S&S Ship: Starpiercer

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Light Frieghter Small Galactic Coalition

CHASSIS SIZE ORIGIN

Starpiercer 5 6 1/6
WEAPON SLOTS DEVELOPMENT SLOTS required CREW
SPACESHIP name

CLOSE RANGE MEDIUM RANGE LONG RANGE


WEAPONS SYSTEMS 0-7 ARC 0-15 ARC 0-30 ARC*

14 3 10 NAME ATK BONUS damage RANGE COST

AC BODY SPEED
Boarding Spike N/A Contact N/A

HIT POINT MAXIMUM 35

Heavy Gun x2 2d12 Medium 1 slot

Each individual gun requires 1 round to recharge after firing, Each gun is 1 slot

CURRENT HIT POINTS


Shield Buster 1d12 Close 1 slot
BARRIER MAXIMUM 35
Deals double damage to barriers and no damage to ship hulls

Arcane Blaster Varies Medium 1 slot


CURRENT BARRIER POINTS
Requires someone that can cast a cantrip or use a psychic knack, damage dealt is the same as the cantrip in plasma

+2 3 3 Longshot 1d12 Long 1 slot

HANDLING TURN CHARGE


*Weapons with long range impose disadvantage on attack rolls made against targets within 7 arcs of them.

Roles aboard the vessel:


PILOT (moves the ship, performs an action each turn that
determines where the ship is and how defensible the ship is
They can use trick manuevers to gain the advantage.)

SCIENCE OFFICER (operates the primary computer terminal


They can hack enemy ships, scan enemy vessels, and can
perform countermeasures that help defend the ship)

ENGINEERS (one or more characters can work in the engine


room where they can repair the ship's barriers, divert power
from one system on the ship to another, overclock a system
or perform countermeasures that help defend the ship)

GUNNERS (one or more characters can actively be on the


guns shooting foes. A single character can only fire two
weapons in a single turn. The ship has a total of 4 normal guns
and one arcane blaster that requires a full action to shoot
thus the ship can have a total of 3 gunners at one time)
NOTES SPACESHIP APPEARANCE
NCE

Mark II Defense System (AC 14, 35 BP)


Recreation Suite
Escape Pods
Medical Bay
Hangar Bay (with Shuttle)

DEVELOPMENTS

Charlie Fulla (Order #38739924)

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