Knight of Zakuul


Original Stats | Current Stats | Force Data | Equipment

Background:

See separate file

Physical Description:

Tall and a bit lanky, long blonde hair, fair skin, silver-blue eyes.

Personality:

Calm and collected, Observant, has a moderate patience level, is easy to get along with. Is a fierce fighter when in combat. He does not often let his emotions get the better of him.

Objective(s):

To return home to Atlantis, to broaden his knowledge of this galaxy and uncover its secrets, and to do what he perceives and the right course of action.

Quote(s):

"Thor will either be pleased that I named it after him or he'll scold me...again."
"Hold tight the light in the dark."

Template: Zakuulian Force User
Character Name: Yamato Kira Tsukiyomi
Prestige Class: Zakuulan Knight, L3
Alias(s): Moonwind
Gender: M
Species: Near-Human
Age: 25-30 (Apparent): (True) 81 years awake; 3682 (including stasis)
Height: 1.96m
Weight: 80.29kg
Force Sensitive: Yes
Force Points: 6
Dark Side Points: 1
Character Points: 29
Extra Character Points: 0
Cyber Points: 0
Move: 10
Place of Birth: Atlantis (Pegasus Galaxy)
Homeworld: Lantia (Pegasus Galaxy)
ATA: 100%

Dexterity 5D: Acrobatics 8D, blaster 6D, blind fighting 6D, contortion 7D, dodge 8D, lightsaber 11D,

(s) Lightsaber: Form “zero” (ML) 11D+1,
(s) Lightsaber: form I, Shii-Cho (ML) 11D+1,
(s) Lightsaber: form II, Makashi (ML) 11D+1,
(s) Lightsaber: form III, Soresu (ML) 11D+1,
(s) Lightsaber: form IV, Ataru (ML) 11D+1,
(s) Lightsaber: form V, Shien (ML) 11D+1,
(s) Lightsaber: form V, Djem So (ML) 11D+1,
(s) Lightsaber: form VII, Juyo 11D+1,
(s) Lightsaber: form VIII, Sokan 11D+1,
(s) Lightsaber: form IX, Shien (ML) 11D+1,
(s) Lightsaber: form X, Niman (ML)(Dual Single Blades) 11D+1,
(s) Lightsaber: form X, Jar’Kai (ML)(Double Bladed) 11D+1,
(s) Lightsaber: form X, Zakuulan (ML)(Pole saber) 11D+1,
(s) Lightsaber: Tràkata 11D+1,


melee combat 5D, (s) melee combat: zakuulan pole staff 7D, running 5D, thrown weapons 5D
Perception 5D: Bargain 5D, command 7D+1, con 5D, hide 5D, investigation 7D+1, persuasion 7D+1, search 7D+1, sneak 5D
Strength 2D: Brawling combat 5D, climbing/jumping 7D, lifting 2D, (A) martial arts 1D, (As) martial arts: keldaeris 1D+2, (As) martial arts: kelterek'dul 1D+2, (As) martial mrts: keldorek'dul 1D+2, [T] stamina 11D+2, swimming 2D

(known martial arts moves: Iaijutsu; No Fall; Double Sweep; High Kick)
Knowledge 5D: Alien species 5D, bureaucracy 5D, cultures 5D, intimidation 5D, languages 8D, (s) languages: ancient 8D+1, planetary systems 5D, scholar 8D, (s) scholar: dark side lore 8D+1, (s) scholar: light side lore 8D+1, streetwise 5D, survival 5D, tactics 8D, (s) tactics: capital ships 8D+1, (s) tactics: starfighters 8D+1, (s) tactics: planetary defense 8D+1, technology 8D, * (As) technology: ancient 4D, willpower 10D
Mechanical 3D: Astrogation 3D, capital ship gunnery 3D, capital ship piloting 3D, capital ship shields 3D, communications 3D, computer ops 6D+2, [TA] engineering: software 3D, hover vehicle ops 3D, nautical craft piloting 3D, planetary shields 3D, repulsorlift ops 3D, sensors 5D, space transports 3D, starfighter piloting 3D, starship gunnery 3D, starship shields 3D, swoop ops 3D, * (A) transporter ops 1D, vehicle weapons 3D
Technical 3D: Armor repair 5D+2, computer program/repair 5D, droid programming 3D, droid repair 3D, encryption 5D, (A) engineering 3D, first aid 3D, lightsaber repair 5D, security 5D
* Very advanced skills. Other character types have to pay 2x the normal amount to learn and advance this skill.
* Very advanced skill. Other character types have to pay 3x the normal amount to learn and advance this skill with the exception of Star Trek characters, as their tech is very similar.

Talents:
Stamina
(As) Engineering: Software

Innate Abilities:
Trademark: Thor's Hammer (see Force Hammer) +2
Eidetic Memory

Character Advantages:
Blessed: 6 luck points, 3pt
Mentally Resistant: Mind tricks fail on me, 2pt
Age Well: less affected by age, 1pt
Awesome Blow: Max damage on crit, 2pt
Blind Fighting: no penalty for darkness, 2pt
Ex-Army: +1D to main damage rolls, 2pt

Character Disadvantages:
ID Trouble: Does not have an ID; 3pt
Arachnophobia; 2pt
Hunted: The Wraith; 2pt
Hunted: Iokath; 2pt

Prestige Class Specials: Zakuulan Knight
Force Sense (light or dark)
Deflection +1D
Target Bonus +1D

Force Skills:
Control: 9D
Sense: 8D
Alter: 8D+2

Force Powers:
Control: Absorb/Dissipate Energy, Accelerate Healing, Breath Control, Burst of Speed, Calm, Combat Trance, Concentration, Contort/Escape, Force of Will, Heal, Hibernation Trance, Jedi Discipline, Remain Conscious, Reduce Injury, Remove Fatigue, Resist Stun
Sense: Combat Sense, Danger Sense, Instinctive Astrogation, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Regenerate, Sense Disturbance, Sense Force, Sense Path, Sense Surroundings, Time Sense, Truth Sense, Wall Crawling
Alter: Electric Judgement, Force Push, Force Jump, # Telekinesis
Control & Sense: Advanced Lightsaber Combat, Daisho Combat, Farseeing, Jedi martial Combat, Lightsaber Combat, Projective Telepathy
Control & Alter: Accelerate Another's Healing, Control Another's Pain, Detoxify Poison in Another, ^ **Electroball Slam "Electric Judgement, Deflect Energy"**, Force Torch, Force Lightning, Induce Tranquility, Remove Another's Fatigue, Return Another to Consciousness, Transfer Force
Sense & Alter: Dim Other's Senses, Sense Weight, Sensory Overload
Control, Sense & Alter: Affect Mind, Eclipse

^ New Force Power exclusive to Knights of Zakuul.

Specials:
(LLA) Greater Understanding: As a being grows older with age and experience; understanding of the way of things happen in the galaxy is a natural byproduct. The following benefits occur every cycle in this section: +2 pips to Command, Con or Persuasion, +2 pips to any Perception skill; +2 pips to Languages, Scholar, Streetwise, Survival or Willpower, +2 pips to any Knowledge skill; +2 pips to any Mechanical skill; +2 pips to any Technical skill; +2 pips to stamina. The skill choice is the player's choice, but the character must already have the skill to receive the bonus; it doesn't matter the skill type, normal, specialized or advanced, the bonus is the same. Further, if the character is force aware or sensitive they also receive: +2 pips to any force skills known (Control, Sense, Alter or Focus). This cannot be skipped. 14 pips 4d+2
(LLA) Unforeseen Occurrence: 3; 1 first 500 years, 2 less then 1000 years ago: As careful as a long lived or immortal individual is, sometimes unforeseen or unplanned events happen; most of the time with dire results. This is one of those. For this five hundred year period, something tragic has happened and was unplanned for; taking the character by complete surprise. This is a total GM call as to what happened and what the results of this event were; some examples include: loss of all wealth for this timeframe or totally; loss of all well-off benefits for this timeframe or totally; etc. As stated, this is completely up to the GM as to the outcome. A 10% chance of occurrence (cumulative) determines if something like this has befallen the character for this period of their life.
(LLA) Wealth: Throughout your many years of life you have amassed great wealth. This can be in many forms, such as: data, credits, rare collectables/art, valuable jewelry/gems, rare minerals/metals, etc. The type, form, and amount must be specifically stated; monetary amounts are limited to 10 million credits total of an exact currency type (GM approval required). This is repeated every cycle of this category of full existence and can also be skipped at the player's choice.; see bio.
(LLA) Well-off: Throughout your many years of life you have amassed great wealth. This must be defined by type: land/property on a specific planet, buildings/structures on a specific planet, shares of stock/owning a specific company, vessels of a specific type and location, etc. This must be very specifically stated as to who, what, where and when (GM approval required). This is repeated every cycle of this category of full existence and can also be skipped at the player's choice.; see bio.
(I) Trademark: Thor's Hammer "See **Electroball Slam** +2
(I) Eidetic Memory
(SI) Ambidextrous (true): You are equally proficient in performing tasks with your left or right hand, without any penalty.
(SI) Legendary/Myth: Tales of your exploits are stuff of legend or myth. Your name, any special title, appearance, reputation and the like are all very well known to all; even more so with historians. You are truly a part of history, even mythical depending upon your age. Anyone following him or his advice gains a bonus of +2D. Further those wishing to take direct action against him are subject to a skill penalty. This penalty is equal to the same as the bonus. This bonus or penalty affects all skill and attribute rolls (including attack and defense rolls) made against him. This bonus/penalty will increase to +4D if the character (you) are over 2000 years old. The character must have done something significant in history, or have taken part in some event to qualify to take this ability and verified in their background (GM's permission required).
(SI) Eidetic Memory (true): You are able to recall images, sounds, or objects in memory with extreme precision. On an easy KNOWLEDGE roll the character is able to recall images, sounds or objects with a very high degree of accuracy. Notes: This Innate Ability gives character an almost perfect recall of all events. The range is 90% to 95% depending on the memory, the senses involved and how long ago.
(SI) Pain Resistance (true): You have a high pain threshold and can shrug off injuries that would kill most people. If the character is Wounded or Wounded Twice, on a Very Easy Willpower roll the character does not fall prone and can continue to act that round, albeit with the penalties for being either wounded or wounded twice. Also, it is much more difficult to stun this character. Add +3D to Strength rolls to resist all Stun damage. Notes: The bonus to rolls does not increase the skill itself and, therefore, when advancing the skill do not factor in the bonus when determining character points to be spent.
(SI) Tactical Genius (true): You have a remarkable natural grasp of tactics and can quickly respond to tactical situations around you (they call you Thrawn). The character adds +3D to all Tactics rolls. In addition, the character adds +1D to PERCEPTION for all initiative rolls Notes: The bonus to Tactics rolls does not increase the skill itself and, therefore, when advancing the skill do not factor in the bonus when determining character points to be spent.
(SI) Resilient (true): Your immune system and your body's ability to heal itself are both exceptional and nothing keeps you down for long. If the character is recovering from injuries through natural healing all resting times are 1/8th of normal, e.g. a wounded character can make a roll to heal after twelve hours of rest. In addition, all Bacta Tank healing is reduced by four hours to a minimum of one hour.
(A) Blessed: 6 luck points, 3pt
(A) Mentally Resistant: Mind tricks fail on me, 2pt
(A) Age Well: less affected by age, 1pt
(A) Awesome Blow: Max damage on crit, 2pt
(A) Blind Fighting: no penalty for darkness, 2pt
(A) Ex-Army: +1D to main damage rolls, 2pt
(A) Endure Heat/Cold: The character is resilient to temperature. +1D to STR vs heat and cold.
(A)Exceptional Deflection: (3), The character is excellent at deflecting bolts. +2d to Lightsaber skill to deflect bolts
(A)Honored: (3), You are highly honored and revered throughout Zakuulan history to the point where there are statues erected in his likeness.
(A)Research Genius: (3), +2d to all research checks.
(DA) ID Trouble: 3pt
(DA) Hunted: The Wraith, 2pt
(DA) Hunted: Iokath, 2pt

Equipment:
2 Custom Zakuulonite Lightsabers
Custom Staff / Pike
Zakuulan garb/uniform
Custom Zakuulon Knight Battle Armor
Hooded Cloak
Zakuulonite Utility Belt
Hand-Held Scanner: Ancient Tech standard scanner, and ATA gene smart device system installed
Stargate Shield Remote: Sends encoded signal through stargate to lower gate shield on incoming wormholes. Attaches to the forearm under clothes and armor

Credits: 5,250,000+



Zakuulonite Staff:

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Lightsaber Pike Retracted
Lightsaber Pike Extended

Name: Zakuulonite Staff
Model: Zakuulonite Pole Staff
Scale: Character
Skill: (s) Melee Combat: Zakuulan Pole Staff: 6D; /Saber; Lightsaber: Polesaber
Cost: Unavailable
Availability: X
Damage: STR+3D / 7D
Notes: specially made so that it can be joined together with a lightsaber to make a Pole-saber; Collapsible/ Extendable staff weapon. Made from a special Zakuulonite metal that mirrors cortosis properties.

Zakuulonite Lightsaber (left side):

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Name: Zakuulonite Lightsaber (left side)
Model: Specially made by Yamato
Scale: Character
Skill: Lightsaber
Cost: Not available for sale
Availability: X
Damage: 7D
Notes: specially made so that it can be joined together to make a double-bladed lightsaber/Saber-staff/ Pole-saber; ATA gene smart device system (will only ignite for Authorized users); made of Zakuulonite metal that mirrors cortosis ; Zakuulan crystal (Silver-blue); Standard Lenz; Unstable Emitter (while ignited the energy of the blade is constantly twisting/turning inside the field giving the blade a unique appearance); Synthetic Potentia energy cell (superior energy control and stability resulting in longer power life-time; and greater energy output. +2D damage, already included)

Zakuulonite Lightsaber (right side):

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Name: Zakuulonite Lightsaber (right side)
Model: Specially made by Yamato
Scale: Character
Skill: Lightsaber
Cost: Not available for sale
Availability: X
Damage: 7D
Notes: specially made so that it can be joined together to make a double-bladed lightsaber/Saber-staff/ Pole-saber; ATA gene smart device system (will only ignite for Authorized users); Made of Zakuulonite metal that mirrors cortosis; Zakuulan crystal (Silver-blue); Standard Lenz; Unstable Emitter (while ignited the energy of the blade id constantly twisting/turning inside the field giving the blade a unique appearance.); Synthetic Potentia energy cell (superior energy control and stability resulting in longer power life-time; and greater energy output. +2D damage, already included)

Custom Zakuulan Knight Battle Armor:

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Yamato's Custom Zakuulan Knight Battle Armor: Custom made and fitted, incorporates Zakuulan armor technologies. (located in a secure storage container in his quarters on Atlandia)
Model: Custom Zakuulan Knight Armor
Type: Personal Combat Armor, modified
Game effects: +2D/+1D ; no dex penelties
Suit: see below
IR Sensor Unit: +2D Perception in darkness or smoke. Plus, full communications array with an ear piece receiver. See below for more.
Description: Made of Zakuulonite metal that mirrors cortosis (cannot short out lightsabers on contact). The face shield (incorporated into the sensor unit) provides a HUD, and also protects user vs. blinding or flash damage. Utility Belt holds many of the Knight's tools for combat or mission variable use (this one also contains a slicing data pad for getting past computer locks, computer systems and the like).




The Dragon's Zakuulan Fleet

Freedom

Craft: Heavily Modified Atlantean Eternal Class Corvette
Type: Heavily Modified Personal Transport/Royal Transport/Command and Control Vessel/Destroyer
Scale: Capital ship
Length: 1000 meters; Width: 344 meters; Height: 165 meters
Skill: Capital Ship Piloting: Eternal Class Corvette
Crew: 100 or 200 Droids; Skeleton Crew: 10 or 50 droids/+10; Through the "chair" can be operated by 1/+10
Crew Skill: see Gemini, Droids, Yamato
Passengers: 500 (Troops): 100/100 Zakuulan Knights; 400/400 Zakuulan Skytroopers
Cargo Capacity: 5000 Tons
Consumables: 5 Years (Atlantean/fed tech replicators)
Cost: Not available for sale
Hyperdrive Multiplier: X1(uses Ancient Atlantean Tech) (Inter-galactic)
Hyperdrive Backup: X2 (uses Ancient Atlantean Tech) (Inter-galactic)
Jump Drive Multiplier: x.3 divided by ships space speed (for hyper dimensional space) (no recharge time; ZPM)
Nav Computer: Yes (Hyper accurate Zakuulan/Atlantean/fed tech)
Maneuverability: 1D+1
Space: Standard: 6*; Maximum: 49 (Ancient Atlantean Tech) (4 norm + X1.5 ZPM bonus*)
Atmosphere: 330; 800 KMH (+ X1.5 ZPM bonus)
Hull: 12D+2 (special, see below)
Shields: 3D Death Star Scale (Atlantean/Fed tech Unimatrix shield, see notes)
Sensors:

-Passive: 120/5D+1 (80/3D+2 norm + 1D+2 ZPM bonus + X1.5 range ZPM bonus)
-Scan: 210/5D+2 (140/4D norm + 1D+2 ZPM bonus + X1.5 range ZPM bonus)
-Search: 300/6D+1 (200/4D+2 norm + 1D+2 ZPM bonus + X1.5 range ZPM bonus)
-Focus: 7/6D+2 (5/5D norm + 1D+2 ZPM bonus + X1.5 range ZPM bonus)

Fighters: 12/12 Zakuulan Starfighters
Shuttles: 6/6 Zakuulan Shuttles; 2/2 Zakuulan Gunships, 4/4 Zakuulan Shuttles

Weapons:
3 Heavy Atlantean Pulse Plasma/Disruptor Hybrid Cannon Batteries
Fire Arc: 1 Front, 1 Left, 1 Right (20 per Battery, all Cannons in each battery are Fire Linked)
Scale: Capital ship
Skill: Capital Ship Gunnery
Fire Control: 12D (5D norm + 1D+2 ZPM bonus + +5D+1 Battery bonus)
Space Range: 3-15/36/75 (+ X1.5 range ZPM bonus)
Atmosphere Range: 6-30/72/150 Km (+ X1.5 range ZPM bonus)
Damage: 24D+1 (10D norm + 1D+2 ZPM bonus + 7D+1 FL bonus + +5D+1 Battery bonus)
Notes: Burst fire (+2D); designed to weaken opponents shield and hull resistances; therefore shield and hull strengths are halved.

5 Heavy Atlantean Plasma/Disruptor Hybrid Linear Beam Emitter Array Batteries
Fire Arc: 1 Front, 1 Left, 1 Right, 1 Back; 1 Turret (20 per battery)
Scale: Capital ship
Skill: Capital Ship Gunnery (can be fired by the "chair" also)
Fire Control: 12D (5D norm + 1D+2 ZPM bonus + 5D+1 Battery bonus)
Space Range: 3-15/36/75 (+ X1.5 range ZPM bonus)
Atmosphere Range: 6-30/72/150 Km (+ X1.5 range ZPM bonus)
Damage: 19D (12D norm + 1D+2 ZPM bonus + 5D+1 Battery bonus)
Notes: Sustained heavy Beam, designed to weaken opponents shield and hull resistances; therefore shield and hull strengths are halved.

15 Atlantean Pulse Plasma/Disruptor Hybrid Cannon Batteries
Fire Arc: 3 Front, 3 Left, 3 Right, 3 Back, 3 Turret (10 per Battery)
Scale: Capital ship
Skill: Capital Ship Gunnery
Fire Control: 9D+1 (5D norm + 1D+2 ZPM bonus + 2D+2 Battery bonus)
Space Range: 3-15/36/75 (+ X1.5 range ZPM bonus)
Atmosphere Range: 6-30/72/150 Km (+ X1.5 range ZPM bonus)
Damage: 13D+1 (8D norm + 1D+2 ZPM bonus + 2D+2 Battery bonus)
Notes: Burst fire (+2D); designed to weaken opponents shield and hull resistances; therefore shield and hull strengths are halved.

5 Atlantean Plasma/Disruptor Hybrid Pulse Linear Beam Arrays (see below)
Fire Arc: 2 Front/ Left/Back; 2 Front/Right/Back, 1 Turret (Fire Linked in Ventral & Dorsal Pairings)
Scale: Starfighter
Skill: Starship Gunnery (can be fired by the "chair" also)
Fire Control: 6D+2 (5D norm + 1D+2 ZPM bonus)
Space Range: 1-3/9/18 (+ X1.5 range ZPM bonus)
Atmosphere Range: 100-300/900/1.8 Km (+ X1.5 range ZPM bonus)
Damage: 12D+2 (8D norm + 1D+2 ZPM bonus + 1D FL bonus + 2D Burst fire bonus)
Notes: Designed to weaken opponents shield and hull resistances; therefore shield and hull strengths are halved.

2 Atlantean Drone Launchers
Fire Arc: Front (but can be launched at any target, in any arc)
Scale: Capital Ship/ Death Star
Skill: Capital Ship Gunnery ONLY from the "chair"
Fire Control: 5D (5D norm + 1D+2 ZPM bonus + 2D+2 Battery bonus)
Space: 4-22/54/112 (+ X1.5 range ZPM bonus)
Atmosphere Range: 8-44/108/224 Km (+ X1.5 range ZPM bonus)
Quantity: 10,000/10,000 total (1 port launcher; 1 starboard launcher; can only launch/control up to a total of 100 drones at a time; travel at a space speed of 25)
Damage: 4D+2 per 1 / 2D+2 Death Star per 10 (3D/1 & 1D/10 norm + 1D+2 ZPM bonus)
Notes: shields are ignored and hull strengths are halved; except bio-organic hulls.

Notes:
Potencia (ZPM) Primary Power System: This is a MK II standard ship scale crystal matrix systems design.
Cloaking Device: The Zakuulan Corvette has an Atlantean/Fed tech phased cloaking device. When active (whether moving or stationary) the ship is invisible and out-of-phase with the rest of the universe. The ship can pass through anything, and all attacks will have no affect (every scale). However, the ship's weapons won't be effective for anything that is in-phase.
The Eternal-Class Corvette has a Stargate on board. The gate room is located in the rear near the Observation lounge area. The bridge can control all gate functions if need be; there is a Stargate dialing device (DHD) located in the gate room as well. This is a Master Stargate. The gate does not function while in Hyperspace or using the Wormhole Drive.
Radiation/EMF shielding has been added to the entire vessel, for the crew's protection.
Hull: The hull of the Zakuulan Corvette has been refitted to a Poly-Crystalline armor mesh capable of deflecting/refracting over 80% of all energy directed at the ship's hull; plus a federation hull integrity field. Both are represented in the stats here. Ion cannons smaller than planet-based emplacements are ineffective against it.
Communications: hypertransceiver; Signal Compressor; holonet transceiver; signal scrambler (+2D); comm. Jammer
Atlantean/Fed tech Unimatrix shield with regenerative properties: Due to the augment of advancement found in Federation Unimatrix technology The Zakuulan Corvette has be refitted with a Hybrid Atlantean/fed tech Unimatrix shield.
Atlantean Hybrid beam arrays: The Ship was refitted with Fed tech/Atlantean hybrid beam weapons to allow focused beams or burst fire beams.
Sensors: High Resolution Sensors; sensor mask (+2D)
Security: superior ship security
Ship is equipped with Enhanced Lateral Thrusters (stats already reflect this).

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Destiny

Craft: Atlantean Destiny-Class Superdreadnought
Type: Flag Ship/Command and Control Ship/Mobile Fleet Carrier/ Mobile Base/ Superdreadnought
Scale: Capital Ship
Length: 20,000 meters; Width: 16,000 meters (wingtip to wingtip); Height: 5,000 meters
Skill: Capital Ship Piloting: Destiny-Class
Crew: 10,000; Skeleton: 2,381/+5; Through the "chair" can be operated by 1/+10
Crew Skill: see Gemini, droids, Yamato, Yui, Zakuulan Knights
Troops: 1,000,000 total: Skytroopers: 800,000; Zakuulan Knights: 100,000; Zakuulan Inquisitors: 80,000; Zakuulan Scions: 20,000
Passengers: 10,000
Cargo Capacity: 50,000,000 MT
Consumables: 10 Years (Ancient tech replicators)
Cost: Not available for sale
Hyperdrive Multiplier: X1 (uses Ancient tech Advanced) (Inter-galactic) (special, see below)
Hyperdrive backup: X2 (uses Ancient tech advanced) (Inter-galactic) (special, see below)
Jump Drive Multiplier: x.3 divided by ships space speed (for hyper dimensional space) (no recharge time, ZPM.)
Wormhole Drive: Not Operational at the moment
Nav Computer: Yes (hyper accurate Ancient tech, with redundant backup systems)
Maneuverability: 0D
Space: Standard: 6*; Maximum: 49 (Ancient Atlantean Tech) (4 norm + X3 ZPM bonus*)
Atmosphere: 330; 800 KMH (+ X3 ZPM bonus)
Hull: 12D+2 (special, see below)
Shields: 8D Death Star Scale (Lantean/Fed Tech Unimatrix shield system (in a bubble shield shell) with Shield regenerative properties)
Sensors:
-Passive: 240/7D (80/3D norm + 4D ZPM bonus + X3range ZPM bonus)
-Scan: 420/8D (140/4D norm + 4D ZPM bonus + X3 range ZPM bonus)
-Search: 600/8D+2 (200/4D+2 norm + 4D ZPM bonus + X3 range ZPM bonus)
-Focus: 15/9D (5/5D norm + 4D ZPM bonus + X3 range ZPM bonus)

Docked Vessels:

Capitol Ships:
7/7 Atlantean Aurora-Class Battleships (see note below)
9/9 Chevron-Class Battlecruisers (see notes below)
4/4 External Hard Dock points

Hanger Bays:
24/24 Additional Internal Hanger Bays for ships 1500m or less (see below)

Starfighters: 1720/1720 Total:
1000/1000 Ancient Origin-Class Starfighters
720/720 Ancient Cyphos-Class Heavy Starfighters

Shuttles: 300/300 Total:
200/200 Atlantean Puddle Jumpers
100/100 Luna-Class shuttles

Weapons: (see below for externally docked ship rules)

3 Atlantean Super Heavy Plasma-Disruptor Hybrid Beam Emitters (Fire Linked)
Fire Arc: Front
Scale: Death star
Skill: Capital Ship Gunnery (can only be fired by the "chair" or the Ships AI)
Fire Control: 9D (5D norm + 4D ZPM bonus)
Space Range: 6-30/72/150 (+ X3 range ZPM bonus)
Atmosphere Range: 12-60/144/300 Km (+ X3 range ZPM bonus)
Damage: 7D+2 (2D norm + 4D ZPM bonus + 1D+2 FL bonus)
Notes: Designed to weaken opponents shield and hull resistances; therefore, shield and hull strengths are halved. This is a constant beam from the ship for 1 round.

8 Heavy Atlantean Pulse Plasma/Disruptor Hybrid Cannon Batteries (10 Cannons per Battery)
Fire Arc: 4 Front, 2 Left, 2 Right
Skill: Capital Ship Gunnery (can either be fired by the "chair" or the Ships AI also)
Fire Control: 11D+2 (5D norm + 4D ZPM bonus + 2D+2 Battery bonus)
Space Range: 6-30/72/150 (+ X3 range ZPM bonus)
Atmosphere Range: 12-60/144/300 Km (+ X3 range ZPM bonus)
Damage: 18D+2 (12D Norm + 4D ZPM bonus + 2D+2 Battery bonus)
Notes: Burst fire (+2D); designed to weaken opponents shield and hull resistances; therefore shield and hull strengths are halved.

12 Atlantean Pulse Plasma/Disruptor Hybrid Cannon Batteries (10 Cannons per Battery)
Fire Arc: 3 Front, 3 Left, 3 Right, 2 Back, 1 Turreted
Skill: Capital Ship Gunnery (can either be fired by the "chair" or the Ships AI also)
Fire Control: 11D+2 (5D norm + 4D ZPM bonus + 2D+2 Battery bonus)
Space Range: 6-30/72/150 (+ X3 range ZPM bonus)
Atmosphere Range: 12-60/144/300 Km (+ X3 range ZPM bonus)
Damage: 14D+2 (8D Norm + 4D ZPM bonus + 2D+2 Battery bonus)
Notes: Burst fire (+2D); designed to weaken opponents shield and hull resistances; therefore, shield and hull strengths are halved.

45 Atlantean Gatling Plasma-Disruptor Hybrid Cannon Batteries (10 Cannons per Battery)
Fire Arc: 10 Front, 10 Left, 10 Right, 10 Back, 5 Turreted
Scale: Starfighter
Skill: Starship Gunnery (can either be fired by the "chair" or the Ships AI also)
Fire Control: 11D+2 (5D norm + 4D ZPM bonus + 2D+2 Battery bonus)
Space Range: 3-6 /36 / 75 (+ X3 range ZPM bonus)
Atmosphere Range: 300-1.2km/7.2km /15km (+ X3 range ZPM bonus)
Damage: 13D+2 (7D Norm + 4D ZPM bonus + 2D+2 Battery bonus)
Notes: sustained fire (+4D); designed to weaken opponents shield and hull resistances; therefore, shield and hull strengths are halved.

10 Gravitic Tractor Beam Projectors
Fire Arc: turret
Scale: Capitalship
Skill: Capital Ship Gunnery (can either be fired by the "chair" or the Ships AI also)
Fire Control: 9D (5D norm + 4D ZPM bonus)
Space Range: 3-15/45/90 (+ X3 range ZPM bonus)
Atmospheric Range: 6-30/90/180 km (+ X3 range ZPM bonus)
Strength: 9D +special (5D norm + 4D ZPM bonus)
Notes: When this beam hits the target vessel, it causes the vessels movement to be reduced to zero. Collateral system and personnel damage usually result. When the target is stationary, the beam is used to hold it in place.

6 Drone Launchers (2 primary, 2secondary, 2 Auxiliary)
Fire Arc: Front (but can be launched at any target, in any arc)
Scale: Capital Ship/ Death Star
Skill: Capital Ship Gunnery ONLY from the "chair" or the ships AI
Fire Control: 5D (5D norm + 4D ZPM bonus)
Space: 9-45/108/150 (+ X3 range ZPM bonus)
Atmosphere Range: 18-90/216/300 Km (+ X3 range ZPM bonus)
Quantity: 10,000/10,000 total (1 port launcher; 1 starboard launcher; can only launch/control up to a total of 100 drones at a time; travel at a space speed of 25)
Damage: 7D per 1 / 5D Death Star per 10 (3D/1 & 1D/10 norm + 4D ZPM bonus)
Notes: shields are ignored and hull strengths are halved; except bio-organic hulls.

Notes:
The Stardrive requires an enormous amount of power to be exerted at once for the sub-light engines to lift the city off of a planet, and so usually it can only be activated if there are at least 2 ZPMs powering the city-ship. This power requirement can be subverted, however, when an external power source supplies enough of the needed power that a single ZPM can supply the rest. The Hyperdrive itself requires relatively little power (compared to what a ZPM can generate) to travel interstellar distances, and the greatest amount of power expenditure during the entire process of taking off, flying through hyperspace, and landing on another planet typically occurs when powering up the inertial dampeners and achieving the necessary escape velocity to lift the multi-megaton city off of a planet's surface.

When at full speed a Stardrive is capable of matching the Asgardian Hyperdrive. While in use, the Stardrive requires a constant pilot in the Control Chair at all times; The Lanteans would have three pilots to switch between.

-This ship has a Wormhole Drive: The Wormhole drive is a powerful form of space travel developed for the city-ship of Atlantis by the Ancients, and based on the same wormhole technology of the Stargates.

The wormhole drive creates an artificial wormhole similar to that used by the Stargates, but with the exception that the wormhole does not require objects at either end for power or navigation, but rather the wormhole is sustained by the ship travelling through it. Because the ship using the drive-namely Atlandia-is shielded from the vacuum inside the wormhole, there is no need for a deconstruction/ reconstruction interface at either end. This drive allows the vessel to travel between or throughout galaxies almost instantaneously. While in use, the Stardrive requires a constant pilot in the Control Chair at all times; The Lanteans would have three pilots to switch between.
However, the technology was abandoned by the Ancients due to its instability, the astronomical power requirements, and the complexity of the calculations. If these problems were corrected, this system would operate normally.
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Atlantean Destiny-Class Superdreadnought Image 2
Atlantean Destiny-Class Superdreadnought Image 3
Atlantean Destiny-Class Superdreadnought Image 4