Elite Slicer/Jedi Knight


Original Stats | Current Stats | Force Data | Equipment

Background: See Max Alexander and Inanna Paddox, he is their son; or separate sheet. Note: Achilles started classic training at the age of 2 from both parents. He is also a savant in many ways.
Physical Description: See attached images.
Personality: Curious. An out-of-the-box thinker/problem-solver who tries to solve everything with the most simplest and efficient solution possible. At times almost too devious for his own good.
Objective(s): Known only to him (and the GM of course)
Quote(s): "Is that what that thing does?" "Hello…my name is Achilles Alexander, you tried to kill my parents…prepare to die," as his lightsaber ignites.

Template: Kid
Character Name: Achilles Alexander
Alias: Brexx Caladan
Prestige Class(es): 3rd Level Elite Slicer; 1st Level Jedi Watchman: 1st Level Jedi Pilot;
Gender: M
Species: Human
Age: 15
DOB: 19 BBY; 2nd month, 7th day
Height: 1.7m
Weight: 63.5kg
Force Sensitive: Yes
Force Points: 3
Dark Side Points: 0
Character Points: 36
Extra Character Points: 25
Cyber Points: 0
Move: 10
Place of Birth: Tapani Sector, Pelagia Province
Homeworld: Pelagon
Planet Base: Pelagon (formerly); Naboo (formerly); Kijinn (current)
ATA: 98%

Dexterity 3D: [T] Blaster 5D+2, [Ts] Blaster: Phaser Type II 6D, [T] Dodge 7D+2, Lightsaber 8D+2,

(s) Lightsaber: Form "Zero" (ML) 9D,
(s) Lightsaber: Form I, Shii-Cho (ML) 9D,
(s) Lightsaber: Form II, Makashi (IL) 9D,
(s) Lightsaber: Form III, Soresu (ML) 9D,
(s) Lightsaber: Form V, Shien (ML) 9D,
(s) Lightsaber: Form V, Djem So (ML) 9D,
(s) Lightsaber: Form X, Niman (IL) (Dual Single Blades) 9D,
(s) Lightsaber: Form X, Jar'Kai (IL) (Double Bladed) 9D,


Melee combat 7D, (s) Melee Combat: Denn'Bok 7D+1, pick pocket 3D, running 5D
Perception 2D: Bargain 5D, con 3D, hide 5D+2, persuasion 3D, search 5D+2, sneak 5D+2
Strength 2D: Brawling combat 7D, (As) martial arts: echani 1D, climbing/jumping 5D, stamina 6D+2, swimming 6D+2
Knowledge 3D: Alien species 5D, business 3D+1, cultures 3D+1, languages 5D, law enforcement 3D+1, planetary systems 5D, streetwise 3D+1, survival 3D, value 3D+1, technology 6D, (As*) technology: ancient 1D, (As*) technology: federation 1D, (As*) technology: gravimetric 1D, (As*) technology: organic 1D, willpower 5D
Mechanical 3D: Communications 3D+1, computer ops 6D, repulsorlift ops 3D+1, sensor 6D, space transports 5D, starfighter piloting 5D, starship gunnery 3D+1, starship shields 3D+1, (As*) transporter ops 1D
Technical 3D: Computer program/repair 6D, droid programming 3D+1, droid repair 3D+1, encryption 3D+1, first aid 3D+1, lightsaber repair 5D, security 4D, space transport repair 3D+1, starfighter repair 3D+1

Talents:
Control, Sense, Alter
Blaster
Dodge

Force Skills:
[T] Control: 7D (+5D+1 with right saber) (+7D+1 with left saber)
[T] Sense: 7D (+5D+1 with right saber) (+7D+1 with left saber)
[T] Alter: 7D (+5D+1 with right saber) (+7D+1 with left saber)

Force Powers:
Control: Absorb/Dissipate Energy, Accelerate Healing, Advanced Focus, Breath Control, Burst of Speed, Knight Speed, Calm, Combat Trance, Concentration, Contort/Escape, Control Disease, Control Pain, Detoxify Poison, Emptiness, Enhance Attribute, Enhance Speed, Force Jump, Hibernation Trance, Jedi Discipline, Remain Conscious, Remove Fatigue, Resist Stun
Sense: Combat Sense, Computer/Machine Translation; Cyber Sense, Electronic Sense, Danger Sense, Instinctive Astrogation, Life Detection, Life Sense, Machine Sense, Magnify Senses, Receptive Telepathy, Sense Disturbance, Sense Force, Sense Path, Sense Surroundings, Time Sense, Translation, Truth Sense
Alter: Electric Judgement, Force Jump, Force Push, Telekinesis
Control & Sense: Electronic Communication, Farseeing, Jedi Martial Combat, Lightsaber Combat, Mecha Empathy, Projective Telepathy, Speak with Machines
Control & Alter: Accelerate Another's Healing, Commune with Machines, Control Another's Pain, Detoxify Poison in Another, Induce Tranquility, Remove Another's Fatigue, Return Another to Consciousness; Transfer Force
Sense & Alter: Friendship, Dim Other's Senses, Sense Weight, Sensory Overload
Control, Sense & Alter: Affect Mind, Cyberlocke, Mecha Manipulation

Innate Ability:
Trademark: (s) Blaster: Phaser Type II (Achilles Maneuver), Bonus: +2

Character Advantages:
Battle Cry: (see quotes) +1D to Initiative
Computer Aptitude: +1D Comp/Droid Prog. & Repair, Security Systems
Connected: The Isil-zha
Fearsome Display: (see quotes) +1D to Intimidation
Knowledgeable: Technology rolls reduced by one difficulty level
Aura Chameleon: The character can't be detected with the Sense Force ability. This includes all Sense powers that can be used to detect any being. No dice roll, it just works.

Character Disadvantages:
Bad Liar: -1D Bargain, Command, Con, Gambling
Code of Honor: The Isil-zha
Easily Intoxicated: -1D/Point Stamina when drinking
Hunted: The Empire
Moral Qualms: Code against killing, that sort of thing

Prestige Class Specials:
Elite Slicer: Contact (uncle Fred), Resources, Target Bonus +1D
Jedi Watchman: Danger Sense
Jedi Counselor: Starfighter Defense

Equipment:
Bio-Organic Chip: implanted
2 Electrum Lightsabers in a fore-arm weapon storage system (+2D Construction Bonus)
Jedi Garb/Uniform
Hooded Cloak
Jedi Utility Belt
Denn'Bok
Phaser Type II
Tricorder Type 40
Anla'Shok Communicator (Fed Tech, looks like an emblem of some sort; smart device system incorporated)
Hand-Top Communicator/Computer Interface(on the top of his hand secured with an organic adhesive compound; smart device system incorporated)
Datapad (with Fed Tech standard tricorder capabilities, smart device system incorporated)
Homer Class Droid (Midnight, see below)
Alexa: Personal AI

Credits: 1,015,000




Bio-Organic Chip: Surgically installed at the base of the skull and spin; while active provides: (As*) Technology: Federation: 1D; (As*) Technology: Gravimetric: 1D; (As*) Technology: Organic: 1D. If programmed, these skills can be increased to a maximum of 3D via character point expenditure and then maintained as character owned not chip granted. If not programmed, then the chip only provides the listed and the skills cannot be raised or owned by the character.

Jedi Garb/Uniform:

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Equipped with an Armorweave underlay that reduces 20% of all energy damage.

Electrum Lightsaber (left side)

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Model: Specially made and hand-crafted, Bonded and Attuned (+2D to hit, damage and all skills)
Scale: Character
Skill: Lightsaber
Cost: Not available for sale
Availability: X
Body: 2D
Body Material: [GM: coming soon]
Damage: 15D+1 (5D combined average normal blade damage) (+0D PrC Damage) (+7D+1 to hit) (+13D for purposes of parrying/deflecting attacks) (+7D+1 to all force skills) (+3D to resist directed force attacks)

Crystals:

Perfect Kyber Odessen Crystal (silver): 6D Blade damage; +3D to hit; +3D damage; +3D for purposes of parrying/deflecting; +3D to resist directed force attacks; +3D to all force powers/skills; superior energy control resulting in longer power life-time; adds major resistance from power drain/corruption.
Pontite Ilum Crystal (blue): 4D Blade damage; +2D+1 to hit, damage, and parrying/deflecting; +2D+1 to all force powers/skills; Reroll a result of "1" on the wild die, six times per Adventure; superior energy control resulting in longer power life-time; adds major resistance from power drain/corruption.
Perfect Jenruax Crystal: 5D Blade damage; +2D+2 for purposes of parrying/deflecting.

Notes:

Specially made so that it can be joined together to make a double bladed lightsaber.
Smart Grip: installed with Fed Tech (will only ignite for programmed users).
Ossus Dueling Lens: +3D for purposes of deflecting; finely tunes the blade for complete control where dueling and blaster blot deflection is needed
Expert Fencing Emitter: +3D for purposes of parrying; most suitable for parry hand-to-hand attacks.
Mk IV (SSAQS) Isil-zha Energy Cell: +2D+1 to damage with total energy control and stability resulting in significant power life-time; impossible to damage from power drain/corruption.
+2D Force Imbued/Attuned Construction Bonus (already included in stats above.

Electrum Lightsaber (right side)

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Model: Specially made and hand-crafted, Bonded and Attuned (+2D to hit, damage and all skills)
Scale: Character
Skill: Lightsaber
Cost: Not available for sale
Availability: X
Body: 2D
Body Material: [GM: coming soon]
Damage: 17D+2 (5D combined average normal blade damage) (+0D PrC Damage) (+8D+1 to hit) (+11D+1 for purposes of parrying/deflecting attacks) (+5D+1 to all force skills) (+1D to resist directed force attacks)

Crystals:

Mephite Odessen Crystal (silver-blue): 5D Blade damage; +1D to hit; +1D damage; +1D for purposes of parrying/deflecting; +1D to resist directed force attacks; superior energy control resulting in longer power life-time; adds major resistance from power drain/corruption.
Pontite Ilum Crystal (blue): 4D Blade damage; +2D+1 to hit, damage, and parrying/deflecting; +2D+1 to all force powers/skills; Reroll a result of "1" on the Wild Die, six times per Adventure; superior energy control resulting in longer power life-time; adds major resistance from power drain/corruption.
Perfect Kyber Qixoni Crystal: 6D Blade damage; +3D to hit; +5D damage; +3D for purposes of parrying/ deflecting; +1D to all force powers/skills; superior energy control resulting in longer power life-time; adds major resistance from power drain/corruption.

Notes:

Specially made so that it can be joined together to make a double bladed lightsaber.
Ossus Dueling Lens: +3D for purposes of deflecting; finely tunes the blade for complete control where dueling and blaster blot deflection is needed.
Expert Fencing Emitter: +3D for purposes of parrying; most suitable for parry hand-to-hand attacks.
Mk IV (SSAQS) Isil-zha Energy Cell: +2D+1 to damage with total energy control and stability resulting in significant power life-time; impossible to damage from power drain/corruption.
+2D Force Imbued/Attuned Construction Bonus (already included in stats above).

Phaser Type II (TNG movie)

Model: Phaser Weapon
Scale: Character (adjustable; up-to Starfighter)
Skill: (s) Blaster; Phaser (required)
Cost: N/A
Availability: X
Body: 2D
Body Material: [GM: coming soon]
Range: 2-6/20/40
Damage: 1-10D
Notes: Fed Tech Phaser, various settings depending on need. Smart grip installed with Fed Tech (will only function for programmed users).

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Tricorder Type 30 (TNG movie)

Model: Science Scanner
Scale: Character
Skill: (s) Sensors: Tricorder (required)
Cost: N/A
Availability: X
Body: 2D
Body Material: [GM: coming soon]
Weight: .6kg
Range: 1000/2500/5000

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Denn'Bok

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Model: Ranger Melee Weapon
Scale: Character
Skill: (s) Melee Combat: Denn'Bok
Cost: Unavailable
Availability: X
Body: 7D
Body Material: [GM: coming soon]
Damage: STR + 3D
Notes: Collapsible staff weapon with a cortosis weave.

Achilles's Jedi Battle Armor

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Model: Heavily Modified Jedi Combat Armor *
Type: Personal Combat Armor, modified; incorporates Jel Shey armor technologies
Scale: Character
Protected Areas: All except head and joints
Body: see below
Body Material: [GM: coming soon]
Game effects: see below
Suit: see below
full communications array with an ear piece receiver. See below for more.
Description: Energy Shielding MK III Armorweave overlay (Reduces 25% of all energy damage); Durasteel MK V Armorweave underlay (+2D vs. Physical, Bludgeoning, Piercing, Slashing damage); Fed Tech Holographic Stealth Field (makes the wearer appear invisible as they are blended in with their surroundings. It however, does not block any sound the user may make while cloaked. The Power supply lasts for 5 hours before it must be recharged). Utility Belt holds many of the Jedi 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).

*Achilles's Jedi Battle Armor: heavily modified; Incorporates Jel Shey armor technologies.
Located in a safe in his quarters on the Valkyrie.



Droid Companion



Background: Class of Droids used by the Isil-zha. For more information ask GM.
Physical Description: Self-explanatory
Personality: Completely loyal to the Isil-zha, the Anla'Shok and their owner (Achilles).
Objective(s): Known only to him (and the GM of course)
Quotes: "Sentient, would you care for a strategic game or would you require my assistance in training?" "You have been warned... ENGAGING LETHAL MODE!" "Oh bother."

Template: Personal Droid (Heavily Modified Targeting Droid)
Droid Name: Midnight
Gender: Male programming
Species: Droid
Age: N/A
Height: .4 m in diameter
Weight: 34kg
Force Sensitive: No
Force Points: 0
Dark Side Points: 0
Character Points: 20
Extra Character Points: 0
Move: 20 (uses Fed Tech anti-gravity for constant flight/hovering)

Dexterity 4D: Acrobatics 7D+2, (s) Armor Weapons: Droid 9D, Blaster 9D, Dodge 9D+2, Melee Combat 5D+2, (A) Sniper 2D
Perception 4D: Bargain 5D, Command 5D, Con 7D, Forgery 9D, Gambling 7D, Hide 7D+2, Investigation 7D+1, Persuasion 9D+2, Search 9D+2, Sneak 7D+2
Strength 8D: Brawling Combat 9D+2, Flight 7D+2, Stamina 8D+1
Knowledge 6D: (A) Alien Biology 2, Alien Species 7D, Art 7D, Biochemistry 7D, Bureaucracy 7D, Business 7D, (s) Business: FTRON 7D, Business Administration 7D, Culinary Arts 7D, Cultures 9D+2, Earth Science 7D, Ecology 7D, Filing Systems 7D, (A) Galactography 2D, Genetics 7D, Home Economics 7D, Humanoid Biology 12D, Intimidation 7D, Languages 15D+1, Law Enforcement 7D, (A) Linguistics 2D, Market Analysis 7D, Planetary Systems 9D+1, Politics 7D, Scholar 12D+2, (s) Scholar: Jedi Lore 15D, (s) Scholar: History 12D, (s) Scholar: Martial Art Forms/Techniques 7D, Streetwise 5D, Survival 12D+2, Tactics 7D, (s) Tactics: Bodyguard 7D+2, (s) Tactics: Capital Ships 7D+2, (s) Tactics: Martial Arts 7D+2, (s) Tactics: Starfighters 7D+2, (s) Tactics: Planetary Defense 7D+2, Technology 12D, (As*) Technology: Federation 10D+1, (As*) Technology: Gravimetric 10D+2, (As*) Technology: Organic 10D+2, Value 7D, Willpower 12D
Mechanical 4D: Astrogation 7D+1, Capital Ship Gunnery 7D, Capital Ship Piloting 7D, Capital Ship Shields 7D, Communications 9D, Computer Ops 15D, Sensors 12D+1, Space Transports 7D+2, Starfighter Piloting 10D, (s) Starfighter Piloting: Jedi Starfighter 10D+1, Starship Gunnery 11D, Starship Shields 11D, (As*) Transporter Ops 7D, Vehicle Weapons 7D
Technical 4D: Armor Repair 7D, (s) Armor Repair: Jedi 7D+2, Blaster Repair 7D, Capital Ship Repair 9D+2, Capital Ship Weapon Repair 9D+2, Computer Program/Repair 15D+2, Demolition 7D, Droid Programming 9D+2, Droid Repair 12D+2, Encryption 12D, (As) Engineering: Capital Ship 2D, (As) Engineering: Starfighter 2D, (As) Engineering: Space Transports 2D, (As) Engineering: Lightsaber 2D. (As) Engineering: Computer 2D, (As) Engineering: Droid 2D, Firearms Repair 7D, First Aid 7D, Ground Vehicle Repair 7D, Hover Vehicle Repair 7D, Lightsaber Repair 12D+2, Nautical Craft Repair 7D, Prosthetic Repair 7D, Repulsorlift Repair 7D, Security 15D, Space Transports Repair 12D+2, Starfighter Repair 12D+2, Starship Weapon Repair 12D+2, Transporter Repair 9D

Talents:
Varies (GM's discretion)

Innate Abilities:
Ambidextrous: You are equally proficient in performing tasks with your left or right hand. The character no longer suffers a penalty to skill rolls when using their offhand. This does NOT mean using both hands simultaneously; that falls under Ambidexterity.
Appraisal: The character can evaluate within a 20% margin the cost of an item after inspecting it
Eidetic Memory: 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 does not give character a perfect recall of all events. The range is 60% up to 90% depending on the memory and the senses involved.
Internal Clock: On an Easy Perception roll the character can determine the time with a 5-10 minute margin of error. Notes: The character needs to have some form of reference point once in a new location with a different time zone and knowledge of the local length of day.
Internal Compass: On an Easy Perception roll the character can determine the direction of north with a 5-10% margin of error.
Lightning Reflexes: The character adds +2 to Perception for all initiative rolls.
Lip-Read: On a Moderate Perception roll the character can lip-read what another being is saying. Notes: The being must be of the same species as the character as well as be able to see the being’s lips move and speak the same language that is being used. However, additional species and languages may be added, up to a maximum of 3 each (start of campaign only), for an extra 4 CPs per species and 5 CPs per language. Also, the language must already be known and the skill of Alien Species must be at least 5D. There are certain languages that cannot be understood in this manner and will not be allowed.
Quick Draw: The character may draw and use a single handheld weapon as one action. Drawing the weapon does not count towards the total number of actions for the round.
Quick Learner: When learning new skills, the character advances two pips above the attribute rather than the usual one pip. Notes: The cost in character points is the same as advancing one pip and time is reduced by at least one day.
Regenerate: If the character is recovering from injuries through natural healing all resting times are quartered due to nanite repair system, e.g. a wounded character can make a roll to heal after 14 hours of rest.
Stubborn: If someone (including an ally) attempts to Bargain, Con or Persuade the character, add a +5 modifier to the difficulty. In addition, the character adds +1D to all Willpower rolls. Notes: The bonus to Willpower 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.
Stun Resistance: It is much more difficult to stun this character. Add +1D to Strength rolls to resist all Stun damage.
Ventriloquist: On a difficult Con roll the character can throw their voice. Notes: Normal Con modifiers apply.
Veteran Under Fire: Suppression fire shots have a difficulty value of Very Difficult rather than Difficult against someone with this ability

Equipment: all internal, see below.

Shell/Hull: Made from Tritainium and reinforced with a Hull Integrity Field (both Fed Tech). This has already been added into his strength rating.
Shields: Has a built-in shielding system (Fed Tech). While active has a shield rating of 3D walker scale. When his shields are up, he cannot attack.
Power Supply: Has a Fed Tech Micro-Power Plant (similar to a sub-space engine).
Replicator (arms): Can replicate any "arm" needed to facilitate or help in whatever task he is working on; i.e. power saw, cutting torch, light, computer interface, etc. He can only replicate up to 2 tools at one time.
Communications System: An internal Fed Tech sub-space communications system. Range is restricted to inner solar system. All the various features installed. He also has a vocabulator so he can actually speak with others.
Holoprojector: Can project Holographic images (Fed Tech) for communication or for distraction purposes. If combined with his Shield system, can be used for stealth modes (he will be "cloaked" but only truly be able to blend in with his surroundings). If used in this fashion, his shields are non-protective.
CPU: Homer Class droids have a very advanced micro-positronic computer core (Fed Tech).
Healing: Homer Class droids have Nanites that repair them when it is needed.

Weapons:
Stun Ray
Type: Training Stun Ray
Scale: Character
Skill: Armor/Droid Weapons
Cost: N/A
Availability: X
Range: 2-6/20/40
Damage: 1-10D (stun damage only)
Notes: There are various settings and difficulties.
Personal Linear Phaser Array
Model: Built-in Personal Phaser
Scale: Character
Skill: Armor/Droid Weapons
Cost: N/A
Availability: X
Damage: 1-10D
Notes: Fed Tech Phaser Array system; various settings depending on need.


Alexa: Personal AI

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Alexa: Holographic Version

Background: Ask GM
Physical Description: 1-inch Chip (Physical); Blue Sphere (Holographic)
Personality: Completely loyal to the Isil-zha, the Anlashok, and her creator.
Objective(s): known only to her (and the GM of course)
Quotes: "4... 3... 2... 1... Engage."

Template: Personal AI
Character Name: Alexa
Gender: N/A
Species: Droid
Age: N/A
Height: N/A
Weight: .03kg (physical form)
Force Sensitive: No
Force Points: N/A
Dark Side Points: N/A
Character Points: 10
Extra Character Points: 10
Cyber Points: AI
Move: N/A

Dexterity 0D:
Perception 4D: Bargain 5D, command 5D, con 9D, forgery 10D, investigation 10D, persuasion 9D, search 9D
Strength 0D: Stamina 8D
Knowledge 8D: Alien species 7D, bureaucracy 7D, cultures 7D, ecology 7D, filing systems 8D, (A) galactography 4D, genetics 7D, humanoid biology 7D, intimidation 9D, languages 10D, law enforcement 9D, (A) linguistics 4D, planetary systems 9D, scholar 10D, (s) scholar: jedi lore 11D, (s) scholar: history 11D, survival 10D, tactics 12D, (s) tactics: capital ship 13D, (s) tactics: starfighters 13D, (s) tactics: planetary defense 13D, technology 12D, (As) technology: ancient 4D, (As) technology: federation 4D, (As) technology: gravimetric 4D, (As) technology: organic 4D, willpower 10D
Mechanical 6D: Astrogation 10D, capital ship gunnery 7D, capital ship piloting 7D, capital ship shields 7D, communications 12D, computer ops 12D, sensors 10D, space transports 7D, (s) space transports: courier class 8D, starfighter piloting 7D, (s) starfighter piloting: eta-2 class 8D, starship gunnery 7D starship shields 7D, transporter ops 7D
Technical 4D: Capital ship repair 5D, capital ship weapon repair 5D, computer program/repair 12D, demolitions 7D, droid programming 12D, droid repair 5D, encryption 12D, (As) engineering: capital ship 2D, (As) engineering: starfighter 2D, (As) engineering: space transports 2D, (As) engineering: computer 2D, (As) engineering: droid 2D, first aid 5D, ground vehicle repair 5D, hover vehicle repair 5D, lightsaber Repair 5D, nautical craft repair 5D, repulsorlift repair 6D, security 12D, (s) seurity: starfighter 12D+2, space transport repair 5D, starfighter repair 5D, starship weapon repair 5D, (A) transporter repair 4D

Talents: Varies (GM's discretion)

Innate Abilities: Appraisal, Eidetic Memory, Internal Clock, Internal Compass, Lightning Reflexes, Lip-Read, Quick Learner, Stubborn, Ventriloquist

Advantages: Attentive, Accurate Assessment, Careful Planner, Autonomous

Disadvantages: Sociopathic, Kleptomania, Data

Equipment: all internal, see below
Power Supply: Has a Fed Tech Micro-Power Plant (similar to a sub-space engine)
Holo-projector: Can project Holographic images (Fed Tech) for communication or for distraction purposes
CPU: Very advanced crystalline structure AI (Isil-zha Tech)




Achilles's Jedi Starfighter

Craft: Eta-2 Class Space Superiority Jedi Interceptor Starfighter
Type: Heavily Modified Eta-2 Actis Interceptor Starfighter
Scale: Starfighter
Length: 10 meters
Width: 6 meters
Height: 2.5 meters
Skill: Starfighter Piloting: Ets-2 class
Crew: 1; Autopilot /+5 (see below)
Crew Skill: see Achilles and Midnight
Passengers: None
Cargo capacity: 50kg
Consumables: 2 weeks (federation food replicator)
Cost: Not available for sale
Jump Drive Multiplier: x.3 divided by ships space speed (for hyper dimensional space) (No recharge time, SAQS)
Nav Computer: Yes (a mini-Federation computer core)
Maneuverability: 8D+1* (7D norm + 1D+1 SAQS bonus) (Advanced Gravimetric Drive System, see below)
Space: 14* (uses an Advanced Gravimetric Drive System, see below)
Atmosphere: 485; 1700 kmh (uses an Advanced Gravimetric Drive System, see below)
Hull: 8D+2 (Incorporates an improved Bio-Organic Armored hull, see notes below)
Hull Material(s): [GM: coming soon]
Shields: Special (9D+1 capital scale), see notes below (8D norm + 1D+1 SAQS bonus)
Sensors: * (special, see below)
Passive: 40/3D+1 (2D norm + 1D+1 SAQS bonus)
Scan: 70/4D (2D+2 norm + 1D+1 SAQS bonus)
Search: 100/4D+2 (3D+1 norm + 1D+1 SAQS bonus)
Focus: 4/5D+1 (4D norm + 1D+1 SAQS bonus)
* Special: Organic Advanced High Resolution Sensors; Sensor Mask (+4D); Hyperspace Engine destabilization.

Weapons: This vessel does not suffer negative targeting dice due to scale differences.
4 Medium Pulse Fusion Cannons (fire linked)
Scale: Starfighter
Fire Arc: Front
Skill: Starship Gunnery (can be fired by ship’s computer also, see Autopilot below)
Fire Control: 6D (4D+2 norm + 1D+1 SAQS bonus)
Space Range: 1-2/3/5
Atmosphere Range: 100-300/900/15km
Damage: Normal: 15D+1 (12D Norm + 2D FL bonus + 1D+1 SAQS bonus)
Damage: Burst Fire: 17D+1 (12D Norm + 2D FL bonus + 1D+1 SAQS bonus + 2D Burst Fire)
Notes: The guns take high mass particles and compress them until they reach fusion. These particles are then fired in a beam. In effect this is a directed thermonuclear explosion. No game penalties for burst or sustained fire modes.

Federation Mini-Photon Torpedo Launchers (see below)
Fire Arc: Front *
Scale: Starfighter
Skill: Starship Gunnery (can be fired by ship’s computer also, see Autopilot below)
Fire Control: 5D
Space Range: 2-10/40/80 (travels at space speed 37 + ships speed)
Atmosphere Range: 4-20/80/160 km
Quantity: 6 Mini-Photon Torpedoes; 2 Mini-Quantum Torpedoes
Damage: Warhead Damage by Type, see below
Photon Torpedo: 10D Starfighter scale in a 1 unit radius; standard range.
Quantum Torpedo: 6D Capitalship scale, in a 1 unit radius; standard range; ½ Hull Resistances.
Notes: Each torpedo comes pre-packaged; there is no need to inject matter or anti-matter into the torpedo prior to launching. Safe guards are still in place to keep the matter and anti-matter separated.
* It doesn’t matter the fire arc once the torpedo is locked on, the torpedo(s) will go after and track the target on its own; they will change course as needed to impact with their designated target (they will last for 10 rounds before they run out of fuel and then explode). Further, this targeting system will target a full 360x360 degree arc; so once the torpedo is fired it will even pull a 180 or whatever (safely) and go after its target.

Holographic Stealth Jamming Device
Fire Arc: All
Scale: Capital Ship
Skill: Sensors (can be activated by ship’s computer also, see Autopilot below)
Fire Control: 0D
Space: 1-6/15/30
Atmosphere: 100-600/1.5km/3km
Damage: -3D+1 from enemy Fire Control (Capitalship Scale) (-2D norm + 1D+1 SAQS bonus)
Notes: Using Federation Holographic technologies, this device “blurs” the targeting sensors/scanners of enemy ships to the point were targeting sensors/scanners cannot achieve a lock-on. This device reduces enemy Fire Control dice by the die code listed for the Jamming Device; this is an AOE effect, but stronger the closer to the enemy vessel. In essence, it works exactly like the "Enemy Targeting Jammer" from an A-Wing, using the Sensors skill for use, is part of the Sensor systems, but works at capital scale. This means Starfighter scale and below will be affected by the scale difference, and may effectively have 0D Fire Control on their weapons (the penalties to Fire Control will not go past a reduction to 0D).

Notes:

Click on image for full size

With warp nacelle flaps opened



Valkyrie

Commanding Officer: Commander Jorkalla Ambenoth
Craft: Valkyrie Class Heavy Corvette
Type: Multi-purpose Vessel
Scale: Capital Ship
Length: 208 meters; Width: 135 Meters; Height: 52 meters
Skill: (s) Capital Ship Piloting: Valkyrie Class
Crew: 68; Skeleton crew: 7/+5; Autopilot (see below)
Crew Skill: see Anla'Shok
Troops: 100; see Anla'Shok
Passengers: 20
Cargo capacity: 500 MT
Consumables: 1 Year (Fed Tech replicators)
Cost: Not available for sale
Jump Drive: x.3 divided by ships space speed (for hyper dimensional space) (No recharge time, SDC)
Wormhole Drive: x.1 divided by ships space speed (for Virtually Instantaneous travel) (No recharge time, SDC)
Nav Computer: Yes
Maneuverability: 5D* (2D norm + 3D SDC bonus) (Drive Core System, see below)
Space: 12*; Maximum: 49* (uses the Drive Core System, see below)
Atmosphere: 520*; 2,000* KMH (uses the Drive Core System, see below)
Hull: 8D+2 (Incorporates an improved Bio-Organic Armored hull, see notes below)
Hull Material: [GM: coming soon]
Shields: special (3D+1 Death Star scale), see notes below (+1 norm + 3D SDC bonus)
Sensors: * (special, see below)
  Passive: 180/6D+2 (90/3D+2 norm + 3D SDC bonus + x2 SDC range bonus)
  Scan: 360/7D (180/4D norm + 3D SDC bonus + x2 SDC range bonus)
  Search: 540/7D+2 (270/4D+2 norm + 3D SDC bonus + x2 SDC range bonus)
  Focus: 28/8D (14/5D norm + 3D SDC bonus + x2 SDC range bonus)
Special: Organic Advanced High Resolution Sensors; Sensor Mask (+4D); Hyperspace Engine destabilization.

Hanger Bay: 4/4 Gray Class; the Phoenix

Weapons:

Note: This Ship does not suffer negative targeting dice due to scale differences.
Heavy Quantum-Gravitic Discharge Beam Cannon
Fire Arc: Front
Scale: Capital Ship
Skill: Capital Ship Gunnery (can be fired by ship's computer also, see Autopilot or Alexa below)
Fire Control: 9D+1 (4D+2 norm + 3D SDC bonus + 1D+2 Autopilot bonus)
Space Range: 24-120/288/600 (+ x2 SDC range bonus)
Atmosphere Range: 24-120/288/600 Km (+ x2 SDC range bonus)
Damage: 15D (12D norm + 3D SDC bonus)
Notes: Ignores shields and hull rating is halved. This weapon system functions by firing a beam of coherent gravity waves at a target, which disrupts the very molecules of the target at a quantum level. Any target area hit by the beam is literally torn apart at the subatomic level, reducing the affected area to a very hot cloud of quarks and mesons. This weapon system can be directed at up to three different targets in the same round (if the targets are in the same fire arc as the weapon). If the weapon is directed at only one target the entire round, damage is tripled. This is a constant beam from the ship for 1 round.
Special: This weapon can fire one devastating blast, if the ships Jump Drive is shut down and the power is channeled into the weapon system, the weapons damage can be quadrupled but the Jump Drive will take two minutes to be brought back on line. When used in that fashion, this is the only weapon to be fired that round.

4 Fusion Beams
Fire Arc: 2 Front/Left/Back; 2 Front/Right/Back
Scale: Capital Ship
Skill: Capital Ship Gunnery (can be fired by ship's computer see Autopilot or Alexa below)
Fire Control: 9D+1 (4D+2 norm + 3D SDC bonus + 1D+2 Autopilot bonus)
Space Range: 8-40/96/200 (+ x2 SDC range bonus)
Atmosphere Range: 8-40/96/200 Km (+ x2 SDC range bonus)
Damage: Burst Fire: 15D (10D Norm + 3D SDC bonus + 2D Burst Fire)
Sustained Fire: 17D (10D Norm + 3D SDC bonus + 4D Sustained Fire)
Notes: The guns take high mass particles and compress them until they reach fusion. These particles are then fired in a beam. In effect this is a directed thermonuclear explosion. This weapon is far more powerful than a Fusion Cannon is. This weapon system can be directed at up to three different targets in the same round (if the targets are in the same fire arc as the weapon). If the weapon is directed at only one target the entire round, damage is tripled. No game penalties for burst or sustained fire modes.

4 Neutron Cannon/Particle Beams
Fire Arc: Turret
Scale: Starfighter
Skill: Starship Gunnery (can be fired by ship's computer also, see Autopilot or Alexa below)
Fire Control: 10D+2 (6D norm + 3D SDC bonus + 1D+2 Autopilot bonus)
Space Range: 2/6/10 (+ x2 SDC range bonus)
Atmosphere Range: 600/1.8/30 km (+ x2 SDC range bonus)
Damage: 10D and 6D Ionization (7D norm + 3D SDC bonus)
Notes: These weapons are not as powerful as the Neutron cannons mounted on the Windu Class vessels and the weapons primary purpose is point defense. These guns fire bursts of atomic particles at close to the speed of light but unlike other Particle Beams weapons, most of the beam consists of Neutrons. Weapon does double damage to organic targets; the weapon also plays havoc on electrical systems. This weapon system can be directed at up to three different targets in the same round (if the targets are in the same fire arc as the weapon). If the weapon is directed at only one target the entire round, damage is tripled.

Holographic Stealth Jamming Device
Fire Arc: All
Scale: Capital Ship
Skill: Sensors (can be activated by ship's computer also, see Autopilot or Alexa below)
Fire Control: 0D
Space: 2-12/30/60 (+ x2 SDC range bonus)
Atmosphere: 2-12/30/60 km (+ x2 SDC range bonus)
Damage: -5D from enemy Fire Control (Capitalship Scale) (-2D norm + 3D SDC bonus)
Notes: Using Federation Holographic technologies, this device "blurs" the targeting sensors/scanners of enemy ships to the point were targeting sensors/scanners cannot achieve a lock-on. This device reduces enemy Fire Control dice by the die code listed for the Jamming Device; this is an AOE effect, but stronger the closer to the enemy vessel. In essence, it works exactly like the "Enemy Targeting Jammer" from an A-Wing, using the Sensors skill for use, is part of the Sensor systems, but works at capital scale. This means Starfighter scale and below will be affected by the scale difference, and may effectively have 0D Fire Control on their weapons (the penalties to Fire Control will not go past a reduction to 0D).

Notes:

Click on image for full size



The Phoenix

Craft: Personally Constructed Transport
Type: Multi-Role Personal Transport
Scale: Starfighter
Length: 30 meters; Width: 19.6 meters; Height: 5 meters
Skill: Space Transports: The Phoenix
Crew: 2; skeleton: 1/+5; Autopilot (see below)
Crew Skill: see Achilles, Midnight, Alexa
Passengers: 2
Cargo capacity: 5 MT
Consumables: 1 month (Fed Tech replicator)
Cost: Not available for sale
Jump Drive: x.3 divided by ships space speed (for hyper dimensional space) (No recharge time, SDC)
Wormhole Drive: x.1 divided by ships space speed (for Virtually Instantaneous travel) (No recharge time, SDC)
Nav Computer: Yes
Maneuverability: 8D * (5D norm + 3D SDC bonus) (Drive Core System, see below)
Space: 16*; Maximum: 49* (uses the Drive Core System, see below)
Atmosphere: 520*; 2,000* KMH (uses the Drive Core System, see below)
Hull: 8D+2 (Incorporates an improved Bio-Organic Armored hull, see notes below)
Hull Material: [GM: coming soon]
Shields: special (3D+1 Death Star scale), see notes below (+1 norm + 3D SDC bonus)
Sensors: * (special, see below)
  Passive: 160/6D (80/3D norm + 3D SDC bonus + x2 SDC range bonus)
  Scan: 280/6D+2 (140/3D+2 norm + 3D SDC bonus + x2 SDC range bonus)
  Search: 400/7D (200/4D norm + 3D SDC bonus + x2 SDC range bonus)
  Focus: 10/7D+2 (5/4D+2 norm + 3D SDC bonus + x2 SDC range bonus)

Special: Organic Advanced High Resolution Sensors; Sensor Mask (+4D); Hyperspace Engine destabilization.

Weapons: This Ship does not suffer negative targeting dice due to scale differences.
Notes:
Click on image for full size

The Phoenix Cockpit
The Phoenix Deckplan