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Mecha Space Pirate Quest Master Pastebin

Apr 12th, 2016
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  1. ~MECHA SPACE PIRATE QUEST MASTER SHEET~
  2.  
  3. YOU ARE: Admiral Roarke Susan "Dude McCool" Starwind of the Iron Kestrels (Age 27)
  4.  
  5. Attractiveness: 8
  6. Body Type: 8
  7. Cool: 10 (Intimidation +5, Leadership +6, Oratory +6, Persuasion & Fast Talk +5, Seduction +6, Streetwise +4)
  8. Empathy: 7
  9. Intelligence: 6 (Awareness +8)
  10. [Education]: +4
  11. Luck: 7
  12. Movement Allowance: 7
  13. Reflexes: 10 (Athletics +8, Dodge & Escape +9, Drive +4, Handgun +1, Hand-to-Hand +9, Mecha Fighting +10, Mecha Pilot +10, Stealth +4, Zero G +6)
  14. Technical Ability: 8 (Mecha Tech +8)
  15.  
  16.  
  17. Career Path: Gang Member -> Harpy Pilot -> Harpy Pilot -> Harpy Pilot -> Pirate Officer
  18.  
  19. Luck Points 7 (refreshes at end of session), Maneuver Pool 5 (refreshes at end of combat, otherwise identical to Luck)
  20.  
  21. YOUR MECH: KNUCKLE KAISER MK. II "Black Ogre" (CP=Construction Points, S=Spaces, K=Kills, T=Tons, SP=Stopping Power, WA=Weapon Accuracy, DA=Defensive Adjustment)
  22.  
  23. Medium Weight Torso: C/S/K 12, 6 tons
  24. Medium Weight Head: C/S/K 6, 3 tons
  25. Light Heavy Left Arm: C/S/K 8, 3.5 tons +2K damage
  26. Left Armored Thruster Fist: See Armament
  27. Light Heavy Right Arm: C/S/K 8, 3.5 tons +2K damage
  28. Right Armored Thruster Fist: See Armament
  29. Medium Weight Left Leg: C/S/K 7, 3 tons
  30. Medium Weight Right Leg: C/S/K 7, 3 tons
  31.  
  32. Armor: Officer's Light Heavy (8 SP, 10.5 CP, 3.5 tons) on all locations, does not ablate from damage caused by attacks dealing less than 5 Kills
  33.  
  34. Mediumweight Main Sensors (Head): 9 CP, 1 Space 2 Kills, 1 ton (15km sensor range, 1500km communication range)
  35. Backup Sensors (Torso): 2 CP, 2 Spaces, 2 Kills, 1 ton
  36. Advanced Sensor Package (Head): 10 CP, 2 Spaces
  37. Target Analyzer (Head): 5 CP, 1 Space
  38.  
  39. Options: Torso Cockpit with Environment Pod (2 CP, 2 Spaces), Torso Storage Module (1 CP, 1 Space), Liftwire (0.3 CP), Spotlights (0.2 CP), Interservo Melee Weapons Cross Linkage (Armored Thruster Fists 6 CP), Deluxe Anti-Theft Lock (0.4 CP), Stereo (0.1 CP),
  40.  
  41. Armament:
  42. [Hand] Armored Thruster Fist x2 (stats show an individual fist): WA +2, 8K, AP, Handy, Quick, 53.5 CP, 1 Space, 3 Tons
  43. [Right Arm-Mounted] Magnetic Grappling Harpoon: Range 400m, WA 0, 0K (8 Kills of structure), Entangling (can deliver grapple attacks), 6 CP, 3 Spaces, 4 tons
  44. [Right Arm-Mounted] Large Shield: DA 0, SP 13, 18 CP, 1 Space, 6 tons
  45. [Left Arm-Mounted] Large Active Shield: DA 0, SP 13, 32 CP, 4 Spaces, 6 tons
  46.  
  47. Light Heavy Drone Control System: 14 CP, 1 Space (head), Control Range 250m, Operational Range 750m, 6 Drones max.
  48.  
  49. Thrusters & Speed: 7 per leg, 5 in the torso, 3 per arm. Moves 500 meters per turn in flight or can run 200m. 25 CP.
  50. Total Weight: 67 tons before 35 CP of Weight Efficiency to reduce it to 49.5
  51. Total Cost: 384 CP
  52.  
  53. Fist Drones x4:
  54.  
  55. Arm Body: C/S/K 8, 3.5 tons +2K damage
  56. Mediumweight Main Sensors: 9 CP, 1 Space 2 Kills, 1 ton (15km sensor range, 1500km communication range)
  57. Armament: One Armored Thruster Fist
  58. Armored Thruster Fist: WA +2, 8K, AP, Handy, Quick, 53 CP, 2 Space, 3 Tons
  59. Thrusters & Speed: 3 Thrusters, moves 500 meters per turn in flight. Goes inactive if 750+ meters away from mother mech, can be given new programs and controlled at will within 250m. 3 CP
  60. Total Weight: 7.5 tons
  61. Total Cost: 73 CP
  62.  
  63. Mecha Reflexes Adjustment: -4
  64. Mecha Speed:
  65. 500 meters per turn flying (250m/Action)
  66. 200 meters per turn running (100m/Action)
  67. Costs 50m of movement to turn up to 180 degrees
  68.  
  69. Special Systems:
  70. Officer Armor: Improved armor with superior anti-kinetic and anti-rad properties. Attacks that do less than 5K no longer cause your armor to degrade on hit. This does not yet apply to the Knuckle Kaiser's dual shields.
  71.  
  72. Kaiser Grasp: Love can exist even across the vast distances of space. Less of an upgrade, and more a series of small tweaks made by Roarke himself combined with extensive training and focus, it allows for superior use of the Knuckle Kaiser's oldest weapon. When piloted by Roarke, and only when piloted by Roarke, the penalty for using the Magnetic Grappling Harpoon outside of its normal combat range and up to its absolute maximum distance of 3200m is reduced to -2. This ability reached fruition when Roarke carried the helpless Alice Clementine Farragut through the battlefield while facing down two dangerous opponents.
  73.  
  74. Kaiser Grin: A macro installed by Samantha Blanchett, mimicking the EW systems she's familiar with. Whenever the Knuckle Kaiser sustains at least 1 Kill of damage to the Head servo, or scores a critical hit, the pilot gets to make an Intimidate roll as a free action. If it successfully beats the opponent's Stability (nameless non-boss mooks are assumed to have a Cool of 6 for a Stability of 15) the opponent loses 1 Action. If the roll succeeds by 5 or more, the opponent loses their entire Turn. Although more situationally useful, at any time after the Knuckle Kaiser has taken 1K of damage to the Head or scored a Critical Hit in a given battle the pilot can use an Action to make an Intimidate roll for this same effect.
  75.  
  76. Kaiser Heart: Less of an individual upgrade, and more the result of endless work, mildly unsafe experimentation, minute adjustments, and constant fine-tuning to maximize armor protection and efficiency based on Roarke's combat data, all done by the extremely dedicated Karen Cohen. It adds +1 to the SP of every armor piece, including shields, and +1 to the ablation value of the Officer Armor system. The new values are already factored in wherever they are listed elsewhere. In the process, she has drafted plans for many new upgrades that costs points as normal.
  77.  
  78. Kaiser Kick: A true lord crushes all obstacles beneath his feet. The combined practical knowledge of Fatima with her Tarrasque, Doctor Clancy's knowledge of Project Skywalker technology, and Karen's own genius has produced a modulating field in the Kaiser's leg thrusters that disrupts defensive A-Particle projectors. All attacks made with the Kaiser's feet, including the famous Starwind Dropkick, gain the Disruptor property, which halves the SP of Reactive and Beam Shields.
  79.  
  80.  
  81. YOUR PIRATE FLEET: Ships can, in a turn, fire any and all weapons, travel up to their maximum movement distance, and/or fire all main weapons up to two times. Consists of one battleship, two (currently inoperable) badly damaged Avalonian vessels equivalent to light battleships, four Channel-class heavy cruisers (one gunship, three missile boats), one Pangasius-class cruiser, one Ifrit Millennium passenger ship converted into a cruiser, and seven transport vessels.
  82.  
  83. FLAGSHIP: the Rhinehawk
  84. Stats:
  85. Medium Heavy Hull (1600 Kills, 16 Spaces all occupied)
  86. Armored Heavy Armor (90 SP),
  87.  
  88. Crew:
  89. B-Grade: 1d10+14 for all skill rolls, representing an experienced but not ultra-elite crew. Your non-Ace pilots use this value too, modified by the penalties from their machine's weight.
  90.  
  91. Weaponry:
  92. Port Heavy Beam Battery: (WA 0, 5550m range, 200K, 3 Spaces, Port 180-degree Arc only)
  93. Starboard Heavy Beam Battery: (WA 0, 5550m range, 200K, 3 Spaces, Starboard 180-degree Arc only)
  94. Deluxe CIWS: (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  95. Medium Defensive Screen: (2000 SP lowered on a one-to-one basis by damage, takes 1 Action to put up but can be dropped instantly, while active no mecha can enter or exit the vessel, 4 Spaces)
  96.  
  97. Subassemblies:
  98. 2 Mecha Bays (can support 130 mecha, 2 Spaces)
  99. 1 Cargo Hold (3200 tons)
  100. 1 Passenger Space (640 people)
  101.  
  102. Maneuverability:
  103. Takes 400 meters forward travel to change heading 60 degrees.
  104. Takes a -8 to hit mecha (except with CIWS)
  105. Mecha get +8 to hit it.
  106. Can fly 1200m per turn, not counting the Microgate Projector.
  107.  
  108. Complement: The Rhinehawk can store 130 mecha in readiness for launch, and can launch 13 per turn
  109. 1 S-Betta
  110. 50 Bluegills (Pirate version)
  111. 50 Harpies
  112. 1 Knuckle Kaiser
  113. 1 Master Harpy Longshadow Variant
  114. 1 Master Harpy Richard Variant
  115. 1 Zulfiqar
  116. 1 Morgan II Custom
  117. 4 Pumpkinseed IIs
  118. 1 Pumpkinseed II Custom (lance variant)
  119. 5 Scimitars
  120. 1 Tarrasque Mk. II
  121. 1 Tulwar
  122. 1 Warmouth Custom (gun and missile crowd control variant)
  123. 1 S-Flowerhorn
  124.  
  125. Pilots: (P = Professional, R = Rookie, C = Crew)
  126. Admiral Roarke S. Starwind [P] (Mecha Pilot 19, Mecha Fighting 19)
  127. First Mate Miles Longshadow [P] (Mecha Pilot 17, Mecha Gunnery 18, Mecha Fighting 15)
  128. Bosun Richard Thorslund [P] (Mecha Pilot 17, Mecha Missiles 17, Mecha Fighting 13, Mecha Melee 16)
  129. Second Mate Mohammed al Tabir [R] (Mecha Pilot 17, Mecha Melee 17, Mecha Gunnery 15, Mecha Fighting 12)
  130. Basil Montgomery [P] (Mecha Pilot 17, Mecha Fighting 17, Mecha Gunnery 17, Mecha Missiles 17)
  131. Samantha Blanchett [P] (Mecha Pilot 17, Mecha Fighting 16, Mecha Melee 17)
  132. Alice Clementine Farragut [P] (Mecha Pilot 18, Mecha Fighting 16, Mecha Melee 18)
  133. Fatima Ahmad [P] (Mecha Pilot 19, Mecha Gunnery 19)
  134. 50 Iron Kestrel Pilots [C] (14 all skill rolls)
  135. Gretchen Colburn & the Maximum Thrusters Quartet [C] (16 all skill rolls)
  136.  
  137.  
  138. SECONDARY SHIP: the Yamato
  139. Stats:
  140. Medium Weight Hull (1200 Kills, 12 Spaces all occupied)
  141. Medium Weight Armor (60SP)
  142.  
  143. Crew:
  144. B-Grade: 1d10+14 for all skill rolls, representing an experienced but not ultra-elite crew. Your non-Ace pilots use this value too, modified by the penalties from their machine's weight.
  145.  
  146. Weaponry:
  147. Fore Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Forward 180-degree Arc only)
  148. Aft Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Rear 180-degree Arc only)
  149. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  150. Multi-Missile Pod (WA +2, 4250m range, 150K per missile, 10 Missiles that can be fired singly or in a salvo, 2 Spaces, can fire in any direction)
  151.  
  152. Subassemblies:
  153. 2 Mecha Bays (can support 70 mecha, 2 Spaces)
  154. 1 Cargo Hold (1800 tons, 1 Space)
  155. 1 Passenger Space (360 people, 1 Space)
  156.  
  157. Maneuverability:
  158. Takes 300 meters forward travel to change heading 60 degrees.
  159. Takes a -8 to hit mecha (except with CIWS)
  160. Mecha get +8 to hit it.
  161. Can fly 600m per turn, not counting the Microgate Projector.
  162.  
  163. Complement: The Yamato can store 70 mecha in readiness for launch, and can launch 7 per turn
  164. 1 Osano-Wo
  165. 60 Harpy Shinobis
  166.  
  167. Pilots: (P = Professional, R = Rookie, C = Crew)
  168. Captain Oda Yoritomo [P] (Mecha Pilot 18, Mecha Fighting 16, Mecha Melee 18, Mecha Gunnery 17)
  169. 60 Storm Dragon Pilots [C] (14 all skill rolls)
  170.  
  171. SECONDARY SHIP: The Harmonium
  172. Stats:
  173. Medium Weight Hull (1200 Kills, 12 Spaces all occupied)
  174. Medium Weight Armor (60SP)
  175.  
  176. Crew:
  177. B-Grade: 1d10+14 for all skill rolls, representing an experienced but not ultra-elite crew. Your non-Ace pilots use this value too, modified by the penalties from their machine's weight.
  178.  
  179. Weaponry:
  180. Fore Heavy Beam Battery (WA 0, 5550m range, 200K, 3 Spaces, Forward 180-degree Arc only)
  181. Aft Heavy Beam Battery (WA 0, 5550m range, 200K, 3 Spaces, Rear 180-degree Arc only)
  182. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  183.  
  184.  
  185. Subassemblies:
  186. 2 Mecha Bays (can support 70 mecha, 2 Spaces)
  187. 1 Cargo Hold (1800 tons, 1 Space)
  188. 1 Passenger Space (360 people, 1 Space)
  189.  
  190. Maneuverability:
  191. Takes 300 meters forward travel to change heading 60 degrees.
  192. Takes a -8 to hit mecha (except with CIWS)
  193. Mecha get +8 to hit it.
  194. Can fly 600m per turn, not counting the Microgate Projector.
  195.  
  196. Complement: The Harmonium can store 70 mecha in readiness for launch, and can launch 7 per turn
  197. 1 Captain Roc Custom
  198. 3 Rocs
  199. 5 Morgan IIs (Heavy Weapons variant)
  200. 50 Harpies
  201.  
  202. Pilots: (P = Professional, R = Rookie, C = Crew)
  203. Captain Harold Beckingham [P] (Mecha Pilot 17, Mecha Melee 17, Mecha Missiles 15, Mecha Gunnery 16)
  204. 58 Iron Kestrels Pilots [C] (14 all skill rolls)
  205.  
  206.  
  207. SECONDARY SHIP: The Goshawk (formerly the Orestes)
  208. Stats:
  209. Medium Weight Hull (1200 Kills, 12 Spaces all occupied)
  210. Medium Weight Armor (60SP)
  211.  
  212. Crew:
  213. B-Grade: 1d10+14 for all skill rolls, representing an experienced but not ultra-elite crew. Your non-Ace pilots use this value too, modified by the penalties from their machine's weight.
  214.  
  215. Weaponry:
  216. Fore Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Forward 180-degree Arc only)
  217. Aft Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Rear 180-degree Arc only)
  218. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  219. Multi-Missile Pod (WA +2, 4250m range, 150K per missile, 10 Missiles that can be fired singly or in a salvo, 2 Spaces, can fire in any direction)
  220.  
  221. Subassemblies:
  222. 2 Mecha Bays (can support 70 mecha, 2 Spaces)
  223. 1 Cargo Hold (1800 tons, 1 Space)
  224. 1 Passenger Space (360 people, 1 Space)
  225.  
  226. Maneuverability:
  227. Takes 300 meters forward travel to change heading 60 degrees.
  228. Takes a -8 to hit mecha (except with CIWS)
  229. Mecha get +8 to hit it.
  230. Can fly 600m per turn, not counting the Microgate Projector.
  231.  
  232. Complement: The Goshawk can store 70 mecha in readiness for launch, and can launch 7 per turn
  233. 40 Harpies
  234.  
  235. Pilots: (P = Professional, R = Rookie, C = Crew)
  236. Captain ???
  237. 40 Iron Kestrel Pilots [C] (14 all skill rolls)
  238.  
  239. SECONDARY SHIP: the Cleander
  240. Stats:
  241. Medium Weight Hull (1200 Kills, 12 Spaces all occupied)
  242. Medium Weight Armor (60SP)
  243.  
  244. Crew:
  245. B-Grade: 1d10+14 for all skill rolls, representing an experienced but not ultra-elite crew. Your non-Ace pilots use this value too, modified by the penalties from their machine's weight.
  246.  
  247. Weaponry:
  248. Fore Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Forward 180-degree Arc only)
  249. Aft Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Rear 180-degree Arc only)
  250. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  251. Multi-Missile Pod (WA +2, 4250m range, 150K per missile, 10 Missiles that can be fired singly or in a salvo, 2 Spaces, can fire in any direction)
  252.  
  253. Subassemblies:
  254. 2 Mecha Bays (can support 70 mecha, 2 Spaces)
  255. 1 Cargo Hold (1800 tons, 1 Space)
  256. 1 Passenger Space (360 people, 1 Space)
  257.  
  258. Maneuverability:
  259. Takes 300 meters forward travel to change heading 60 degrees.
  260. Takes a -8 to hit mecha (except with CIWS)
  261. Mecha get +8 to hit it.
  262. Can fly 600m per turn, not counting the Microgate Projector.
  263.  
  264. Complement: The Cleander can store 70 mecha in readiness for launch, and can launch 7 per turn
  265. 1 Palomino II
  266. 45 Bluegills
  267. 8 Pumpkinseeds
  268.  
  269.  
  270. Pilots: (P = Professional, R = Rookie, C = Crew)
  271. Captain Mudd [P] (Mecha Pilot 17, Mecha Gunnery 17, Mecha Fighting 17)
  272. 53 Former UJCIDF Pilots [C] (14 all skill rolls)
  273.  
  274. SECONDARY SHIP: The Browning
  275. Stats:
  276. Heavy Striker Hull (1000 Kills, 10 spaces all occupied)
  277. Heavy Striker Armor (50 SP)
  278.  
  279. A-Grade: 1d10+16 for all skill rolls, representing the best of the best of the best. There aren't many Stone Soldiers, but they pride themselves on their absurd standards. Your non-Ace pilots use this value too, modified by the penalties from their machine's weight.
  280.  
  281. Weaponry:
  282. Fore Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Forward 180-degree Arc only)
  283. Aft Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Rear 180-degree Arc only)
  284. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  285.  
  286. Subassemblies:
  287. 2 Mecha Bays (can support 50 mecha, 2 Spaces)
  288. 1 Cargo Hold (1800 tons, 1 Space)
  289. 1 Passenger Space (360 people, 1 Space)
  290.  
  291. Maneuverability:
  292. Takes 250 meters forward travel to change heading 60 degrees.
  293. Takes a -8 to hit mecha (except with CIWS)
  294. Mecha get +8 to hit it.
  295. Can fly 800m per turn, not counting the Microgate Projector.
  296.  
  297. Complement: The Browning can store 50 mecha in readiness for launch, and launch 5 per turn
  298. 1 Pumpkinseed II
  299. 24 Pumpkinseeds
  300.  
  301. Pilots: (P = Professional, R = Rookie, C = Crew)
  302. Captain Moses Flint [P] (Mecha Pilot 17, Mecha Melee 16, Mecha Gunnery 17, Mecha Missiles 16)
  303. 24 Stone Soldiers Pilots [C] (16 all skill rolls)
  304.  
  305. SECONDARY SHIP: The Heart of the Sunshine
  306. Stats:
  307. Heavy Striker Hull (1000 Kills, 10 spaces all occupied)
  308. Heavy Striker Armor (50 SP)
  309.  
  310. B-Grade: 1d10+14 for all skill rolls, representing the best of the best of the best. Red Siren's fanclub isn't exactly known for the martial abilities of its adherents, but the Sunshine's crew are drawn from Red Siren's best...or at least those who have seen a battle or two. Your non-Ace pilots use this value too, modified by the penalties from their machine's weight.
  311.  
  312. Weaponry:
  313. Fore Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Forward 180-degree Arc only)
  314. Aft Medium Beam Battery (WA 0, 4000m range, 100K, 2 Spaces, Rear 180-degree Arc only)
  315. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  316.  
  317. Subassemblies:
  318. 2 Mecha Bays (can support 50 mecha, 2 Spaces)
  319. 1 Cargo Hold (1800 tons, 1 Space)
  320. 1 Passenger Space (360 people, 1 Space)
  321.  
  322. Maneuverability:
  323. Takes 250 meters forward travel to change heading 60 degrees.
  324. Takes a -8 to hit mecha (except with CIWS)
  325. Mecha get +8 to hit it.
  326. Can fly 800m per turn, not counting the Microgate Projector.
  327.  
  328. Complement: The Heart of the Sunshine can store 50 mecha in readiness for launch, and launch 5 per turn
  329. 1 Archen
  330. 39 Harpies
  331.  
  332. Pilots: (P = Professional, R = Rookie, C = Crew)
  333. Red Siren [P] (Mecha Pilot 18, Mecha Gunnery 18)
  334. 39 Red Siren's Fanclub Pilots [C] (14 all skill rolls)
  335.  
  336. SECONDARY SHIPS: Badly Damaged Avalonian Cruiser x2
  337.  
  338. SECONDARY SHIP: Generic Transport x7
  339. Stats:
  340. Striker Hull (600 Kills, 6 spaces all occupied)
  341. Striker Armor (30 SP)
  342.  
  343. C-Grade: 1d10+12 for all skill rolls, representing the fact that transports usually take the less talented crew of the Kestrels. When on a special operation for the Admiral, this rank will increase to B grade or even A to represent the experienced crew manning the ship,
  344.  
  345. Weaponry:
  346. Fore Light Beam Battery (WA 0, 2500m range, 50K, 1 Spaces, Forward 180-degree Arc only)
  347. OR
  348. Deluxe CIWS (WA +0, 650m range, 10K, Space 1, All-Around Arc, automatically attacks any hostile mech that enters range with no penalty and the equivalent of an infinite burst weapon effect)
  349.  
  350. Subassemblies:
  351. 2 Mecha Bays (can support 20 mecha, 2 Spaces)
  352. 1 Cargo Hold (500 tons, 1 Space)
  353. 1 Passenger Space (90 people, 1 Space)
  354. Can replace the one or both mecha bays with more cargo or passenger space.
  355.  
  356. Maneuverability:
  357. Takes 150 meters forward travel to change heading 60 degrees.
  358. Takes a -8 to hit mecha (except with CIWS)
  359. Mecha get +8 to hit it.
  360. Can fly 700m per turn, not counting the Microgate Projector.
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