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MDC BY LOCATION:
SPEED:
STATISTICAL DATA:
Length: 19 feet
Height: 29 feet
Width: 85 feet
Weight: 18 tons
WEAPON SYSTEMS:
Systems of note:
Advanced Navigation Computer: Originally designed with the Micro Fold drive system in mind, the new
NAVCOM has been configured to work the standard FTL drive. Its navigation skill equivalent is 70% for
use in non FTL, but is reduced to 40% when calculating FTL “jumps”.
TC4X Combat Computer: This is the pinnacle of combat computer technology. It allow a single fighter to
link with and feed data from up to two dozen other fighters and other ships, providing itm with
substantial bonuses, including +2 on initiative, +1 to strike and dodge, and +5% to combat oriented
piloting rolls. A single spacecraft receiving data from such computers, can make use of their full
capabilities, giving it +2 on initiative, + 1 to strike with all weapons, +2 to dodge and + 10% to combat
related piloting rolls.
It can track and identify up to 500 targets to a range of 2,000 miles (3,200 km), and keep track of up to
250 more out to a range of 4,000 miles (6,400 km). Ranges are halved in an atmosphere.
Electronic Countermeasures (ECMs): ECMs are powerful systems designed to interfere with the proper
operation of electronic combat systems such as targeting computers, radar locks, laser targeting,
sensors, and other systems. ECMs are especially useful for protecting spacecraft from attacks that use
computer tracking, locking, and auto-guidance, including robots, missiles, and ship based weaponry.
ECMs do little against direct fired weapons like those used by power armors and interceptors. In game
terms, an active ECM unit provides the vessel with a bonus of +4 to dodge any incoming attack except
guided missiles, against which an ECM provides a dodge bonus of +6.
Self-Destruct System: The Moria is outfitted with a series of engine overloading systems that can
generate enough damage to completely destroy the fighter from the inside out. This creates a blast
equal to 100 MD to 120 feet around the craft. This is usually activated by the pilot if he/she feels that
the fighter is in danger of being captured by enemy forces, it can also be remotely detonated by any
Federation officer that has the proper clearances and is authorized to do so. This is usually the Squadron
commander and members of the carrier’s command staff.
P 111 Pistol
Damage: 3D6
Range: 120 feet
Charges: 20 blasts per “magazine”
Rate of Fire: Semi-automatic
Bonuses: Due to the ergonomic design of the weapon it provides a +
1 to strike
Description: This is the standard sidearm for the Federation military. It fires a compressed energy blast
that inflicts devastating damage on its victim.
l Teams
The I Teams are an all-volunteer force that draws candidates from all branches of the FEDERAT military,
Called I-Teams for their mission description: Insertion behind enemy lines to gain intelligence and build
insurrection against enemy by inciting the indigenous population. I-Teams often work with FEDERAT
Intelligence Command. A minimum of three years' time in service is required and most I-Team members
are on their second or third tours.
The screening is more stringent than any other FEDERAT Special Operations unit, and had a 80% failure
rate, the training lasts 15 months.
In addition to recon type instruction, the future I-Team members learn how to contact, work with and
train indigenous life forms. Languages proficiency is required.
Despite the mission description, I-Teams are also used for covert missions such as sabotage,
assassination, etc. ..., and occasionally work with MARSOC units and other branches of the fleet.
Regular marines sometimes joke about the "cold-blooded efficiency of the evil eye", meaning 'I-Team'.
Typical I Team Operator
(Usually 6th to 10th level)
Stats of Note: I.Q. 19, M.E. 18, P.S. 21, P.P. 17, P.E. 22, All others 9.
Hit Points: 49, S.D.C.: 73
Skills of Note: HTH: Martial Arts, Find Contraband 71%, Military Parachuting 98%, Trap/Mine Detection
95%, Escape Artist 98%, Intelligence 92%, Tracking 95%, Pilot Truck 98%, Boxing, Acrobatics, W.P. Energy
Rifle (+6 Aimed, +4 Burst), W.P. Knife (+2 Throw, +2 Strike, +3 Parry), W.P. Energy Pistol (+6 Aimed, +4
Burst). , W.P. Auto Rifle (+6 Aimed, +4 Burst), , W.P. Auto-Pistol (+6 Aimed, +4 Burst),
Combat Skills and Bonuses: 7 Attacks per melee, +3 Initiative, +3 Strike, +6 Parry, +6 Dodge, +3 Pull,
+6 Roll, +2 Disarm, +6 Damage, 2D4 Kick Attack, Backward Sweep, 1D6 Snap Kick, 1D10 Crescent
Kick, 3D6 Roundhouse Kick, Jump Kick (all), 1D6 Bodyflip/Throw, Paired Weapons, Leap Attack,
Critical 18/19/20, +2 Save vs. Psionics/Insanity, +14% Save vs. Coma, +4 Save vs. Psionics/Magic.
Weapons: Pretty much any weapon is available, but usually the operator will use weapons available to
the indigenous persons that they are working with.
GR 36 Rail Gun
Damage: 3D6 +10
Range: 3000 feet
Feed: 600 round box Magazine
Rate of Fire: 10 round burst, 60 bursts
Bonuses: This weapon is wirelessly linked into the suit and grants the user a +4 to strike
Description: While not actually part of the armor, this is gun is designed to specifically work with the
Hard Corp armor. Anyone wishing to use this weapon without the armor suit is at a -4 to strike unless
they have a strength of 20 or better.
Additional Systems: The Hard Corps battle armor comes with the following added systems standard:
radio signal scrambler, loudspeaker, targeting sight, combat computer
Bonuses: In addition to the pilot's bonuses from training and P.P., the armor provides +3 on initiative, +2
to strike, +2 to parry and dodge, +2 to roll with impact, +3 to pull punch, +3 to disarm, and + 15 to
damage.