Tuesday, October 30, 2012

Star Wars: Aliens, Salarian


Salarian
Attribute Dice: 11d
DEXTERITY: 2d/5d
KNOWLEDGE: 3d/5d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 1d/3d
TECHNICAL: 3d/5d
Special Abilities:
Amphibian: Salarians are amphibians.
Limited Sleep: Salarians only require 1-2 hours of sleep per day.
Eidetic memory: Salarians have remarkably keen memories. As such, the cost of all skills is reduced by 1 Character point, to a minimum of 1 Character point. 
Story Factors
Short lifespan: Salarians have lifespans, usually only living about 40 years. 
Move: 10/12, swim 10/12
Size: 1.6 to 2.1 meters

Salarians are renowned for their mental acuity, technical skill, and aptitude with espionage.

Salarians are a bipedal race of amphibians, with tall, elongated bodies and skeletons composed of cartilage. Salarian heads are long and thin, and have a pair of horns protruding from the top of their skulls. Skin varies in color, from bright reds and greens to the more common shades of blue or grey. Their blood is a greenish color. Salarian eyes are large and oval and have thin membranes in place of eyelids that blink upwards, The pupils are a wide slit, oriented horizontally, and the irises can be dark green, purple, or brown.

Salarians have a very high metabolic rate, lowering their life expectancy to about forty Earth years, but also necessitating very little sleep, around 1–2 hours per day. In fact, they are considered to be hyperactive by most other races; salarians, however, disagree with this diagnosis, considering other races to be slow and dim-witted. This is shown primarily by their near rapid-fire speech, which many salarians must consciously control to be understood. They are intellectuals by nature, constantly devising and implementing new plans, experiments, or studies to expand their already considerable knowledge pools. Salarians also have an almost worker-bee mentality, having a sequential loyalty to larger and larger collectives of salarians. Because salarians always think two steps ahead, it is generally assumed that they always know more than they let on. Salarians are egg-laying, and gender is assigned via haplodiploid sex-determination systems: fertilized eggs become females, the rest males. As such, gender ratios amongst the salarians heavily favor males by 90%, and females often hold positions of political power.

Salarians have eidetic memory and possess a form of psychological "imprinting", tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan Dalatrass (matriarch) isolates herself with the eggs. The young salarians psychologically imprint on her and tend to defer to her wishes. During the hatching of daughters, the Dalatrasses of the mother and father’s clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity.Salarian History

On their first three interstellar colonies, the salarians planted settlements named Aegohr, Mannovai, and Jaƫto. According to Kirrahe those settlements "remain at the heart of salarian territory to this day".

The salarians were responsible for the elevation of the krogan race to combat the invading rachni, and they were subsequently responsible for creating the genophage biological weapon used to quell the later Krogan Rebellions. The salarians provided the krogan with advanced technology and a new, tranquil home planet (in order to manipulate the krogan into eradicating the rachni). The peaceful home planet and better technology put less strain on the krogan as a species; they no longer had to worry about simply surviving on a dangerous planet with primitive technology, as they did before contact with the salarians. This comparatively easy life, combined with their exceedingly high birth rate, allowed the krogans the time, numbers and energy to spread through space, aggressively claiming formerly allied planets as their own.

Salarians excel at invention, preferring to use cutting-edge technology rather than settle for anything less. For example, their starship defenses put emphasis on high performance over reliability even though a malfunction could cost lives. The salarians see information gathering and even spying as a matter of course when dealing with other races, but this is not underhanded: they simply embrace the dictum of "knowledge is power". Normally, the rare salarian females are cloistered on their worlds out of tradition and respect. Powerful female Dalatrasses are dynasts and political kingpins. They determine the political course of their respective regions through shrewd negotiation. Though male salarians rise to positions of great authority in business, academia, or the military, they rarely have any input on politics.

Due to their method of reproduction, salarians evolved without libido, and reproduction is negotiated as a business matter, often involving contracts, and have no concept of romantic love, sexual attraction, or the biological impulses and social rituals that complicate other species' lives. Male-female relationships are rare (due to the scarcity of females) and more akin to human friendship. Sexuality is strictly for the purpose of reproduction. Ancient social codes determine who gets to fertilize eggs, which produces more daughters to continue the bloodline. Fertilization generally only occurs after months of negotiation between the parents' clans, and is done for purposes of political and dynastic alliance. No salarian would imagine defying this code.

A salarian's naming conventions are quite complex, beginning with personal and family names, stretches on until reaching the galactic barony under which they were born. A full name includes – in order – the name of a salarian's homeworld, nation, city, district, clan name and given name. For example, the salarian on Feros is named Gorot II Heranon Mal Dinest Got Inoste Ledra, but he would be called either by his clan name, Inoste, or his given name, Ledra. When dealing with other species they usually shorten this identity to just one or two names. The salarian race also includes the Lystheni "offshoot." How the Lystheni are distinct from mainline salarians and why they are currently unwelcome is unrevealed. Lystheni salarians may be found living among batarians, exiled quarians, and other galactic refuse at Omega.

Salarians celebrate "Betau," the first day of their New Year. Traditionally, it marks the end of winter in the southern hemisphere on the salarian homeworld, Sur'Kesh. During this occasion, they repay debts, and petition favors from one another. Salarians are not notably religious, but as free-willed sentients there are exceptions. One of the less-favored salarian religions worships a goddess, and claims that a certain pattern of overlapping craters in the southern hemisphere of the barren planet Trelyn resembles her. There has also been a small movement towards a kind of "wheel of life" form of pantheistic reincarnation that has taken root to a limited extent among salarians.

Being of scientific and abstract persuasion, they tend to favor political liberalism. The Salarian Union is largely governed by a group of dynastic families ruled by female elders. Structurally, the government consists of fiefdoms, baronies, duchies, planets, and marches (colonization clusters); these are human nicknames, as the original salarian is unpronounceable. Each area is ruled by a single Dalatrass (matriarchal head-of-household) and represents an increasing amount of territory and prestige within the salarian political web. Approaching 100 members, the first circle of a salarian's clan comprises parents, siblings, uncles, aunts, and cousins. The next circle includes second cousins, etc., and escalates to well over 1000 members. The fourth or fifth circle of a clan numbers into the millions. Salarian loyalty is greatest to their first circle and diminishes from there. Their eidetic memories allow salarians to recognize all their myriad relatives.

Though their military is nothing special, salarians are currently seen as a premier intelligence and information-gathering species. As such they are well respected, but some races, including a few humans, see the salarians as manipulators.

Militarily, they are considerably weaker than the turians in head-on combat, preferring to employ a small volunteer army that focuses on maneuver warfare (i.e. sabotage, reconnaissance, counter-intelligence, and commando operations against any enemy). However, in unconventional warfare, the salarians are perhaps second to none. They excel at information gathering and while they consider outright direct war to be a last resort, once they do engage in war, it's almost always by surprise (they see concepts of 'do not fire until fired upon' and 'declare a war before prosecuting it' as strategically unsound) and by a strategically dominant force, since they've long since figured out what and who they are fighting and how their foes are going to fight. In every war the salarians have fought, they struck first and without warning. For the salarians, to know an enemy plans to attack and let it happen is folly; to announce their own plans to attack is insanity. In defensive wars, they execute devastating preemptive strikes hours before the enemy's own attacks. On the offense, they have never issued an official declaration of war before attacking. Salarian military wisdom holds that a battle should be won before the first shot is fired.

Counterintelligence agencies endlessly uproot salarian agents and cyber-warfare incursions, but there is little they can do to stop them. The unquestioned superiority of their intelligence services and rules of engagement allows them to leverage their small military's effectiveness. Well before fighting breaks out, they possess complete knowledge of their enemy's positions, intentions and timetable. Their powerful intelligence network is spearheaded in the field by Special Tasks Groups (STG) who monitor developing situations and take necessary action, usually without the shackles of traditional laws and procedures. This may be as simple as scouting and information gathering, or as complex as ensuring a conveniently unstable political situation stays that way.

While capable of defending themselves against most threats, the salarians know that they are small fish in a universe filled with sharks. As a point of survival, they have cultivated strong alliances with larger powers and the salarians take pains to keep this relationship strong enough that anyone who might threaten them risks retaliation.

Monday, October 29, 2012

Star Wars: Banshee Starfighter


Border Worlds Banshee
Craft: Verier Underground Banshee
Type: Light fighter
Length: 23.5 meters
Skill: Starship piloting: Banshee
Crew: 1
Crew Skill: Starfighter piloting 3d, starship gunnery 3d
Cargo Capacity: 110 kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: None
Nav Computer: No
Maneuverability: 3d
Space: 8; Afterburner: 20 (1 round, burns 1 day of consumables)
Atmosphere: 365 / 1,050 kph
Hull: 1d
Shields: 2d+2
Sensors
--Passive
--Scan
--Search
--Focus
Weapons:
4 Laser Guns (fire-linked)
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 3d+2
Space Range1-2/10/20
Atmosphere Range100-250 / 1 km /2 km
Damage: 5d
2 Leech Lasers (fire-linked)
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 2d+2
Space Range1-2/8/13
Atmosphere Range100-175 / 650 /1.3 km
Damage: No physical damage, drains ship energy (1d6: 1 or 2= -1 space speed, 3 or 4 = 1d shields, 5 or 6 = 1d weapon damage) for 2d rounds. Apply this as a bonus to the Banshee for 1 round. 
Scatter Gun
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 2d+2
Space Range1-2/9/18
Atmosphere Range100-250 / 900 / 1.8 km
Damage: 1d damage to a 3x3 space area
4 Warhead Launchers
Fire ArcFront
SkillStarship Gunnery
Load: 40
Decoy Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0d
Load: 16

Wednesday, October 24, 2012

Star Wars: Force Powers, Conjuration (4th circle)

Black Tentacles
Conjuration (Creation) Difficulty: Difficult (20), modified by proximity.
Time to Use: 1 action
Prerequisite: Any 4 Conjuration spells
This power can be kept 'up'
Effect: This spell conjures a field (6 meter radius) of rubbery black tentacles, each 3 meters long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Every creature within the area of the spell must make a brawling check, opposed by the tentacles strength (5d) check. Those who fail are entangled by the tentacles and cannot move. The tentacles do 5d damage each round until you free yourself. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. The tentacles are immune to all types of damage.

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t fighting with the tentacles may move through the area at only half normal speed.

Cure Critical Wounds

Conjuration (Healing) Difficulty: Difficult (20), modified by relationship
Time to Use: 1 action
Prerequisite: Cure Serious Wounds, and any 3 other Conjuration spells
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Mortally Wounded to fully healed.

Since undead are powered by negative energy, this spell causes them to become Mortally Wounded instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Willpower check against your Conjuration roll to reduce this effect to Incapacitated.


Dimension Door
Conjuration (Teleportation) Difficulty: Difficult (20), modified by proximity and potentially relationship
Time to Use: 1 action
Prerequisite: Any 4 Conjuration spells
Effect: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as you can carry it. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three dice in Conjuration. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d damage and are shunted to a random open space on a suitable surface within 30 meters of the intended location.

If there is no free space within 30 meters, you and each creature traveling with you take an additional 2d damage and are shunted to a free space within 300 meters. If there is no free space within 300 meters, you and each creature travelling with you take an additional 4d damage and the spell simply fails.
Minor Creation
Conjuration (Creation) Difficulty: Difficult (20)
Time to Use: 1 minute
Prerequisite: Any 4 Conjuration spells
This power can be kept 'up'
Effect: You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 0.3 cubic meters per die in Conjuration. You must succeed on an appropriate skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.
Neutralize Poison
Conjuration (Healing) Difficulty: Difficult (20), modified by relationship
Time to Use: 1 action
Prerequisite: Delay poison and any 4 Conjuration spells
This power can be kept 'up'
Effect: You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as damage, temporary attribute damage, or effects that don’t go away on their own.

The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.

This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
Planar Ally, lesser
Conjuration (Calling) Difficulty: Difficult (20), modified by proximity
Time to Use: 10 minutes
Prerequisite: Any 4 Conjuration spells
Effect: By casting this spell, you request your deity to send you an elemental or outsider (with no more than 3d Strength) of the deity’s choice. If you serve no particular deity, the spell is a plea to either the Light or Dark Side of the Force. If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.

The creature called requires a payment for its services. This payment can take a variety of forms, from donating money or items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.

At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

Note: When you use a calling spell that calls a Dark Side creature, it is a Dark Side power.
Restoration
Conjuration (Healing) Difficulty: Difficult (20), modified by relationship
Time to Use: 3 rounds
Prerequisite: Lesser Restoration and any 3 other Conjuration spells
Effect: Restoration cures all temporary Attribute damage, and it restores all points permanently drained from a single Attribute (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.

Secure Shelter
Conjuration (Creation) Difficulty: Difficult (20), modified by proximity
Time to Use: 10 minutes
Prerequisite: Any 4 Conjuration spells
This power can be kept 'up'
Effect: You conjure a sturdy cottage or lodge (6 sq, meters) made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

The secure shelter contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk.
Solid Fog
Conjuration (Creation) Difficulty: Difficult (20)
Time to Use: 1 action
Prerequisite: Fog cloud and any 3 other Conjuration spells
This power can be kept 'up'
Effect: This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 1.5 meters, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 3 meters of vapor that it passes through reduces falling damage by 1d.

However, unlike normal fog, only a severe wind (50+ kmh) disperses these vapors, and it does so in 1 round.

Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

Summon Monster IV
Conjuration (Summoning) Difficulty: Difficult (20), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Monster III, and any 3 other Conjuration spells
this power can be kept 'up'
Effect: This spell functions like summon monster I, except that you can summon one creature from the 4th-circle list, 1d3 creatures of the same kind from the 3rd-circle list, or 1d creatures of the same kind from any lower circle list. Summoned creatures must be summoned within 9 meters of each other.

Light Side Summon Monster III
Archon, Lantern
Celestial Giant Owl
Celestial Giant Eagle
Celestial Lion

Neutral Summon Monster III
Mephit (any)

Dark Side Summon Monster III
Fiendish Dire Wolf
Fiendish Giant Wasp
Fiendish Giant Praying Mantis
Fiendish shark, Large
Yeth Hound
Fiendish Monstrous Spider, Large
Fiendish Snake, Huge Viper
Howler



Summon Nature's Ally IV
Conjuration (Summoning) Difficulty: Difficult (20), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Nature's Ally III, and any 3 other Conjuration spell
This power can be kept 'up'
Effect: This spell functions like summon nature’s ally I, except that you can summon one 4th-circle creature, 1d3 3rd-circle creatures of the same kind, or 1d creatures of the same kind from a lower circle list. Summoned creatures must be summoned within 9 meters of each other.

Summon Nature's Ally III
Arrowhawk, juvenile
Bear, brown
Crocodile, giant
Deinonychus
Dire Ape
Dire Boar
Dire Wolverine
Elemental, Medium (any)
Salamander, Flamebrother (Dark Side)
Sea Cat
Shark, huge
Snake, Huge Viper
Tiger
Tojanida, juvenile
Unicorn
Xorn, minor

Tuesday, October 23, 2012

Star Wars: Aliens, Hanar


Hanar
Attribute Dice: 12d
DEXTERITY: 2d/4d
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/3d+2
PERCEPTION: 2d/3d
STRENGTH: 1d/3d
TECHNICAL: 2d/4d
Special Abilities:
Aquatic: Hanar are an aquatic species. They can breath air normally.
Poison: Hanar can poison their foes with a contact poison. The poison does 5d damage on contact. Every round the poison does damage again, but the strength decreases every round by 1d. 
Story Factors
Polite: Hanar are obsessively polite and enjoy +1d on all social interaction skills. However, they are often seen as snobbish, owing to their generally low attribute.
Compact: The hanar saved the drell from their dying homeworld. Now, the two races are very loyal to each other. 
Move: 9/11, swim 10/12
Size: 1.6 to 2.1 meters

The hanar are a race that resemble jellyfish, with a gelatinous body (often pink-skinned) and tentacles hanging beneath.

The hanar homeworld, Kahje, has 90% ocean cover and orbits an energetic white star, resulting in a permanent blanket of clouds. Hanar stand slightly taller than a human and have three fingers at the end of each of their tentacles. Having no physical means of verbal communication, they converse with each other using sophisticated bioluminescence (which modern translators will automatically render into something that can be understood by other races). Many drell apply genetic modification to their eyes in order to perceive higher frequency flashes which allows them to understand the hanar. Their speech is crupulous precision and extreme polite and very eloquent. Being an oceanic invertebrate life-form, they cannot support their physical forms in standard gravity, instead using contra-gravitic levitation packs. Their bodies are 90% water content.

Hanar's extreme cultural obsession with politeness and protocol sometimes leads to problems interacting with other species, which may not understand their rules of etiquette and manners. As the majority of the hanar dominion is entirely self-sufficient and isolated, and thus trade and diplomatic relations are generally unnecessary, this tendency doesn't pose much of a problem with matters of intergalactic state or foreign affairs. However, any hanar who choose to take up residence on alien worlds or who man outposts that come into regular contact with alien races are advised to take special classes that help counter this tendency and smooth-over inter-species relationships. Few technologies are available in their space, and they produce very few goods that are usable by others. Possibly due to their physical frailty, the hanar employ robo-miners to excavate valuable resources.

Several hundred years ago, the hanar made contact with the drell on their nearby homeworld of Rakhana. Drell society was quickly collapsing due to overpopulation and warring over scarce resources, so the hanar rescued several hundred thousand drell and brought them to Kahje, where they integrated into hanar society with the remaining drell dying out. Now the drell serve as a client race of the hanar, and although to outside observers the relationship can be construed as a form of slavery, the reality is very different. Drell have integrated with every level of hanar society, and most consider it an honor to serve a hanar family in a tradition referred to as the Compact. Many drell become unofficial members of the family, and some even earn the privilege to learn their masters' "soul names". Drell servants usually carry out hanar assassinations, as the hanar are too cumbersome out of the water to participate in a physical fight. The hanar have a strong grip and possess strong natural poison.

Every hanar has two names: the "Face Name" and the "Soul Name". The face name is the name that is known to public and referring to oneself as anything more personal, such as "I" or the soul name, is considered egotistical. Among hanar, it is customary to refer to oneself as "I" or by one's Soul Name only among family or close friends; with others, "it", "this one", or the Face Name are used. Financial interaction with the galactic economy is limited, and hanar space has few facilities designed to provide bipeds with a means to operate equipment such as computer terminals, contact generally being limited to border trade stations.

Due to the presence of Prothean ruins on Kahje, the hanar have developed a religion centered on the ancient species, calling them the "Enkindlers". Hanar myths often speak of them as an elder race that uplifted and civilized them by teaching them language. The hanar practice a religious holiday called Nyahir or "First Cresting Bloom" which lasts a full thirteen days and revolves around celebrating the gift of speech, which they attribute to having come from the Enkindlers. It is a mixture of contemplation and competition, with the faithful engaged in stylized debates, poetry duels, and other traditional hanar art forms. The winners of these events have their names inscribed in bio-luminescence on the side of Mount Vassla, an underwater volcano at the heart of one of the oldest Prothean ruins on Kahje.

The hanar are governed by the Illuminated Primacy, a theocracy that worships the Protheans as mythological "Enkindlers", although they are tolerant of other species and the religious and spiritual creeds that they adhere to and espouse. For this reason, they have difficulty seeing the Protheans as an extinct biological species as most other Citadel races do, instead tending to view them as components of their religious mythology. Other races sometimes see the hanar as elitist because of their intolerance for "incorrect" speech (and occasionally refer to them derisively as "jellies"). The hanar themselves are known to become vocal if their religious rights appear threatened in any way, which occasionally causes clashes with other races.

Monday, October 22, 2012

Star Wars: Dragon Starfighter

Confed Dragon
Craft: Black Lance F-107 Dragon
Type: Heavy fighter
Length: 40 meters
Skill: Starship piloting: Dragon
Crew: 1
Crew Skill: Starfighter piloting 3d, starship gunnery 3d
Cargo Capacity: 200 kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Yes
Maneuverability: 2d
Space: 8; Afterburner: 18 (1 round, burns 1 day of consumables)
Atmosphere: 365 / 1,050 kph
Hull: 3d
Shields: 5d
Sensors
--Passive
--Scan
--Search
--Focus
Weapons:
2 Plasma Guns (fire-linked)
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 1d
Space Range1-2/6/12
Atmosphere Range100-150 / 600 /1.2 km
Damage: 8d
2 Tachyon Guns (fire-linked)
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 2d+2
Space Range1-2/8/16
Atmosphere Range100-200 / 800 /1.6 km
Damage: 8d
4 Warhead Launchers
Fire ArcFront
SkillStarship Gunnery
Load: 40
Decoy Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0d
Load: 24