rockets concealed until use increase PDC by +2, replacement rockets have PDC 12.

Oil Dispenser

The ever classic oil slick dispenser from every spy or action movie with tricked out cars. When activated, standard action, the vehicle releases oil behind it, creating an oil slick that is 15 feet wide and 30 feet long. Has a 5 use tank. PDC 16 Illegal (+4), uses 60 lbs of cargo space, refills cost PDC 5.

Roll Cage
The vehicle is equipped with a steel cage that completely wraps around the occupants, protecting them from damage during a roll (occupants suffer no damage during a roll). Additionally, the vehicle itself suffers damage as if it were traveling one-half of its actual speed (round down).
Purchase DC: 18
Restriction: None

Run-Flat Tires
The vehicle is equipped with specially-designed tires that continue to function even when flat. Each flat tire imposes a -2 penalty on Drive checks (instead of the usual -4). These tires require only one hour to install (for each pair) and a check DC of 5.
Purchase DC: 10 per tire.
Restriction: Licensed (+1)

Auto-Tint Windows
This vehicle modification can be equipped to any type of vehicle. The vehicle with this modification has had its normal windows replaced with Auto-Tint Windows that can go from transparent clear glass to translucent frosted glass to even an opaque black glass at the flip of a switch. All those inside the vehicle will gain a +10 bonus on Hide checks to
those looking in. Individuals in side of the vehicle can see outside the vehicle as normal.
Purchase DC: 12
Restriction: Licensed (+1)

Electric Shifting
Unlike in a normal manual shift drive, the switches to shift the gears are located on the steering wheel similar to a Formula 1 racing car. In gaming terms, this increases the
vehicle’s top speed by 10% (round up) plus all driving will gain a +2 bonus on Drive checks.
Purchase DC: 12
Restriction: None

Six-Speed Drive
This specific vehicle modification will change any normal 5-speed drive system into a 6-speed drive system, which in turn will increase the top speed of any vehicle it is equipped
to. This type of vehicle modification is normally equipped to any various type of land-based vehicle. In gaming terms, this increases the vehicle’s top speed by 15% (round up) plus all driving will gain a +2 bonus on Drive checks.
Purchase DC: 12
Restriction: None

Vehicle Active Suspension
This vehicle modification can be equipped to any type of land-based vehicle. Vehicles with this modification are equipped with vehicle active suspension that makes driving
the vehicle even easier. In gaming terms, vehicles with this modification will gain will gain a +4 bonus on Drive checks.
Purchase DC: 15
Restriction: Licensed (+1)

Vehicle Taser
By wiring the body metal to the vehicle’s generator, it can be electrified as a defensive measure. Any vehicle with this vehicle modification is normally equipped with at least an
additional vehicle battery as not to drain power directly from the main power source. Any person who comes in to contact with the vehicle’s surface while the taser is activated will suffer 2d4+2 points of electricity damage and the target must make a Fortitude saving throw (DC 30) or be paralyzed for 2d6 rounds.
Purchase DC: 20
Restriction: Licensed (+1)

Flex-Fuel Engine
The engine of the vehicle is designed to make use of nearly any flammable liquid for fuel. While this makes the availability of fuel much easier, the down side is with liquids of low burning points or less refined reduce the vehicle's performance. Fuels like alcohol, rubbing alcohol, butane and kerosene will reduce the vehicle's range by 25% and speed reduced by 25%. While propane, natural gas, methane and motor oil will see only a reduction of 10% in speed. Gasoline, ethanols and similar fuels don't see any performance changes, while high refined fuels, such as aviation fuel will see a boost of 10% range and speed.
PDC 17

Slatted Wheel
These special wheels are made of adjustable slats with rubber mounted right on them, instead of the traditional rubber tire on a metal rim. These wheels shift their shape and tilt so that they maintain maximum surface area in contact with the ground to maintain control. These wheels are quite complex and expensive and available mostly only on rare luxury cars or used in high budget films.
These wheels provide a +1 to Maneuver, +4 to Drive checks. These tires have +3 HP higher than normal tires and +2 Hardness. Slatted wheels require special equipment to install and change, increasing repair PDC by +3 and time by 200%. Slatted tires have a PDC of 12 each.
 

kronos182

Adventurer
EAT Spearhead
Appearing near the end of the Information Age, the European Armament Technologies Spearhead twin-seat fighter is arguably Earth’s first orbital fighter. Based on a European air superiority fighter design, the EAT was rushed into production to counter a similar move on the part of the Chinese. In this sense, the EAT is actually not a true starship as it was never meant to operate beyond the immediate orbit of Earth, yet it represents such an important step in the evolution of starships, especially fighters, that it cannot be ignored.
The EAT Spearhead’s prototype was designed to be the next generation of European air superiority fighter. However, budget delays forced the cancellation of the project before it came to fruition. Given the world political situation at the time, it was assumed that the project would never be restarted, as existing fighters were deemed sufficient. That all changed with the development of the first truly viable compact thruster engine based on the Kuang Theorem; this engine, an accidental offshoot of the Chinese drive into space, suddenly made much smaller orbital craft possible. The first practical demonstration of the engine takes place when a Chinese “People’s Rocket” Model VII, one quarter the size of the Model VI, successfully sends a communications satellite into orbit. Realizing that this technology will cause a shift in the global balance of power, the United States and European Union move to quickly bring out their own versions and a new arms race
begins.
Unlike either the Chinese or Americans, who are developing completely new craft, the Europeans choose to resurrect the EAT Spearhead project and modify it for their needs. As a result, although the Chinese have the initial lead, it is the Europeans that manage to produce the first viable orbital fighter. Armed with a Gatlin Gun and a brace of HE missiles, the EAT Spearhead is a match for any fighter of its day and has no equal in orbit.
Although new U.S. and Chinese and European fighters will eventually eclipse it as an orbital fighter, the EAT Spearhead gives the European Union unquestioned dominance over space and the threat of its deployment proves vital in deterring a number of potential regional conflicts.

EAT Spearhead (PL 5)
Type: Ultralight
Subtype: Fighter
Defense: 19
Flat-footed Defense: 13
Autopilot Defense: 6
Hardness: 20
Hit Dice: 7d20 (140 hp)
Initiative Modifier: +6
Pilot’s Class Bonus:+7
Pilot’s Dex Modifier: +6
Gunner’s Attack Bonus: +8/+3
Size: Gargantuan (–4 size)
Tactical Speed: 3,000 ft. (6 squares)
Length: 42 feet
Weight: 36,000 lb. (18 tons)
Targeting System Bonus: N/A
Crew: 1 (ace +12)
Passenger Capacity: 1
Cargo Capacity: 750 lb.
Grapple Modifier: +12
Base Purchase DC: 48 (49 as equipped)
Restriction: Military (+3)
Attack: 1 Gatlin Gun +4 ranged (6d12) and 1 HE missile -1 ranged (4d12/19-20);or 1 HE missile +4 ranged and 1 Gatlin Gun -1 ranged (6d12)
Attack of Opportunity: None
EAT Spearhead Design Specs:
Engines: Thrusters
Armor: Alloy Plating
Defense Systems: Damage control (1d10), sensor jammer
Sensors: Class I sensor array
Communications: Radio transceiver
Weapons: 1 Gatlin Gun (range incr. 350 ft.) and 8 HE missiles (no missile launcher)
Grappling Systems: N/A




King Fisher

The King Fisher is a small, fairly inexpensive defense fighter, meant to be used in large numbers launched from ships or stations. Its small size reduces the armaments it can carry, and the amount of armour it can support, but it does have enhanced speed and maneuverability and small size makes it a difficult target. The king fisher is pretty much a cockpit stuffed between two engines with a pair of lasers, with minimum sensors and other systems, including limited life support, requiring pilots to wear at least a rebreather as it only has about an hour of stored air. Use of rebreathers will extend this supply by 30 minutes, although an additional air supply, with a sealable flight suit is suggested in the event of needing to eject from the craft. The king fisher does have two external mounts on the bottom to allow it to carry two missiles to give it a little extra punch.
The small size and low price allows more king fishers to be purchased and stored in hangers. About two, sometimes three king fishers will fit in the same space as other fighters, easily doubling the number of fighters available for defense, which in some cases, having more ships in the air is better, no matter how weak they are.
King fishers are not atmospheric ships, and should avoid them. Although planets with not atmosphere, and especially those with lower gravity don't seem to affect them as much, which makes these small craft a favourite defense fighters on moon bases or small barren planetoids.

King Fisher (PL6)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 3250
Defense: 8 (10 base -2 size)
Flat-Footed Defense: 8 (10 base -2 size)
Autopilot Defense: none
Hardness: 12
Hit Dice: 6d20 (120 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 23 ft
Weight: 10,000
Targeting System Bonus:
Crew: 1
Passenger Capacity: 0
Cargo Capacity:
Grapple Modifier:
Base PDC: 38
Restriction: Lic (+1)

Attack:
2 fire linked lasers 9d8, 20, fire, 3000 ft, s/a
Up to two missiles externally.

Attack of Opportunity:
none

Bonuses:
Due to the small size and design, the King fisher enjoys a +2 bonus to Pilot checks for stunt maneuvers.

Standard PL(6) Design Spec:
Engines: Thrusters, ion engine, twin engine
Armour: Titanium Alloy
Defense Systems: none
Sensors: Class II, Missile Lock Alert
Communications: Radio transceiver
Weapons: 2 fire-linked laser, 2 missile hard points (carry 2 missiles externally)
Grappling Systems: none
Improved Thrust engines
Limited Fuel
Simple Construction

Limited Fuel
The king fisher has a smaller than normal fuel tank, requiring it to refuel after every battle. Reduce the cost of refueling by half, and reduce base purchase DC of the ship by 3.

Simple Construction
The king fisher is designed to be as simple as possible, using many off the shelf components, and the most simplest construction methods. A king fisher can actually be assembled in many workshops that have enough space and average tools and all the components, with a 10 man crew in about 1 day. The king fisher has its repair costs lowered by 3.




ATLANTIS Class Cruiser
The shovel shaped Atlantis cruisers were a mass produced, fairly simple military cruiser designed for export sales to as many space navies as possible. No one remembers who originally came up with the design, but many ship manufacturers have licenced the design to be able to produce a reliable design quickly, and efficiently.
Atlantis Class Cruisers measure over 500 feet in length and are comprised of 4 levels. The ship itself is divided into three main sections, a forward hull than includes all command areas and engineering, a main hull that includes most living quarters, weapons, defensive and environmental systems, and the rear engine cluster that is made up of three independent engine units. Each standard Atlantis Class Cruiser is equipped with 4 fusion beams in two batteries of two, a battery of two CHE missile launchers (24 missiles each), magnetic defense field emitters, an autopilot system, a chaff launcher, a decoy drone launcher, a point defense system, radiation shielding, a self destruct system, and an improved damage control system. Sensors include a Class III array and targeting system. The outer hull is made of vanadium, and the engines are a combination of fusion torch and thrusters. The ship has a crew of 95, with an additional passenger capacity of 50 in emergencies.

Internally, the Atlantis is fairly spartan, but efficient, including most facilities found on military ships, including an armoury, security station, mess halls, rec/exercise room, 2 small labs (used for electronic and mechanical repairs, computer maintenance and small parts fabrication), a staging and temporary storage room close to the primary airlock under the shovel prow, a data buoy with ship's blackbox that can be jettisoned, sick bay that can accommodate up to 10 patients at once, several cargo areas, including a cold storage room (approx 30 x 30 ft).

Atlantis Class Cruiser (PL6)
Type: Mediumweight
Subtype: Cruiser
Size: Colossal (-8)
Tactical Speed: 3000 ft
Defense: 7
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 30
Hit Dice: 200d20 (4000 hp)
Initiative Modifier: +6
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 525 ft
Weight: 24000 tons
Targeting System Bonus: +3
Crew: 95 (trained +4)
Passenger Capacity: 50
Cargo Capacity: 4100 tons
Grapple Modifier: +16
Base PDC: 64
Restriction: Military (+3)

Attack:
Battery of 2 fusion beams -2 ranged (10d8/19-20) and battery of 2 fusion beams -7 ranged (10d8/19-20) and battery of 2 CHE missiles -7 ranged (6d12/18-20)
or
Battery of CHE missiles -2 ranged (6d12/18-20) and battery of 2 fusion beams -7 ranged (10d8/19-20) and battery of 2 fusion beams -7 ranged (10d8/19-20)

Attack of Opportunity:
Point Defense System +3 ranged (3d12x10)

Standard PL() Design Spec:
Engines: Fusion torch, thrusters
Armour: Vanadium
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class III sensor array, targeting system
Communications: Laser and radio transceivers
Weapons: 2 batteries of 2 fusion beams each (range incr 3000 ft), 2 CHE missile launchers (24 missiles each), 1 mine layer (36 fusion mines with magnetic fields and stealth screens; 5d10x10 damage)
Grappling Systems: Grapplers




Shrike Class Fighters
The Shrike family of small single pilot fighters was originally born out of the need for an airframe designed around the Lockdyne HSSSM (High Speed Ship to Ship Missile) project. The specifications for the Lockdyne missile required a specialized single pilot ship be constructed for use during the test phase of the missile. The missile was a failure and the contract was awarded to Argonaut Industries. The fighter prototype proved extremely capable and further testing was requested by the military along with funding for three additional prototypes, followed shortly by full scale production. The shrike has a triangular build, with a flattened top, wings angled down slightly. The wings can swing up for storage, but can not hold any missiles (Mk IV only) while in stored position. After years of successful service, newer models were released. The Mk. II was a straight ship-to-ship dogfighter and had a weapons upgrade to lasers. The Mk. III was a two-seat modification to allow for the inclusion of a second crew member to operate the newly developed class IIISR sensor system. The Mk. IV is a slightly modified version of the Mk. II, but carries a larger missile payload.

Shrike Mk I (Late PL5/Early PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4 size)
Tactical Speed: 3500 ft
Defense: 19
Flat-Footed Defense: 13
Autopilot Defense: 6
Hardness: 22
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +8
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 43 ft
Weight: 41000 lbs
Targeting System Bonus: +2
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 1000 lbs
Grapple Modifier: +8
Base PDC: 49
Restriction: Military (+3)
Attack:
2 Fire-linked Gatling gun +6 ranged (9d12)
Attack of Opportunity:
None
Standard PL(Late 5/Early 6) Design Spec:
Power Core: Power Cell
Engines: Ion engine, thrusters
Armour: Polymeric
Defense Systems: Sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser and radio transceiver
Weapons: 2 fire-linked gatling guns (6d12, range incr 2500 ft)
Grappling Systems: None

The Mk. II Shrike is an upgraded version that removes the twin gatling guns with four fire-linked lasers, making the Shrike less dependent upon physical ammunition and requiring reloading during extensive dogfights. The Mk. II also sees the addition of a mounting of a two shot HSSSM-12 missile launcher to the top of the craft behind the cockpit and damage control system to increase its endurance.
Shrike Mk II (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4 size)
Tactical Speed: 3500 ft
Defense: 19
Flat-Footed Defense: 13
Autopilot Defense: 6
Hardness: 22
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +8
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 43 ft
Weight: 41000 lbs
Targeting System Bonus: +2
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 1000 lbs
Grapple Modifier: +8
Base PDC: 50
Restriction: Military (+3)
Attack:
4 Fire-linked laser +6 ranged (12d8) and 1 HSSSM-12 missiles +1 ranged (8d12/19-20)
Or 1 HSSSM-12 missiles +6 ranged (8d12/19-20) and 4 fire-linked lasers +1 ranged (12d8)
Attack of Opportunity:
None
Standard PL(6) Design Spec:
Power Core: Power Cell
Engines: Ion engine, thrusters
Armour: Polymeric
Defense Systems: Sensor jammer, damage control (1d10)
Sensors: Class III sensor array, targeting system
Communications: Laser and radio transceiver
Weapons: 4 fire-linked lasers (3000 ft) and 2 HSSSM-12 missiles
Grappling Systems: None

The Shrike Mk. III is more of a scout variant, losing the missiles, but gains expanded sensors and an extended cockpit for an Electronic Systems Operator for the Class IIISR sensor array and recording systems.
Shrike Mk III
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4 size)
Tactical Speed: 3500 ft
Defense: 19
Flat-Footed Defense: 13
Autopilot Defense: 6
Hardness: 22
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +8
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 43 ft
Weight: 41000 lbs
Targeting System Bonus: +2
Crew: 1 (ace +12)
Passenger Capacity: 1 (Electronic Systems Operator)
Cargo Capacity: 1000 lbs
Grapple Modifier: +8
Base PDC: 50
Restriction: Military (+3)
Attack:
4 Fire-linked laser +6 ranged (12d8)
Attack of Opportunity:
None
Standard PL(Late 5/Early 6) Design Spec:
Power Core: Power Cell
Engines: Ion engine, thrusters
Armour: Polymeric
Defense Systems: Sensor jammer, damage control (1d10)
Sensors: Class IIISR sensor array, targeting system
Communications: Laser and radio transceiver
Weapons: 4 fire-linked lasers (3000 ft)
Grappling Systems: None

The Mk. IV Shrike is modified to be a heavy strike attack craft, in addition to the HSSSM-12 two shot launcher, are two three shot wing mounted HSSSM-12 missile launchers. A flight of Mk. IV Shrikes can be a serious threat to small capital ships.
Shrike Mk IV (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4 size)
Tactical Speed: 3500 ft
Defense: 19
Flat-Footed Defense: 13
Autopilot Defense: 6
Hardness: 22
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +8
Pilot's Class Bonus: +7
Pilot's Dex Modifier: +6
Gunner's Attack Bonus: +8/+3
Length: 43 ft
Weight: 41000 lbs
Targeting System Bonus: +2
Crew: 1 (ace +12)
Passenger Capacity: 0
Cargo Capacity: 300 lbs
Grapple Modifier: +8
Base PDC: 50
Restriction: Military (+3)
Attack:
4 Fire-linked lasers +6 ranged (12d8) and 2 HSSSM-12 missiles +1 ranged (8d12/19-20)
Or 1 HSSSM-12 missiles +6 ranged (8d12/19-20) and 4 fire-linked lasers +1 ranged (12d8)
Attack of Opportunity:
None
Standard PL(6) Design Spec:
Power Core: Power Cell
Engines: Ion engine, thrusters
Armour: Polymeric
Defense Systems: Sensor jammer, damage control (1d10)
Sensors: Class III sensor array, targeting system
Communications: Laser and radio transceiver
Weapons: 4 fire-linked lasers (3000 ft) and 8 HSSSM-12 missiles
Grappling Systems: None
 

kronos182

Adventurer
Khonsu Anti-Fighter Escort Ship

This ship was built as an escort vessel for larger ships to serve as an anti-fighter screen for larger ships or stations. Being about the size of a shuttle, many ships can carry the khonsu in place of shuttles or even a couple of fighters. Usually used in flights of four or more, they would fly around a particular area of a ship or station to provide covering fire for the larger ship, attacking missiles or fighters that attempt to get close. Sometimes flights or squardrons of khonsu's are sent ahead of their assigned ships and act as a fire wall through which attacking fighters, or missiles are weakened, or destroyed before reaching the main ships. When using this tactic, the khonsu will quickly turn around and pursue the weakened fighters, or remain between their assigned ships and enemy capital ships that might attempt to launch more missiles.
The khonsu are fairly maneuverable for their size, combined with high speed means they can keep up with slower fighters. Requiring a small crew of about 6 (pilot, co-pilot/communications officer, and 3 gunners), although it can be operated by as few as 3 in an emergency, but not at full efficiency.
The weapons are very similar to those used in point defense systems, being rapid-fire and fast tracking, and when operating with a smaller than normal crew, the weapons can be used just like a point defense system, but with a key difference: they are set to fire upon missiles or fighters that are within range but attacking a designated ally. The 15 gauss gun turrets, with the advanced fire control system allows each gunner to control about 3 to 5 turrets at once, always keeping at least 3 to bear on any target at a time, or using fewer guns to allow the automated control system use several for point defense of the khonsu itself. This allows for a greater amount of damage, and a higher chance of hitting a target.

Khonsu (PL6)
Type: Ultralight
Subtype: Gunship
Size: Gargantuan (-4 size)
Tactical Speed: 3500 ft
Defense: 11
Flat-Footed Defense: 9
Autopilot Defense: 10
Hardness: 30
Hit Dice: 15d20 (300 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 61 ft
Weight: 64000 lb
Targeting System Bonus: +2
Crew: 6 (trained +4)
Passenger Capacity: 0
Cargo Capacity: 200 lb
Grapple Modifier: +8
Base PDC: 53
Restriction: Military (+3)

Attack:
3 batteries of 3 Gauss guns +2 size (+4 against ultralights or missiles) ranged (8d12, 19-20x2)

Attack of Opportunity:
Point defense system (2d12x10 counts as a light type due to weapon systems) to 2000 ft

Standard PL(6) Design Spec:
Engines: Thrusters. Ion engines
Armour: vanadium
Defense Systems: point defense system (does not count as normal defense system as made of primary weapons), improved autopilot system, sensor jammer, magnetic field, damage control (1d10)
Sensors: Class III sensor array, targeting system
Communications: laser transceiver, radio transceiver
Weapons: 3 batteries of 3 gauss guns (4000 ft)
Grappling Systems: none

Notes: Each gunner controls up to 5 turrets, but usually can only bring 3 to bear on any given target, usually in a battery style. The fire control system automatically moves the appropriate turrets into the correct field as the gunner tracks a target, releasing control of one turret as it brings another to bear, keeping a steady +2 battery bonus to attack rolls. Gunners can also attempt to target missiles that would hit a nearby designated ally ship as an attack of opportunity. They make an attack roll which must match or exceed the attacker's attack roll, just like a point defense system would. However, if the gunner has multiple attacks of opportunities available to him/her, such as from feats, he/she may use those additional attacks of opportunity, unlike a point defense system.
Khonsu gunners can make attacks separately from those of the pilot, like in normal combat, as the fire control system, combined with the stabilization and other systems in the design allow for greater weapons control, and also the pilot lacks access to the weapons unless there are no gunners present, in which case the weapons act as a point defense system, but protecting a designated ally ship.

Fire Control System: The unique fire control system of the khonsu grants it a further +2 bonus to attack small ships or missiles. Any attack against missiles or ships of the ultralight type gain a further +2 to attack rolls.
Protect Ally: In combat, if there are no PCs on a khonsu, to save trying to figure out all the rolls for the crew of a khonsu, when it is within 2000 ft of a designated ally, the khonsu's weapons act as a point defense system for the ally ship, in addition to the ally's own point defense system, but acting first, and can make as many attack of opportunities +1 as crew quality's pilot's Dexterity modifier. So a Trained crew with a +2 pilot's Dexterity modifier can make 3 attacks of opportunities. Also, due to the number of guns, the khonsu acts as if it is a point defense system of a light type starship, dealing 2d12x10 damage in a 2000 ft area around its designated ally. The khonsu can also make 1 attack normally on its turn while protecting an ally in this fashion.




Hobart Class Destroyer
The Hobart destroyers, at the time of their creation, were well built craft, quite fast for their size, and could take quite a pounding due to many redundancies and solid construction, but not very maneuverable. Being part of the first and second generation space combat craft, the Hobarts used rotating sections to simulate gravity, which contained the living quarters, primary systems including life support, small hydroponics and secondary bridge. The narrow profile made it a difficult target from the fore or aft, although the spinning section did make it a little easier to spot. The hobarts were also one of the first light warships to be fitted with interstellar faster than light systems, allowing it to follow larger ships under its own power, or be used to investigate systems on its own.
Although today, the Hobart is considered obsolete, the solid construction, ease of repairs, and low crew requirements has allowed them to remain in service, usually converted into light freighters or runners, or as colonial defense units. Hobarts do not take many newer systems well, without a lot of extensive work of its systems, but the owners of these modified Hobarts think it was well worth the effort as the tough hulls have saved them many times over.
The original armament of a Hobart included three double barrel railguns, several pulse laser emitters used in a point defense system, and a large gauss cannon spinal mount. The only complaint people have of the Hobart is the lack of missile weapons, and that the only energy weapons are the point defense system, but at the time, energy weapons were power intensive, and railguns were far more reliable and ammunition easy to acquire. Updated versions might replace the railguns with lasers, but many, except retired models, retain the gauss cannon for a strong anti-capital ship weapon, and add at least one or two missile pods. Hobarts are unable to enter a planetary atmosphere, remaining in space their entire service life.

*Note: All stats such as Defense and attacks do NOT include crew bonus, these are the stats for an uncrewed version. Hobarts used at the time of their deployment would use trained for colonial defense fleets or expert for frontline units.
Hobart Destroyer (PL6)
Type: Light
Subtype: Destroyer
Size: Colossal (-8 Size)
Tactical Speed: 5250 ft (if engines suffer critical hit, speed lowers to 3500 ft)
Defense: 2 (-8 size)
Flat-Footed Defense: 2 (-8 size)
Autopilot Defense: -4 (+4 autopilot -8 size)
Hardness: 20
Hit Dice: 70d20 (1400)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus: -5 (+3 targeting system -8 size)
Length: 420 ft
Weight: 7850 tons
Targeting System Bonus: +3
Crew: 50
Passenger Capacity: 10
Cargo Capacity: 350 tons
Grapple Modifier: +16
Base PDC: 61
Restriction: Military (+3)

Attack:
3 twin fire-linked railguns -5 ranged (9d12) at up to 3 separate targets, or at most 2 at a single target but separate attack rolls;
or 1 spinal mount gauss gun -7 ranged (12d12, ignore 20 hardness/DR) and 2 twin fire-linked railguns -12 ranged (9d12 at the same target as gauss gun) and 1 twin fire-linked railgun -13 ranged (9d12) at a separate target.

Attack of Opportunity:
Point-defense system +3 ranged (2d12x10 fire)

Standard PL(6) Design Spec:
Engines: thrusters, twin improved thrust Helium-3 Plasma drive
Armour: Polymeric
Defense Systems: autopilot, damage control (2d10), chaff launcher (20 bundles), point-defense system (2d12x10 fire), radiation shielding, medium fortification*,
Sensors: Class III sensor array, Targeting system
Communications: radio transceiver, laser transceiver
Weapons: 3 twin fire-linked railguns, spinal mount gauss gun
Grappling Systems: none

Notes: The way the weapons are laid out, generally only two of the railgun turrets can target the same target, and each has their own gunner, so up two separate targets can be attacked at once. Only two of the railgun turrets can attack the same target as the spinal mount gauss gun if within range, which has to be in front of the Hobart.
Spinal Mount Gauss Gun 12d12, 20, ballistic, 8000 ft, once every two turns, 50 rounds. Gauss gun ammunition PDC 16 for 10 rounds Military restriction (+3).
*Medium fortification: Although this feature is a PL8 feature, the way the Hobart is designed and built, with its redundancies allow it to shrug off many (75%) critical strikes.
Solid Frame: The solid construction of the Hobart, which gives it its ability to shrug off critical damage, gives it several other advantages, it takes half damage from performing a ram attack (target of the ram still suffers normal full damage), the Hobart isn't considered disabled until it reaches -40 hp and doesn't start to break up until -60 hp. This has allowed many Hobarts to continue fighting past the point of many other ships. Hobarts are also easier to repair and jury-rig, reducing repair and jury-rig DCs by 2 and time by one-quarter.
Broadside: Due to the narrow design of the Hobart, only two of the railgun turrets can strike the same target, or attack in the front or rear arcs. However, in the side arcs, the gunners can opt to link the guns in a battery if they all attack the same target, granting a +2 bonus to attack.
Flying Brick: Hobarts are fast, but not very maneuverable, suffering a -4 to Pilot checks to perform maneuvers such as jinking, or avoiding navigational hazards. Most pilots and sensor operators of Hobarts learn to err on the side of caution, preparing for maneuvers early or plotting courses that will have the least amount of hazards as possible.

Designer Note: Even though I mentioned in the description one of the first to use a FTL system, you can ignore that if you wish, but I left the type of FTL up to the individual GM for the type of FTL systems used in their games, from hyperspace, hyperdrive, some form of warp or jump drives, wormhole or fold systems.




Raven Class Corvette
The Raven is a flexible design for a paramilitary, armed and armoured transport. Although the Raven is limited as a ship of the line, with thin armour and light weapons load, but a few militias use Ravens as excise cutters due to their ability to carry a platoon of troops and seize contraband. The Raven has a fairly long, narrow body, with two wide wings, which aid in its atmospheric flight capabilities, and two powerful engines mounted in the wings, thus freeing up much space in the main body for cargo. The space in the main body is modular in design, allowing it to easily, with only a few hours of work, be changed from straight cargo to cargo with barracks for a platoon of soldiers, plus room for seized contraband or equipment, or as a light medical search and rescue ship.
Fairly fast and maneuverable for its size, and needs only a crew of 12, not counting any troops or other mission specialist staff depending on configuration. In an emergency, it can run with a crew of as little of 4. Measuring only 250 feet long, just classifying it as a light ship, and still atmospheric capable.
The Raven comes armed with a dual laser turret on the top and an extended range laser in a semi turret in the nose, able to only cover a 180 degree arc in the front and to the sides. The ship comes equipped with a decent sized sickbay, which can work in tandem with larger medical facilities if set up for search and rescue operations, 5 3-men lifepods, with one being directly attached to the bridge, two on either side of the crew quarters, one near the center of the ship close to the main hold, and the last in engineering at the back of the ship. In the main hold, there are fittings for 4 to 6 larger lifepods for use, depending on configuration.

Raven (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 4000
Defense: 2 (-8 size)
Flat-Footed Defense: 2 (-8 size)
Autopilot Defense: 7 (-8 size +5 autopilot)
Hardness: 20
Hit Dice: 35d20 (700 hp)
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus: +3
Length: 250 ft
Weight: 2400 tons
Targeting System Bonus: +3
Crew: 14 (can run with only 4)
Passenger Capacity: *
Cargo Capacity: 100* tons
Grapple Modifier: +16
Base PDC: 53
Restriction: Licenced (+1)
(Stats do not include crew bonuses)

Attack:
Extended range laser -5 ranged (6d8, range 5000 ft) and -10 fire-linked dual laser (9d8),
Or -5 fire-linked dual laser and -10 fire-linked dual laser

Attack of Opportunity:
none

Standard PL(6) Design Spec:
Engines: thrusters, ion engine (improved thrust)
Armour: Polymeric
Defense Systems: improved autopilot system, damage control system (2d10), radiation shielding (+5 Fort vs radiation)
Sensors: Class III Sensors, targeting system (+3)
Communications: Radio transceiver, laser transceiver
Weapons: Extended range laser, fire-linked dual laser turret (upgraded for semi rate of fire)
Grappling Systems: none
Improved Maneuvering Foils (+4 Pilot checks), modular hold.

Extended Range Laser
The laser mounted in the Raven's nose has a longer barrel and focusing chambers to give it incredible range.

Notes:
*The passenger capacity of a standard model Raven is 0, but when configured as a cutter, it can carry a platoon of up to 40 soldiers and has a cargo capacity of only 50 tons. For search and rescue configurations, the Raven could carry up to 80 passengers, plus adds 10 to 20 medical staff and 1 extra crew member.

Cutter Configuration
The cutter configuration adds grapples, barracks for up to 40 troops, reduces the cargo capacity to 50 tons for contraband, and has 3 cells that can hold 5 prisoners each. There is also an armoury to store the troops' weapons. There is also 4 lifepods added to the main hold for the solders to use. PDC 42

Search and Rescue Configuration
This version also has the grappler installed, but instead of a barracks, a large medical bay is installed with quarters for the medical staff, and temporary quarters for up to 80 patients with only about 30 tons for cargo. The equipment provides a +2 equipment bonus to all checks for the medical staff to treat patients. PDC 41

Defender Configuration
This version removes all the cargo capacity and replaces it with multiple missiles. These versions are usually used in defensive fleets, able to race about the battle field, releasing missiles before retreating. Four missile launchers are added, each with their own weapons station and requires a gunner, loaded with 16 missiles each. These launchers can fire independently of the weapons of the Raven, with their own targeting system (+2) but still suffers the size penalty of the ship (-8) with an additional -2 penalty as long as the ship is moving (total of -8 penalty when the ship is moving, or -6 if stationary). PDC 45 Mil (+3)




Liberty Patrol Gunship
The Liberty gunship is a small framed craft, built around a pair of heavy lasers, a pair of laser turrets and dual missile racks. The engine is mounted on a dorsal strut, which does make it somewhat vulnerable to attacks, but does allow for quicker repairs. The Liberty is atmospheric capable, able to launch attacks on land and in space, and with ftl drives, it can make lightning strikes against far targets.
Liberty's houses a crew of fourteen under extremely spartan and cramped conditions, the utilitarian philosophy of the designers applying even to the layout of the bridge controls, with the controls being extremely simple and efficient. The bridge section can detach to act as an emergency escape pod, which can make planet.
The second deck holds the crew quarters and a small sickbay, which all surround a common area serving as a rec room and galley. The third deck has the docking area for small shuttles and the main airlock, and the cradles for two launches, a four person launch, and a ten-person launch serving as a troop carrier for the six marine combat team. Engineering is located in the back which also contains the fuel storage and a small processing lab to harvest hydrogen from water and methane.

Liberty Gunship (PL6)
Type: Ultralight
Subtype: Escort
Size: Colossal (-8)
Tactical Speed: 4500
Defense: 2 (-8 size)
Flat-Footed Defense: 2
Autopilot Defense: 6 (-8 size, +4 autopilot)
Hardness: 20 ballistic, 40 all energy
Hit Dice: 20d20 (400 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus: +3
Length: 175 feet
Weight: 850 tons
Targeting System Bonus: +3
Crew: 14 (6 marine)
Passenger Capacity: 0-6 (6 if no marines
Cargo Capacity: 500 lbs
Grapple Modifier: +16
Base PDC: 52
Restriction: Military (+3)

Attack:
2 fire-linked spinal mount heavy lasers -7 ranged (18d8, 8000 ft, ignore 20 points of hardness, 1/2 rounds rate of fire) and dual fire-linked laser -10 ranged (9d8, 3000 ft), and dual fire-linked laser -10 ranged (9d8, 3000 ft),
Or dual fire-linked laser -5 ranged (9d8, 3000 ft) and dual fire-linked laser -10 ranged (9d8, 3000 ft), and CHE missile -10 ranged (6d12 19-20x2),
Or 2 fire-linked spinal mount heavy lasers -7 ranged, and CHE missile -10 ranged, and CHE missile -10 ranged

Attack of Opportunity: none

Standard PL(6) Design Spec:
Engines: thrusters, ion engine (improved thrust x3)
Armour: Deflective
Defense Systems: Damage control system (1d10), radiation shielding, autopilot system, chaff launcher (10 bundles), stealth screen (sensors -10, 20% miss chance)
Sensors: Class IV sensors, targeting system (+3)
Communications: Radio transceiver, laser transceiver
Weapons: 2 fire-linked spinal mount heavy lasers, 2 fire-linked lasers x2, 2 CHE missile launchers (16 missiles total)
Grappling Systems: Grapplers
Heavy load combat (+2 weapon systems)




Andora Patrol Ship

The ships of the Andora class are produced as light, fast, system defense craft for systems looking for economical defense. The design was originally introduced by Greftsherr Armaments(the military division of Greftsherr Metals) of Alpha-Berlin some 120 years ago, and the design has changed little since. The design is mainly marketed to second- and third-tier worlds and colonies, but over the years a number have appeared in the hands of corporate security forces, pirates, mercenaries, and organized crime. 
The Andoras follow a configuration of a winged cylinder with fore and aft wing assemblies, the forward wings also doubling as sensor and communications antennae arrays, while the rear fins act as radiators for the engines. Main propulsion is provided by a monobloc Thruston-A12 gravitic drive, though later ships have been equipped with Thruston-Bs and Ds, and the Hecklen Jetronimo High-Pressure Gravitic Plasma Drive, with only small variation in overall performance. The Ancdoras display a respectable turn of speed in both atmosphere and space, able to chase down most converted pirate craft, but lagging behind more modern warships and fighters. 
The main armament of the Andoras is ammunition-dependent; a heavy rail-gun and several batteries of missile launchers. Because these ships rarely operate far from base facilities, ammunition dependency is not considered an issue, with local resupply near at hand. The main bite of the Andora is two batteries of long range missiles. The main direct-fire weapon of the Anchora is a RC-1800C projectile cannon, mounted in the nose, where it has an excellent arc of fire in its pivot turret. The nose mounting has proven problematic in some older vessels, however, as the sliding plates meant to protect and streamline the turret during atmospheric re-entry tended to excessive fatigue, and were prone to locking in place or not fully deploying/retracting, requiring them to be jettisoned altogether in order to clear the nose turret for action. Unnecessary damage to the forward armaments, and at least one fatal ship crash from a loss of control during re-entry, were blamed on defective nose panels, and Greftsherr went through three total designs and a costly recall and refit program before the problem was solved. 
For defense, the Andoras rely on a light point defense grid consisting of three light rail guns. Armored protection is modest, backed by a shield, while the original Greftscherr ‘A’ models sported magnetic.
The Andoras are designed to hit hard at range with their weapons; they have no provision for boarding (aside from a slightly larger airlock that allows for a dozen personnel to cycle in and out at a time), nor do they carry any embarked fighters or power armors. This limits their versatility as warships and system cutter craft. If on civil space patrol or if there’s advance warning of a situation requiring boarding, the Andoras can externally carry a shuttle craft. 
Andoras were designed with modular avionics; the main sensor systems are designed to be easily upgraded by swapping out the ‘black boxes’, though the main external arrays themselves, integrated as they are with the fore-and-aft wing surfaces, are more difficult to refit, requiring periodic redesign and replacement of the entire wing unit. Still, a variety of EW- and ECM/ECCM systems are common on Andoras, depending on the operator. Sensor systems are generally considered to be military-standard, with better long range ID capabilities than civilian systems. 
Because they are meant as in-system patrol craft, few Andoras possess FTL drives. This requires them to be carried by other ships when deploying out-system (or being delivered to their area of operations). The savings in drive-cost and energy-usage allow the small ships to be upgraded with regards to their shield protection. Likewise, they lack much in the way of onboard cargo capability and amenities, not being expected to operate far from bases and communities where their crews can find recreation and support; typically, an Andora carries enough consumables for a four-month tour. In prolonged system sieges, with the ships cut off from easy re-supply, this can lead to endurance problems, especially since the ships cannot easily leave an interdicted system to seek refuge elsewhere. 
Andoras are typically deployed in flotilla-squadrons of four or more ships, acting in mutually supporting concert, using the time-tested ‘finger four’ arrangement. A single Andora, while perfectly adequate for dealing with the average pirate, is not much of a match for a dedicated first-line warship. 

Andora Patrol Ship (PL 6-7)
Type: Ultralight
Subtype: System patrol craft
Size: Colossal (-8 size)
Tactical Speed: 3500 feet
Defense: 2 (+8 size)
Flat-Footed Defense: 2 (-8 size)
Autopilot Defense: +6 (-8 size, +4 autopilot)
Hardness: 20
Hit Dice: 12d20 (240 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 185 ft
Weight: 700 tons
Targeting System Bonus: +3
Crew: 15
Passenger Capacity: 0
Cargo Capacity: 20 ton
Grapple Modifier: +16
Base PDC: 50
Restriction: Lic (+1)

Attack:
Rail cannon -5 ranged (6d12) and 2 CHE missiles -10 ranged (6d12/19-20),
Or rail cannon -5 ranged (6d12) and 1 nuclear missile -10 ranged (6d12/19-20),
Or 2 CHE missiles -5 ranged (6d12) and 1 nuclear missile -10 ranged (16d8/19-20)

Attack of Opportunity:
Light point defense system +3 ranged (1d12x6 ballistic)

Standard Mk1 PL(6) Design Spec:
Engines: Thrusters, helium-3 plasma drive
Armour: Alloy plating
Defense Systems: Autopilot system, light point defense system (railguns), magnetic field, radiation shielding
Sensors: Phased Class III sensors, targeting system
Communications: Radio transceiver, laser transceiver
Weapons: Rail cannon, 2 CHE missile launchers (32 missiles ea), nuclear missile launcher (16 missiles)
Grappling Systems: none

Notes:
Phased Class III Sensor
Similar in principle to phased array sensors on mech, the sensor 'wings' on the Andora contain phased array sensors, allowing for greater range (increase sensor range by 25%), granting a +4 to Computer Use checks to use the sensor features.

Missile Launchers
The CHE missile launchers on the Andora are designed to fire at the same time, so two missiles are launched with each firing. However, both missiles can hit the same target, or the gunner can target two different targets at a -2 additional penalty to attack rolls.

Rail Cannon
The rail cannon is mounted in a semi turret, covering the front half arc, but can not cover the rear half. When not in use, the weapon retracts behind armoured plates, which allows for better maneuverability when entering an atmosphere, and prevents the weapon from being damaged. On Mk1s if the Andora suffers more than 100 points of damage in a single attack, there is a 25% chance the cover plates are damaged and will not retract or open. If open, they are stuck, and causes a -10 penalty to Pilot checks to enter a planetary atmosphere. If closed when damaged and jammed, they will not open until properly repaired, thus making the weapon unavailable for use during combat.

Auxiliary Craft 
External mounting for a shuttle or boarding launch

Variants:
The Andora’s been around long enough that a number of aftermarket variants and conversions have appeared. Most are refits of older vessels, replacing the nose turret or long range missile launchers with other systems, such as laser cannons or additional avionics.

Mk2
The Mk2 Andora has mostly improved avionics, software upgrades. Change targeting system to Improved Targeting System, changing attack bonus to +5, the cover plates of the rail cannon have been redesigned and don't jam as easily, and in the event they are heavily damaged and jammed (must suffer 150 points of damage in a single attack with a 10% chance of jamming), can be ejected, but the Andora will suffer a -5 to Pilot checks to enter an atmosphere. The rail cannon is also modified to allow for semiautomatic and automatic fire modes.

Mk3
The Mk3 sees a redesign in the turret cover plates to reduce the chance of their jamming, and the rail cannon is replaced with a gauss gun with semiautomatic firing (8d12 4000 ft). Magnetic field is replaced with magnetic shields (60 hp in shields against ballistic damage). Light point defense system upgraded to standard point defense system as two more turrets are added, bringing the total to 5 turrets. (1d12x10 ballistic). The hull has also been reinforced, gaining 1 hit die, increasing HP by 20, bringing total to 13d20 (260 hp). Price increases to PDC 51

Mk4
The Mk4 sees some significant changes over previous models. Change sensors to Phased Array Class IV sensors, main weapon is changed to an Extended Range Heavy Laser (8d8 fire, 6000 ft, semi), nuclear missile launcher replaced with plasma missiles (18d8/19-20 fire), CHE missile launcher magazines increased to 40 missiles each. The CHE missile launchers were also redesigned with a multi-launch mode. As a full attack action, the gunner can fire up to 4 missiles from each launcher (total of 8 missiles), which can be divided between up to 8 targets within a 20,000 foot range around the Andora, suffering a -4 to one attack roll for all the missiles. Or can fire all the missiles at a single target, with only a -2 to attack roll for each missile. The hull is further reinforce, gaining an additional hit die (total of 14d20, 280 hp). Engines are improved slightly, gaining a +250 ft, for a total of 3750 ft. Price increase to PDC 52.

Mk4a
The Mk4a is a minor improvement over the Mk4, the point defense system rail guns are replaced with lasers, dealing 1d12x10 fire damage, advances in automation, reducing crew requirements down to 12 instead of 15.

Mk4b
The Mk4b is a mine sweeper version, stripping out the laser turret of the Mk4, replacing it with a dumbo nose, adding a minesweeper suite. The plasma missile launcher is also removed, replaced by a decoy drone launcher with 8 drones. Crew is reduced from 15 to 11. PDC 53




Jumper (PL6-7)
The Jumper is a small personal craft meant for making short interplanetary trips within a system for families or business. It's small enough to be stored in most civilian driveways or business parking lots, and with its hover systems to be used within city limits. For longer trips it has standard atmospheric jets which have enough power to escape the planet's atmosphere, then it switches to its space drive. Not very quick, but fairly comfortable for trips to orbiting celestial bodies or stations, or even to nearby planets within the same system.
The onboard systems include life support and radiation shielding to keep the occupants safe during their space flights, as well as a sophisticated autopilot system and navigation system for plotting the best route, being either good fuel economy or for speed. Anti-collision and high end sensors help keep the occupants safe, no matter the environment. The comfy interior seats 5, or up to 7 in cramped conditions, but this also reduces the endurance of the life support systems for interplanetary trips.
The jumper is laid out similar to a large passenger car, with two seats up front and three in the back with a bit of space to move about or seat a couple of extra people in emergencies. There is a single door on the rear between the main engines. The back part can be sealed from the front two seats to allow the back part to function as an airlock.
Jumpers come with enough fuel for traveling 1 AU (the distance between Earth and the sun Sol, approximately 92,955,807.3 miles, more than enough to usually get to the next closest planet). On board supplies include 3 survival suits modified to be environmentally and space sealed, able to keep a person alive in vacuum of space for up to 2 days, 4 days worth of water and rations, 2 first aid kits, 10 doeses of neutrad, mechanical tool kit and several spare parts for making quick repairs, 3 flares, 1 fire extinguisher, GPS and solar system equivalent GPS system with emergency beacon. A mass transceiver allows for virtually instantaneous communications within the solar system.

Jumper (PL)
Type: Ultralight
Subtype: Shuttle
Size: Huge (-2)
Tactical Speed: 1500 ft space, city limits 225 (20), outside of cities 500 (50)
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 11
Hardness: 12
Hit Dice: 2d20 (40 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 31 ft
Weight: 9000 lb
Targeting System Bonus:
Crew: 1 or autopilot
Passenger Capacity: 4 to 6
Cargo Capacity: 500 lbs
Grapple Modifier:
Base PDC: 40
Restriction:

Attack:
None

Attack of Opportunity:
None

Standard PL(6-7) Design Spec: +5 saves to radiation, +4 Defense against ram attacks, fire damage from atmospheric entry is halved, +4 Pilot, +4 Navigate, reduced engines, rugged
Engines: Thrusters
Armour: Titanium Alloy
Defense Systems: Radiation Shielding, Improved Autopilot System, Ablative Heat Shielding
Sensors: Civilian Class IV, Navigational Computer, Collision Detection Sensors
Communications: Mass Transceiver
Weapons: None
Grappling Systems:

Civilian Class IV Sensor System
This modified version of the Class IV sensors is similar to standard Class IV sensors, but lacks the ability to identify armour and weapons on scanned targets, can analyze and charge the topography of a 1500 square-mile area instead of only 1000 square-miles, voice activated and has a very simple interface.
PDC: 30

Navigational Computer
This computer system, tied into the sensors and autopilot, allows the pilot, or the autopilot to plot the safest route. This system grants a +4 bonus to Navigate checks for the pilot. The Autopilot system has a total of +8 to Navigate and Pilot checks.

Reduced Engines
The speed of the Jumper is much lower than that of other ships, this makes trips between planets longer, but saves on fuel.

Rugged
The Jumper is built fairly tough, with easy of maintenance. Repair checks to fix or jury-rig the jumper are reduced by -5, and repair times reduced by 25%.




Kestrel Cruiser

This ship was originally a small military patrol and scout ship, but decommissioned for new, better designs. The Kestrel Cruiser, not really a cruiser, functions well as a starter ship for many adventurers or long range scouts and exploratory teams. The hull is narrow for the cockpit, then widens for the main fuselage which houses the main systems, modest medbay, cargo bay, quarters, room for two drones, and other equipment added later. Two engine pods, one on each side, allows for easy repairs and replacement. The Kestrel comes standard with a single laser and one missile launcher, but there is room for an additional two weapons. It comes with light shielding for added protection and modest armour. The overall design is quite modest, takes well to modification and easy to repair and operate. A single person can run a Kestrel, but two is advisable, especially on long assignments. The ship is capable of making planetary landings and can reach orbit under its own power, although not particularly quickly.
The internal configuration of the Kestrel can be easily altered, allowing it to go from a small passenger transport to a cargo runner. In standard configuration, the Kestrel has four double bunk crew rooms, a small lounge, several storage lockers and a decently sized cargo bay and a small part sectioned off for a small ground vehicle or two, about the size of a motorcycle or ATV, a sectioned off engine room, medbay, other systems controls behind the cockpit.
In any configuration, there is enough fuel for two intersystem trips and supplies for a month for 4 people.

Kestrel Cruiser (PL6+)
Type: Ultralight
Subtype: Courier
Size: Gargantuan (-4 size)
Tactical Speed: 3500 ft.
Defense: 6
Flat-Footed Defense:
Autopilot Defense: 8
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 47 feet
Weight: 79,000
Targeting System Bonus: +2
Crew: 1-6
Passenger Capacity: 1-8
Cargo Capacity: Up to 12,000 lb
Grapple Modifier: +12
Base PDC: 58
Restriction: None

Attack:
1 laser -2 ranged (6d8) and 1 CHE missile -7 ranged (6d12/19-20)
or 1 CHE missile -2 ranged (6d12/19-20)

Attack of Opportunity:
None

Standard PL(6) Design Spec: Heavyload combat, 20 Hit points in shields, rugged, customizable, +1 Treat Injuries (Medbay)
Engines: Thrusters, ion engine
Armour: Polymeric
Defense Systems: Autopilot, light magnetic shielding,
Sensors: Class II, targeting system
Communications: radio transceiver, laser transceiver
Weapons: laser, CHE Missile (8 missiles)
Grappling Systems:

Rugged
The Kestrel Cruiser is built fairly tough, with easy of maintenance. Repair checks to fix or jury-rig the kestrel are reduced by -5, and repair times reduced by 25%.

Customizable
The Kestrel Cruiser is made using modular technology in many areas, and the design is very tolerate to modifications. This allows the internal configuration to be easily altered, new systems added with little work and a bit more than normal amount of systems can be installed than normal.
When adding in new systems, or changing an existing system for another one, reduce Craft check by 5 (this includes armour), and reduce installation time by 25% (rounding up to nearest hour).




Thrush
The Thrush is a high speed, high maneuverable light fighter used for patrols, light defense and scouting missions, although lightly armed with only three lasers and light armour. Behind the slightly angular nose and cockpit section, is the circular wings which holds the main fuselage, engines, fuel and other systems. The Thrush is equipped with powerful engines and afterburners to allow for quick interceptions or escapes when on scouting missions and out numbered and out-gunned. With thrusters lining the circular wings, The lasers are designed for select fire, either semi or full autofire.
The Thrush does have limited endurance, but more than some other light fighter, with enough fuel for 12 hours of continuous powered flight, and enough air for 30 hours. This means if the pilot gets up to speed and cuts speed and lets the craft coast for extended periods, a patrol route can be extended. However the pilot would be uncomfortable on such extended flights. The Thrush has no built in FTL drive, relaying on larger ships for transit between systems.

Thrush (PL6-7)
Type: Ultralight
Subtype: Light Fighter
Size: Gargantuan (-4 size)
Tactical Speed: 5000 ft +1000 hydrogen injectors
Defense: 6
Flat-Footed Defense: 6
Autopilot Defense:
Hardness: 12
Hit Dice: 7d20 (140 HP)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus: +2
Length: 38 feet
Weight: 25,000 lbs
Targeting System Bonus: +2
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 500 lbs
Grapple Modifier: +8
Base PDC: 41
Restriction: mil (+3)

Attack: triple laser -1 ranged (9d8)

Attack of Opportunity: none

Standard PL(6-7) Design Spec:
Engines: thrusters, particle impulse engine, improved thrust x3, hydrogen injectors
Armour: titanium alloy
Defense Systems: sensor jammer, damage control (1d10)
Sensors: Class III sensors, targeting system
Communications: radio transceiver, laser transceiver
Weapons: triple laser
Grappling Systems: none

Improved Maneuverability: Due to the thruster arrangement along the edges of the circular wings, the Thrush gains a +3 bonus to Pilot checks to perform maneuvers and stunts.
Triple Laser: Set up in a two-firelinked with one in a battery, granting +1 to attack (calculated in the attack) and one full doubling number of weapons (2 lasers for +50% damage)
 

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