TIE/D

Character-made weapons, armor, and items.

TIE/D

by Oceanblaze September 25th, 2019, 1:22 am
TIE/D Defender Prototype
Class: Aerospace, Fighter
Price: Classified
DC: Classified
AP: 25 + 10 Shield
HP: 22
Maneuvering: 150%
Pilot Risk: 5%
HP 1: PRT - Proton Torpedo Targets: Space, 1 target Uses: Ammo (7), Energy - 1 point Damage: 20,000 HP, 3 AP
Roll Bonus: -10
HP 2: Light Pulse Laser Cannon: Targets: All, 1 target Uses: Energy - 1 point Damage: 5,000 HP, 1 AP (irreparable)
Roll Bonus: +5
HP 3: Light Pulse Laser Cannon: Targets: All, 1 target Uses: Energy - 1 point Damage: 5,000 HP, 1 AP (irreparable)
Roll Bonus: +5
HP 4: Light Pulse Laser Cannon: Targets: All, 1 target Uses: Energy - 1 point Damage: 5,000 HP, 1 AP (irreparable)
Roll Bonus: +5
HP 5: Light Pulse Laser Cannon: Targets: All, 1 target Uses: Energy - 1 point Damage: 5,000 HP, 1 AP (irreparable)
Roll Bonus: +5
HP 6, 7: Concussion Missile (HATM - Heavy Anti Tank Missile, Targets all, x3)
HP 8, 9, 10: Hyperdrive
HP 11: Onboard Computer Effect: Remove Negative Roll bonuses from Rocket/Missile Weapons making them Smart Weapons.
HP 12: Tracking Systems: Effect: Raises the accuracy of Rocket/Missile and Torpedo weapons by +10. Stacks with "Onboard Computers" but it is not required.
HP 13: Targeting Computer: Effect: Raises the Roll Bonus of Cannons, Rockets, Lasers, and Phasers by +10.
HP 14: Munitions Management System: Effect: Provides a 50% ammo bonus to all weapons systems onboard
HP 15: Damage Control Systems: Effect: When the vehicle takes damage, this allows systems to be shifted around, so that the user can decide which system is damaged or destroyed.
HP 16: Weapon-Link: Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).
HP 17: Magnetic Resonance Scanners: Effect: Provides vehicle AP totals and hardware layouts, additional details
HP 18: Energy Shield - Adds +10 AP while powered, but drains 2EP per round
HP 19: Conductive Armor: Effect: Reduces lasers, phasers, and particle accelerators HP damage by half, Pilot Risk by 25%, and AP damage by 2.
HP 20: Deflector Shields
HP 21: Solar Plant (Arc Reactor): Bonus: 10 Reactor Points
HP 22: Molten Salt Cooling: Recharges 3 RP every round.
Ninjassassin
Posts
176
Joined
October 13th, 2008, 7:47 pm

Who is online

Users browsing this forum: No registered users and 1 guest

Jump To