I.D.F. Bronze Class Cruiser

Then, too, the pilot's care: the stars are scaled, and sky with ocean joined

Category:
transport/conveyance
Description:

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Type: Military              Subtype: Standard                Restriction: Special, I.D.F. Only
Size: Medium (-24 Size)     Length: (1,000) Feet             Weight: (64,000) Tons
Cargo: (364) Tons           Hit Die: 240d20 (4800)           Armor Hardness: 80
Structural H.P.: (2400)     Hull H.P.: (2400)                Shield H.P.: (1800+?) 
Cruising Speed: (12)c       Tactical Speed: (4,000),(8)sqr   Afterburner Speed: (5,500),(11)sqr
Minimum Crew: (16)          Crew Capacity: (64)	             PDC: (72)
Passenger Capacity: (12)  
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 Defense   =  10  +  Size  +  Pilot Class  +  Pilot Dex Bonus  +  Armor  +  Misc.
 (17/21*)  =  10  + (-24)  +     (+8)      +       (+5)        +  (+10)  +  (+8) + (+4)* 
Flatfooted Defense:  (12/16*)
Autopilot Defense:   (9/13*)
* = Defense Vs.Missiles
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Modifiers

  Initiative Modifier:	      (+11)
  Pilot's Class Defense:      (+8)
  Pilot's Dexterity:	      (+5)
  Pilot Check:                (+20)
  Computer Use Check:	      (+23) Communications/Sensors, (+23) Engineering
  Navigation Check:           (+21)
  Gunners Ranged Attack:      (+12), Total w/ Bonuses: (+21)
  Targeting System:	      (+5)
    Targeting Software:       (+4) 
  Auto Pilot Defense Bonus:   (+5)
  Grapple:	              (+16/+16) or (+24), Tractor Beams (2), Ultra-Light
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Configuration: BP Cost: (9), Power Cost: (0), Cargo Cost: (1,200)Tons

  Size: Medium, Cargo: (3,200)tons, Min Crew: (16), Min Power: (32)=> 28
  Superstructure: Cerametal, HD- (+140), Build Points- (131)
  Superstructure Sub-Type: Military Class II,(60%/78), A(2),W(2)
  Armor: Neutronite (Standard), (-500) Tactical Speed
  Power Core: (3)(Med)Antimatter Reactors(Electric), Provided Power: (315)
              (1)(Med)Inversion Generator(Psionic), Power Point Capacity: (1600:4)

  Remaining Build Points:  (-2)
  Remaining Power:         (63)
  
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Crew Breakdown: Total (64)
     
     Operations: (32)
          Commanders       (2)
          Sensors/Coms     (2)
          Pilots           (2)
          Navigators       (2)  
          Gunners          (12)
          Engineers        (8)
          Scientists       (2)
          Medical          (2)
     
     Defense: (32)
          Fighter Pilots   (8)
          Security/Marines (12)
          Heavy Marines    (6)
          Recon Marines    (6)
          
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Propulsion: BP Cost: (18), Power Cost: (24), Cargo Cost: (0)Tons

     -(2) Gravity Induction Engines (+1500)ft, BP Cost: (6), Power Cost: (6)
     -(2) Plasma Injection Afterburners (+2250)ft, BP Cost: (6), Power Cost: (6)
     -(2) Aldebaran F.T.L. Engines (12)c, BP Cost: (6), Power Cost: (12)

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Sensors: BP Cost: (4), Power Cost: (4), Cargo Cost: (0)Tons

   - Class VII Sensor Array: Power Cost: (1)
	     -Hi-res Video
	     -Electromagnetic Sensors
	     -Spectrographic Analyzers
	     -Multiphase Radar
	     -Mass Detectors
	     -Bio-Scanners, Detects Number and Creature Type
	     -Atmospheric and Weather Analyzers
	     -Geo-Maper
	     -Enhanced Scan Resolution, +2 Equipment Bonus to Initiative
	     -Planetary Scan Range: 4,000 Sqr Miles
	     -Detects Targets Using Cloaking Screens PL8, Target Still Has Cover
	     -Negates the Benefits of Targets Using Stealth Screens PL7
   - Improved Targeting System(Med): Power Cost: (3)
              (+5) Equipment Bonus to Gunner Attack Rolls, All Weapons
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Communication Systems: BP Cost: (3), Power Cost: (3), Cargo Cost: (0)Tons

    -Radio Transceiver, Range/Limitations: Light Speed, Omnidirectional, Power Cost: (1)
    -Laser Transceiver, Range/Limitations: Light Speed, Linear, Power Cost: (1)
    -Mass Transceiver, Range/Limitations: Instantaneous Point to Point, 1,000 AU, Power Cost: (1)
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Hanger Bays: BP Cost: (8), Power Cost: (32), Cargo Cost: (442)Tons

     (2) Civilian Ship Bays: 250 tons., 1(Ultralight,Gargantuan)/Hanger, Power Cost: (8)
     (2) Military Mech Bays: 128 tons., 4(Ultralight,Huge)/Hanger, Power Cost: (16)
     (2) Military Vehicle Bays: 32 tons., 1(Ultralight,Huge)/Hanger, Power Cost: (4)
     (2) Civilian Vehicle Bays: 32 tons., 1(Ultralight,Huge)/Hanger, Power Cost: (4)
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Defense/Miscellaneous Systems: BP Cost: (33), Power Cost: (37), Cargo Cost: (8)Tons  

     -(2) Magnetic Energy Shields, BP Cost: (6), Power Cost: (6)
           Absorbs Physical/Ballistic Damage, Bonus HP (1800)  
           Modification: Class II Shield Amplifier(2:1), 
           Additional Power Use: (?), Bonus: HP (+?)
     -Advanced Tactical Maneuvering Thrusters, BP Cost: (3), Power Cost: (3)
           Reduce Size Penalty to AC up to +8, 
           Additional Power Use: (8), Bonus: (+8) 
     -Interceptor Missile System, BP Cost: (1), Power Cost: (1)
           Missiles In Rack: (8), Reload Time: (0) Rounds 
           Extra Missile Racks (4), Cargo Cost: (4) Tons
     -E.M.F. Interceptor System, BP Cost: (1), Power Cost: (1)
           Missiles In Rack: (8), Reload Time: (0) Rounds 
           Extra Missile Racks (4), Cargo Cost: (4) Tons
     -Missile Lock Alert, BP Cost: (1), Power Cost: (1) 
           +4 AC Vs. Missiles
     -Auto-Pilot Improved, BP Cost: (1), Power Cost: (1)
           +5 to AC and Pilot Checks when Unmanned
     -Damage Control System Improved, BP Cost: (3), Power Cost: (3)
           Can Repair (4d10)HP/turn
     -Repair Drones, BP Cost: (3), Power Cost: (3)
           Damage Control can be preformed as a Free Action
     -Point-Defense System, BP Cost: (3), Power Cost: (3)
           Size- Medium, (3d12)x10 Ballistic Damage
     -Radiation Shielding, BP Cost: (1) Cargo Cost: (320)Tons
           +5 Circumstance Bonus to Fort Save Vs. Radiation for Entire Crew
     -Light Fortification, BP Cost: (3), Cargo Cost: (640)Tons 
           25% Chance to Ignore Critical Hits
     - (2) Gravity Tractor Beams, BP Cost: (4), Power Cost: (4)
           Size- Light, Max Weight: (12,000)Tons, Range: (1,500)ft
     -Electrum Power Conduits, BP Cost: (3), Cargo Cost: (320)Tons
           Min Power Requirement (-10%)
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Installed Software: BP Cost: (0), Power Cost: (0), Cargo Cost: (0)Tons
    
     -*Daedalus Long-Rang Targeting Software: (+1,000)ft to the Range of all ship Weapons
     -*Pilot Assistance Maneuvering Software: (+4) Enhancement Bonus to Pilot Checks
     -*Stellar Navigation Software: Superior, (+4) Enhancement Bonus to Navigation Checks
     -*Predictive Defense Software: (+2) AC when Fighting Defensively
     -*Anti-virus: Superior, (+6) Int Enhancement bonus for resisting viruses 
     -Targeting Software: Superior, (+4) Enhancement Bonus to hit with (1) Weapon System
     -Text Book: Superior, (+6) Equipment Bonus to a single knowledge skill check:
                -Archive (1), Language Database
                -Archive (2), Sentient Species Database
                -Archive (3), Star Ship Design Spec. Database, PL5-PL7
                -Archive (4), Medical Database, Earth & Life Science
                -Archive (5), Interstellar Law Database, Civics
                -Archive (6), Interstellar Historical Database, History 
                -Archive (7), Material Database, Physical Science
                -Archive (8), Applied Sciences Database, Technology
                -Archive (9), Xenobiological Database, Arcane Lore, Creatures Only
 
*Program Runs as Default
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Weapons: BP Cost: (36), Power Cost: (63), Cargo Cost: (32)Tons

    -(4) Variable-Fire-Linked Magnetic Disruptor Cannons, BP Cost: (4), Power Cost: (4)
               Size: Ultra-Light, Damage: (31d12) or (49d12), Attack: (+13)
	       Type: Special/Magnetic, Range: 5,000ft, Rate of Fire: Single, Crit: 20/x2
               Special: Double Damage Vs. Shields, 1/4 Damage Vs. All Others 
          Modifications: BP Cost: (1)
          Class III Phase Capacitor(2:1), Additional Power Use: (8), (+4) Damage Die
       
    -(4) Variable-Fire-Linked Heavy Plasma Cannons, BP Cost: (8), Power Cost: (8)
                Size: Light, Damage: (58d8) or (94d8), Attack: (+5)
		Type: Fire, Range: 10,000ft, Rate of Fire: Semi-Auto, Crit: 20/x2
          Modifications: BP Cost: (2)
          Class III Phase Capacitor(2:1), Additional Power Use: (8), (+4) Damage Die

    -(6) Variable-Fire-Linked Magnetic Warp Beams, BP Cost: (6), Power Cost: (6)
                Size: Ultra-Light, Damage: (22d12) or (34d12) or (46d12), Attack: (+13)
		Type: Energy/Magnetic, Range: 5,000ft, Rate of Fire: Semi-Auto, Crit: 20/x2
          Modifications: BP Cost: (1)
          Class III Phase Capacitor(2:1), Additional Power Use: (8), (+4) Damage Die

    -(4) Variable-Fire-Linked Heavy Mass Cannons, BP Cost: (4), Power Cost: (4)
                Size: Ultra-Light, Damage: (19d12) or (29d12), Attack: (+13)
		Type: Ballistic, Range: 7,000ft, Rate of Fire: Single, Crit: 20/x2
          Modifications: BP Cost: (1)
          Class III Phase Capacitor(2:1), Additional Power Use: (8), (+4) Damage Die
    
    -(4) Variable-Fire-Linked E.M.P. Missile Launchers, BP Cost: (4), Power Cost: (4)
                Size: Ultra-Light, Medium Missiles, Damage: (96d8) or (160d8), Attack (+13)
                Type: Ballistic/Energy, Range: 50,000ft, Rate of Fire: Single, Crit: 19/x2, 
                Disabled Systems: (4 or 6), Computer Use DC: 24
                Missiles In Rack: (1), Reload Time: (2) Rounds
                Extra Missile Racks (8), Cargo Cost: (8) Tons
    
    -(4) Variable-Fire-Linked Mass Reaction Missiles, BP Cost: (4), Power Cost: (4)
                Size: Ultra-Light, Medium Missiles, Damage: (120d8) or (200d8), Attack (+13)
		Type: Ballistic/Energy, Range: 50,000ft, Rate of Fire: Single, Crit: 19/x2
                Missiles In Rack: (1), Reload Time: (2) Rounds
                Extra Missile Racks (8), Cargo Cost: (8) Tons

    -(1) Mine Layer, BP Cost: (1), Power Cost: (1)
                Size: Ultra-Light, Damage: (10d100), Attack: N/A
                Type: Energy/Gravity, Rate of Fire: Single, Crit: N/A
                Area of Effect: (1) 500ft sqr,
                Mines In Rack: (1), Reload Time: (None)
                Extra Mines (16), Cargo Cost: (16) Tons

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Facilities:  BP Cost: (15), Power Cost: (52), Cargo Cost: (792)Tons

  - (2) Arboretums: BP Cost: (2), Power Cost: (2), Cargo Cost: (25)Tons
         Enables the Ship to generate a portion of its required food and oxygen, heals (1)
         Morale hit to (1) crew unit per day after star ship combat.
           
  - (1) Recreation Room/Arcade: BP Cost: (1), Power Cost: (2), Cargo Cost: (25)Tons
        Heals (1) Morale hit to (1) crew unit per day after star ship combat.
           
  - (1) Astrometrics Lab: BP Cost: (1), Power Cost: (4), Cargo Cost: (50)Tons
        (+6) Equipment Bonus to Navigation rolls
           
  - (2) Advanced Brigs: BP Cost: (2), Power Cost: (8), Cargo Cost: (100)Tons
        Capable of securely holding up to (10) people
        (DC 30 on any Lock Pick or Disable Device check to escape)
           
  - (1) Biology Lab: BP Cost: (1), Power Cost: (4), Cargo Cost: (50)Tons
        (+4) Equipment Bonus to (Craft Pharmaceutical), Can Craft (Bio-Tech) & (Cybernetics) 
         w/ Research Lab  
           
  - (1) Exobiology Lab: BP Cost: (1), Power Cost:: (4), Cargo Cost: (50)Tons
        Negates Penalties for Medical & Research work involving other Species 
           
  - (1) Research Lab: BP Cost: (1), Power Cost: (4), Cargo Cost: (50)Tons
        (+4) Equipment Bonus to (Craft Chemical) & Scientific (Research) Rolls
           
  - (1) Engineering Lab: BP Cost: (1), Power Cost: (4), Cargo Cost: (50)Tons
        (+4) Equipment Bonus to (Craft Mechanical, Electrical, & Structural) 

  - (2) Sick Bays: BP Cost: (2), Power Cost: (8), Cargo Cost: (100)Tons
        (+4) Equipment Bonus to (Treat Injury), Allows Medical Crew to heal
         one extra casualty hit after combat, (10) people

  - (1) High Net & V.R. Immersion Room: BP Cost: (1), Power Cost: (4), Cargo Cost: (50)Tons
         Heals (3) Morale hits to (2) crew units per day after star ship combat.

  - (2) Lounge/Bar: BP Cost: (2), Power Cost: (2), Cargo Cost: (50)Tons
         Heals (1) Morale hit to (1) crew unit per day after star ship combat.

  - (60) Extra Personal Quarters: BP Cost: (0), Power Cost: (6), Cargo Cost: (192)Tons
          Second Class Accommodations
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Computers: BP Cost: (6), Power Cost: (6), Cargo Cost: (0)Tons

  - (1) Primary Computer Core: 
          Type: Super, Intelligence (26), Can run (8) programs at once 
          Holographic Display,   +2 Equipment Bonus to Computer Use Checks
          Electrum Circuitry,    +2 Enhancement Bonus to Initiative
                                 +2 Enhancement Bonus to Computer Use Checks
  - (6) Supplemental Weapon Controllers: BP Cost (6), Power Use: (6)
          Type: Dedicated, Intelligence (18), One Program Only
          Dedicated Program: Targeting Software: Superior, (+4) Enhancement Bonus to Attack
                
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AI: N/A

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Back Up Systems: Cargo Cost: (42)Tons
     
  -(1) Supplemental Life Support System, Cargo Cost: (16)Tons
  -(1) Supplemental Twin-Magnetic Shield System, Cargo Cost: (25)Tons
  -(1) Supplemental Primary Computer Core, Cargo Cost: (1)Ton
       Type: Super, Intelligence (26), Can run (8) programs at once
       Holographic Display,   +2 Equipment Bonus to Computer Use Checks
       Electrum Circuitry,    +2 Enhancement Bonus to Initiative
                              +2 Enhancement Bonus to Computer Use Checks
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Special Equipment: BP Cost: (1), Power Cost: (3), Cargo Cost: (0)

  - (1) Alpha-System, BP Cost: (1), Power Cost: (3)
        Max Power Point Use Per Turn: (10)
        Program Iterations:

     -Restoration, Series (I); Repairs Damage to Hull, Superstructure, or Equipment
         Cost: (1) Power Point Per Point of Damage Repaired 
         Activation: (1) Standard Action
         Duration: Persistent Until Deactivated or System is Depleted of Power Points 
         Effect: Occurs at the Beginning of Operator's Next turn

     -Remote Recall, Series (I); Can Teleport a Object/Character back inside the Alpha-Systems
         Flux-Field within (1) hour of that Object's/Character's exposure to that Field.  
         Minimum exposure time: (5) Minutes 
         Cost: (20) Power Points Per Size Category
               Small(20), Medium(40), Large(60), Huge(80), Gargantuan(100), Colossal(120), 
               Light(140), Medium(160), Heavy(180), S.Heavy(200)
         Activation: (1) Standard Action
         Duration: Instantaneous
         Effect: Occurs at the Beginning of Operator's Next turn

      -Reinforcement, Series (I); Grants Additional Hardness
         Cost: (1) Power Point Per Point of Hardness per Turn
         Activation: (1) Standard Action
         Duration: Persistent Until Deactivated or System is Depleted of Power Points 
         Effect: Occurs at the Beginning of Operator's Next turn

      -Cloaking, Series (V); Grants Greater Invisibility, Total Concealment, (50%) Miss Chance
         Cannot be detected by mundane(Non-Magical/Psionic) Sensors  
         Cost: (1) Power Point Per (10) Minutes Per Size Category
               Medium(1), Large(2), Huge(3), Gargantuan(4), Colossal(5), 
               Light(6), Medium(7), Heavy(8), S.Heavy(9), U.Heavy(10)
         Activation: (1) Standard Action
         Duration: Persistent Until Deactivated or System is Depleted of Power Points 
                   Max Cloak Time for Current Vessel: (38)Hours
         Effect: Occurs at the Beginning of Operator's Next turn
        

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Bio:

I.D.F. Bronze Class Cruiser

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