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The Terronian Alliance: Origins

Terron Terron is a "M" class planet in the fifth galaxy of the local cluster, the Hidden Stars. The Landscape of Terron is virtually identical to Earth, one of the major differences is the continent of Atlantis, which appears to have never disappeared. Additionally, scattered throughout the world are seamless pyramids and obelisks. None of the inhabitants of the planet have realized, until their recent contact with the Scarlet Confederation that these obelisks and pyramids serve to control the magical energies of the planet. Magical energies that are greater than even those on Gemini Two. The Times of the Terronian Alliance Historically, nothing of much consequence happened, until approximately 1000 years ago. When, in the year 2990 a Dictator in the Eastern reaches of the planet decided to expand his nation and invaded his neighbors, this started the chain of events that would cause a worldwide war, two years later. The war of nations raged all over the planet for ten years, until a derelict spacecraft settled into orbit around Terron, and brought an end to the fighting temporarily. A coalition of the western nations reached the ship first and reaped the rewards of their find, with this shift in power many of the eastern nations joined the Western Coalition. Within five years, the remnants of the Eastern Coalition were vanquished and the world was unified under one world government, the Terronian Alliance, beginning an age of prosperity. It took scientists almost 50 years to fully understand and integrate the sublight drive technology found on the ship. Space exploration had begun in earnest after the formation of the Terronian Alliance, the colonies on the moon were doing well. The first colonial expeditions had landed on the forth planet in the system, on the 50th anniversary of the TA's formation. Over the next 100 years many leaps were made in the research of the derelict vessel and finally, after 150 years, all the technologies found on the ship were now understood. For the next 400 years, the Terronians spread across space and colonized more than 35 worlds in the local vicinity, having never encountered a living alien race. Then the Mechanoids came... Terronian starships encountered yet another derelict spacecraft, this one from a completely different race. While recovery operations were in progress, a hostile force entered the system and attacked the recovery team. Luckily the small flotilla, there to defend against pirate attacks, was able to defeat the attackers. Afterwards, the recovery team managed to take into custody one of the attacker's craft that had been disabled. It was found that the crew were cybernetic organisms bent on the destruction of all humanoid life in the universe, and that the attack force was able to send a signal off to their home about the existence of the TA. Within two years the outer colonies were being systematically attacked and destroyed, this began the Mechanoid War. This war raged for the next five years, a war of constant retreat on the part of the Terronians, but they made the Mechanoids pay for every inch of land and space they took, until only Terron remained. Then on 3/564.174 the Mechanoid fleet arrived at Terron, signaling the end of the war, either through the destruction of the Terronians or the Mechanoids. The Final Battle followed, and it was bloody nasty affair that lasted for 2 days, until the adult civilian population of the planet formed a planet wide psychic gestalt. In their joint will to destroy the Mechanoids, they converted themselves into pure psychic energy, launched themselves at the Mechanoids destroying the fleet. The battle was won, but at a grave cost, 95% of the non-military and 75 % of the military adults on the planet were dead, leaving mostly children on the planet. Something had to be done or the world would most likely collapse in on itself, diving the Terronians back several centuries. Out of the Ashes of the Terronian Alliance came the leaders of a new order, a military order, who vowed that the tragedy that befell the Terronian Alliance would never happen again. The formed a military dictatorship called the Star League. It was with the formation of the Star League that the rebuilding and repopulation truly began. The Phoenix that Rose from the Ashes The Terronian people rose like the mythical phoenix of Earth to begin anew, and this time they were stronger. The Council of Khans, the rulers of the Star League, decided in the beginning that the fastest way for the Star League to grow was by having the people doing the jobs they were best suited for, and created a caste society. The children of the planet were tested to see what roles they were suited for in society. The children were then organized into groups

according to their suitability and sent to the few remaining leaders in their field of endeavor, what ever it may be, but the next generation would be different, they would create the perfect warriors and scientist to be the foundation of the new order. It was only natural for the Council to make Warriors the Elite of the society, they were warriors themselves. It started with the remaining warriors who had distinguished them selves donating genetic samples. These samples were then altered to create stronger, faster, and smarter warriors when combined with the sample of another warrior of the opposite sex. The result was not a clone but a composite, that could have been the child of the two. Hundreds of thousands of these tank-born warriors were created and trained, but the specialization did not stop with just the generic warrior. Individual roles in the military were allowed for, a marine is different from a fighter pilot who is different from a spacer. These are the three classes of warrior. These new children were grown forty at a time, the first five or so generations were fast grown using the techniques gained from the Mechanoid's own computer brains and a sole oracle who survived the psychic onslaught, however it was changed, becoming almost an idiot savant. Through the composite cloning and fast growth technologies, the population soon grew to a stable level. Over the next four centuries the Star League reclaimed and fully repopulated, each and every world that the Mechanoids attacked. Just at a new wave of expansion was about to be launched, one vessel the LSS Juggernaut, found an supposedly abandoned space station, when the station fired on the Juggernaut her commanding officer, Star Captain Phellan Malthus, destroyed the station. This station however was the stopper for a network of stable wormholes that connected the five galaxies in the local cluster. Ordered by high command to explore the network, the Juggernaut made first contact with a living non hostile alien government the Aberrant Entent. A prophecy from the most ancient of time, before the "War of Nations" was being full filled. When light and shadow are joined by the heart, we will make the trek to a far off place to fight a creeping doom. Many of us will die, but if we are not there many more will fall to darkness, we must go, we must fight, and we must not fail. Within a year of contact with the Entent, the Star League was admitted into the Grand Alliance, ensuring that they will be there when they are needed. Contact with other races have brought changes in to those who have had contact, things were about to change from the strict militaristic government that has ruled the Terronian people since the formation of the Star League. The Terronian Alliance is Reborn Andre Kerensky, the only remaining warrior who was an officer during the days of the Terronian Alliance, had over the last two centuries been gathering a following of people who did not like the path that their people were following. This started when he had to step down from the Khanate to keep from being killed in a trial of succession, by a younger warrior. With the contact with other races, his following grew, especially with the warrior class, he knew his chance had come. Having spent the last year with the Atlanteans of the Scarlet Confederation, he learned about magic from them, something previously unknown to the inhabitants of Terron, who have depended solely on their psionics and technology. In fact he actually learned to cast one simple spell, carpet of adhesion, in addition the King of the Scarlet Confederation, rejuvenated his body, so that he would not die anytime soon. Kerensky, returned to Terron, and challenged the head of the Council of Khans to a Trial of Succession. Having beat his the former Khan, Kerensky started reorganizing the government, to reform the old Terronian Alliance. Six months of civil war erupted and was put down by the forces of the new Terronian Alliance. The changes are in progress but the reorganization will take some time. The Unknown History of Terron The Wheel of Time turns and Ages come and go, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the age that gave it birth returns again. Robert Jordan - The Wheel of Time Saga Before the rise of the Terronians, there existed on Terron another race. This race was responsible for the immense magical energies of the planet and also the devices that control those energies. But in all actuality this other race is not another race, but Humanity, for Terron is a Duplicate Rifts Earth more than 10,000 years after the Coming of the Rifts. After the Dark Ages and the fall of the Coalition State and new golden age followed and lasted for 1000 years, but then a new disaster struck and civilization was reduces to that of Medieval times, ALL advanced technology was lost and civilization had to rebuild. It took over a millennium, but eventually a new civilization emerged but by this time the people had adapted to the increased magical energies of the planet and were born anew, they called

themselves "Terronians". All records of the time prior to the revival have been lost with the exception of a few works that are almost none existent. The Terronians The Terronian people are the only ones in the Terronian Alliance, in fact untill the last year or so the only living alien race that they any contact with were the Mechanoids. Terronians are the evolution of humanity on a planet that has even greater magical energies than Gemini Two. One of the effects of this evolution, is the incredible psionic powers that Terronians posses. Additionally the Terronians have evolved as supernatural creatures, that can go toe to toe with many supernatural, but this did not happen to just the Terronians, it happened to every living thing on the planet. The Terronians have a culture in change, for the last few centuries theyve have been a culture of warriors, but this is slowing changing as the warrior caste is integrating with the other castes in the society. Alignment: Any Attributes: IQ: 3D6 ME: 3D6 MA: 3D6 PS: 3D6 PP: 3D6 PE: 3D6 PB: 3D6 SPD: 3D6. PS and PE are considered supernatural. Hit Points: PE + 2D6 per level MDC: 2D6x100 + 1D4x10 per level Natural Armor Rating: None Horror Factor: None P.P.E.: 1D6x50 plus any from a magic OCC if one is taken Psionics: By Psionic power level and Psionic R.C.C. , add RCC's ISP to the proscribe amount of ISP listed below, also the chance for psionics is quadrupled, hence all members of the Terronian race are at least minor psions. The following table will be used to determine psychic potential. Roll 01 - 50 51 - 80 81 - 00 Level Minor Major Master ISP 5D6 + ME plus 1D6+1 per level 1D6x10 + ME plus 2D6+2 per level 2D6X10 + ME plus 4D6+4 per level

All Terronians have the following Powers Mind Block, Telepathy, and Empathy. Additionally additional powers are chosen according to the psychic's power level as stated below. - Minor Psychics choose 5 powers from any of the minor categories. - Major Psychics choose 9 powers form any category but no more than 2 from the super psionic category. - Master Psychics choose 13 powers from any category but no more than half may be from the super psionic catagory Additional Psionic powers can only be obtained through the use of a Psionic RCC's, martial arts, or other OCC's. Natural Abilities: None other than Psionics Average Life Span: 500 years, some have been known to have lived as long as 1,100 years Vulnerabilities: Uncontrollable Touch Telepathy, when a Terronian makes flesh to flesh contact with another being they begin to uncontrollably read not only the surface thoughts of the being, but the unconscious mind as well. Combat: Normal; varies with skills Damage: By Supernatural Physical Strength Bonuses: Normal O.C.C.'s / R.C.C.'s: Any but the species has absolutely no knowledge of magic, at this time but they are learning. Skills of Note: Standard Everyman skills Habitat: Earth - like World highly rich in magical energy Enemies: None known at this time, other than a racial hatred of the Mechanoids Allies: None known at this time Physical Appearance: Indistinguishable from humans Average Size: Same as humans Average Weight: Same as humans Notes: For more information check out the entry on Terronian History. Terronian Martial Arts

The School of Tochanavich Advanced Blade-staff


Entrance Requirements: Characters must be of an Honorable Alignment and committed to a Zen Doctrine. Attribute requirements are: I.Q. 10 and M.A. 8. Skill Cost: 20 Years (10Years as a Secondary Martial Art Form), it also costs 1 related skill and 2 secondary skills to learn this form. In the times of the oldest records of Terron, there was created a number of schools of disciple and teaching, all of these schools included the teachings of personal combat to ensure the survival of the school. Many of these schools have died out over the years but a few do remain, and those that do are actually open to all. In fact it is a rarity to find a Terronian who has not attended one of these schools. The most common is one not unlike Tai Chi schools of Earth. But the warriors among these people often have gone to schools like the School of Tochanavich, the School of Tochanavich is among the oldest of the schools. Its teachings revolve around a philosophy that actually comes from the before times, Zen. This school is responsible for the creation of a unique weapon, the Blade-staff; the blade-staff is a two to two and one-half foot long shaft with a three foot double edged sword blade attached at each end. The Blade-staff is purely an infantry weapon the blade-staff in the hands of a master can easily overwhelm multiple attackers, becoming the wielder of eight and a half feet of spinning death. While this art does stress the use of a weapon, it does not ignore unarmed combat. Masters of this art are almost as deadly without their blade-staff as they are with them. There is an offshoot of this art thought; some of its practitioners developed a blade-staff that could separate in the middle, effectively becoming two swords. None the less, the blade-staff art is one of the more popular ones used by the warriors among the Terronians. "Whatever works? That's The School of Tochanavich Advanced Blade-staff! And that's the best way to describe this pragmatic, "no-holds-barred" martial art form is an Okinawan form of Karate that emphasizes circular flowing technique with more snap motions than most kinds of karate. It seeks to combine the three principles of movement, ground, feet and air, into a radically new kind of combat. Movements are based on waves, tornadoes, clouds, whirlpools and lightning. Special techniques include untai, "flinging techniques," sentai, "spinning, and hentai, falling/toppling, nentai, spiral moves, and tentai, movement of spheres." Seeing a master in combat is nothing short of spectacular. Every move, defensive as well as offensive, will involve leaving the ground in some kind of turning or spinning movement. Students must meet his rigorous intellectual standards and are expected to study Zen just as much as the martial arts. Many of its movements are taken from other forms and it is flexible enough to continue the borrowing process. A master will not rush into combat, but will wait until either an attack or an expected attack. The first move will almost always be a combination of an attack and a defense followed by a Jumping or Leaping attack. Blade-Staff work is integral to every movement in the form. Each kata can use the Blade-Staff for both attacking and defending. Major techniques include Atemi-Waza "vital points," Kansetsu-Waza "joint locking techniques" and Nage-Waza "throwing methods." Defensively Advanced Blade-staff specifically has movements to counter daggers, sticks, guns and both close and distant unarmed attacks. The eight-point rules of The School of Tochanavich Advanced Blade-staff are as follows: 1. As the heart beats on and off, as heaven and earth rule man, so harmony should be in all things. 2. As the blood moves through the body, as the moon and sun move through the sky, so movement should be continuous. 3. As the body's fluids come in and out of the body, as all things are either hard or soft, blocks and deflections (Parries) should match the attack. 4. Weight and unbalance are the same; lightness and balance are also the same. 5. No direction is correct, so any direction must be subject to instant change. 6. Striking should be made only at those times and places when defense is weakest. 7. The eye must see in every direction. 8. The ear must hear in every direction. Costume: White sleeveless Karate outfit but made of heavier material, with optional school patch worn on left side of the chest. Usually the top is white and the pants are black, with white headband and white wrist and ankle bands, and white arm/leg guards and bracers. The Bo Staff is often personalized with a bit of carving and/or with some leather hand grips. They can also be painted, varnished or stained in different colors. Stances:

Stance - 1: Feet shoulder-width apart, forward foot pointing slightly away from the body, rear foot pointing towards the rear. One arm tight against the waist, the other loosely extended, both hands clenched in fists. Note that the fist is somewhat different, with the thumb wrapped over the top of the clenched fist rather than toward the palm. Stance - 2: Feet are less than shoulder width apart, at right angles, with the knees slightly bent. Arms and hands are usually loosely extended in a variety of positions. Stance 3: The dominate leg is forward, bent at the knee with the foot pointed at the opponent. The hips are perpendicular to the opponent. The other leg is back, bent at the knee with the foot at a right angle to the opponent. Shoulders are squared onto the opponent, with the dominate arm extended holding the blade-staff parallel to the ground. The other arm is back and curved inward. Stance -4: The body is perpendicular to the opponent with the feet at 45 degree angles. The dominate arm is extended back holding the blade-staff parallel to the ground, while the other arm is forward and curved inward slightly with the hand open Stance -5: Right leg bent out to the right and forward, left leg at a right angle, with knee bent out to the back. Shoulders twisted at angle from the waist. Right arm extended and curved back, left arm back and curved upward and forward. CHARACTER BONUSES: Add +55 to CHI Add +4 to P.P. Add +2 to P.E. Add +2 to P.S. Add +8 to Speed. Add +5 to S.D.C. Add +3 to M.A. COMBAT SKILLS: Attacks per Melee: 7 Escape Moves: Leap, Roll With Punch/Fall/Impact, Maintain Balance, Back Flip, Turn With Punch/Fall/Impact (SPECIAL! An advanced version of the classical Roll. Character uses rotary motion, combining a 'head-over-heels' roll with a 'side-to-side' turn. (Successful roll reduces damage to one quarter. Use 'Turn' bonus, Double axel flip: Twice the height and length of a backflip, does a 180 degree rotation starting with feet, ending with feet. NOTE: I have seen this done in my kendo class in real life. Escaping: Uses 1 attack/action: Used to escape entanglement, holds, bonds etc. Attack Moves: Leap, Forward Spin (SPECIAL! A move into combat that causes the opponent to lose the first attack of the melee round. Must roll separately using 'Spin' bonus, Double axel flip: Twice the height and length of a backflip, does a 180 degree rotation starting with feet, ending with feet. NOTE: I have seen this done in my kendo class in real life, Rising crescent: 3d6, attack/escape combination, opponent loses initiative, uses 2 attacks, Air drop: 4d6 per 1ft of height fallen, used on opponents below, uses both feet, with arms upward, can be tacked on the end of a double axel flip, Aerial stomp: 1d6 per 2ft of height above opponent and knockdown unless already on ground, Air catch: 2d6 and knockdown. Catches any opponent in the air and slams them to the ground, Air tackle: 1d6 per 3ft fallen and knockdown. Tackles an opponent whether in the air or on the ground and slams them to the ground. Basic Defensive Moves: Dodge, Parry, Automatic Parry, Backward Turn (SPECIAL! A move used to get out of combat range. Can be used instead of a Parry or Dodge to avoid damage completely. Use 'Turn' bonus.), Advanced Defensive Moves: Automatic Dodge, Automatic Leap Dodge: The martial arts ability to use the leap as an automatic dodges! It can be combined with back flips, cartwheels and somersaults. +8 to leap dodge plus any P.P. bonus and additional leap dodge bonuses Each leaping dodge uses up one melee attack, but can be done indefinitely to avoid attack and damage as if it were a parry. This maneuver is designed to be strictly defensive and to frustrate one's opponent(s). A frustrated or angry opponent tends to become reckless, will tire himself out foolishly, and focus on his opponent rather than what's happening around him (like being lured into a trap, or not seeing others move past him, sneaking up, etc.). Martial Artists typically chide their opponents with remarks like, "What's the matter? Can't you hit a moving target?" "Is that the best you can do?" "My, you are slow." "Oh ho, you almost got me that time." "Whoops, missed again?" "Aren't you getting tired swinging that weapon so much?" "Would you like me to stand still and fight? No, I think not." And so on.

Timed leap: Advanced blade-staff users are skilled at timing their leaps to their best advantage. This is usually done to cause an opponent to swing, miss the martial artist, but strike a tree, rock, building, vehicle or another opponent rushing in from behind or from the side. This is a dangerous maneuver because missed timing means the character's dodge missed and he is struck by his opponent. Only a +6 bonus for a timed leap and P.P. attribute bonuses are applicable to this maneuver. Do not use any other dodge bonuses. Combination Parry/Attack, Disarm, Multiple Dodge, Break-fall, Multiple Dodge, Circular Parry, Spinning Evasion (SPECIAL! This is a combination Dodge, Parry and movement maneuver. Uses 'Spin' bonus to counter any attacks, no matter what the weapon. Takes an entire Melee Round and cannot be used with any attacks, Counter movement: Uses 1 attack/action: A non-offensive technique that can save the characters butt in certain situations that have a simple solutions, but no specific counter. A few good examples are: 1. An opponent sweeps the character, and instead of hitting the ground the character springs off his hands back onto his feet. 2. You are on the ground and an opponent is in the process of an aerial stomp. You raise your feet and propel your opponent back into the air. 3. An opponent throws you. You can either use the moment to perform a cartwheel, or a flip. Hand Attacks: Strike (Punch), Knife Hand, Fore-Knuckle Fist, Palm Strike, Backhand, Rotary Palm Strike (SPECIAL! Does normal damage, but also works as a knockdown attack.) Basic Foot Attacks: Kick Attack, Crescent Kick, Snap Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Tripping/Leg Hooks, Drop Kick (Combination Fall/Dodge/Kick) Jumping Foot Attacks: Jump Kick, Flying Reverse Spinning Kick (SPECIAL! A flying jump that involves a complete somersault in midair. Damage is 2D6. Takes an entire Melee Round. Can use only 'Spin' bonus, not 'Strike' bonus. Also works as a simultaneous Automatic Parry,), Rising crescent: 3d6, attack/escape combination, opponent loses initiative, uses 2 attacks, Air drop: 4d6 per 1ft of height fallen, used on opponents below, uses both feet, with arms upward, can be tacked on the end of a double axel flip, Aerial stomp: 1d6 per 2ft of height above opponent and knockdown unless already on ground Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry, Elbow, Body Block/Tackle, Body Flip/Throw, Choke, Knee, Paralysis Attack (Vital Points), Automatic Body Flip/Throw, Spinning Leap Attack (SPECIAL! This spectacular leap attack allows for two Strikes: one kick that does 1D8 Damage, and one Palm Strike that does 1D6 Damage. Use 'Spin' bonus for kick and 'Strike' bonus for Palm Strike. Takes an entire Melee Round to perform. Also works as a simultaneous Automatic Parry), Wrist/ankle break: This is can only be used in combination with a trapping maneuver against a high attack. When an opponents hand/foot is entrapped the character uses a quick snap or twist of the wrists to break an opponents wrist/ankle. A successful attempt does 1d6 HP damage, and unsuccessful attempt does 1d6 SDC damage. Against midsection attacks: The knee and elbow are used to strike the limb/weapon between them doing combined elbow and knee strike damage to that limb/weapon. Against low attacks: The feet are used to parry the attack while applying counter pressure, this causes an opponent to make a test of balance to see if he remains standing. An opponents roll to maintain balance must be higher than the characters roll to trap. Failure means an opponent suffers the penalties of a trip/leg hook, Air tackle: 1d6 per 3ft fallen and knockdown. Tackles an opponent whether in the air or on the ground and slams them to the ground. Hit to the Groin: This can be performed with the hands, knees, feet, clubs, or whatever. Requires a strike roll of 13. If successful, the victim must roll a saving throw versus pain of 13 or better. If the saving throw fails, the victim loses initiative and two attacks. Inflicts 1D4 damage. Agony Strike: A particularly cruel and painful attack that incapacitates its victim with pain. Under the influence of the attack, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost), the pain is very real, and it will take another minute for the victim to regain his full composure. During that minute his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of 1 to strike, parry and dodge. Pain Strike: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected. Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.

Pins & Needles Strike: Effect: This unique attack causes its victim to experience the stinging "pins and needles" sensation as if the blood flow in that particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If used on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If used on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Using this attack on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when used upon the torso, sex will be no pleasure less no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy. Release Strike: The attacker manipulates the victim's pressure points in such a way that the victim
either vomits or defecates or urinates. This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions.

Stun Strike: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves. Jodo Strike: A powerful thrust with the point of the staff, or blunt end of a spear, to the side of the temple. The blow is so painful and jarring that it inflicts an extra 1D6 damage and, for a moment, everything goes black: the victim of the Jodo strike loses initiative, loses one melee action and there is a 01-50% chance that he will drop whatever weapon he was holding (only drops one weapon if using paired weapons victim's choice of which). The martial arts master must focus and deliberately aim at and strike the temple (the player should announce his intentions before he rolls to strike). A roll of 18 or higher (including bonuses) is necessary to have full effect. Any roll that hits his opponent, but is under an 18 hits, but misses its mark and only inflicts normal damage Rising crescent: 3d6, attack/escape combination, opponent loses initiative, uses 2 attacks Air drop: 4d6 per 1ft of height fallen, used on opponents below, uses both feet, with arms upward, can be tacked on the end of a double axel flip Aerial stomp: 1d6 per 2ft of height above opponent and knockdown unless already on ground
Kawasu 1 & 2:

Can use a melee weapon which are skilled in to deflect any thrown missile at a rate of 1 per 3 PP within 1 combat melee and the character; Can use a melee weapon which are skilled in to deflect any arrows or bolts at a rate of 1 per 4 PP within 1 combat melee Holds/Locks: Arm Hold, Automatic Arm Hold, Leg Hold, Automatic Leg Hold, Wrist Lock, Automatic Wrist Lock, Body Hold, Automatic Body Hold, Neck Hold, Automatic Neck Hold. Weapon Katas: W.P. Blade-Staff w/Weapon Mastery/Swordsmanship +3 levels W.P. Bo Staff w/Weapon Mastery/Swordsmanship +3 levels, W.P. Sword w/Fencing/Weapon Mastery/Swordsmanship/Paired +3 levels, W.P. Improvised. Modifiers to Attacks: Critical Flip/Throw, Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from the rear, Knockout/Stun from the rear, Death blow, Deathblow from the rear SKILLS INCLUDED IN TRAINING: Martial Art Powers: Receive the Special Kata: Bassai "Fortress Penetration" automatically. Select a total of 10 Powers each from among Atemi Abilities (including Advanced), Martial Art Techniques, Chi Mastery Techniques (including Advanced), Body hardening (including Demon Hunter), and Specialty Katas (including Chi katas), and 10 Psionic Powers from any category. If desired, any number of Powers can be traded one-for-one for any Basic Skill Programs (excluding physical). Languages: Terronian battle language, Sign language Physical: Gymnastics, Acrobatics, Tumbling, Climbing, Prowl Cultural Skills: Gardening, floral arranging (Ikebana), Bonsai (tending miniature trees), Calligraphy, Haiku (special poetry), Music (Instrumental (3 of Choice), and Singing), Cooking, Sewing, Dancing, Chess, Go. Philosophical Training: Zen Forms that can be learned in a shorter time: Jujutsu (2 Years), Isshin-Ryu Karate(2 Years), Taido (2 Years), TaiChi Ch'uan (4 Years), or Li-Chia (4 Years), Sankukai (4 Years), Tae Kwan Do (3 Years), Moo Gi Gong (4 Years), Shao-Lin (6 Years).

LEVEL ADVANCEMENT BONUSES 1st: +8 to Leap(+6ft to jump height and distance), +3 to Turn (either with Punch/Fall/Impact or Forward/Back), + 5 to Roll with Punch/Fall/Impact, , +2 to Parry, +2 to Dodge, +2 to Strike, Critical Strike on Natural 20, Critical Strike from Behind. 2nd: +2 to Strike, +1 to Disarm, +1 to Maintain Balance, +2 to Back Flip, Add 3 Levels onto W.P. Bo Staff/Bladestaff. 3rd: +2 to Leap(+2ft to jump height and distance), +1 Attack per Melee, +1 to Parry, +1 to Dodge, +1 to Body Flip/Throw (Does 2D6 Damage, instead of the normal 1D6), + 2 to Maintain Balance, Double Existing Chi. 4th: +1 Attack per Melee, +1 to Damage, Select Two (2) Additional Martial Art Powers, Critical Strike on Natural 18, 19 or 20, +1 to Spin, Knock-Out/Stun on Natural 19 or 20. 5th: +1 to Maintain Balance, + 2 to Roll with Punch/Fall/Impact, Knock-Out/Stun on natural 18, Critical Strike on Natural 17 or better, Select One (1) Additional Martial Art Power from Chi Mastery, and Martial Art Techniques. 6th: +2 to Leap(+2ft to jump height and distance), +2 to Roll with Punch/Fall/Impact, +1 to Back Flip, + 1 to Parry/Dodge, +1 to Disarm, and Death Blow on a natural 19, Knockout/Stun on natural 17, Select Two (2) Additional Martial Art Powers. 7th: +2 Attack per Melee, +1 to spin, +1 to Body Flip/Throw. +1 to Disarm, +1 to Parry, +1 to Dodge. 8th: +1 Attack per Melee, +2 to Maintain Balance, Death Blow on Natural 18, Double Existing Chi. 9th: +2 to Leap (+2ft to jump height and distance), +2 to Roll with Punch/Fall/Impact, +1 to Damage, Select Two (2) Additional Martial Art Powers, Add One (1) Zenjorike Power, +1 to Turn (either with Punch/Fall/Impact or Forward/Back). 10th: +1 to Backflip, +2 to Parry, +2 to Dodge, +1 to Disarm, +1 to Strike, +1 to Damage, 11th: +2 Attacks per Melee, +1 to Parry, +1 to Dodge, Select Two (3) Additional Martial Art Powers. 12th: +2 to Leap(+2ft to jump height and distance), +2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Parry, +1 to Dodge, +1 to Strike, Add One (1) Zenjorike Power, +1 to Spin. 13th: + 2 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, Select Two (2) Additional Martial Art Powers, Double Existing Chi, +1 to Turn (either with Punch/Fall/Impact or Forward/Back). 14th: Double Existing Chi, +1 to Parry, +1 to Dodge, +1 Attack per Melee, Knockout/Stun on natural 17. 15th: +2 to Leap (+2ft to jump height and distance), Add One (1) Zenjorike Power, Select Two (3) Additional Martial Art Powers. Why Study The School of Tochanavich Advanced Blade-staff? The School of Tochanavich Advanced Blade-staff is a fairly "soft" form of karate that emphasizes the idea of movement over simply inflicting damage. And; because it's designed to get the job done! There's no such thing as an "unfair" move in Jodo, anything that works against the enemy is acceptable. It serves well as a defensive form than on offense. This form gives a good mix of Martial Art Skills and combat moves. It's also great for adopting moves from other martial arts. It is also one of the rare arts that teach Atemi. Since this form also has the greatest number of new and unusual techniques, it is often baffling to students of other martial arts. The integration of philosophy with movement makes it a powerful style, but it may be overly complicated. Bladestaff In the times of the oldest records of Terron, there was created a number of schools of disciple and teaching, all of these schools included the teachings of personal combat to ensure the survival of the school. Many of these schools have died out over the years but a few do remain, and those that do are actually open to all. In fact it is a rarity to find a Terronian who has not attended one of these schools. The most common is one not unlike Tai Chi schools of Earth. But the warriors among these people often have gone to schools like the School of Tochanavich, the School of Tochanavich is among the oldest of the schools. Its teachings revolve around a philosiphy that actually comes from the before times, Zen. This school is responsible for the creation of a unique weapon, the Bladestaff, the bladestaff is a two to two and one-half foot long shaft with a three foot double edged sword blade attached at each end. Purely an infantry weapon the bladestaff in the hands of a master can easilly overwhelm multiple attackers, becoming the weilder of eight and a half feet of spinning death. While this art does stress the use of a weapon, it does not ignore unarmed combat. Masters of this art are almost as deadly without thier bladestaff as they are with

them. There is an offshoot of this art thought, some of its practitioners developed a bladestaff that could seperate in the middle, effectively becoming two swords. None the less, the bladestaff art is one of the more popular ones used by the warriors among the Terronians. Entrance Requirements: N/A Skill Cost: N/A Costume: There is not set costume for the use of the Bladestaff Art. Stance: There are 2 distinct stances in the Bladestaff Art. 1) The dominate leg is forward, bent at the knee with the foot pointed at the opponent. The hips are perpendicular to the opponent. The other leg is back, bent at the knee with the foot at a right angle to the opponent. Shoulders are squared onto the opponent, with the dominate arm extended holding the bladestaff parallel to the ground. The other arm is back and curved inward. 2) The body is perpendicular to the opponent with the feet at 45 degree angles. The dominate arm is extended back holding the bladestaff parallel to the ground, while the other arm is forward and curved inward slightly with the hand open. Character Bonuses: 1) + 2 to P.S. 2) + 4 to P.P. 3) + 5 to Spd 4) + 3D6 to MDC Combat Skills: Attacks per Melee: 3 Escape Moves: Back Flip, Turn with Punch/ Fall/ Impact (an advanced version of the classic roll. Character uses rotary motion, combining a 'head-over-heels' roll with a 'side-to-side' turn. Successful roll reduces damage to one quarter.), Maintain Balance, Leap Attack Moves: Leap, Forward Spin (a move into combat that causes the opponent to lose the first attack of the melee round. Must be rolled separately from the attack) Basic Defensive Moves: Dodge, Parry, Automatic Parry, Backward Turn (a move to get out of combat range. Can be used instead of a Parry or Dodge to avoid damage completely.) Advanced Defenses: Multiple Dodge, Circular Parry, Spinning Evasion (This is a combination Dodge, Parry and movement maneuver. Uses 'Spin' bonus to counter any attacks, no matter what the weapon. Takes an entire Melee Round and can not be used with any attacks.) Hand Attacks: Strike, Backhand, Palm Strike, Spinning Backfist (this is a equivilant punch of a turn kick) Basic Foot Attacks: Tripping Leg Hook, Crescent Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge / Kick) Jumping Foot Attacks: Flying Reverse Spinning Kick ( A flying jump that involves a complete somersault in midair, Damage is 2D6. Takes an entire Melee Round to perform. Also works as an automatic parry.) Special Attacks: Spinning Leap Attack (This spectacular leap attack allows for two strikes: one kick that does 1D8 and one palm strike that does 1D6 or a strike with the bladestaff. Takes an entire melee round to perform. Also works as a simultaneous Automatic Parry.) Holds / Locks: None Weapons Katas: W.P. Bladestaff (use W.P. Staff) at 2 levels higher than the character's current level. Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Behind Skills Included in Training Martial Art Powers: Select a total of three (3) powers from among Martial Arts Techniques or Psionic Powers. Languages: No additional Language Skills Physical: Gymnastics, Tumbling Philosophical Training: Zen Level Advancement Bonuses 1) +2 to Turn, Critical Strike from Behind 2) +2 to Back Flip, +1 to Strike 3) +1 Attack per melee, +1D4x10 to ISP 4) +1 to Spin, Knockout / Stun on natural 19 or 20. 5) Select one (1) additional Martial Arts Power from Martial Arts Techniques or Psionic Powers

6) +1 to Back Flip, +1 to Parry / Dodge 7) +1 Attack per melee, +1 to Spin 8) + 1D4x10 to ISP 9) +1 Attack per melee, Add one (1) Psionic Power, +1 to Turn 10) +1 to Back Flip, +1 to Parry / Dodge 11) Select one (1) additional Martial Arts Power from Martial Arts Techniques or Psionic Powers 12) Add one (1) additional Psionic Power, +1 to Spin 13) +1 Attack per melee, +1D4x10 to ISP, +1 to Turn, Critical Strike on 19 or 20 14) +1 to Parry / Dodge 15) Select one (1) additional Martial Arts Power from Martial Arts Techniques or Psionic Powers (Author's Note: I admit it, I was inspired to create the bladestaff and its art, by Darth Maul in Star Wars Episode One. In the creation of this art I did draw upon Taido as seen in Ninjas and Superspies) Martial Arts Powers When selecting Martial Arts powers for a Terronian Character, there are a few things to keep in mind. Changes: 1) Any bonuses to SDC are applied as MDC 2) There are no Chi or Zanjorike powers, instead selections are made from the list of available psionic powers instead 3) Use ISP instead of Chi for Chi Zoshiki (chi invisibility) Available Psionics Powers:

Sixth Sense

Psionic Martial Arts Powers:


When selecting Martial Arts powers for a Terronian Character, there are a few things to keep in mind. Changes: 1) Any bonuses to SDC are applied as MDC 2) There are no Chi or Zenjorike powers; instead selections are made from the list of available psionic powers instead 3) Use ISP instead of Chi for Chi Zoshiki (chi invisibility) Available Psionics Powers: Sixth Sense Personal Environment Bubble Range: Self Duration: 4 minutes per level Saving Throw: None ISP: 20 The psychic creates a bubble of force that seals in the current environment and stabilizes it. Pressure, temperature, air are all regulated while in the bubble, which moves at a speed equal to the psychic's M.E. The bubble may be penetrated by anything moving slowly enough, and has a total of 12 S.D.C. (M.D.C. is not possible). The power can be used to make the psychic immune to great pressure such as outer space or under water, up to a certain depth. See Rifts Underseas for more details. Personal Force Field Range: Self Duration: 1 minute per level Saving Throw: None ISP: 16 Creates a telekinetic field around the psychic's body and possessions that provides A.R. 8 and 20 S.D.C. or 20 M.D.C. in mega-damage settings. It prevents the use of firearms and disallows the psychic from manipulating items, as the force field covers the hands and fingers, making them mitten like.

Kinesis Bolts Range: 50ft plus 10ft per level of experience. Duration: The ability lasts one melee per level of experience and each psychic energy bolt requires one melee action to project. Length of Trance: Two melee actions I.S.P. Cost: 10 Damage: 1d4 S.D.C. damage per level of experience. In a Rifts world this power does equivalent mega-damage but requires 20 I.S.P. to initiate. Save Throw: Dodge Strike Bonus: +3 Prerequisite: Requires one kinesis power as a prerequisite, and must be acquired multiple times to gain multiple kinesis bolts if more than one kinesis power is possessed (the four valid kinesis powers are Telekinesis: Super, Pyrokinesis, Hydrokinesis, and Electrokinesis). For psychics with the above kinesis powers, this allows them to channel their kinetic talents into offensive capability. Note that in the case of Hydrokinesis, their powers do normal damage to normal targets and double damage to vampire targets! With Hydrokinesis and Hydrokinesis Bolts, a psychic has the power to unlock the vast energy held in the molecules of water (hydrogen and oxygen!) A psi can create searing blasts of steam and crystalline razors that melt away, as well as cylinders of fast moving hard water! Mind Bolt (minor) Range: 50ft plus 10ft per level of experience. Duration: The ability lasts one melee per level of experience and each psychic energy bolt requires one melee action to project. Length of Trance: Two melee actions I.S.P. Cost: 15 Damage: 1d4 S.D.C. damage plus 1d4 per level of experience. In a Rifts world this power does equivalent megadamage but requires 25 I.S.P. to initiate. Save Throw: Dodge Strike Bonus: +3 Pretty much the same as the super psionic power, only a little weaker and with much less range and damage. Telekinetic Punch Range: by touch or one foot per level of experience Duration: Instant I.S.P. Cost: 6 Saving Throw: Dodge or parry as usual This telekinetic power enables the psychic to deliver a powerful punch or kick like force through telekinetic energy. The character must actually make a physical punch or kick, but a successful strike delivers a telekinetically enhanced blow. A telekinetic punch will inflict 3d6 SDC/hit point damage plus PS bonus if any, and a kick will do 4D6 SDC plus P S. bonus. The I.S.P. is spent whether or not the punch or kick actually hits the target roll to strike as normal. The power is use in conjunction with a normal, physical attack that can he parried or dodged by the enemy. Every time the power is used the psychic must make a save of 14 or higher or he will take 1D6 points of damage himself as a result of wrenched muscles or a dislocated joint from the extra strain on his body. Telekinetic Lift Range: Self or Touch Duration: 20 melees per level of experience I.S.P. Cost: 6 Rather than moving objects solely with the power of the mind this use of telekinesis is used to increase the character's ability to lift and carry heavy weight. The psychic creates a telekinetic field around the object and lifts both physically and mentally (via telekinesis.) This power enables the psychic to lift and carry weights 200%, heavier than his/her P.S. normally allows. This use of telekinetic is limited exclusively to lifting and carrying heavy weights and cannot be used to hurl boulders and heavy objects as weapons, nor can it be used to augment the damage inflicted by a punch kick or other physical attacks.

Telekinetic Acceleration Attack Range: 500 feet +50 feet per level of experience; line of sight Duration: Instant I.S.P. Cost: 10 for SDC damage, 20 for MDC damage This power works on the similar principle as the rail gun but uses telekinetic rather than electromagnetic force Rather than Use telekinesis to lift and move one or more objects, this super psionic power causes a half dozen to a dozen small objects (coins, pencils, small stones arrows, unloaded bunch of bullets. etc.) to hurl at an incredibly high velocity in a powerful (if not short-range) burst of telekinetic energy. All items strike one target at tornado wind velocity. If 10 I.S.P. are expended the damage inflicted is 2D4x10 SDC If 20 I.S.P. Are expended the damage inflicted is 3Dx10 MDC The psychic must roll to strike at a +3 to do so (no other bonuses apply except possibly RCC psi power bonus) and the target must be clearly visible. The psionic attacks count as its one of the Characters Melee attacks. Telekinetic Takedown Range: 40 feet + 5 feet per level Duration: See below Saving Throw: See below I.S.P. Cost: 20 and 10 per subsequent action if necessary The psychic uses harsh Telekinetic forces to grasp a victim, move them up to 6 feet per level, and then slam them downwards into the ground or a nearby obstacle. This force inflicts 4D6 S.D.C. and victims of this attack lose initiative and 1 action the following melee round. The victim can be prevented from leaving, by expending 10 I.S.P. every action, but the psychic can do nothing but concentrate while doing this. Victims may save versus psionics to break free. M.D.C. creatures are not harmed, but can be knocked down by the attack. The psychic is +4 to strike with this effect. Telekinetic Speed Range: Self Duration: 10 minutes per level of experience Saving Throw: None I.S.P. Cost: 10 This power allows the psychic to temporally increase their speed for a period of time covering more ground when running. For every level of experience, the psychic increases their speed attribute by +5 per level. This enhanced speed is useful when covering long distances on foot. It does not increase the psychic's P.P. ability or add any bonuses to strike or parry. It does, add a +6 dodge when this power is in use. Telekinetic Push Range: By touch or one foot +10 feet per level of experience Duration: Instant I.S.P. Cost: 4 Saving Throw: None The psychic can effectively create a telekinetic force that pushes away an attacker or anything within range (a door chair, cart, statue, etc.) The pushing force has the rough equivalent to a P.S. 16 +2 per level of the psychic. The telekinetic push is roughly equal In a body block and does 2d6 SDC/ hit point damage, and will knock most ordinary humans back 20 feet; and has a 1-60% chance of knocking the person off his feet (if so, that character loses initiative and one melee action) Characters weighing more than 200 pounds or who possesses robotic P.S. or supernatural P.S. are only shaved a foot or two. And there is only a 1-20% chance of being knocked of their feet. Inanimate objects weighing under 50 pound2, are pushed or slid across the ground 40 feet. Telekinetic Leap Range: Self Duration: One melee attack/action in this case a leap I.S.P. Cost: 8 This telekinetic application boosts the person's leaping ability.

By propelling the psychic an additional twenty feet when leaping upwards, and thirty feet when leaping across or lengthwise per level of experience. This power can he used in conjunction with a leap kick attack (damage. 6D6x6 plus P.S. bonus.) but the character will take 2D6 points for damage to him/herself from the hard impact unless a roll to punch fall or impact is made, A die roll to roll with punch, fall or impact. May be needed to land safely after one of these leaps. Presence Sense Range: 120ft/36m area Duration: 2 minutes (8 melees) per level of experience. I.S.P.: 4 Savings Throw: None Presence sense is a sixth sense which will alert the character to the presence of supernatural and magic creatures in the area. The ability cannot pinpoint the location of the presence, but will give the psychic the impression of whether it is near (within 50ft/15.2m) or far (beyond 90ft/27.4m). It will also give the character a vague idea of how many presences there are; one (1 or 2), a few (3 to 6), several (7 to 14), or many (15 or more). The psychic can also sense human presences, but with much less accuracy. It is more of a feeling of "We are not alone." The person's distance is undeterminable and the number of people is limited to a sense of one or two or many (and that is only right 50% of the time). See the Invisible Range: 120ft/36m distances. Duration: 1 minute per each level of experience. I.S.P. Cost: 4 Savings Throw: None The character can see forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creatures have no form per se, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, entities and the astral body. Sixth Sense Range: 90ft/27.4m Duration: Until the danger passes or happens. I.S.P. Cost: 2 Savings Throw: None The sixth sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90ft). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he will know is that something life threatening will happen within the next 60 seconds (4 melees)! The advance warning time is 1 minute +1 minute per level. +4 ME. Will know direction and threat level the sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, loved one, etc.). The sixth sense is only triggered by an unexpected, life threatening event which is already set into motion and will happen any second. The power cannot be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the sixth sense is temporarily rendered inoperative. Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial melee when the attack occurs. + 6 on initiative roll + 2 to parry + 3 to dodge The character cannot be surprised by a sneak attack from behind. Speed Reading Range: Self Duration: 3 minutes per level of experience. I.S.P.: 2

This is the ability to read and comprehend the written word extremely quickly. Speed of reading is 30 pages per minute/4 melees. The psychic will retain the information as he would normally. Highly technical texts will reduce the speed reading by half (15 pages per minute) and may require two readings. Total Recall Range: Self Duration: Permanent I.S.P. Cost: 2 The character remembers every word he reads. Specific blocks of information can be recalled in perfect detail at will. Each block of information costs 3 I.S.P. to recall in absolute detail. If all I.S.P. have been expended the memory is a little fuzzy, so that exact quotes and details may be impossible to recall. Roll percentile: 1-50 remembered in full detail, word for word; 51-80 details are forgotten, but the full essence of the ideas are clear; 81-00 can only recall the most basic concepts; no details nor strong comprehension. Blind fighting Range: Self and 20 feet + 5 feet per level around the psychic Duration: 2 minutes + 1 minute per level Saving Throw: None I.S.P. Cost: 4 This limited Clairvoyance allows the psychic to see while blinded by lack of light, or having eyes that are inoperable. Penalties for blindness and darkness are removed for the area of effect. Their vision is also a full 360 degrees, adding +1 to initiative, and protects from sneak attacks. Hyper senses Range: Self Duration: 1 minute per level Saving Throw: None I.S.P. Cost: 4 for basic use see below The character can expend I.S.P. to enhance their senses. While all senses are heightened by the base power (+2 to Perception checks), the character can enhance this further. Each additional 4 I.S.P. adds one of the following bonuses: 1. Excellent Taste (65% chance of tasting "tasteless" poisons, +10% cooking) 2. Hearing as good as a rabbit or wolf. (+2 initiative) 3. Intuition (10% more "lucky" GM's call) 4. Kinesthesia (+2 to roll, +10% maintain balance) 5. Sensitive Touch (+10% to sleight of hand movements or delicate touch) 6. Sight like an eagle (4miles) 7. Smell and track like a wolf (42%+3% per level +10% with blood) Lie Detection Range: Immediate area (see below) Duration: 30 minutes per level Saving Throw: See below I.S.P. Cost: 4 or 8 The psychic sets up an empathic field, specifically geared to determine if given statements are lies or truths. By expending 4 I.S.P., the psychic is alerted to any of the simple little tricks that occur when someone lies in their presence. While a saving throw is allowed, one must suspect telepathic-type intrusions before they are allowed to save. Typically however, a person saves when they are concealing something, and doesn't when they aren't so the psychic is at -6 to save. For 8 I.S.P., the psychic can interrogate a single known lie to reveal a truth. A saving throw is allowed for everyone against this effect. Also note that professional con-men, lawyers, sales people and people of high M.A. can skip by the psychic radar of this power. Psychics with unusually high M.A. scores may use their M.A. attribute in place of their M.E. attribute when making a save against this power. The power covers anyone within speaking distance, typically around 20 feet. Translation Range: Self

Duration: 10 minutes + 2 minutes per level Saving Throw: None I.S.P. Cost: 10 The psychic uses telepathic feedback to translate languages, and the resulting knowledge may be brought back with total recall, or the base duration extended with the expenditure of 8 additional I.S.P. This power only works with spoken languages. Psychic Sight Range: Self Duration: Varies I.S.P. Cost: Permanent expenditure of 2 I.S.P. to activate at will. This power replaces your sight, when you cant see. You can see twice as far, everything is seen with crystal clarity (+2 perception), and things in the dark are seen as if they were in daylight. You can even see when using transparency, because you use your mind to see, not your eyes. Usually developed by the blind. X-Ray Vision Range: Self Duration: 1 melee per level I.S.P. Cost: Varies This psychic power allows you to see through anything. You select a material or type of material and you are able to see through it. Materials include, but are not limited to, Metal (including lead and gold), stone, cement, fabric, flesh, soil, clouds or fog (very useful), and wood. The selected material will be only slightly visible, but enough so that you don't walk into it. Resist Possession Range: Self Duration: Two minutes per level. Length of Trance: One melee I.S.P. Cost: 10 Save Throw: None Prerequisite: Mind Block This simple psionic power creates an intense focus of consciousness in the character's body, enough to prevent a possessing entity from shaking the spirit loose from a host body. The psychic gets an additional +6 bonus to save vs. possession, +2 more at levels three and seven, and becoming totally impervious to it level ten. Bio-Regeneration Range: Self Duration: Permanent I.S.P. Cost: 6 Savings Throw: None This is the ability to mentally heal oneself of disease, poison, or physical damage. Unfortunately, this ability is limited to the healing of oneself and cannot help others. The process requires one full minute of concentration, meaning the character cannot use any other psionic power during that time. Bio-Regeneration does not restore missing limbs, but does not restore 2-12 (2D6) hit points, or 3-18 (3D6) physical S.D.C. points per melee. In addition, when cuts and scrapes are healed through bio-regeneration there is NO scarring. The psionic can regenerate as often as once every other minute. Deaden Pain Range: Immediate proximity, touch or within 3ft (0.9m). Duration: One hour per level of experience. Length of Trance: Two minutes (8 melee rounds). I.S.P. Cost: 4 The ability to deaden pain can be used as a pain killer which temporarily negates existing pain or as an anesthetic to be used for surgery.

Induce Sleep Range: Touch or within 6ft (1.8m). Duration: One hour per level of experience (or until awakened). Length of Trance: Two minute preparatory meditation. I.S.P. Cost: 4 Savings Throw: Standard; plus unwilling victims are + 5 to save vs. psychic attack. This is not an offensive ability, but is intended to be a recuperative power to induce sleep on those who are ill, exhausted, or an insomniac. The person will fall into a normal, restful sleep from which he can be easily roused. Unwilling victims of the induce sleep psi-power get a + 5 bonus to save (because this is not the intent of the ability) and cannot be involved in combat at the time. Psychic Diagnosis Range: Touch or within 3ft (0.9m). Duration: Immediate knowledge. Length of Trance: 2D4 melees of meditation. I.S.P. Cost: 4 Savings Throw: None; except for the nega-psychic, standard. The psychic healer can sense physical pain, damage, disease and possession with absolute clarity. This pinpoint accuracy enables the character to suggest treatment or to conduct psychic surgery. Psychic Purification Range: Touch Duration: Immediate Length of Trance: 6D6 minutes of meditation. I.S.P. Cost: 8 Savings Throw: None; except for the Nega-psychic, standard. The healer can use his abilities to slow a person's metabolism and destroy chemicals, drugs, poisons, and toxins in the body. The effects of the drugs/impurities are immediately halted at the beginning of the meditation, and completely destroyed/negated by its end. Damage sustained prior to the psychic's intervention still exists. Psychic Surgery Range: Touch Duration: Varies with injury. Length of Trance: 2D6 minutes of preparatory meditation, plus the duration of the surgery (which is half the time of conventional modern medicine). I.S.P. Cost: 14 Psychic surgery is used to repair broken bones, internal injuries, the removal of foreign objects (bullets, etc.), or when a character has suffered so much damage that he or she has lapsed into a coma (zero or less hit points). The recovery from a coma (near death) is equal to treatment from a hospital, 1-66%, when psychic surgery is used. Note that there is absolutely no scarring from psychic surgery and minimal pain (no pain if the deaden pain psi-ability is used). No tools are needed, only the psychic's hands. Note: A psychic diagnosis must be made before surgery is possible. Resist Fatigue Range: Self Duration: One hour plus 20 minutes per level of experience. Length of Trance: 1D6 melees of preparatory meditation. I.S.P. Cost: 4 A mind over matter discipline which enables the character to engage in physical activity without suffering from exhaustion. Although fatigue is temporarily suspended, the psychic will feel extremely tired and may even collapse when the psi-power's time limit lapses. Resist Pain Range: Self Duration: Five minutes per level

Length of Trance: Two melee actions I.S.P. Cost: 5 Save Throw: None Using this power gives the character a +4 bonus to save vs. Pain. The debilitating effects of Pain Shocks, Pain PsiWaves, toxins, and poisons (among other things) are halved. Lastly, the character remains fully conscious up to their P.E. below zero in damage and can survive in a coma up to twice their P.E. below zero. Body hardening= <-15p-> impervious to magic/psionic/MDC &normal fire/cold or electrical attacks and take dmg from all kinetic attacks +120*100 MDC +1d10*10 punch dmg and +1d20*10 kick dmg ar13 +1/2lvs body is like diamond. Inner strength= <5> 4 +4hrs/lv Vital strike= <5> can be a layered attack does no damage and bypasses armor effects are: blind(-10 combat), mute(1combat and no verbal spells), deafen(-2 combat), pain(-3 combat), convulsions(-4 combat), &paralysis(no movement), also can do the skill of= Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates ( this is a real-life ability BTW ). This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions. Elemental vital strike= <-15p-/+10> vital strike that can hurt anybody or anyone and bypasses any form of natural defense opponent has, must have vital strike to gain Restore P.P.E. Range: touch Duration: Permanent I.S.P. Cost: 4 plus the amount of P.P.E. transferred. This power allows the psychic to convert some of his 1.S.P. to P.P.E. energy and transfer the energy to another person. Two I.S.P. counts as one P.P.E. point. In addition, the conversion and transfer costs 4 I.S.P. For example. 10 I.S.P. converts into 5 P P.E. and costs an additional four I.S.P. to make the transfer and conversion, for a total cost of 14 1.S.P. A mind block will prevent this energy transfer. Suppress Fear Range: Self or others by touch. Duration: Ten minutes per level of experience. I.S.P. Cost: 8 This power temporarily suppresses the chemical and psycho logical components of fear on the recipient. As a result, the character is unable to feel frightened or is barely frightened, even if intellectually he realizes he is in danger or is facing a terrifying monster or situation. This enables the character to think rationally and take calm, calculated action, rather than respond with the typical flight or fight- reactions of those who are frightened. While this power is activated, the character automatically succeeds on any roll to resist Horror Factor, even if magically induced this power can be used on the psychic himself or on 1 or 2 others. Impervious to Cold Range: Self Duration: 20 minutes per level of experience. Length of Trance: 1D4 melees for preparatory meditation. I.S.P. Cost: 2 A mind over matter discipline which enables the character to suffer absolutely no ill effects or discomfort from exposure to even extreme freezing conditions. Impervious to Fire Range: Self Duration: 3 minutes per level of experience. Length of Trance: 2D4 melees for preparatory meditation.

I.S.P. Cost: 4 Another mind over matter discipline enabling the psychic to endure intense heat, fire, boiling water, hot coals, and so on, without suffering pain, damage or scarring. Magic fires inflict half damage. Impervious to Poison/Toxin Range: Self Duration: 2 minutes (8 melees) I.S.P. Cost: 4 The character can negate the full effects of poisons and toxic chemicals which he has ingested (eaten or drank) or introduced into the bloodstream, as long as he/she has advance knowledge of its deadly properties. A poison, toxin, or drug which has been unknowingly inflicted (and starting to take effect) can be negated too, but will do half damage or effect before it can be completely negated. Bonuses: Identify poisons 30% + 4% per level of experience; + 2 to save vs. poison and drugs. Night vision Range: Self, visual range about 600 feet (183 m) Duration: 10 minutes per level of experience. I.S.P.: 4 The psionic can adjust his visual capabilities through a form of bio manipulation. The eye are made to become much lighter sensitive and basically works on the same principles of mechanical light amplification. The eyes simply amplify existing light, such as candlelight or star and moonlight, to see clearly. There must be some source of light to see (cannot see in total darkness). Note: If suddenly exposed to light brighter than a single candle, the psychic will be temporarily blinded for 3D4 melees. The night vision power can also be used to change one's vision to polarized sight, reducing glare as would a pair of polarized sun glasses. Resist Fatigue Range: Self Duration: 1 hour + 20 minutes per level of experience. I.S.P.: 4 A mind over matter discipline which enables the character to engage in physical activity without suffering from exhaustion. Although fatigue is temporarily suspended, the psychic will feel extremely tired and may even collapse when the psi-power's time limit lapses. Resist Hunger Range: Self Duration: 6 hours I.S.P.: 2 Another mind over matter discipline that subdues any feeling of hunger, allowing the character to function at full effectiveness without nourishment. It is important to point out that while the psi-power maintains full operations, the body is still suffering from malnutrition and starvation. Loses 31bs of weight per day. Note: A psychic can survive up to 60 days, functioning as normal, without any food by continually using resist hunger. On day 61 the character will lapse into a coma. Under this extreme condition, 60 days of food deprivation while still fully active physically, the character is 20% to save vs. coma/death. Resist Thirst Range: Self Duration: 6 hours I.S.P.: 6 This ability is identical to the resist hunger psi-power except it applies to the consumption of water. It does not negate the long-range damage from dehydration. Summon Inner Strength Range: Self

Duration: 4 hours per level of experience. I.S.P.: 4 This psi-power enables the character to draw on his inner reserves of strength to ward off pain and fatigue. Every time the psychic calls upon his inner strength the following bonuses apply: +6 to P.S. +6 to P.E. +6 to Speed +8 to all saving throws +35% vs. coma + 10 to S.D.C./M.D.C. +2 to save vs. poison or toxins. No fear/hunger/thirst/pain for duration. Fatigue is temporarily forgotten and the character can function as if he was fully rested for the full duration of the summon inner strength power. Telekinesis Range: Up to 60ft (18.3m) away. Duration: 2 minutes per level of experience. I.S.P.: Small 3, medium 8, large (over 201bs) 8+1 per every 10 lbs of weight. Telekinesis is the ability to move objects without any other means than directed psychic energy. The character can make an object hop, fall, roll, rise into the air, suspend it there (hover) or make it fly across the room. In order to move an object by telekinesis, the item must be clearly visible, within the psychic's range (60ft/18.3m) and the point of focus. As usual, the psychic must concentrate on what he is doing; thus, each telekinetic feat counts as one of the character's physical attacks. The total number of telekinetic attacks is equal to the character's number of physical attacks per melee; usually 3 or 4. One can attack with telekinesis by hurling an object as if thrown or causing it to buzz about a room, swinging and hitting like a club controlled by an invisible hand. Several objects can be telekinetically thrown around within the same melee round, but not simultaneously. The psychic can only concentrate on one item at a time. For Example: A physical psychic with four, normal, hand to hand attacks per melee can perform four attacks with telekinesis. First, he makes a flower vase fly from the table, aiming it at his opponents head. Second, he makes the lamp hurl at the guard at the door. Third, the table is suddenly flipped up on end and, fourth, the doorknob is turned and the door flung open. Four attacks or actions using telekinesis. As we can see in the example, telekinesis can be used to do more than making objects fly around. The telekinetic power can be used to open doors, flick switches, press buttons, turn knobs and dials, open windows, make a rocking chair rock and so on. The range of possibilities is extensive when you stop and think about it. Remember, each action counts as one of the character's physical actions/attacks per melee. It is easiest to move or hurl small objects weighing two pounds (0.9kg or less). Maximum height or distance is 60ft (18.3m). Medium size objects weighing 3 to 20 pounds (1.4 to 9.1kg) are more difficult to manipulate. Maximum height or distance is reduced by half 30 feet (9.1m). Large or heavy objects weighing over 201bs are the most difficult to maneuver, reducing maximum height and distance to 15ft (4.6m). I.S.P. cost for large, heavy objects is 81.S.P. for the first 201bs (9.1kg) plus one I.S.P. for each additional 10 lbs. (4.5kg) of weight. This means it would cost 19 I.S.P. to move a 1251b (56.7kg) weight (8 I.S.P. for the first 201bs+ 11 I.S.P. for the remaining 1051bs). Remember, the height and distance of effect is limited to 15ft (4.6m) for such a heavy item. Combat Bonuses: + 3 to strike with telekinesis; physical/skill bonuses to strike do not apply when telekinesis is used. +4 to parry with telekinesis, by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium heavy object; costs 8 I.S.P. Damage from Hurled Objects: Small: 6 ounces to 1 pound 1D4 Small: l 1/2 to 2 1bs 1D6 Medium: 3 to 41bs 2D4 Medium: 5 to 10 lbs. 3D4 Medium: 11 to 251bs 3D6 Large: 26 to 401bs 4D6

Add 1D6 for each additional 201bs of weight. Note: Telekinesis is not a force field, thus, while it can be used to parry/block a punch, kick, club, knife or even sword, it can not stop bullets, arrows, gas, flying tackles, and similar attacks. Furthermore, a failed roll to telekinetically parry means the psychic did not parry and is struck by his opponent. Alter Mass Range: Self Duration: 2 rounds per level Saving Throw: None I.S.P. Cost: 8 The psychic can alter their mass in one of two ways: l Downwards reduces weight by 65% +2% per level, and adds 15% to prowl, doubles leaping distance and increases speed by +12. l Upwards makes the psychic tougher, adding 65% +5% per level extra mass, granting an A.R. of 8, and adding +2 to all basic hand-to-hand attacks and grants +10 to S.D.C. or M.D.C., but reduces speed by 25%. Body Bolster Range: Self Duration: See below Saving Throw: None I.S.P. Cost: 14 The psychic can cause their body to work in overdrive in healing and repairing wounds. Piercing and cutting wounds of any sort, as well as wounds from energy sources/weapons inflict half damage while this power is in use, effectively bouncing off the psychic's skin. Duration is one melee, plus another melee at levels 3, 5, 7, 9, 11, 13 and 15 and costs 14 I.S.P. to use. Enhance Reflexes Range: Self Duration: 3 rounds per level Saving Throw: None ISP: 10 This power adds a small bonus to the psychic's reflexes, affecting their overall abilities. For the duration, the psychic adds +2 to P.P., +3 to initiative and +15% to skills that require a delicate touch, balance and/or coordination. Heightened Sight Range: See below Duration: 1 minute per level of experience Saving Throw: None I.S.P. Cost: 4 This power grants the psychic the ability to see clearer & farther, much like a Rifts Crazy O.C.C. A form of BioManipulation which gives perfect 20/20 vision, excellent color vision and exceptional long range vision, allowing them to read a sign or recognize a face up to 2 miles away. Heightened Smell Range: Immediate area Duration: 1 minute per level of experience Saving Throw: None I.S.P. Cost: 2 Provides an enhanced sense of smell, which enables the psychic to instantly recognize odors 65%, recognize person by scent 25%, and even track by smell 30%. Heightened Touch Range: Self Duration: 1 minute per level of experience Saving Throw: None I.S.P. Cost: 2

Gives the psychic and enhanced sense of touch, which allows the character to recognize very slight differences in textures by touch. Adds +10% to all skills that require a delicate touch. Ping Range: 100 feet (30.4m) Duration: Instant I.S.P. Cost: 1 This power allows the psychic to send a small burst of psychic energy to a person or creature. The impact feels like a light tap, which seems to penetrate half an inch into the skin (painless). Generally, this power is used to get someones attention or to create a distraction. Bio-Manipulation Range: 160 feet (48.8 m). Duration: 4-16 minutes (roll 4D4). I.S.P. Cost: 10 Saving Throw: Standard; if a character successfully saves against the attack he is not affected at all. This applies to all seven bio-manipulative attacks. The psychic is able to induce physical trauma to the nervous system of others by sheer force of will and conveyance of psychic energy. This psi-power is also known as the Evil Eve, especially in rural areas where magic and folklore rule the day. There are twelve types of Bio-Manipulation effects, all of which are available to those with this power. Each affects only one person per attack and can be used in any combination. Intended victims must be within line of vision or their exact location known to the psychic. Each costs 10 I.S.P. to inflict. This psychic power enables the psychic to temporarily manipulate specific biological functions or conditions in human and animal life forms. The duration can be extended 4-16 (4D4) minutes per additional 6 I.S.P. 1. Agony: A particularly cruel and painful power that incapacitates its victim with pain. Under the influence of the power, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost), the pain is very real, and it will take another minute for the victim to regain his full composure. During that minute his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of 1 to strike, parry and dodge. Only one person can be affected per use. 2. Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge. 3. Deafness: Can be caused by manipulating the eardrum. Victims can not hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf. 4. Ecstasy: This power is a very dangerous reversal of the Agony power. While the Agony power activates all of the victims pain centers, the Ecstasy power does the reverse and activates all of a victims pleasure centers. The power creates the same effects to a targets activity that the agony power does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge. This power effects only one person per invocation, and has a 10% chance of victim being addicted to it per application cumulative. The big danger of the power is not the effect the power has in combat but that some psychics have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the power for free or a reduced price and then once the person is addicted, they raise the cost of the power astronomically or make the person do jobs for them under the threat of not using the power anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this power will get no save against the power even if it is cast on them in combat Rumored and only whispered is that some psychics have used the powers agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this power combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects). 5. Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.

6. Orgasm: Effect: Probably the gentlest and most pleasurable incapacitation power to date that functions by stimulating the victim's mind into feeling an intense sexual orgasm. While under the power of the power the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this power, although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per invocation of this spell. It should be noted that although this spell suffers from a shorter incapacitation time than the Agony power, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony power on any living creature while at the same time, totally incapacitating the victim of the power. 7. Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected. 8. Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed. 9. Pins & Needles: Effect: This unique power causes its victim to experience the stinging "pins and needles" sensation as if the blood flow in that particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If used on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If used on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Using this power on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when used upon the torso, sex will be pleasure less no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy. This power can only be used on one person at a time. 10. Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates. This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, must have art of offense and art of defense to gain 11. Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves. 12. Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -1 to strike, parry and dodge. Note: Bio-Manipulation will affect an opponent inside M.D.C. environmental body armor and light power armor (under 220 M.D.C.), but not heavy power armor, giant robots or armored, military vehicles. Bio-Regeneration (Super) Range: Self Duration: Permanent. I.S.P.: 20 Another bio-rnanipulation power that enables the psionic to direct his psychic energies to immediate self-healing. The character must concentrate for one full minute while his body instantly heals itself. 4D6 Hit Points and 4D6 S.D.C. points are simultaneously restored at the end of 60 seconds! As usual, there is no scarring. Empathic Transmission Range: 60 feet (18.3 m). Duration: 2D6 minutes. I.S.P.: 6 Attacks Per Melee: Equal to the individual's psychic abilities. Saving Throw: Standard.

This incredible ability enables the psychic to instill a powerful emotion into another living creature; person, animal or supernatural being. Each psychic attack/transmission can only affect one creature at a time. Several supernatural creatures have this ability or some aspect of it. 1. Despair or Sorrow: Invokes great emotional upheaval, deep sorrow and a sense of loss. There is a 50% chance of the victim surrendering or leaving without a battle; furthermore, victims are -2 to parry and dodge. 2. Confusion: Disorients the person so badly that he has no sense of direction, time, or of what is exactly going on. Victims are -3 to strike, parry and dodge, and lose initiative in any combat. 3. Fear: Invokes unreasoning terror in all those affected. Victims are -3 to strike, parry and dodge, plus there is a 66% chance that those affected will turn and run. 4. Hate or Anger: Will prompt those affected to act rashly, charge, attack, argue violently, etc. Victims are likely (60% chance) to attack, kill, harm, or betray those they dislike; +1 (yes, that's plus) to strike, -1 to parry and dodge. 5. Love or Peacefulness: Will induce a deep feeling of serenity, dispelling anger, hatred, sorrow, and so on. Hostile opponents are likely (60% chance) to reconsider their actions, deciding not to attack, show mercy, leave without being overtly cruel or destructive, halt a rampage, and so on. It does NOT make its victims docile sheep, but curbs hostility. 6. Trust: Will make its victims believe everything the psionic tells them, but only while under the empathic influence. Life-threatening suggestions that go against deep-seated fears, morals or ideals provide an additional saving throw against the suggested action; with a bonus of +3 to save. Mind Block Auto-Defense Range: Self. Duration: Special. I.S.P. Cost: Special. The moment the psychic is mind probed, a personal Mind Block automatically snaps into place. It also alerts the character to the fact that he or she is being probed or attacked by Empathy or Telepathy. The character must consciously and willingly lower the mind shield and open himself to the psi-probes in order to receive them. Otherwise, the automatic defense Mind Block will stay in effect until the probe/attack is over. Engages automatically. The I.S.P. cost is different in that the character must permanently give up 14 1.S.P. when this power is selected. However, the Mind Block will automatically take place whenever under Telepathic and Empathic probes or mind control attacks at no additional I.S.P. cost. P.P.E. Shield Range: Self. Duration: 6 minutes per level of experience. I.S.P. Cost: 10 A psionic defense that can be used to prevent P.P.E. vampires, Psi-Stalkers, and mages from siphoning off one's psychic energy. The shield works similarly to a Mind Block, only it prevents others from draining one's P.P.E. Psi-Shield Range: Self. Duration: 5 minutes per level of experience. I.S.P. Cost: 30 A companion power to the Psi-Sword, in which the psionic can create a Mega-Damage shield out of thin air. The shield can be used to parry all hand to hand combat attacks, including attacks from robots, power armor, and magic. The shield can not be use to parry energy blasts or projectiles. Shield M.D.C. is 80. Psi-Sword Range: Self. Duration: 5 minutes per level of experience. I.S.P. Cost: 30 A Psi-Sword is a Mega-Damage energy weapon that the psychic can mentally will into existence! The sword appears out of thin air, as a shimmering blade of energy that resembles a glowing sword. The sword's actual appearance will generally reflect its creator. A character that is impressed by strength and power will create a huge Claymore sword-like weapon. A character who prides himself on speed and agility is likely to create a rapier or

saber type blade, while a hero who enjoys cunning and subterfuge may create a short sword. Each is equally powerful regardless of its form and size. The creation of the Psi-Sword is a very personal thing and requires years of mastery and great psionic power. Like the Cyber-Knight, the Mind Melter can change the shape and even the color of the sword to fit his current mood, but unlike the Knight, he can do so from day one. The Mind Metter can create the Psi-Sword after only a few moments of concentration (about 15 seconds/one melee) and maintain it for live minutes per level of experience. This means a fifth level Mind Melter can create and maintain a Psi-Sword for 25 minutes at the cost of 30 I.S.P., while a third level character must expend the same 30 I.S.P. but can maintain the weapon for 15 minutes. If the psychic is knocked unconscious, the weapon disappears. Likewise, the character can willingly dispel the weapon with a thought. Psi-Sword damage: 4D6 M.D. at level three (one cannot select this power until level three). Add 2D6 at levels four, seven, nine, twelve, and fifteen. The Psi-Sword of the Mind Melter is incredibly powerful, but can be adjusted to inflict a minimum of 2D6 MegaDamage (M.D.) or increased by increments of 1 D6 up to the character's current maximum. For Example: A fourth level Mind Metter can inflict a maximum of 6D6 M.D., but the character decides, for whatever reason, to decrease the power to the minimum of 2D6 M.D.; he can, at will, increase the damage capability of the sword by increments of I D6 M.D. up to the maximum of 6D6 M.D. (3D6, 4D6, 5D6, and 6D6). Psionic Invisibility Range: Line of sight or 100 foot (30.5 m) radius. Duration: One minute per level of experience. I.S.P. Cost: 10 Saving Throw: Potential victims are -2 to save; area effect. Psionic Invisibility is the ability to remain undetected when in plain sight. This is accomplished via a telepathic impulse that convinces bystanders that the psychic is not a threat and insignificant beneath their notice. Those affected by the impulse are unable to see the character, and subconsciously avoid colliding with him; they don't see him on a conscious level. Note: This invisibility works only if the character is "passing through" or hiding, and honestly has no intention of attacking or hurting anybody in the area. The slightest ill intent or act toward perpetrating violence instantly cancels the psionic influence. Individuals watching through video monitors and other sensory equipment can be similarly tricked into ignoring the psychic, but only if within his radius of influence. Those out of range will react appropriately, and once the psychic has been seen, that person is immune to his ability to seem invisible. Likewise, while a watch guard may not see or react to the psychic, he will be captured and recorded on film and by sensors. Video cameras, computers and similar devices are never fooled by this power; they are able to notice and record the character as normal (some may sound an alarm too). Psychic Body Field Range: Self. Duration: Two minutes per level of experience. I.S.P. Cost: 30 With a thought, the psychic instantly surrounds himself with a telekinetic force field that conforms to the shape of his body and enables him to physically move and fight. It is a Mega-Damage structure with 10 M.D.C. per level of experience. The field takes the shape of a dim, white, transparent aura that completely surrounds and encloses the body of the psychic. Items held in his hands, hung from his back, or worn on top of his head are not protected. On the downside, the field does not protect against disease, radiation, or toxic fumes, nor magic or psionic attacks other than physical ones (energy blasts, fire, etc.). Worse, the TK-force field means the psychic loses his sense of touch, because the field is between him and all objects/materials outside the force field. This lack of touch sensation means the character cannot feel much of anything he picks up or touches after the field has been erected. This makes the use of skills that require a sense of touch and manual dexterity -30%, and delicate items may be accidentally dropped or crushed. Psychic Omni-Sight Range: 500 foot (152 m) radius. Duration: 5 minutes per level of experience. I.S.P. Cost: 15

An advanced form of extrasensory perception that allows the psychic to have a sort of controlled out of body experience. The psychic must spend one minute (four melee rounds) in meditation and enter into a trance state. While entranced, his spirit or essence seems to rise 10-20 feet (3-6 m) above his physical body (this is not visible to anybody but other psychic sensitives and those who can see the invisible, auras or spirits). From this vantage point, combined with heightened awareness, the psychic sees through his mind's eye, without having to use his normal vision or senses. Psychic Omni-Sight is incredible, enabling the psychic to see in all directions at once, to see radiation, thermal patterns, the invisible, and to literally see any movement, even of the wind! This power enables the psychic to guard or survey a campsite for signs of wayward group members or approaching dangers (maximum range 500 feet/152 m; this psionic vision is stopped/contained by walls and other obstacles). It can also be used to survey an area for things that might otherwise escape normal sight or take much longer to locate and identify. Special Bonuses & Abilities: Pinpoints the locations of electrical outlets, electronic "bugs" (spy and surveillance devices), electronic devices and other energy and heat sources, as well as bionic body parts and cybernetic implants close to the surface of the skin (not Bio-Systems or artificial internal organs). Such concealed or obscured items can be identified by their shape and heat pattern. Success Ratio: 40% +5% per level of experience. This ability can also help the psychic to locate secret compartments and trap doors. Success Ratio: 25% +5% per level of experience. See the infrared and ultraviolet spectrums of light. See heat signatures: can tell if an engine has been recently used or a weapon recently fired (within the last 15 minutes), follow recent footprints or vapor trails (within the last five minutes), see heat signature in darkness and so on. Hyper-sensitive to movement. The psychic can not be surprised by movement or attacks within the 500 foot (152 m) radius or confines of the area under psionic scrutiny (may be substantially smaller indoors; closed off by walls and doors). Limitations: Although keenly aware and alert while using Psychic Omni-Sight, the psychic cannot take physical action, not even to speak, nor use most psionic powers unless he cancels/ends the ability. He can awaken the instant the psi-ability ends and leap into action. 181While entranced by Omni-Sight, the character can only use the following psionic powers: Empathy, Telepathy, See Aura, Empathic Transmission and Telekinesis. The number of psionic attacks/actions per melee round are half those normally available when not entranced. Psychosomatic Disease Range: 10 feet (3 m) and verbal suggestion. Duration: 11)4 days per level of the psychic. I.S.P. Cost: 30 Saving Throw: Standard. This power employs the principle of mind-over-matter and mind control by inducing the victim to believe he suffers from a particular disease, although no actual physical cause can be found. It is all in the victim's mind. This is done in a similar way as Hypnotic Suggestion, requiring the psychic to "suggest" that the character looks ill or that a particular disease is in the area, as well as mention the name of a specific disease along with the most notable (and debilitating or frightening) symptoms. Within 2D6 minutes, the intended victim will begin to come down with those symptoms. He will suffer from the affliction with all its pain and penalties, until one of the following occurs: The psychic who caused the affliction removes it, the character is healed by a psychic healer, a successful magical or priestly Remove Curse spell or ritual is performed, or the Psychosomatic Disease runs its course (see duration above). In the meantime, the character will suffer from physical trauma and symptoms (fever, vomiting, coughing, convulsions, skin rashes, hives, etc.) associated with that disease, as well as emotional anguish. In most cases, the disease is debilitating for days, but sometimes it can be deadly, causing the victim to die from dehydration, starvation, injury, etc., brought on by the symptoms and/or fear of the psionic illness. Telekinetic Force Field Range: Self or 40 feet (12.2 m) per level of experience within line of vision. Duration: 10 minutes per level of experience. Saving Throw: Dodge at -6. I.S.P. Cost: 30

The psychic can instantly erect a force field around himself or others in the blink of an eye. If the creation of the force field is to parry an attack, the psionic must roll a successful parry to see if he was able to create the field before the attack strikes. A successful parry means the force field beat the attacker's strike and it absorbs the damage. TK Force Fields parry incoming attacks (both energy and projectiles) simply by being created before the attack arrives. Any parries with the Force Field are done with straight rolls (normal parry bonuses do not apply). Once created, they have neither bonuses or penalties, they simply absorb the incoming damage. The TK Force Field can be made so that it only encircles its creator, or as large an area as a 10 foot (3 m) diameter per level of experience, and can be created yards/meters away, but always within the line of vision. The smallest force field possible covers about a three foot area (0.9 m). The field is a Mega-Damage structure with 25 M.D.C. per level of experience. Once one field is created, the psychic can create as many others as his I.S.P. will allow. All must be in the character's line of vision. The TK Force Field(s) will remain in place until all its M.D.C. is destroyed or its creator dispels it. If the psychic is rendered unconscious or killed, the force fields instantly vanish. However, the psychic can choose to leave the area with his force fields still in place. They will remain until the duration time limit expires. People may be able to move around inside a force field, but the force field itself cannot be moved once it is in place. The TK Force Field is actually a force bubble and is airtight, with enough air inside for the duration of the field. If attempting to cast a Force Field around an unwilling target, they would get the chance to dodge out before the force field made it completely around them, but only if they knew in advance that the entrapment attack was coming, and even then they'd be -6 to dodge. For an attacker to get inside a force field he must destroy all of its M.D.C. and in so doing, destroy the field itself. Any weapon blasts, explosions and magical energy attacks, such as Call Lightning, Fire Ball, etc., will hit the Force Field, they cannot be made to appear inside the field. It will also stop area effect magic. For instance, a Carpet of Adhesion will adhere to the force field instead of the people inside, and a magic cloud may cover the sphere of force but it does not penetrate the protective field. However, Teleportation can be used to pop inside because the mage can see his destination inside. Likewise, intangible spirits and Astral Beings can pass through force fields. Psionic mental attacks, Empathic Transmission and Bio-Manipulation can still be made to affect the minds of those inside the force field, provided the attacker has line of sight. Likewise, any psychic can use his psionic powers on those outside while he is inside the walls of the force field; line of sight. Characters inside the force field suffer from the same limitations and cannot fire weapons or energy magic from within the force field without hitting and damaging their protective bubble, and anyone caught inside a force field bubble is trapped inside until they blast their way out (destroying its M.D.C.) or the duration time elapses. Note: A TK Force Field can NOT be used to suffocate someone by putting an airtight bubble around their head. Force Field requires some form of support (even though it is composed of energy) and must be created on solid ground. Once created, it can NOT be moved. A Dispel Magic Barriers will not affect a psionic force field (it's not magical). Autohypnosis Range: Self Duration: 10 minutes per level and special Saving Throw: None I.S.P. Cost: 20 The character has the ability to exercise mind control over oneself which allows for a wide variety of effects. When active the power gives +1 to M.A. and M.E. and may choose 1 of the following: l Empathy: The character can alter their ability to empathize with others. By increasing their natural empathic responses, he becomes friendlier and charismatic, adding +5 to their M.A. score. By lowering their empathy, he becomes inured to the hardships of others, lowering their M.A. by -5 but heightening their I.Q. by +5, as well as adding +10% to skills that involve cold analytical reasoning, and a further 5% if those skills involve medicine or interrogation. l Perfect Memory: The character can heighten their recall of past events with crystal clarity. This is not Total Recall, designed to recall facts perfectly, rather the character may relive a past experience from their own perspective. While he may not remember the exact wording of an article he read 12 years ago, he will remember what he felt about the article, the general gist, specific times dates and names and so on. l Post Hypnotic Suggestions: The character can bury commands so that he performs them unconsciously, or that he forgets specific information until revealed by a predetermined cue. This is useful for smuggling information past telepaths, or constructing believable lies. In a similar fashion, the character can simply bury any insanity he may possess by simply identifying and then deleting the symptoms. This power lasts for 1 hour per level.

l Mind Over Body: The character can perform the following: m Ignore pain, resist fatigue or hunger and ignore fear. He also has a +4 bonus to resist psychic attacks and mind control of any kind (including magical). He may act sober while drunk, and operate complex machinery while under the influence of all sorts of exotic substances. Labyrinthine Mind Range: Self Duration: Special Saving Throw: See below I.S.P. Cost: -14 taken permanently from base amount Representing years of intense meditation, a Labyrinthine Mind demonstrates just how powerful the fully developed mind of a psychic can become. Formed by rigidly organized thought patterns and memories holding special meaning to the psychic, the Labyrinthine Mind is a construct of psionic energy that actually exists within its creator's mind. Without walls or pathways as one would imagine, the labyrinth is instead, a complex knot-work of endlessly twisting and turning channels. The labyrinth rests idle until other psychic attempts to violate the mind of its creator, an act which the assailant immediately regrets. Upon being drawn into the labyrinth, psychics find themselves hurdling through a dizzying array of blindingly bright tunnels at the speed of thought. If the psychic doesn't panic (save vs. Horror Factor 10) they are able to quickly attempt to break free of the mental trap. Major and minor psychics who manage to keep their cool are then allowed to save vs. psionics to cut their imprisonment down to a mere 1D6 Melee Rounds, while Master level psychics can escape in 1D4 melee rounds. Regardless of psionic might, any who initially give in to the terror or fail to resist afterwards are trapped for 1D4 Melee Rounds per level of the labyrinth's creator. During the time that their mind is trapped, the psychic's physical body falls into a death-like coma with only minimal life signs. Creation of this mental labyrinth requires a permanent sacrifice of 14 I.S.P.. Alien Intelligences, Gods, and Demon Lords are immune to this power. If the creator of the labyrinth does not wish for another psychic to be trapped within their mind, they must immediately make a conscious effort to allow mental contact, an act which requires 4 I.S.P. If they have too little strength remaining, they cannot allow safe passage into their mind. Psi-Armor Range: Self Duration: 15 minutes per level of experience Saving Throw: None ISP: 30 With intense concentration (1 melee round at 1st level, reduce to 1/2 melee at level 7, and 1 melee action at level 14), the psychic surrounds himself with an aura of protective psionic energy. While in effect, the psionically generated armor takes the form of a gentle silver or blue glow that emanates from the psychic's skin, granting them M.E. + P.E. *10 +100 +100/lv (a psychic with M.E. 16 and a P.E. 16 would have 320 M.D.C. at level 1) +100 M.D.C. per level of experience (420 at level 2) and their equipment (up to body armor, but not power armor). This power does not provide environmental protection, and it does block non-energy or physical based magic and psionics. S.D.C./M.D.C. of the Psi-Armor regenerates at a rate of M.E. + P.E. per minute Psi Bubble Shield: Range: self/line of sight 1-100ft radius sphere no other actions while up can be used to include many people Duration: 15min +15min/lv Saving Throw: none I.S.P. Cost: 20 Prerequisite: Psychic Body Field or Telekinetic Force Field & 3rd level of experience or higher This power creates an invisible P.E.+ M.E.*100 +1000/lv Spherical shield around the user and or those he/she is trying to protect. Psi-Maze Range: Self Duration: 1 minute per level Saving Throw: Standard I.S.P. Cost: 12

After careful meditation, the psychic is able to form a complex, multi-faceted, illusory region of thought. The psychic may meditate on this for hours before using this power, so that the region seems real and plausible, but only houses thoughts of the psychic. The psychic can construct as many regions as they have levels. By training their subconscious, the psychic can bury these thoughts until they're needed, such as when another psychic invades their mind. While active, the Psi-Maze takes over, forcing the intruder to save vs. psionic powers or fall into the maze. If the intruder gets trapped in the maze, they'll be forced to traverse and encounter everything the psychic has placed inside it, such as false thoughts, ideas, and even key phrases. The intruder will think they've penetrated the psychic's mind, but are simply lost in a false mind-scape of pre-constructed logic. If the psychic spends considerable time giving substance to ideas or key phrases, it's quite possible the invader will react or repeat them, giving the psychic an idea of which person is attempting to probe their mind (and if the invader is nearby). At any rate, a successful Psi-Maze will make the intruder think the information and insight they've gained is real, misleading them further. Impervious to Energy Range: Self Duration: Two minutes per level of experience. Length of Trance: Two melee actions I.S.P. Cost: 15 Save Throw: None With this psionic power, a character gains the power to prevent all damage from energy attacks for the duration (meaning fire, electricity, laser, ion, and the other varieties of energy). Magical energy attacks inflict half damage. This protection extends to the character's aura, so body armor (but not power armor or robots) is also granted protection. Psi-Aura Range: Self Duration: Five minutes per level Length of Trance: Two melee actions I.S.P. Cost: 30 When used, Psi-aura gives: A personal force field with an S.D.C. of P.E. +130 +20 per level of experience, and 1 I.S.P. can be expended to recover 5 S.D.C.tm In Rifts, the field has P.E. +70 M.D.C. +10 per level of experience, and 1 I.S.P. can be expended to recover 3 M.D.C.tm The force field absorbs all damage and can be created around body armor but not power armor or vehicles. When used as an instantaneous/ instinctive defense (such as against a sneak attack) the roll to block/ get the field up in time is made at +6. Transforms the strength into a supernatural equivalent and gives the psychic a +2 bonus to P.S., +1 more at every odd numbered level of experience after the first. The psychic takes half damage from falls. Add a +2 to roll with punch/ fall/ impact. Add a +2 to maintain balance and to break fall (if known). Psi Reservoir Range: Touch Duration: Infinite Length of Trance: 1d4 minutes per 10 I.S.P.tm I.S.P. Cost: Special Save Throw: None The character has the unique ability to infuse a physical object with psychic energy, turning it into a psychic energy battery. He need only touch an object and concentrate for a melee to infuse an object with a maximum of 10 I.S.P.tm per level. Note that this is the maximum storage capacity. A 3rd level psychic can infuse an object with a maximum of 30 I.S.P.tm, while a 5th level psychic could handle 50. It requires one melee action to draw energy out of such a charged objects.

Three notes on infused objects: The first is that the object must be of (or have embedded or attached to it) some sort of relatively good quality precious metal or crystal. Shoes with a gold trim, wedding rings, and necklaces are good candidates. The second note is that any such energized object will become electromagnetized to some degree, and as such will set off metal detectors and theft-deterrent security systems like one might find at a shop at the mall. The object will also reek of the character's psychic scent, so a Psi-stalkertm or other psychic sensitive could easily lock on to the object and track it. Note that a psychic with this ability could use it to throw off such tracking, by infusing a lot of small baubles with energy and spreading them out to confuse the tracker. Note: This ability would be quite useful for Techno- Wizardstm in Rifts. To acquire this power, the player would need to drop two of the character's minor psionic powers (which are Total Recall, Speed Reading, and Mind Block). The character would then have the ability to develop a TW device and infuse it with psychic energy, which would allow the device to be used by a non-magician and non-psychic character. When the energy runs out, the device would stop working. Mental commands and/or a physical switch are all that is required to activate the device, whether it is a magical laser pistol or a flaming sword. Note that stored psychic energy and stored magical energy cannot be placed into the same medium/ container. Psionic Radar Range: Special Duration: Special I.S.P. Cost: Special This psionic power allows the character to "see" everything around him. Unlike normal sight and the Radar super ability, Psionic Radar has no problem with bad weather, obstructions, or lack of light. The psychic will be able to "see" everything and everyone within range. There are two versions of Psionic Radar: the Normal version and the drastic version. The Normal version has a range of 500 feet + 100 feet per level, lasts a minute per level, and costs 10 I.S.P. per use. The Drastic version has a range of 100 miles + 50 miles per level (the range can be controlled) and costs 100 I.S.P. and both eyes to have permanently. Note that Psionic Radar does not allow the character to see colors, and everything outside its range will be blank space to the character.

Military Occupational Specialties In order to ensure diversity and greater specialization among the various members of the corps, a systems of military occupational specialties was instituted. Each M.O.S. represents a different field of work and knowledge. Exactly which M.O.S. training programs are available, will be listed under each O.C.C.. Detailed Descriptions 1) Combat M.O.S.: Select 4 Physical skills Select 3 Weapon Proficiencies Select 3 Military skills Skill Bonus: +10% 2) Communications M.O.S.: Read Sensory Instruments Radio: Basic Computer Operation Select 6 Communications skills Skill Bonus: +20% 3) Computer M.O.S.: Advanced Math Basic Electronics

Computer Operation Circuit Board Micro-Electronics Computer Networks Computer Hacking Computer Programming Computer Repair Artificial Intelligence Local Communications Networks (use Telephone Networks) Skill Bonus: +15% 4) Command M.O.S.: This M.O.S. can only be taken by characters of 4th level or greater. Starship Tactics Starship Combat Military Intelligence Defense Systems Weapon System Law (Terronian Alliance Naval Regulations) Law (Space Maritime) Military Etiquette Skill Bonus: +15% 5) Demolitions M.O.S.: Advanced Math Basic Electronics Chemistry Chemistry: Analytical Demolitions Demolitions Disposal Mechanical Engineering Skill Bonus: +15% 6) Engineering - Starship / Starfighter M.O.S.: Weapons Engineer Mechanical Engineer Starship Mechanics Drive System Mechanics (Gravimetric Drive) Drive System Mechanics (Tachyon Pulse Drive) Basic Electronics Electrical Engineer Skill Bonus: +15% 7) Engineering - Combat M.O.S.: Advanced Math Weapons Engineer Mechanical Engineer Military Fortification Trap Construction Construction Demolitions Trap/Mine Detection Construction Engineering Surveying Skill Bonus: +15% 8) Medical - Corpsman M.O.S.: Biology Chemistry Chemistry-Pharmaceutical Criminal Science/Forensics Paramedic Field Surgery Skill Bonus: +20%

9) Medical - Doctor M.O.S.: Biology Chemistry Chemistry-Analytical Chemistry-Pharmaceutical Pathology Medical Doctor: General Practitioner Choose 1 area of medical specialization. +15% Anesthesiology Cryogenics Dentistry Dermatology Forensics Veterinary Medicine Genetics Geriatrics Immunology Obstetrics Gynecology Pathology Pediatrics Surgery Toxicology Skill Bonus: +10% 10) Military Intelligence - General M.O.S.: Select 6 Espionage or Rogue skills Skill Bonus: +15% 11) Military Intelligence - Infiltrations M.O.S. : Concealment Cryptography Disguise Impersonation *Streetwise *Select 3 Espionage or Rogue Skills Skill Bonus: +20% Note: If the character is trained to infiltrate a military unit, replace Streetwise & Espionage/Rogue skills with 4 skills from that unit's O.C.C. Skill List. 12) Piloting M.O.S.: Navigation: Space Navigation: Air, Land, Water Read Sensory Instruments Weapon Systems Select 6 Piloting skills Skill Bonus: +15% 13) Science M.O.S.: Advanced Math Select 5 Science skills Skill Bonus: +15% 14) Security M.O.S.: Surveillance Systems Weapon Systems Defense Systems Law (Terronian Alliance Naval Regulations) Small Unit Tactics Hand to Hand: at 1 level higher than current experience level W.P. Energy Rifle (+1 to strike)

+1 to strike with all W.P. Energy Pistol Skill Bonus: +10% on all M.O.S. skills 15) Starship Operations M.O.S.: Select one of the following initial specialties: Conn / Flight Control: Pilot Star Ship, Navigations: Space and Star Ship Combat Tactical: Weapons systems, Cloaking systems Operations, and Defense Systems Starship Operations: Star Ship Operations, Radio: FTL, Sensors Operations Select either Computer Programming or Artificial Intelligence +5% Astronomy +5% Astrophysics +5% Computer Engineering +5% Pilot: Shuttles (all types) Computer Networks +15 % Skill Bonus: +10% on all skills unless otherwise listed. 16) Weapons M.O.S.: Sniper Weapon Systems *Select 6 Weapon Proficiencies Skill Bonus: +10%; +1 to strike with all weapons he/she is skilled in. Note: Armorer skill may be taken at the cost of 3 weapon proficiencies 17) Wilderness Survival Specalist M.O.S.: Horsemanship (Exotic) Hunting Identify Plants & Fruits Land Navigation Preserve Food Skin & Prepare Animal Hides Track Animals Wilderness Survival Holistic Medicine Cook W.P. Bow Skill Bonus: +20% The Naval Infantry Corp O.C.C. These brave warriors are the line combat soldiers of the Terronian Star League. They are arguably some of the best trained and most effective marines in the galactic cluster. Indeed the initial training of a Marine last as long as 8 years (training begins when a child is 10 years old), and encompasses everything from advanced guerrilla warfare to seizure and re-capture operations against both ground targets and space born facilities. Due to the Equinics program the Marine cast of warriors have developed into very fast very tough warriors. Attribute Requirements: P.S. 12; P.P. 10; P.E. 10 and M.E. 12 or higher. OCC Abilities and Bonuses: 1) + 4D4x10 to MDC 2) + 1D4x10 to Hit Points 3) + 2D6 to P.E. 4) + 2D6 to P.S. 5) + 2D4x10 to SPD 6) + 4 to initiative 7) + 4 to roll with punch, fall or impact 8) Gains Automatic Dodge 9) + 2 to attacks 10) + 2D4 to P.P. 11) + 4 to save vs. Psionics

12) + 4 to save vs. Mind Control 13) + 6 to save vs. Toxins and other drugs 14) + 3 to save vs. Horror Factor 15) Heals 4x times faster than normal 16) + 20% to save vs. Coma/Death OCC Skills: Radio: Basic. +10% Pilot: pick two +10% Read Sensory Equipment +15% Weapons Systems +15% Basic Mechanics +5% Espionage: Interrogation Techniques: +5% Recognize Weapon Quality +15% Camouflage: +15% Military Etiquette: +20% N.B.C. Warfare +15% Land Navigation +20% Wilderness Survival +10% Swimming +15% EVA W.P. Energy Rifle W.P. Grenade Throwing W.P. Any 2 modern W.P. Any 2 Ancient Climbing / Repelling +15% Running General Athletics Hand To Hand: Commando [see Coalition War Campaign. pages. 72-73.] [Note: This skill may be substitute with any Terronian Martial Art provided the character was trained in that art before his or her induction into the Marines.] Available Military Occupational Specalties: Combat Communications Computer Command - Replace Starship Combat and Starship Tactics with Small Unit Tactics and Battlefield Strategy Demolitions Engineering - Combat Medical - Corpsman Military Intelligence - General Military Intelligence - Infiltrations Pilot Weapons Wilderness Survival Specialist OCC Related Skills: Select 6 additional skills. Plus one at level 4 and one each at levels 7, 9, and 12. Communications: any Domestic: any Electrical: Basic only (+5%) Mechanical: Automotive, Basic Mechanics, or locksmith only. Medical: First Aid only. Military: Any (+10%) Physical: Any Pilot: Any (+5%) Pilot Related: (+15%) Rouge: Any (+5%) Science: Any Technical: Any (+10%)

W.P. Any Wilderness: Any (+5%) Secondary Skills: Choose 4 from the above list, plus 2 new skills at level 3, and one more each at levels 6, 9, 12 and 15. Standard Equipment: 1 suit of Trooper armor and 1 suit of Battle armor for use as needed. 2 side arms of choice [1 light weapon as a hold out.] and 1 assault rifle of choice with grenade launcher if applicable. 1 field survival kit, and portable tool / equipment pack as required. 4 sets of duty uniforms, 2 sets of work coveralls and one dress uniform. Heavy weapons and equipment are assigned as mission parameters dictate. Experience Table: Level Experience 1 0,000 2,530 2 2,531 5,060 3 5,061 10,235 4 10,236 20,700 5 20,701 29,900 6 29,901 41,400 7 41,401 59,800 8 59,801 87,400 9 87,401 115,000 10 115,001 172,500 11 172,501 230,000 12 230,001 316,250 13 316,251 402,500 14 402,501 488,750 15 488,751 603,750 NPC Rank Private Private 1st class Leader Commander Colonel Major Marshal General Khan (if promoted) The Special Operations Corp O.C.C.

These men and women are the Terronian Alliance Navys Elite. It can be said that they are either the bravest or the most fool hardy in the TAN. Who can say for certain. One thing is clear though. They are some of the most deadly combatants in space. Soldiers of the Special Operations Corp are drawn from the ranks of perspective aviators and are trained in various commando techniques, in addition to extensive pilot training. It is these men and women who fly the SF-22's and crew the starships of the Special Operations Corp. Due to the genetic engineering and the eugenics program used, the warriors of the Terronian Alliance are equivilant to juicers in many respects, but they do not have a reduced life span except for the reduction all warriors nomatter the race have. Attribute Requirements: P.P. of 16 or higher, I.Q. of 15 or higher, and an M.E. of 12 or higher. OCC Abilities and Bonuses: 1) + 3D4x10 to MDC 2) + 4D6 to Hit Points 3) + 2D6 to P.E. 4) + 2D4 to P.S. 5) + 2D6 to P.P. 6) + 2D4x10 to Spd 7) + 4 to initiative 8) + 4 to roll with punch, fall, or impact 9) Gains Automatic Dodge 10) + 2 Attacks per melee 11) + 1 to strike 12) + 2 to dodge 13) + 40% + 1% per level of experience to pilot an unfamiliar vehicle

14) + 4 to save vs. Psionics 15) + 4 to save vs. Mind Control 16) + 6 to save vs. Toxic Gases, Poison, and other drugs 17) + 4 to save vs. Horror Factor 18) + 20% to save vs. Coma / Death OCC Skills: Language: Terronian Battle Language (98%) Radio: Basic (+15%) Read Sensory Equipment (+15%) Pilot: Starfighter (+25%) (SF-22 @ +35% total) Pilot: 2 of Choice (+15%) Pilot: Fighter Combat: Elite Weapon Systems (+10%) Navigation: Space (+10%) EVA (+5%) Prowl (+10%) Night Fighting: Detect Enemy (+10%) Night Fighting: Rapid Movement (+10%) Land Navigation (+5%) Wilderness Survival (+5%) W.P.: Energy Pistol W.P.: Energy Rifle Hand to Hand: Choose one form from the Terronian Martial Arts Available Military Occupational Specialties: Any OCC Related Skills: Select 6 other skill. Plus 2 additional skills at level three, two at level six, one at level nine, and one at level twelve. Communications: Any (+10%) Domestic: Any Electrical: Any (+5%) Espionage: Any (+10%) Mechanical: Any (+5%) Medical: Any Military: Any (+10%) Physical: Any Pilot: Any (+15%) Pilot Related: Any (+10%) Rouge: Any Science: Any (+5%) Technical: Any W.P. Any Wilderness: Any Secondary Skills: The character also gets to select six secondary skills from the previous list. Standard Equipment: 3 flight suits and duty side arm, and 1 medium personal force field. 2 sets duty of uniforms and 2 dress uniforms. 1 standard field survival kit, 2 pair of work coveralls, 1 portable tool kit, 1 Wrist-Comp. (HPC), 1 hand communicator and reasonable personal effects. [Specialized equipment available upon request or as the job requires.] Experience Table: Level Experience NPC Rank 1 0,000 2,500 Spacer 2 2,501 4,700 3 4,701 11,000 Spacer 1st

4 5 6 7 8 9 10 11 12 13 14 15

11,001 22,000 Leader 22,001 32,000 32,001 44,000 Commander 44,001 67,000 67,001 87,000 Colonel 87,001 112,000 112,001 165,000 Captain 165,001 215,000 215,001 290,000 Commodore 290,001 380,000 380,001 470,000 Admiral 470,001 600,000 Khan (if promoted) The Naval Aviation Corp OCC

The men and women of this Corp fly, maintain, and command all of the fighters in the TAN arsenal. They are the first line of defense for the Terronian Alliance Navy, and just as often the first stike against the enemy. The importance of the Naval Aviation Corp is illustrated by the fact that all TAN starships larger than the corvettes carry at least one flight element onboard. Due to the genetic engineering and the eugenics program used, the warriors of the Terronian Alliance are equivilant to juicers in many respects, but they do not have a reduced life span except for the reduction all warriors nomatter the race have. In fact the engineering programs used on the Aviation Corp grants them abilities closly resembling those of a Phaeton Juicer and Turbo-Jockey combined. Attribute Requirements: P.P. of 16 or higher and an M.E. of 12 or higher. OCC Abilities and Bonuses: 1) + 2D4x10 to MDC 2) + 4D6 to Hit Points 3) + 2D6 to P.E. 4) + 2D4 to P.S. 5) + 2D4x10 to Spd 6) + 3 to initiative when on the Ground 7) + 4 to initiative when piloting a light land or air/space vehicle 8) +4 to roll with punch, fall, or impact 9) Gains Automatic Dodge 10) + 1 Attacks per melee when on the Ground 11) + 2 Attacks per melee while in a vehicle 12) + 2D6 to P.P. 13) +1 to strike and dodge when piloting any vehicle 14) +2 to dodge in the air 15) + 40% + 1% per level of experience to pilot an unfamiliar vehicle 16) + 4 to save vs. Psionics 17) + 4 to save vs. Mind Control 18) + 6 to save vs. Toxic Gases, Poison, and other drugs 19) +4 to save vs. Horror Factor 20) +20% to save vs. Coma / Death OCC Skills: Language: Terronian Battle Language (98%) Radio: Basic (+15%) Read Sensory Equipment (+15%) Pilot: 2 of Choice (+25%) Pilot: 3 of Choice (+15%) Pilot: Fighter Combat: Elite Weapon Systems (+10%) Navigation: Space (+10%) EVA (+5%)

W.P.: One of Choice Hand to Hand: Basic (agent) from Ninjas and Super Spies [Note: This skill may be substitute with any Terronian Martial Art provided the character was trained in that art before his or her induction into the Terronian Alliance Navy.] Available Military Occupational Specialties: Communications Computer Command Engineering - Starship / Starfighter Military Intelligence - General PIlot Science OCC Related Skills: Select 6 other skill. Plus 2 additional skills at level three, two at level six, one at level nine, and one at level twelve. Communications: Any (+10%) Domestic: Any Electrical: Any (+5%) Espionage: Any Mechanical: Any (+5%) Medical: Any Military: Any Physical: Any Pilot: Any (+15%) Pilot Related: Any (+10%) Rouge: Any Science: Any (+5%) Technical: Any W.P. Any Wilderness: Any Secondary Skills: The character also gets to select six secondary skills from the previous list. Standard Equipment: 1 suit of body armor and duty side arm. 2 sets duty of uniforms and 2 dress uniforms. 1 standard field survival kit, 2 pair of work coveralls, 1 portable tool kit, 1 Wrist-Comp. (HPC), 1 hand communicator and reasonable personal effects. [Specialized equipment available upon request or as the job requires.] Experience Table:

Level Experience NPC Rank 1 0,000 2,300 Spacer 2 2,301 4,500 3 4,501 10,000 Spacer 1st 4 10,001 20,000 Leader 5 20,001 30,000 6 30,001 42,000 Commander 7 42,001 65,000 8 65,001 85,000 Colonel 9 85,001 110,000 10 110,001 160,000 Captain 11 160,001 210,000 12 210,001 285,000 Commodore 13 285,001 370,000 14 370,001 450,000 Admiral 15 450,001 575,000 Khan (if promoted) The Naval Operations Corp O.C.C.

These are the men and women of the Star League Navy that man the larger capitol ships, star bases, and battle stations. Their primary responsibilities range from the day to day operation and maintenance of the ships and stations they man, to the care and support for the front-line troopers with whom they work. Although they are not direct combat soldiers, they can and do fight. Attribute Requirements: None, although a decent I.Q., P.S. and P.E. are recommended. OCC Abilities and Bonuses: 1) +2 to save vs decompression sickness (aka Bends) 2) +6 to IQ 3) +6 to ME 4) +2 to save vs Psionics 5) +3 to perception OCC Skills: Language: Terronian Battle Language 98% Advanced Math +15% Radio Basic +15% General Repair +10% EVA +30% Read Sensory Equipment +10% W.P. Any Two Hand to Hand: Expert (agent) from Ninjas and Super Spies [Note: This skill may be substitute with any Terronian Martial Art provided the character was trained in that art before his or her induction into the Terronain Alliance Navy.] Available Military Occupational Specalties: Communications Computer Command Engineering - Starship / Starfighter Medical - Corpman Medical - Doctor Military Intelligence - General PIlot Science Security Starship Operations OCC Related Skills: Select 8 other skills. Plus one at level 4 and one each at levels 7, 9, and 12. Communications: Any (+10%) Domestic: Any Electrical: Any (+5%) Espionage: Any Mechanical: Any (+5%) Medical: Any Military: Any (+5%) Physical: Any Pilot: Any Pilot Related: Any Rouge: Any Science: Any (+5%) Technical: Any (+10%) W.P. Any Wilderness: Any Secondary Skills: Select 8 secondary skills from the previous list without the listed bonuses.

Standard Equipment: 1 suit of body armor and duty side arm, 4 sets duty of uniforms and 2 dress uniforms. 1 standard field survival kit, 2 pair of work coveralls, 1 portable tool kit, 1 Wrist-Comp. (HPC), 1 hand communicator and reasonable personal effects. [Specialized equipment available upon request or as the job requires.] Experience Table: Level Experience NPC Rank 1 0,000 2,100 Spacer 2 2,101 4,200 3 4,201 8,400 Spacer 1st 4 8,401 17,200 Leader 5 17,201 25,400 6 25,401 35,800 Commander 7 35,801 51,000 8 51,001 71,200 Colonel 9 71,201 96,400 10 96,401 131,600 Captain 11 131,601 181,800 12 181,801 232,000 Commodore 13 232,001 282,200 14 282,201 342,400 Admiral 15 342,401 402,600 Khan (if promoted) SF-14 Falcon Long Range Anti-Captial Ship Strike Fighter During the course of the Mechanoid War, several new starfighter were developed and rushed into production to try and stop the onslaught of the Mechanoids. The SF-14 was the first of these new fighters to be put into production, it was designed take advantage of the newly produced light anti-capital ship missile. A missile that packs the punch of a full sized anti-capital ship missile, but that can be carried by starfighters. The SF-14 was the first craft designed to carry these missiles, thier mission was to close in on the ships of the Mechanoids, and launch thier payload for 14 missiles into the ship, not many vessels can withstand that onslaugh. In order to ensure that the missiles would strike the target, the Falcon had to get very close to the ship and launch from point-blank range. Many pilots died trying to deliver thier payloads, but those that did were able to slow the advance of the Mechanoids enough to by time for additional systems to be developed. Unfortuanately, in the end the new systems were not enough and the war did not end until the majority of the Terronain Adults converted themselves into pure psychic energy and destroyed the Mechanoids themselves, dying in the process. In the rebuilding that followed, the Falcon proved itself to be a valuable fighter in ensuring that the pirates in the area did not get out of hand. There were not many pirates who would take the chance of being on the recieving end of the Falcon's Fury, as the hail of missiles came to be called. The Falcon does have a weakness however, the majority of its firepower is concentrated in the Light Anti-Capital Ship Missiles, once those are gone it must return to its parent craft for rearming, having only its chin mounted anti fighter weapon as its only offensive weapon. Model Type: SF-14 Falcon Class: Long Range Anti-Capital Ship Strike Fighter Crew: 1 M.D.C. by Location: Pilots Cockpit / Escape Pod ----- 200 Wings (2) ----- 200 each Light Anti-Capital Ship Missile Launchers (2) ----- 200 each Mark One Beam Cannon ----- 150 Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 700 [2] Variable Force Field ----- 300 per side (1,800 total)

Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (90 MDC) per melee Speed: Sublight: Mach 17 Atmospheric: Mach 7 Stardrive: 2 lightyears per hour Maximum Range: Limited by pilots endurance

Statistical Data: Length: 53 ft (16.2 m) Width: 28 ft (8.5 m) Height: 40 ft (12.2 m) Weight: 22 tons (20 metric tons) fully loaded Cargo: Small utility closet with room for a small sidearm, dry rations for 12 days, and a water dispenser Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive Power System: Matter/Anti-matter Generator; average energy life of 5 years with regular fuel and maintenance. Market Cost: Currently no Terronian starship or starfighter has found its way onto the market, black or otherwise. Weapon Systems: 1) Mark One Beam Cannon (1, Chin Mounted): The secondary weapon of the Falcon is a light Beam Cannon used to engage enemy fighters, and to strafe larger ships or ground targets. This weapon uses a "variable energy" beam that can be modulated to produce almost any form of energy. The ship's computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Range: 5 miles (8 km) Mega Damage: 2D6x10 per cannon Rate of Fire: Equal to the combines number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 80 charges, and recharge at a rate of 20 per hour. 2) Light Anti-Capital Ship Missile Launchers (2): Underneath each wing is a trapazoidal light anti-capital ship missile launcher. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: One at a time or volleys of two, four, six, eight, ten, twelve, or all fourteen (aka "Falcon's Fury") Payload: 7 missiles per launcher, for a total of 14 missiles. 3) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited 4) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to

strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Electronic Countermeasures Field: The precursor to the cloaking device, this active system consist of an energy warping field system, which bends almost all forms of high energy beams around the craft, this includes most forms of sensing devices. Ironicaly, this system does not prevent the detection of the craft by means of Radar, Lidar, visual, and Infrared systems, due to the lower energy levels of the detection waves. Sensor systems on craft with cloaking ECM are designed to operate using the small amount of energy that gets through the field, and therefore see their effective range reduces to one-tenth of normal while the field is active. Craft with this system installed have a 50% chance of avoiding detection from standard sensors unless at extremely short ranges. All targeting is at -5 to strike while the stealth fields are operating. The major draw back to this system, is that the field must be dropped in order for weapons to be fired or shields to be raised. 5) Combat Bonuses: The fighter is an extremely agile combat craft that acutally operated better in an atmospher than it does in space. Listed bonuses are in addition to combat training. Initiative: +2 Strike: +1 Dodge: +2 Piloting Skill: +5% Dog Fighting: +2 SF-15 Thunderbird Long Range Anti-Capital Ship Attack Fighter During the course of the Mechanoid War, several new starfighter were developed and rushed into production to try and stop the onslaught of the Mechanoids. The SF-14 was the first of these new fighters to be put into production, the second was the SF-15 Thunderbird. The Thunderbird, at that time. mounted four fire linked medium particle beam cannons. Its mission was to go in before the Falcons in order to destroy as many of the point defense weapons possilbe in order to give a clear lane for the Falcons. Many pilots died trying to blaze a path for the Falcons, but those that did allowed the Falcons to slow the advance of the Mechanoids enough to by time for additional systems to be develops. Unfortuanatly, in the end the new systems were not enough and the war did not end until the majority of the Terronain Adults converted themselves into pure psychic energy and destroyed the Mechanoids themselves, dying in the process. In the rebuilding that followed, the Thunderbird proved itself to be a valuable fighter combating the pirates in the area. The precision strikes capable by the Thunderbird allowed them to diable the pirate ships rather quickly withourt destroying them, and therfore allowing those pirates to be brought to justice. The Thunderbird does have a weakness however, with all of its offensive firepower concentrated in the particle beam cannons, the fighter must close into beam range to attack its target. Once the breakthrough in the Variable energy generation matricies was made, the particle beam cannons were replace with the new beam cannons. Model Type: SF-15 Thunderbird Class: Long Range Anti-Capital Ship Attack Fighter Crew: 1 M.D.C. by Location: Pilots Cockpit / Escape Pod ----- 200 Wings (2) ----- 200 each Mark Two Beam Cannons (4) ----- 150 Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 750 [2] Variable Force Field ----- 300 per side (1,800 total) Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.

[2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (90 MDC) per melee Speed: Sublight: Mach 17 Atmospheric: Mach 4 Stardrive: 2 lightyears per hour Maximum Range: Limited by pilots endurance Statistical Data: Length: 53 ft (16.2 m) Width: 48 ft (14.6 m) Height: 25 ft (7.6 m) Weight: 19 tons (17.2 metric tons) fully loaded Cargo: Small utility closet with room for a small sidearm, dry rations for 12 days, and a water dispenser Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive Power System: Matter/Anti-matter Generator; average energy life of 5 years with regular fuel and maintenance. Market Cost: Currently no Terronian starship or starfighter has found its way onto the market, black or otherwise. Weapon Systems: 1) Mark Two Beam Cannons (4): The main weapon of the Thunderbird is four, fire-linked, medium beam cannons used to destroy enemy fighters, and to strafe larger ships or ground targets, usually pinpointing specific systems on the target. These weapons use a "variable energy" beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmoknights. Range: 16 miles (25.7 km) Mega Damage: 4D6x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 80 charges, and recharges at a rate of 20 per hour. 2) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited 3) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Electronic Countermeasures Field: The precursor to the cloaking device, this active system consist of an energy warping field system, which bends almost all forms of high energy beams around the craft, this includes most forms of sensing devices. Ironicaly, this system does not prevent the detection of the craft by means of Radar, Lidar, visual, and Infrared systems, due to the lower energy levels of the detection waves. Sensor systems on craft with cloaking ECM are designed to operate using the small amount of energy that gets through the field, and therefore see their effective range reduces to one-tenth of normal while the field is active. Craft with this system installed have a 50% chance of avoiding detection from standard sensors unless at extremely short ranges. All

targeting is at -5 to strike while the stealth fields are operating. The major draw back to this system, is that the field must be dropped in order for weapons to be fired or shields to be raised. 4) Combat Bonuses: The fighter is an extremely agile combat craft that acutally operated better in an atmospher than it does in space. Listed bonuses are in addition to combat training. Initiative: +1 Strike: +1 Dodge: +1 Piloting Skill: +5% Dog Fighting: +1 SF-17 Peregrine Long Range Space Superiority Fighter Upon analysing the combat data gathered during the Mechanoid War, the military discovered that then current space superiority fighter was woefully inadaquette for its purpose. A new fighter was designed to address those problems, the result is the Peregrine. Faster than any other fighter produced at the time, the Peregrine combined the best traits of the bird that it is named after, high speed and awesome arieal combat abilites. The designers also borrowed a page from the books of fighter designers during the days of prop-driven fighters and mounted a number of forward firing weapons inside the leading edge of the wings. The result of all of these design features is a very deadly starfighter. but offensive ability is not all that a space superiority fighter must possess, the defensive systems on such a fighter must also be equal to the task. The computer controlled Mark I laser turrets were included on the fighter to help ensure its survival. Like all Terronian Starfighters built after the Mechanoid War, stealth is of the upmost importance, it is felt that the first line of defense for Terronian vessels is not to be seen. As a result specialized materials are used in the construction of these fighters and well as the use of a cloaking ECM suite. The cloaking ECM suite is not to be conjused with the Jamming ECM suites used by the Eagle, the cloaking ECM suite is designed to disrupt enemy sensors close to the fighter and therefore not allow for a returning signal. The last feature common to all fighters built after the war is thier ability to travel as speeds faster than the speed of light, this ability allows for the Terronian carrier to launch fighter strike from well beyond the engagement envelope of most all enemies. Model Type: SF-17 Peregrine Class: Long Range Space Superiority Fighter Crew: 1 M.D.C. by Location: Pilots Cockpit / Escape Pod ----- 200 Wings (2) ----- 150 each Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 650 [2] Variable Force Field ----- 200 per side (1,200 total) Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (60 MDC) per melee Speed: Sublight: Mach 20 Atmospheric: Mach 12 Stardrive: 2 lightyears per hour Maximum Range: Limited by pilot's endurance Statistical Data: Length: 63 ft (19.2 m) Width: 49 ft (14.9 m) Height: 14 ft (4.3 m) Weight: 15 tons (13.6 metric tons) fully loaded Cargo: Small utility closet with room for a small sidearm, dry rations for 12 days, and a water dispenser

Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive Power System: Matter/Anti-matter Generator; average energy life of 5 years with regular fuel and maintenance. Market Cost: Currently no Terronian starship or starfighter has found its way onto the market, black or otherwise. Weapon Systems: 1) Mark One Beam Cannons (4 fixed forward, 2 in each wing root): These weapons use a "variable energy" beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Range: 10 miles (16.1 km) Mega Damage: 2D6x10 per cannon Rate of Fire: Equal to the combines number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 160 charges, and recharge at a rate of 40 per hour. 2) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited 3) Internal Weapons Bays (4): The internal weapons bay is designed to hold a variety of different ordinanace, depending in the fighter's current mission. The bays can carry any type of missile up to the light anti-capital ship missile, or one of the various mission pods. Range: Missiles: Varies with missile type Mission Pods: Varies with Pod Type Mega-Damage: Missiles: Varies with warhead Mission Pods: Varies with Pod Type Rate of Fire: Missiles: Any combination up to all remaining missiles. Mission Pods: Varies With Pod Type Payload: Listed below is the payload of 1 weapons bay. 1 Light Anti-Capital Ship Missile or 1 Long Range Missile or 2 Medium Range Missiles or 4 Short Range Missiles or 1 Mission Pod

4) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational.

Cloaking Electronic Countermeasures Field: The precursor to the cloaking device, this active system consist of an energy warping field system, which bends almost all forms of high energy beams around the craft, this includes most forms of sensing devices. Ironicaly, this system does not prevent the detection of the craft by means of Radar, Lidar, visual, and Infrared systems, due to the lower energy levels of the detection waves. Sensor systems on craft with cloaking ECM are designed to operate using the small amount of energy that gets through the field, and therefore see their effective range reduces to one-tenth of normal while the field is active. Craft with this system installed have a 50% chance of avoiding detection from standard sensors unless at extremely short ranges. All targeting is at -5 to strike while the stealth fields are operating. The major draw back to this system, is that the field must be dropped in order for weapons to be fired or shields to be raised. 5) Combat Bonuses: The fighter is an extremely agile combat craft that acutally operated better in an atmospher than it does in space. Listed bonuses are in addition to combat training. Initiative: +3 (+3 in atmosphere) Strike: +3 (+4 in atmosphere) Dodge: +4 (+6 in atmosphere) Piloting Skill: +10% (+15% in atmosphere) Dog Fighting: +2 (+4 in atmosphere) SE-17 Eagle Long Range Electronics Countermeasures Fighter Upon analysing the combat data gathered during the Mechanoid War, the military discovered that then current ECM fighter was woefully inadaquette for its purpose. The add-on pods were not enough to sucessfully degrade enemy non-telepathic communications to the point of uslessness. As a result it was decided, to build a new ECM fighter, the new fighter called the Eagle is essentially a SF-17 Peregrine with slightly altered avionics and ECM equiptment placed in the internal weapons pods. These more advanced ECM suites require a great deal more energy and therefore necessitated the removal of two of the Mark One laser cannons. The SF-17 was choosen as the base for this fighter to give the Eagle, a better chance for survival in atmospheric operation as well as giving it the speed to effectively evade combat, while it is armed, the 2 Mark I laser cannons serve more to dicourage enemy fighters, and were used instead of the four, more power intensive energy beam cannons that are mounted on the Peregrine. The computer controlled Mark I laser turrets were maintained on the fighter to help ensure its survival. Like all Terronian Starfighters built after the Mechanoid War, stealth is of the upmost importance, it is felt that the first line of defense for Terronian vessels is not to be seen. As a result specialized materials are used in the construction of these fighters and well as the use of a cloaking ECM suite. The cloaking ECM suite is not to be conjused with the Jamming ECM suites that this fighter also carries, the cloaking ECM suite is designed to disrupt enemy sensors close to the fighter and therefore not allow for a returning signal. The last feature common to all fighters built after the war is thier ability to travel as speeds faster than the speed of light, this ability allows for the Terronian carrier to launch fighter strike from well beyond the engagement envelope of most all enemies. Model Type: SE-17 Eagle Class: Long Range Electronics Countermeasures Fighter Crew: 1 M.D.C. by Location: Pilots Cockpit / Escape Pod ----- 200 Wings (2) ----- 150 each Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 650 [2] Variable Force Field ----- 200 per side (1,200 total) Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (60 MDC) per melee Speed: Sublight: Mach 20 Atmospheric: Mach 12

Stardrive: 2 lightyears per hour Maximum Range: Limited by pilots endurance Statistical Data: Length: 63 ft (19.2 m) Width: 49 ft (14.9 m) Height: 14 ft (4.3 m) Weight: 15 tons (13.6 metric tons) fully loaded Cargo: Small utility closet with room for a small sidearm, dry rations for 12 days, and a water dispenser Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive Power System: Matter/Anti-matter Generator; average energy life of 5 years with regular fuel and maintenance. Market Cost: Currently no Terronian starship or starfighter has found its way onto the market, black or otherwise. Weapon Systems: 1) Mark One Laser Cannons (2, fixed forward in wing roots): These weapons while not posing much of a threat to enemy fighers do give the Eagle some semblance of an offensice capability. Range: 10 miles (16.1 km) Mega Damage: 2D4x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited 2) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited 3) Electronic Counter Measures Suites: These two ECM pods, working in concert, interfere with and garble any enemy communication transmissions with a 01-65% success rate. Successful jamming means the enemy transmission is nothing but white noise; completely unintelligible. A failed roll, 66-00%, means the transmission successfully escapes the interference of the pod, but while it is decernable, the transmission is not the cleanest message and is still filled with interference. While the ECM field is up, all craft within the field are harder to detect by outside detection systems, hence the craft are -75% to be detected. In order to non visual targeting systems, the pilot must roll under his Weapon Systems or Electronic Counter Measures skill. A successful roll means the non visual targeting systems (and/or remote piloting signals and scanners) of all weapons within the sphere of influence, are scrambled( this includes missiles flying through the ECM range), causing the weapons targeting to be off target; effectively -7 to strike. For missiles a roll is made for each individual missile, in the alternative the pod can send a direct, laser signal to up to 20 missiles within a 200,000 mile range, whether directed at him or another target entirely, and scramble their targeting to make them veer of target: -9 to hit their intended target. Range: 112,000,000 miles (180,246,528 km, 10 light minutes) 4) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Electronic Countermeasures Field: The precursor to the cloaking device, this active system consist of an energy warping field system, which bends almost all forms of high energy beams around the craft, this includes most forms of sensing devices. Ironicaly, this system does not prevent the detection of the craft by means of Radar,

Lidar, visual, and Infrared systems, due to the lower energy levels of the detection waves. Sensor systems on craft with cloaking ECM are designed to operate using the small amount of energy that gets through the field, and therefore see their effective range reduces to one-tenth of normal while the field is active. Craft with this system installed have a 50% chance of avoiding detection from standard sensors unless at extremely short ranges. All targeting is at -5 to strike while the stealth fields are operating. The major draw back to this system, is that the field must be dropped in order for weapons to be fired or shields to be raised. 5) Combat Bonuses: The fighter is an extremely agile combat craft that acutally operated better in an atmospher than it does in space. Listed bonuses are in addition to combat training. Initiative: +3 (+3 in atmosphere) Strike: +3 (+4 in atmosphere) Dodge: +4 (+6 in atmosphere) Piloting Skill: +10% (+15% in atmosphere) Dog Fighting: +2 (+4 in atmosphere) SF-18 Condor Long Range Patrol Fighter During the Mechanoid War, the Mechanoids departed from thier usual tactic of attacking a sigle planet and converting it, due to the weight of attacks that the TAN was pressing home, trying to destroy them, and started attacking planets, eliminating the populations and moving on. It was felt by the Free Thinkers that there would be enough time after the "pest" were exterminated to go back and convert the planets into power crystals. As a result those territories were not entirly destroyed during the war and the Terronians were determined to guard them until the population coiuld support coloninization attempts. In the interum however, the remainder of the Fleet was not large enough to patrol the borders, so it was decided that to protect those systems with a minimum of personel, a large patrol fighter was needed, and thus the Condor was born. While classified as a fighter the Condor could very well be classified as a corvette, if it was not for the crew of two that man it. In order to accomplish its mission of patroling and safeguarding the borders, the Condor was designed with a large amount of firepower, to ward off all but the moist persistant of intruders. It was also given speed to respond to any emergancy, with the response time of most warships, making the Condor the fastest known fighter at FTL speeds. While it does not merit that disticntion while operating in the sublight range, The Condor is still a very fast fighter, matching or exceeding the speeds of miost other known fighters. All of this combined, makes the Condor a very tough customer to deal with and is one of the main reasons for the Terronians quick reclaimation for thier former colonies. Model Type: SF-18 Condor Vehicle Type: Long Range Patrol Fighter Crew: 2 M.D.C By Location: Reinforced Crew Compartment ----- 300 Wings (2) ----- 500 each Mark Three Beam Cannons (2) ----- 300 each Wingtip Weapon Pods (2) ----- 300 each Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 1,500 [2] Variable Force Field ----- 400 per side (2,400 Total) Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (120 MDC) per melee Speed: Sublight: Mach 15 Atmospheric: Mach 4 Stardrive: 4 lightyears per hour Maximum Range: Limited by crew endurance Statistical Data:

Length: 84 ft (25.6 m) Width: 90 ft (27.4 m) Height: 34 ft (10.4 m) Weight: 575 tons (521.6 metric tons) Power System: Matter / Anti-Matter Reactor with 10 year life span Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive Cargo: limited, but the Phoenix does carry enough supplies for the crew for a month. WEAPON SYSTEMS: 1) Mark Two Laser Cannons (6, fixed forward in wing tip pods): These weapons while not possing much of a threat to enemy fighers do give the Sea Hawk some semblance of an offensice capability. Range: 20 miles (32.2 km) Mega Damage: 9D4x10 per pod Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited 2) Mark Three Beam Cannons (2, wing roots): Buried in the wing roots of the Condor are two Mark Three beam cannon, it is these weapons that allow the Condor to operate independantly as a long range patrol, by having the firepower to threaten pirate and other small capital ships. These weapons use a "variable energy" beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Range: 20 miles (32.2 km) Mega Damage: 1D6x100 per cannon Rate of Fire: Once per melee per cannon Payload: Effectively Unlimited, but capacitors hold 20 charges, and recharge at a rate of 5 shots per hour 3) Retractable Medium Range Missile Launcher (2): This is a retractable missile launcher, that rotates into the fuselage when not being used. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: One at a time, or volleys of 2, 4, or 8 per launcher Payload: 8 per launcher 4) Internal Weapons Bays (6): The internal weapons bay is designed to hold a variety of different ordinanace, depending in the fighter's current mission. The bays can carry any type of missile up to the light anti-capital ship missile, or one of the various mission pods. Range: Missiles: Varies with missile type Mission Pods: Varies with Pod Type Mega-Damage: Missiles: Varies with warhead Mission Pods: Varies with Pod Type Rate of Fire: Missiles: Any combination up to all remaining missiles. Mission Pods: Varies With Pod Type Payload: The following is the payload of a single weapons bay 1 Light Anti-Capital Ship Missile or 1 Long Range Missile or 2 Medium Range Missiles or 4 Short Range Missiles or 1 Mission Pod 5) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged

by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited 6) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Electronic Countermeasures Field: The precursor to the cloaking device, this active system consist of an energy warping field system, which bends almost all forms of high energy beams around the craft, this includes most forms of sensing devices. Ironicaly, this system does not prevent the detection of the craft by means of Radar, Lidar, visual, and Infrared systems, due to the lower energy levels of the detection waves. Sensor systems on craft with cloaking ECM are designed to operate using the small amount of energy that gets through the field, and therefore see their effective range reduces to one-tenth of normal while the field is active. Craft with this system installed have a 50% chance of avoiding detection from standard sensors unless at extremely short ranges. All targeting is at -5 to strike while the stealth fields are operating. The major draw back to this system, is that the field must be dropped in order for weapons to be fired or shields to be raised. 7) Combat Bonuses: The Condor is an agile fighter for its size, while not up to the agility standards of other Terronian fighters it is still very capable in combat. Listed bonuses are in addition to combat training. Initiative:+1 Strike: +1 Dodge: +1 Piloting Skill: +5% Dog Fighting: +1 SE-18 Vulture Long Range Spaceborne Early Warning and Control Fighter During the Mechanoid War it was found that the carriers of the Terronian Alliance were too vulnerable to attack, and losses among the carrier forces were incredibley high. One of the major reasons for this was the fact that not only did the TAN lack long range fighter craft, they also lacked a forward command and control craft, to coordinated the fighter groups. Using the new construction programs to the fullest, the military decided to rectify these problems, one by making the fighters all FTL capable and secondly designing and building an advanced sensor suite small enough to be fitted into a heavy starfighter. The purpose of this new craft was to allow the carrier to launch its strike from beyond engagement range while still amintaing commandf and control over the fighters. The result was the Vulture. The Vulture for you ancient Earth historians is not unlike the American Empire's E-2C Hawkeye. The sensor suite mounted on the Vulture is the most powerful suite every mounted on a Terronian fighter, and allows the crew of the Vulture to coordinate the attacks of the fighters placed under its command. During major attacks the Commander of the Air Group (CAG) or his executive officer will be on a Vulture to coordinate the strike. The introduction of the Vulture has also allowed the Terronian fleets to run under strict em-con, or emmission control. Emmissions control is a practice where a vessel emmites the absolutly least amount of energyit is capable of, to prevent it from being detected by the enemy. The major problem with this is the fact that a certaint amount of emmissions are neccessary in order to run navigational sensors. With the Vulture's ability to sent information to other vessels, this can be avoided, the Fleet can run silent while the Vulture can at a distance from the fleet sent it all the information it needs in order to navigate safely. In fact many ambushes on the pirates operating in the Alliances space have been performed thanks to the fleet being able to sneak up on the pirates thanks to thier decreased state of readiness, because the pirates only saw a starfighter or two away from where the attack was coming from. The Vulture is not heavily armed, and as a result while it is deployed there are generally two fighters (normally Peregrines) tasked to escort it. This unit is commanly refered to as a Light Combat Space Patrol or Light CSP. In

fact, it is standard operating procedure for any TAN starship, with the capablity to mounted a CSP to deploy one while operating at sublight speeds. Model Type: SE-18 Vulture Vehicle Type: Long Range Early Warning and Control Fighter Crew: 5 (Pilot, Co-pilot, Analysts/Flight Controller, and 2 Systems operators) M.D.C By Location: Reinforced Crew Compartment ----- 250 Wings (2) ----- 500 each Wingtip Weapons Blisters (2) ----- 300 each Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 1,500 [2] Variable Force Field ----- 400 per side (2,400 Total) Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (120 MDC) per melee

Speed: Sublight: Mach 17 Atmospheric: Mach 6 Stardrive: 4 lightyears per hour Maximum Range: Limited by crew endurance Statistical Data: Length: 84 ft (25.6 m) Width: 90 ft (27.4 m) Height: 34 ft (10.4 m) Weight: 575 tons (521.6 metric tons) Power System: Matter / Anti-Matter Reactor with 10 year life span Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive Cargo: limited, but the Vulture does carry enought supplies for the crew for a month. WEAPON SYSTEMS: 1) Mark One Laser Cannons (2, fixed forward in wing tip pods): These weapons while not posing much of a threat to enemy fighers do give the Vulture some semblance of an offensice capability. Range: 10 miles (16.1 km) Mega Damage: 2D4x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited 2) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited 3) Vulture Sensor Suite: This unit is able to collect information on all moving targets within range. It can accurately track and identify up to 2,000 individual targets, and supply up to 40 intercepts at once. By having this

information the Systems operators can vector fighters into targets and give the fighters more information than they would have by themselves, hence any fighter directed by the Vulture is at +2 to initiative. Range: 25 lightyears 4) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Electronic Countermeasures Field: The precursor to the cloaking device, this active system consist of an energy warping field system, which bends almost all forms of high energy beams around the craft, this includes most forms of sensing devices. Ironicaly, this system does not prevent the detection of the craft by means of Radar, Lidar, visual, and Infrared systems, due to the lower energy levels of the detection waves. Sensor systems on craft with cloaking ECM are designed to operate using the small amount of energy that gets through the field, and therefore see their effective range reduces to one-tenth of normal while the field is active. Craft with this system installed have a 50% chance of avoiding detection from standard sensors unless at extremely short ranges. All targeting is at -5 to strike while the stealth fields are operating. The major draw back to this system, is that the field must be dropped in order for weapons to be fired or shields to be raised. 5) Combat Bonuses: The fighter, while an agile craft, is not designed to engage in combat. Listed bonuses are in addition to combat training. Initiative:+1 Strike: +1 Dodge: +1 Piloting Skill: +5% Dog Fighting: +1 SE-18S Owl Long Range Spaceborne Early Warning and Control Stealth Fighter The SE-18S Owl, is nothing more than a SE-18 Vulture that has had a full cloaking device installed instead of cloaking ECM. This modification was dictated by the TAN's Special Operations Corp, to give it the same perimiter abilities as the normal fleet without being obseverd. The premiter detection capability is even more important to the SOC due to the fact that thier ships run with passive sensors most of the time to reduce the chance of detection even further. Further more the full cloaking device is standard equiptment for all SOC fighters. In order to more fully understand the Owl's role, the discription of the SE-18 Vulture has been included below. During the Mechanoid War it was found that the carriers of the Terronian Alliance were too vulnerable to attack, and losses among the carrier forces were incredibley high. One of the major reasons for this was the fact that not only did the TAN lack long range fighter craft, they also lacked a forward command and control craft, to coordinated the fighter groups. Using the new construction programs to the fullest, the military decided to rectify these problems, one by making the fighters all FTL capable and secondly designing and building an advanced sensor suite small enough to be fitted into a heavy starfighter. The purpose of this new craft was to allow the carrier to launch its strike from beyond engagement range while still amintaing commandf and control over the fighters. The result was the Vulture. The Vulture for you ancient Earth historians is not unlike the American Empire's E-2C Hawkeye. The sensor suite mounted on the Vulture is the most powerful suite every mounted on a Terronian fighter, and allows the crew of the Vulture to coordinate the attacks of the fighters placed under its command. During major attacks the Commander of the Air Group (CAG) or his executive officer will be on a Vulture to coordinate the strike. The introduction of the Vulture has also allowed the Terronian fleets to run under strict em-con, or emmission control. Emmissions control is a practice where a vessel emmites the absolutly least amount of energyit is capable of, to prevent it from being detected by the enemy. The major problem with this is the fact that a certaint amount of emmissions are neccessary in order to run navigational sensors. With the Vulture's ability to sent information to

other vessels, this can be avoided, the Fleet can run silent while the Vulture can at a distance from the fleet sent it all the information it needs in order to navigate safely. In fact many ambushes on the pirates operating in the Alliances space have been performed thanks to the fleet being able to sneak up on the pirates thanks to thier decreased state of readiness, because the pirates only saw a starfighter or two away from where the attack was coming from. The Vulture is not heavily armed, and as a result while it is deployed there are generally two fighters (normally Peregrines) tasked to escort it. This unit is commanly refered to as a Light Combat Space Patrol or Light CSP. In fact, it is standard operating procedure for any TAN starship, with the capablity to mounted a CSP to deploy one while operating at sublight speeds. Model Type: SE-18S Owl Vehicle Type: Long Range Early Warning and Control Stealth Fighter Crew: 5 (Pilot, Co-pilot, Analysts/Flight Controller, and 2 Systems operators) M.D.C By Location: Reinforced Crew Compartment ----- 250 Wings (2) ----- 500 each Wingtip Weapons Blisters (2) ----- 300 each Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 1,500 [2] Variable Force Field ----- 400 per side (2,400 Total) Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (120 MDC) per melee

Speed: Sublight: Mach 17 Atmospheric: Mach 6 Stardrive: 4 lightyears per hour Maximum Range: Limited by crew endurance Statistical Data: Length: 84 ft (25.6 m) Width: 90 ft (27.4 m) Height: 34 ft (10.4 m) Weight: 575 tons (521.6 metric tons) Power System: Matter / Anti-Matter Reactor with 10 year life span Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive Cargo: limited, but the Owl does carry enought supplies for the crew for a month. WEAPON SYSTEMS: 1) Mark One Laser Cannons (2, fixed forward in wing tip pods): These weapons while not posing much of a threat to enemy fighers do give the Owl some semblance of an offensice capability. Range: 10 miles (16.1 km) Mega Damage: 2D4x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited 2) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee

Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited 3) Vulture Sensor Suite: This unit is able to collect information on all moving targets within range. It can accurately track and identify up to 2,000 individual targets, and supply up to 40 intercepts at once. By having this information the Systems operators can vector fighters into targets and give the fighters more information than they would have by themselves, hence any fighter directed by the Vulture is at +2 to initiative. Range: 25 lightyears 4) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. And once again stealth technology stalled until 27 years ago, when a full cloaking device was built that could be built into a fighter was perfected. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Device: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ships gravity signature is disguised. The systems main flaw is its intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at subwarp speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ships main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessels total Main Body MDC (100,000 in the example warships case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational. Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made against this number: (60% in this case.) The cloak remains active. Duration: Indefinite 5) Combat Bonuses: The fighter, while an agile craft, is not designed to engage in combat. Listed bonuses are in addition to combat training. Initiative:+1 Strike: +1 Dodge: +1 Piloting Skill: +5% Dog Fighting: +1 SF-19 Phoenix Long Range Anti-Capital Ship Assault Fighter In facing an undaunted and almost unstopable enemy in the Mechanoids, the Terronians knew that they despretely need new ships and fighters to have a chance to survive the Mechanoid's onslaught. During the course of the War three new dedicated anti-capital ship fighter were designed and built using the latest in technology, the Phoenix is the last of those fighters. The Pheonix is a product of the same design team that produced the Thunderbird, hence the similarities between the two fighters. Taking the idea of the Thunderbird farther, the designers made it much larger

allowing the beam cannons the Thunderbird carried to be replaced with considerably more powerful Plasma Cannons. The plasma cannons were the result of research into the power supplies of the mechanoids, the breakthrough allowed powerful plasma generators to be built very small, thereby giving a fighter the ability to carry light capital class weaponry. The main drawback of placing these weapons on a small craft like a fighter, is that they can only fire once every 15 seconds due to power requirements. To compensate for the slower rate of fire these weapons have, two lasers were mounted in the nose of the fighter to give it some offensive capabilities while the plasma cannons are cycling. Additionallly two medium range missile launchers were included to help the fighter defend itself from other fighters. Finally four internal weapons bays were built into the ventral side of the fuselage, these bays can carry a variety of weapons, be it missiles or missions pods, adding mission flexability to the Pheonix, something the Falcon and Thunderbird lack. Seeing its first combat in the battle at Terron, the Phoenix was too late to make an appreciable difference, and to evaluate its effectiveness in war. Since that time however, the Phoenix along with the other anti-capital ship fighters, the Falcon and the Thunderbird, have formed the core of the Terrionian strike groups, and will contine to due so for some time. Model Type: SF-19 Phoenix Vehicle Type: Long Range Anti-Capital Ship Assault Fighter Crew: 1 M.D.C By Location: Pilot's Cockpit / Escape Pod ----- 300 Wings (2) ----- 500 each Mark Three Plasma Cannons (4) ----- 300 each Mark Two Laser Cannons (2) ----- 300 each Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 1,800 [2] Variable Force Field ----- 400 per side (2,400 Total) Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (120 MDC) per melee Speed: Sublight: Mach 15 Atmospheric: Mach 4 Stardrive: 4 lightyears per hour Maximum Range: Limited by crew endurance Statistical Data: Length: 86 ft (26.2 m) Width: 60 ft (18.3 m) Height: 34 ft (10.4 m) Weight: 550 tons (499 metric tons) Power System: Matter / Anti-Matter Reactor with 10 year life span Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive Cargo: limited, but the Phoenix does carry enough supplies for the crew for a month. WEAPON SYSTEMS: 1) Mark Two Laser Cannons (2, fixed forward in the nose): These lasers have been included in design of the Pheonix to give it some offensive abilities while the plasma cannons are cycling. Thier range is their greated advantage, engageing most fighters whil they have to reley on missiles. Range: 20 miles (32.2 km) Mega Damage: 3D4x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited 2) Mark Three Plasma Cannons (4 fixed forward): At each corner of the fuselage is a forward firing MArk Three oPlasma Cannon, these weapons are the most energy erapons ever carried by a Terronian fighter, Ironically enough

it was the Mechanoids who inadvcertantly gave the Terronians the designs for extremely powerful plasma generators of small sized. It was those very generator that are used to power these weapons. Range: 15 miles (24.1 km) Mega Damage: 2D6x100 per cannon Rate of Fire: Once per melee per cannon Payload: Effectively Unlimited, but capacitors hold 10 charges, and recharge at a rate of 5 shots per hour. 3) Retractable Medium Range Missile Launcher (2): This is a retractable missile launcher, that rotates into the fuselage when not being used. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: One at a time, or volleys of 2, 4, or 8 per launcher Payload: 8 per launcher 4) Internal Weapons Bays (4): The internal weapons bay is designed to hold a variety of different ordinanace, depending in the fighter's current mission. The bays can carry any type of missile up to the light anti-capital ship missile, or one of the various mission pods. Range: Missiles: Varies with missile type Mission Pods: Varies with Pod Type Mega-Damage: Missiles: Varies with warhead Mission Pods: Varies with Pod Type Rate of Fire: Missiles: Any combination up to all remaining missiles. Mission Pods: Varies With Pod Type Payload: The following is the payload of a single weapons bay 1 Light Anti-Capital Ship Missile or 1 Long Range Missile or 2 Medium Range Missiles or 4 Short Range Missiles or 1 Mission Pod 5) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited 6) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Electronic Countermeasures Field: The precursor to the cloaking device, this active system consist of an energy warping field system, which bends almost all forms of high energy beams around the craft, this includes most forms of sensing devices. Ironicaly, this system does not prevent the detection of the craft by means of Radar, Lidar, visual, and Infrared systems, due to the lower energy levels of the detection waves. Sensor systems on craft

with cloaking ECM are designed to operate using the small amount of energy that gets through the field, and therefore see their effective range reduces to one-tenth of normal while the field is active. Craft with this system installed have a 50% chance of avoiding detection from standard sensors unless at extremely short ranges. All targeting is at -5 to strike while the stealth fields are operating. The major draw back to this system, is that the field must be dropped in order for weapons to be fired or shields to be raised. 7) Combat Bonuses: The Condor is an agile fighter for its size, while not up to the agility standards of other Terronian fighters it is still very capable in combat. Listed bonuses are in addition to combat training. Initiative:+1 Strike: +1 Dodge: +1 Piloting Skill: +5% Dog Fighting: +1 SR-21 Blackhawk Long Range Stragetic Reconnaissance Fighter One of the major problems with wargfare, is the general lack of information about what the enemy is doing. As a result, many different methods have been devised to determine what the enemy is doing, these methods have ranged from having scouts inside of enemy territory, analysing enemy communications. One of the most used methods before wide spread space travel has reconnaissance by high speed high altitude aircraft, the Terronians have taken this method further, and the SR-21 Blackhawk is the result. The Blackhawk is the fastest fighter in the inventory, being 15% faster in the sublight range than the Peregrine and just as fast in the FTL range as the Condor. It is this speed that allows the Blackhawk to evade practically any pursuit, additionally the SR-21 is the stealthiest fighter ever built by the Terronians, therfore it will only out run an opponent if it cannot hide from it. 27 years ago when the fighter sized cloaking device was manufatured, it was fitted to the Blackhawk, resulting in a 10% reduction in top speed, lowering it to the speed you now see. the Blackhawk has no offenseive weapons to speak of. In fact the only weapon system on the fighter are the standard point defense turrets for terronian fighters. Model Type: SR-21 Blackhawk Class: Long Range Strategic Recinnaissance Fighter Crew: 2 M.D.C. by Location: Pilots Cockpit / Escape Pod ----- 350 Wings (2) ----- 600 each Tachyon Pulse Engines (2) ------ 600 each Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 1,800 [2] Variable Force Field ----- 400 per side (2,400 total) Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (120 MDC) per melee Speed: Sublight: Mach 23 Atmospheric: Mach 15 Stardrive: 6.5 lightyears per hour Maximum Range: Limited by pilot's endurance Statistical Data: Length: 135 ft (41.1 m) Width: 70 ft (21.3 m) Height: 24 ft (7.3 m) Weight: 687.5 tons (623.7 metric tons) fully loaded Cargo: Small utility closet with room for a small sidearm, dry rations for 12 days, and a water dispenser Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive

Power System: Matter/Anti-matter Generator; average energy life of 5 years with regular fuel and maintenance. Market Cost: Currently no Terronian starship or starfighter has found its way onto the market, black or otherwise. Weapon Systems: 1) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited 2) Reconnaissance Equiptment: The Blackhawk mounts a wide array of detection equiptment, while the range on these sensors are not very long the resoulution that they provide is outstanding. to give an example a Blackhawk in orbit can through various emmissions tell when a household appliance is being used, in addition to its make and manufacturer, in a crowded city. These sensorts cover a wide array of spectums as well as particle emmisions. To back these sensors up, a very old fashioned device has been installed into the craft, and those are cameras. The infrared, light ampilification and telescopic cameras provide a an actual visual of the things that are being scanned. While may do not realize the value of Photo-reconnaissance in this day and age of sensors, it allows for an actually visual that tcan pick out some of the simplier forms of camouflage that will not show up on sensors. Range: Sensor Suite: 1,000 miles (1,609.3 km) Cameras: 200 miles (231.7 km) 3) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. And once again stealth technology stalled until 27 years ago, when a full cloaking device was built that could be built into a fighter was perfected. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Device: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ships gravity signature is disguised. The systems main flaw is its intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at subwarp speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ships main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessels total Main Body MDC (100,000 in the example warships case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational. Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made against this number: (60% in this case.) The cloak remains active. Duration: Indefinite

4) Combat Bonuses: The fighter is an extremely agile combat craft that acutally operated better in an atmospher than it does in space. Listed bonuses are in addition to combat training. Initiative: +5 Strike: +0 Dodge: +2 Piloting Skill: +5% Dog Fighting: +0 SF-22 Shadow Hawk Long Range Multi-Role Stealth Fighter Twenty-seven years ago a remarkable breakthrough in Terronian stealth technology was amde, when a team of engineers made an operation cloaking device that was small enough and had a loiw enough power requirement to allowit to be fitted on a fighter sized vessel. Before that vessels more than three times the size of a fighter were the smallest things that could mount full cloaking devices. When the Khans heard of this new development,they decided to forge ahead with an idea that had been kicked around for many years without any resolution. This idea was to form a new unit inside of the navy, one designed to infiltrate enemy areas and create as much havoc from inside as possible, the major stumbling block had been, the fact that the fighters that are used to screen and defend the starships have always been much easier to detect than thier parent starships, the new cloaking device solved that problem. Hence the Special Operations Corp was born. At about the same time a new fighter, one to supplement the SF-17 Peregrine was being designed, this fighter was the SF-22 Hawk. the Khans not one to pass up an opertunity like this gave the specifications of the new cloaking device to the disigners of the Hawk and ordered them to install it, and so they did. Unfortunately the power requirments of the new cloaking device, not only neccessitated the removal of the two Mark Two Beam Cannons that were going to mounted inside the wing roots, leaving only the nose cannon, it also slowed the fighter down by 10%. However the Khans felt the trade off was well worth it, and the new fighter was now being called the Shadow Hawk. Being the only true fighter in the SOC's order of battle, the SF-22 has had to fill all of the roles that the various other fighters fill, but the use of the internal weapons bays allow for this versitility. To the Shadow Hawk's credit not only is it faster than the Peregrine at faster than light speeds allowing it to responds a little quicker at long ranges, but it is a better fighter inside of an atmosphere. It is the fighters latter ability that has spawned a new specialist inside of the Navy, the Special Operation Commando. It is these hybrid fighter pilot /commandos that fly the SF-22 from the decks of the SOC's starships. Model Type: SF-22 Shadow Hawk Class: Long Range Multi-Role Stealth Fighter Crew: 1 M.D.C. by Location: Pilots Cockpit / Escape Pod ----- 250 Wings (2) ----- 250 each Semi-Vertical Stablelizers (2) ----- 150 each Horizontal Stablelizers (2) ----- 150 each Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 800 [2] Variable Force Field ----- 300 per side (1,800 total) Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (90 MDC) per melee Speed: Sublight: Mach 18 Atmospheric: Mach 12 Stardrive: 2.5 lightyears per hour Maximum Range: Limited by pilot's endurance Statistical Data:

Length: 66 ft (20.1 m) Width: 45 ft (13.7 m) Height: 23 ft (7 m) Weight: 18 tons (16.3 metric tons) fully loaded Cargo: Small utility closet with room for a small sidearm, dry rations for 12 days, and a water dispenser Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive Power System: Matter/Anti-matter Generator; average energy life of 5 years with regular fuel and maintenance. Market Cost: Currently no Terronian starship or starfighter has found its way onto the market, black or otherwise. Weapon Systems: 1) Mark Two Beam Cannon (1 fixed forward): This cannon, the main weapon of the Shadow Hawk, is mounted in the nose of the fighter. Bean cannons use a "variable energy" beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Range: 16 miles (25.7 km) Mega Damage: 4D6x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 80 charges, and recharges at a rate of 20 per hour. 2) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited 3) Internal Weapons Bays (4): The internal weapons bay is designed to hold a variety of different ordinanace, depending in the fighter's current mission. The bays can carry any type of missile up to the light anti-capital ship missile, or one of the various mission pods. Range: Missiles: Varies with missile type Mission Pods: Varies with Pod Type Mega-Damage: Missiles: Varies with warhead Mission Pods: Varies with Pod Type Rate of Fire: Missiles: Any combination up to all remaining missiles. Mission Pods: Varies With Pod Type Payload: Listed below is the payload of 1 weapons bay. 1 Light Anti-Capital Ship Missile or 1 Long Range Missile or 2 Medium Range Missiles or 4 Short Range Missiles or 1 Mission Pod 4) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. And once again stealth technology stalled until 27 years ago, when a full cloaking device was built that could be built into a fighter was perfected. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy

emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Device: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ships gravity signature is disguised. The systems main flaw is its intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at subwarp speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ships main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessels total Main Body MDC (100,000 in the example warships case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational. Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made against this number: (60% in this case.) The cloak remains active. Duration: Indefinite 5) Combat Bonuses: The fighter is an extremely agile combat craft that acutally operated better in an atmospher than it does in space. Listed bonuses are in addition to combat training. Initiative: +3 (+3 in atmosphere) Strike: +3 (+4 in atmosphere) Dodge: +4 (+6 in atmosphere) Piloting Skill: +10% (+15% in atmosphere) Dog Fighting: +2 (+4 in atmosphere) SF-22E Night Hawk Long Range Electronic Countermeasures Stealth Fighter Twenty-seven years ago a remarkable breakthrough in Terronian stealth technology was amde, when a team of engineers made an operation cloaking device that was small enough and had a loiw enough power requirement to allowit to be fitted on a fighter sized vessel. Before that vessels more than three times the size of a fighter were the smallest things that could mount full cloaking devices. When the Khans heard of this new development,they decided to forge ahead with an idea that had been kicked around for many years without any resolution. This idea was to form a new unit inside of the navy, one designed to infiltrate enemy areas and create as much havoc from inside as possible, the major stumbling block had been, the fact that the fighters that are used to screen and defend the starships have always been much easier to detect than thier parent starships, the new cloaking device solved that problem. Hence the Special Operations Corp was born. At about the same time a new fighter, one to supplement the SF-17 Peregrine was being designed, this fighter was the SF-22 Hawk. the Khans not one to pass up an opertunity like this gave the specifications of the new cloaking device to the disigners of the Hawk and ordered them to install it, and so they did. Unfortunately the power requirments of the new cloaking device, not only neccessitated the removal of the two Mark Two Beam Cannons that were going to mounted inside the wing roots, leaving only the nose cannon, it also slowed the fighter down by 10%. However the Khans felt the trade off was well worth it, and the new fighter was now being called the Shadow Hawk. Being the only true fighter in the SOC's order of battle, the SF-22 has had to fill all of the roles that the various other fighters fill, but the use of the internal weapons bays allow for this versitility. To the Shadow Hawk's credit not only is it faster than the Peregrine at faster than light speeds allowing it to responds a little quicker at long ranges, but it is a better fighter inside of an atmosphere. It is the fighters latter ability that has spawned a new specialist inside of the Navy, the Special Operation Commando. It is these hybrid fighter pilot /commandos that fly the SF-22 from the decks of the SOC's starships. The E variant of the SF-22 is the ECM fighter of the SOC. The Shadow Hawk underwent the same modifications that were made to the Peregine to create the Eagle. However the only weapon systems lost were the internal

weapons bays. The Night Hawk retains the same beam weapon that the Shadow Hawk does, therby still giving the fighter a decent amount of firepower to ward off attacks. Model Type: SF-22 Night Hawk Class: Long Range Electronic Countermeasures Stealth Fighter Crew: 1 M.D.C. by Location: Pilots Cockpit / Escape Pod ----- 250 Wings (2) ----- 250 each Semi-Vertical Stablelizers (2) ----- 150 each Horizontal Stablelizers (2) ----- 150 each Point Defense Turrets (2) ----- 100 each [1] Main Body ----- 800 [2] Variable Force Field ----- 300 per side (1,800 total) Notes: [1] Depleting the MDC of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (90 MDC) per melee Speed: Sublight: Mach 18 Atmospheric: Mach 12 Stardrive: 2.5 lightyears per hour Maximum Range: Limited by pilot's endurance Statistical Data: Length: 66 ft (20.1 m) Width: 45 ft (13.7 m) Height: 23 ft (7 m) Weight: 18 tons (16.3 metric tons) fully loaded Cargo: Small utility closet with room for a small sidearm, dry rations for 12 days, and a water dispenser Propulsion Systems: Tachyon Pulse Drive with supplemental Gravimetric FTL Drive Power System: Matter/Anti-matter Generator; average energy life of 5 years with regular fuel and maintenance. Market Cost: Currently no Terronian starship or starfighter has found its way onto the market, black or otherwise. Weapon Systems: 1) Mark Two Beam Cannon (1 fixed forward): This cannon, the main weapon of the Shadow Hawk, is mounted in the nose of the fighter. Bean cannons use a "variable energy" beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Range: 16 miles (25.7 km) Mega Damage: 4D6x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 80 charges, and recharges at a rate of 20 per hour. 2) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited

3) Electronic Counter Measures Suites: These two ECM pods, working in concert, interfere with and garble any enemy communication transmissions with a 01-65% success rate. Successful jamming means the enemy transmission is nothing but white noise; completely unintelligible. A failed roll, 66-00%, means the transmission successfully escapes the interference of the pod, but while it is decernable, the transmission is not the cleanest message and is still filled with interference. While the ECM field is up, all craft within the field are harder to detect by outside detection systems, hence the craft are -75% to be detected. In order to non visual targeting systems, the pilot must roll under his Weapon Systems or Electronic Counter Measures skill. A successful roll means the non visual targeting systems (and/or remote piloting signals and scanners) of all weapons within the sphere of influence, are scrambled( this includes missiles flying through the ECM range), causing the weapons targeting to be off target; effectively -7 to strike. For missiles a roll is made for each individual missile, in the alternative the pod can send a direct, laser signal to up to 20 missiles within a 200,000 mile range, whether directed at him or another target entirely, and scramble their targeting to make them veer of target: -9 to hit their intended target. Range: 112,000,000 miles (180,246,528 km, 10 light minutes) 4) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. And once again stealth technology stalled until 27 years ago, when a full cloaking device was built that could be built into a fighter was perfected. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Device: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ships gravity signature is disguised. The systems main flaw is its intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at subwarp speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ships main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessels total Main Body MDC (100,000 in the example warships case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational. Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made against this number: (60% in this case.) The cloak remains active. Duration: Indefinite 5) Combat Bonuses: The fighter is an extremely agile combat craft that acutally operated better in an atmospher than it does in space. Listed bonuses are in addition to combat training. Initiative: +3 (+3 in atmosphere) Strike: +3 (+4 in atmosphere) Dodge: +4 (+6 in atmosphere) Piloting Skill: +10% (+15% in atmosphere) Dog Fighting: +2 (+4 in atmosphere) Juggernaut class Battleship

Prior to the Mechanoid War, the Terronians did not built large powerful front line combatants, intead the large vessels in the Terronian fleets were carriers, releying on cruisers and smaller vessels to perform all of the ship to ship combat. During the war however, the losses among cruisers were dreadfully high, and new larger ships of the line were needed. Two new classes of ships were designed and built, unfortunately the time required to design and build entirely new ships, especially larger ones was much too great. The first of the new units were introduced into the fleet, at the Battle of Terron. During the battle the new ships proved thier worth rather quickly, by destroying several of the Mechanoid medium starships within moments of engagment. The Juggernaut class is unusual in that while it is classified as an attack vessel, it is one of the two attack vessels classes that are not diamond shaped, instead it is rectangular shaped like all of the attack support and general support vessels. The Juggernaut has been designed with hit and run tactics, the same as all attack vessels. The main core of this firepower is the array of 16 fixed Mark Four Beam Cannons, this array can devistate any target that foolishly gets within range of a Juggernaut. To support this beam array and to cover the flanks (another unusual feature for an attack vessel) are 4 beam cannon turrets, each turret carries two of the same type of cannons as the array, and two laser cannons cover the Juggernaut's aft end. The main support for this vessel is the Air group that is stationed onboard each one. Model Type: BB-1500 Vehicle Type: Battleship Crew: 400 plus Air Group of 218 crew Troops: 250 Vehicle, Robots, and Power Armors: 12 SF-14 Falcon Long Range Anti-Capital Ship Strike Fighter 12 SF-15 Thunderbird Long RangeAnti-Capital Ship Attack Fighter 12 SF-17 Peregrine Long Range Space Superiority Fighter 6 SE-17 Eagle Long Range Electronics Countermeasures Fighter 6 SF-18 Condor Long Range Patrol Fighter 6 SF-19 Phoenix Long Range Anti-Capital Ship Assault Fighter 6 SE-18 Vulture Long Range Early Warning and Control Craft M.D.C By Location: Mark Four Beam Cannons (16, fixed forward) ----- 1,500 each Mark Four Beam Cannon Turrets (4) ----- 3,000 each Anti-Capital Ship Missile Launchers (6) ----- 1,000 each Mark Five Laser Cannons (2, aft) ----- 1,750 each Medium Range Missile Launchers (36) ----- 600 each Mark Two Beam Cannons (36) ----- 300 each Fighter Launch Bay (1, front) ----- 60,000 [1] Main Sensor Cluster (1, front) ----- 25,000 [2] Main Body ----- 225,000 [3] Engineering Section ----- 75,000 [4] Bridge ----- 50,000 [4] Emergency Bridge ----- 50,000 [5] Main Tachyon Pulse Drives (4) ----- 20,000 each [6] Variable Force Field ----- 15,000 on each side (90,000 total) Notes: [1] The Main sensor cluster is located above and below the Launch Bay. Destroying it means that the ship will have -45% to read sensory rolls, all sensor ranges are halved, and all long range weapons have a -2 to strike. [2] Depleting the MDC of the main body will put the Battleship out of commission. All internal systems will shut down, including life support. The ship itself will be an unsalvageable floating wreck. [3] Destroying the engineering section means that ship FTL propulsion systems are destroyed and maximum sublight speed is reduced to ten percent of normal (using navigational thrusters). [4] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship also has an emergency bridge. Even if both bridges are destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge. [5] The Destruction of each drive reduces the ships speed by one quarter each. If all Drives are destroyed the

maximum sublight speed is reduced to ten percent of normal (using navigational thrusters). [6] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (4,500 MDC) per melee Speed: Sublight: Mach 12 Atmospheric Propulsion: Not Possible Stardrive: 6 lightyears per hour Maximum Range: Unlimited by drive systems, carries supplies for three years per level Statistical Data: Length: 3651 feet (1,112 meters) Width: 782.7 feet (238.4 meters) Height: 848.4 feet (258.4 meters) Weight: 16.5 million tons (15 million metric tons) Power System: Matter Anti-Matter Propulsion System: Tachyon Pulse Drive with Gravimetric FTL Drives Cargo: 400,000 tons WEAPON SYSTEMS: 1) Mark Four Beam Cannon (16, fixed forward): These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Range: 65 miles (104.6 km) Mega Damage: 1D6x1,000 per cannon Rate of Fire: Four times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 100 charges, and recharge at a rate of 20 shots per hour. 2) Mark Four Beam Cannon Turrets (4; 2 dorsal, 2 ventral): Each turret mounts two Mark Four Beam Cannons. Only two of the turrets can be turned forward, and only two can be turned aft, but all can be used to port or starboard. These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmoknights. Range: 65 miles (104.6 km) Mega Damage: 2D6x1,000 per turret Rate of Fire: Four times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 100 charges, and recharge at a rate of 20 shots per hour.

3) Mark Four Laser Cannons (2, fixed aft above the engines): In order to cover the aft of the Juggernaut, two Mark Five Laser Cannons. Ironically, these weapons are the longest ranged beam weapons mounted on the ship. Range: 100 miles (160.9 km) Mega Damage: 1D4x1,000 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited 4) Anti-Capital Ship Missile Launchers (6, 3 port, 3 starboard): These launchers are mounted behind armored covers and can use several types of missiles according to the mission at hand. Each battery has twelve individual launchers. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: One or two at a time per each individual launcher.(12 to 24 per battery) Payload: 480 missiles per battery

5) Medium Range Missile Launcher (36, 6 per arc): This launcher is mounted behind armored covers. It can use

several types of missiles according to the mission at hand, but generally HE warheads are used. The launcher has a 90 degree arc of fire in all directions and is used primarily to defend the ship against enemy fighters and missiles. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: Fires a volley of four or eight missiles per launcher. Payload: 200 missiles per launcher

6) Mark Two Beam Cannon (36): These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Range: 32 miles (51.5 km) Mega Damage: 4D6x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 160 charges, and recharges at a rate of 40 per hour. 7) Cloaking Device: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ships gravity signature is disguised. The systems main flaw is its intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at subwarp speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ships main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessels total Main Body MDC (100,000 in the example warships case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational. Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made against this number: (60% in this case.) The cloak remains active. Duration: Indefinite 8) Command Data Interlink: Near the end of the Mechanoid War Terronian starships began to operate in coordinated fleets, this was neccessary in order to offset the numerical advantage of the Mechanoids. In an attempt to make their fleets more effective, the Terronian Alliance developed an intership data uplink system. The Command Data Interlink allows the ships of the TAN to combine sensor and fire control data with each other, on a moment to monment basis, therefore allowing the fleet to operate as a more cohesive and effective unit. The Command Data Interlink consist of two parts, a slave unit and a master unit, mounted on various command ships in the fleet. This systems allows for up to six ships to effectively operate as a single ship, with the capabilities of all of the ships combined. The Command Data Interlink provides the following bonuses and abilities. Tactical Targeting Information: The Command Data Interlink allows all ships in Task Force to share targeting information. (In game terms: This allows all ships interlinked to use the Task Force Commanders Starship Tactics Skill.) Shared Missile Control: This allows all of the ships to fire coordinated missile strikes. (In game terms: This allows missiles from different ships to act as a single volley, and allow for all of the ships missile control computers to act as one. On the other hand the combined missiles can be fired at many different target using ther targeting information from all of the ships.) Tactical Combat Information: By allowing all the ships in the Task Force to share each others information, the entire Task Force can respond to any given situation more quickly. (In game terms: all ships in the task force enjoy a +2 to initiative.)

Coordinated Defensive Fire Control Information: The Command Data Interlink gives the Task Force an incredible advantage in the fact that all of the ships are able to coordinated their point defense weapons fire. (In game terms: All point defense weapon gain a +2 to strike and only the necessary number of weapons fire to take care of any threat. Also, defensive fire from one ship can cover another without penalty.) 9) Combat Bonuses: +1 to initiative +2 to strike +2 to dodge Wraith class Special Operations Cruiser Twenty-five years ago the TAN formed a new branch of service the Special Operations Corp, to hunt down and destroy the various pirate guilds that operated in the area. At first the SOC only had standard vessels with which to operate, but once the Phasing Cloak was developed almost 10 years ago, this has changed. The First of these new vessels specificaly built for the SOC was the Shadow, only months later the first Wraith class Cruisers started to come out of the yards. the Wraith is a Valiant class Attack Cruiser with a phasing cloak and built using the same stealth contruction materials and hull masking coating that the TAN starfighters do. Additionally the Wraith has 4 special operations groups onboard, it is these people that pilot the SF-22s, you see all the special operations personnel in the TAN are starfighter pilots in addition to bieng elite commandos. Like all dedicated attack vessels in the TAN, the Wraith is shaped like an elongated diamond, this also afford the ship decent capabilities while inside planetary atmospheres, infact the Wraith is one of the larger vessels capable of planetfall. Additionally, the Wraith has its main weaponry fixed forward, this combined with its speed and manuverability, make hit and run attacks a favorite for Wraith captains. Model Type: CA-3005 Vehicle Type: Special Operations Cruiser Crew: 82 Troops: 42 pilots, 100 marines Vehicle, Robots, and Power Armors: 3 squadrons of fighters 24 SF-22 Shadow Hawk class Multi-Role Stealth Fighter 2 SF-22E Night Hawk class Electronic Countermeasures Stealth Fighter 2 SE-18S Owl class Early Warning and Control Stealth Fighter 2 SR-21 Blackhawk Strategic Reconnaissance Fighter M.D.C By Location: Mark Five Laser Cannons (2, forward) ----- 2000 Mark Five Beam Cannons (2, nose) ----- 1500 Mark Four Laser Cannons (4) ----- 1000 each Anti capital ship Missile Launchers (2) ----- 800 each Medium Range Missile Launchers (6, bridge) ----- 600 each [1] Mark Three Beam Cannon (24) ----- 400 each [1] Mark Two Laser Cannons (24) ----- 200 each Main Tachyon Drive (1) ----- 15,000 Secondary Tachyon Drives (3) ----- 3000 each [2] Flying Bridge (1, top) ----- 12,000 [2] Bridge ----- 17,000 [3] Main Body ----- 65,000 [4] Variable Force Field ----- 8,000 on each side (48,000 total) Notes: [1] The turrets are normally hidden in the hull under heavily armored plates. They can be damaged only when in their firing positions. [2] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship also has an auxiliary Flying bridge. Even if both bridges are taken out, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge. The Flying bridge is a secondary bridge on the top of the ship with a view window that takes up most of the front half of the Flying

bridge. [3] Depleting the MDC of the main body will put the ship out of commission. All internal systems will shut down, including life support. The ship itself will be an unsalvageable floating wreck. [4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,800 MDC) per melee Speed: Sublight: Mach 12 Atmospheric Propulsion: Mach 8.5 Stardrive: 6 Light years per hour Maximum Range: Unlimited by Drive systems, but ship carries two years of supplies Statistical Data: Length: 800 ft (243.8 m) Width: 240 ft (73.2 m) Height: 131 ft (39.9 m) Weight: 150,000 tons (136,077.7 metric tons) Power System: Matter Anti-Matter Propulsion System: Tachyon Pulse Drive with Gravimetric FTL Drives Cargo: 30,000 tons WEAPON SYSTEMS: 1) Mark Six Laser Cannon (2, Front of the Ship): By far the most commonly used heavy laser in the inventory. I has a tolerable rate of fire, good range and acceptable firepower, according to the TAN designers. These two lasers are fixed forward. Range: 150 miles (241.4 km) Mega Damage: 2D4x1,000 per cannon Rate of Fire: Three times per melee per cannon Payload: Effectively Unlimited 2) Mark Five Beam Cannons (2, Nose of the Ship): These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-Knights. The cannons can have a 90 degree depression and a 45 degree arc of fire. Range: 80 miles (128.7 km) Mega Damage: 2D6x1,000 per cannon Rate of Fire: Two times per melee per cannon Payload: Effectively Unlimited, but Capacitors hold 40 charges, and recharge at a rate of 10 shots per hour.

3) Mark Five Laser Cannons (4,2 twin mounts in the Tail Section): This laser sees most of its usage as the heavy weapon for the support ships of the fleet and as a planet to orbit defense weapon at the TA's colonies. A pair of laser cannons are mounted on either side of the rear drives. Each can angle and rotate 180 degrees. Range: 100 miles (160.9 km) Mega Damage: 1D4x1,000 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited 4) Anti Capital Ship Missile Launchers (2): These launchers are mounted behind armored covers. It can use several types of missiles according to the mission at hand. Each battery has twelve individual launchers. Range: Varies with missile type Mega Damage:Varies with warhead Rate of Fire: One or two at a time per each individual launcher. (12 to 24 per battery) Payload: 480 missiles per battery, 960 total. 5) Medium Range Missile Launchers (6, 1 per arc): These launchers are mounted behind armored covers. They can use several types of missiles according to the mission at hand, but generally HE warheads are used. Each launcher has a 360 degree arc of fire in all directions and is used primarily to defend the ship against enemy fighters and missiles.

Range: Varies with missile type Mega Damage:Varies with warhead Rate of Fire: Fires a volley of four or eight missiles per launcher. 6) Mark Three Beam Cannon (24, hull): Scattered throughout the hull, the energy turrets stand ready to pop out from under their sliding hatches to attack any vessel which dares come too near. These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-Knights. Each turret is capable of 360 degree rotation with a 180 degree arc of fire. Range: 40 miles (64.4 km) Mega Damage: 1D6x100 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 100 charges, and recharge at a rate of 20 shots per hour. 7) Mark Two Laser Cannon (24, Main Hull): These like mark one weapons see their main use as point defense weapons. Anti fighter turrets are mounted under the hull, hidden behind heavily armored blast doors. When needed, the turrets rise to fire. Each turret can rotate 360 degrees, with a 180 degree arc of fire. Range: 20 miles (32.2 km) Mega Damage: 1D6x100 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited 8) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. About 40 years after the War a full cloaking device was developed, hiding a vessels not only from sensors but visual detection. 10 years ago, there was another breakthrough in stealth technology, the phasing cloak, but due to its newness only vessels of the Special Operations Corp are being fitted with the new cloaking device. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Phasing Cloak: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ships gravity signature is disguised. The systems main flaw is its intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at subwarp speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ships main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessels total Main Body MDC (100,000 in the example warships case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational. Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made against this number: (60% in this case.) The cloak remains active. The design also incorporates a secondary system: A phasing field that when active, would alter a vessels molecular structure, effectively shifting it out of phase with normal matter. (In phase world terms, this is essentially a technological O.P. field and would receive the same bonuses.-25% to overall speed) Additional power

requirements for the phasing cloak require close management: computer operations / electricity generation skill checks(once every 15 seconds of operation in combat, and once every 30 minutes under normal cruise conditions).If a check is failed, assume one support system has leaked a short burst of E.M. radiation. This tell tail radiation will give any active pursuit a 10% chance of detecting the cloaked ship. Duration: Indefinite in normal mode. 10 minutes in phase mode. (For every 10 minutes past the initial time ships crews should make collective saves vs non-lethal drugs or suffer -3 to all actions and bonuses due to minor headaches and inability to concentrate. 9) Command Data Interlink: Near the end of the Mechanoid War Terronian starships began to operate in coordinated fleets, this was neccessary in order to offset the numerical advantage of the Mechanoids. In an attempt to make their fleets more effective, the Terronian Alliance developed an intership data uplink system. The Command Data Interlink allows the ships of the TAN to combine sensor and fire control data with each other, on a moment to monment basis, therefore allowing the fleet to operate as a more cohesive and effective unit. The Command Data Interlink consist of two parts, a slave unit and a master unit, mounted on various command ships in the fleet. This systems allows for up to six ships to effectively operate as a single ship, with the capabilities of all of the ships combined. The Command Data Interlink provides the following bonuses and abilities. Tactical Targeting Information: The Command Data Interlink allows all ships in Task Force to share targeting information. (In game terms: This allows all ships interlinked to use the Task Force Commanders Starship Tactics Skill.) Shared Missile Control: This allows all of the ships to fire coordinated missile strikes. (In game terms: This allows missiles from different ships to act as a single volley, and allow for all of the ships missile control computers to act as one. On the other hand the combined missiles can be fired at many different target using ther targeting information from all of the ships.) Tactical Combat Information: By allowing all the ships in the Task Force to share each others information, the entire Task Force can respond to any given situation more quickly. (In game terms: all ships in the task force enjoy a +2 to initiative.) Coordinated Defensive Fire Control Information: The Command Data Interlink gives the Task Force an incredible advantage in the fact that all of the ships are able to coordinated their point defense weapons fire. (In game terms: All point defense weapon gain a +2 to strike and only the necessary number of weapons fire to take care of any threat. Also, defensive fire from one ship can cover another without penalty.) 10) Combat Bonuses: +3 to initiative +4 to strike +4 to dodge Valiant class Attack Cruiser The Valiant class Attack Cruiser is the main ship of the line for the Terronian Alliance Navy. It, like all other attack vessels, is designed to be very fast and maneuverable. Designed in a flat double diamond configuration, it produces a small target when it engages the enemy head on, which is was designed for. First introduced just after the Mechanoid war, the Valiant's design takes in to account the deficiencies of the previous cruiser design, which was nothing more than a upsized version of the Dagger class Attack Destroyer. Model Type: CA-2800 Vehicle Type: Attack Cruiser Crew: 82 Troops: 42 pilots, 100 marines Vehicle, Robots, and Power Armors: 3 squadrons of fighters, a typical mix of fighter types is shown below 12 SF-14 Falcon Anti Starship Interceptor 12 SF-17 Peregrine Long Range Space Superiority Fighter 6 SF-19 Phoenix Anti Capital Ship Strike Fighter M.D.C By Location: Mark Five Laser Cannons (2, forward) ----- 2000 Mark Five Beam Cannons (2, nose) ----- 1500 Mark Four Laser Cannons (4) ----- 1000 each Anti capital ship Missile Launchers (2) ----- 800 each

Medium Range Missile Launchers (6, bridge) ----- 600 each [1] Mark Three Beam Cannon (24) ----- 400 each [1] Mark Two Laser Cannons (24) ----- 200 each Main Tachyon Drive (1) ----- 15,000 Secondary Tachyon Drives (3) ----- 3000 each [2] Flying Bridge (1, top) ----- 12,000 [2] Bridge ----- 17,000 [3] Main Body ----- 65,000 [4] Variable Force Field ----- 8,000 on each side (48,000 total) Notes: [1] The turrets are normally hidden in the hull under heavily armored plates. They can be damaged only when in their firing positions. [2] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship also has an auxiliary Flying bridge. Even if both bridges are taken out, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge. The Flying bridge is a secondary bridge on the top of the ship with a view window that takes up most of the front half of the Flying bridge. [3] Depleting the MDC of the main body will put the ship out of commission. It will explode in a fiery blast causing 1D4 x 1000 MD to a 1000 ft (305 m) area. [4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,800 MDC) per melee Speed: Sublight: Mach 12 Atmospheric Propulsion: Mach 8.5 Stardrive: 6 Light years per hour Maximum Range: Unlimited by Drive systems, but ship carries two years of supplies Statistical Data: Length: 800 ft (243.8 m) Width: 240 ft (73.2 m) Height: 131 ft (39.9 m) Weight: 140,000 tons (127,006 metric tons) Power System: Matter Anti-Matter Propulsion System: Tachyon Pulse Drive with Gravimetric FTL Drives Cargo: 30,000 tons WEAPON SYSTEMS: 1) Mark Six Laser Cannon (2, Front of the Ship): By far the most commonly used heavy laser in the inventory. I has a tolerable rate of fire, good range and acceptable firepower, according to the TAN designers. These two lasers are fixed forward. Range: 150 miles (241.4 km) Mega Damage: 2D4x1,000 per cannon Rate of Fire: Three times per melee per cannon Payload: Effectively Unlimited 2) Mark Five Beam Cannons (2, Nose of the Ship): These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-Knights. The cannons can have a 90 degree depression and a 45 degree arc of fire. Range: 80 miles (128.7 km) Mega Damage: 2D6x1,000 per cannon Rate of Fire: Two times per melee per cannon Payload: Effectively Unlimited, but Capacitors hold 40 charges, and recharge at a rate of 10 shots per hour.

3) Mark Five Laser Cannons (4,2 twin mounts in the Tail Section): This laser sees most of its usage as the heavy

weapon for the support ships of the fleet and as a planet to orbit defense weapon at the TA's colonies. A pair of laser cannons are mounted on either side of the rear drives. Each can angle and rotate 180 degrees. Range: 100 miles (160.9 km) Mega Damage: 1D4x1,000 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited 4) Anti Capital Ship Missile Launchers (2): These launchers are mounted behind armored covers. It can use several types of missiles according to the mission at hand. Each battery has twelve individual launchers. Range: Varies with missile type Mega Damage: Varies with warhead Rate of Fire: One or two at a time per each individual launcher. (12 to 24 per battery) Payload: 480 missiles per battery, 960 total. 5) Medium Range Missile Launchers (6, 1 per arc): These launchers are mounted behind armored covers. They can use several types of missiles according to the mission at hand, but generally HE warheads are used. Each launcher has a 360 degree arc of fire in all directions and is used primarily to defend the ship against enemy fighters and missiles. Range: Varies with missile type Mega Damage: Varies with warhead Rate of Fire: Fires a volley of four or eight missiles per launcher. 6) Mark Three Beam Cannon (24, hull): Scattered throughout the hull, the energy turrets stand ready to pop out from under their sliding hatches to attack any vessel which dares come too near. These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-Knights. Each turret is capable of 360 degree rotation with a 180 degree arc of fire. Range: 40 miles (64.4 km) Mega Damage: 1D6x100 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 100 charges, and recharge at a rate of 20 shots per hour. 7) Mark Two Laser Cannon (24, Main Hull): These like mark one weapons see their main use as point defense weapons. Anti fighter turrets are mounted under the hull, hidden behind heavily armored blast doors. When needed, the turrets rise to fire. Each turret can rotate 360 degrees, with a 180 degree arc of fire. Range: 20 miles (32.2 km) Mega Damage: 1D6x100 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited 8) Cloaking Device: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ship's gravity signature is disguised. The system's main flaw is it's intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at sublight speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ship's main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessel's total Main Body MDC (100,000 in the example warship's case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational. Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made

against this number: (60% in this case.) The cloak remains active. Duration: Indefinite 9) Combat Bonuses: The starships of the Terronian Alliance Navy are designed to be fast and maneuverable, therefore the following bonuses apply in combat: +3 to initiative, +4 to strike, +4 to dodge Dagger Class Attack Destroyer The Dagger is one of the oldest starship designs in the TAN's inventory, dating back to before the Mechanoid War, where they served with distinction. Over the years the Dagger design has under gone many changes, from upgrading weapons, to the inclusion of a cloaking device to changes in the sublight drives. Like all dedicated attack vessels in the TAN, the Dagger is shaped like an elongated diamond, this also afford the ship decent capabilities while inside planetary atmospheres. Additionally, the Dagger has its main weaponry fixed forward, this combined with its speed and manuverability, make hit and run attacks a favorite for Dagger captains. To further enhance its capabilites, the Dagger packs a considerable amount of firepower, allowing it to counter most light and medium cruisers of the various governments in the Three Galaxies. Model Type: DDA-500 Vehicle Type: Attack Destroyer Crew: 40 plus 5 Pilots Troops: 10 marines Vehicle, Robots, and Power Armors: 4 SF-17 Peregrine Long Range Space Superiority Fighter M.D.C By Location: Mark Six Laser Cannon ----- 800 Mark Four Beam Cannons (3) ----- 400 each Mark One Laser Cannon Point Defense Turrets (8) ----- 400 each Long Range Missile Launchers (6) ----- 400 each [1] Bridge ----- 5,000 [2] Main Body ----- 25,500 Main Engines (2) ----- 3,000 each [3] Variable Force Fields ----- 5,000 per side (25,000 total) Notes: [1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship does not have an auxiliary bridge. Even if the bridges is destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge. [2] Depleting the MDC of the main body will put the destroyer out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. [3] Shields positions can be varied and all could be combined in one shield. Individual shields regenerate at the rate of 250 MDC per melee. Speed: Sublight: Mach 12 Atmospheric Propulsion: Mach 8 Stardrive: 6 lightyears per hour Maximum Range: Effectively Unlimited Statistical Data: Length: 500 ft (152.4 m) Width: 255 ft (77.7 m) Height: 170 ft (51.8 m) Weight: 350,000 tons (317,514.7 metric tons) Power System: Matter / Anti-Matter Reactor with 20 year life

Propulsion System: Tachyon Pulse Drive with Gravimetric FTL Drives Cargo: 100 tons in addition to the normal complement of ammunition and supplies. WEAPON SYSTEMS: 1) Mark Six Laser Cannon (Nose of the Ship): Mounted, fixed forward, in the nose of the ship, the mark six laser is the big gun of the Dagger. Having a weapon with such a range allows the Dagger to reach out an touch someone sort of speak. Lasers are one of the oldest known weapon systems used on star ships and fighters, because of their ease of production and maintenance. Lasers recycle faster than either plasma or beam weapons, therefore they have a higher rate of fire. Another advantage is the fact that lasers on the most part have longer ranges that the other systems. On the down side is that laser have less of a punch. Range: 150 miles (241.4 km) Mega Damage: 2D4x1000 per cannon Rate of Fire: Three times per melee per cannon Payload: Effectively Unlimited

2) Mark Four Beam Cannons (3, 1 port, 1 starboard, 1 dorsal nose): These weapons back up the main laser cannon and are also fixed forward. These weapons unlike the main laser cannon can be elevated or depressed up to 10 degrees and swing port or starboard up to 15 degrees. These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Range: 65 miles (104.6 km) Mega Damage: 1D6x1000 per cannon Rate of Fire: Four times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 100 charges, and recharge at a rate of 20 shots per hour.

3) Mark One Beam Cannon Turrets (8, 4 ventral, 4 dorsal): These weapons are replacing the mark one laser as the point defense gun of choice for the TAN. These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 10 degrees of depression, thereby allowing them to provide coverage for the entire ship. Range: 10 miles (16.1 km) Mega Damage: 2D6x10 per cannon Rate of Fire: Equal to the combines number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 160 charges, and recharge at a rate of 40 per hour. 4) Long Range Missile Launchers (6, 3 ventral, 3 dorsal): It was decided during the design phase that the Dagger could not afford to have two differnet types of missile launcher to cover both anti-capital ship and antifighter/missile defense. As a result, long range missiles launchers were installed to cover both roles. These launchers are mounted behind armored covers. They use several types of missiles according to the mission at hand, but generally high explosive and anti-matter warheads are used. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: Fires a volley of two or five missiles per launcher. Payload: 200 missiles per launcher 5) Cloaking Device: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ships gravity signature is disguised. The systems main flaw is its intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at subwarp speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise

shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ships main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessels total Main Body MDC (100,000 in the example warships case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational. Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made against this number: (60% in this case.) The cloak remains active. Duration: Indefinite 6) Combat Bonuses: +4 to initiative +4 to strike +4 to dodge Shadow Class Special Operations Destroyer Twenty-five years ago the TAN formed a new branch of service the Special Operations Corp, to hunt down and destroy the various pirate guilds that operated in the area. At first the SOC only had standard vessels with which to operate, but once the Phasing Cloak was developed almost 10 years ago, this has changed. The First of these new vessels specificaly built for the SOC is the Shadow, the Shadow is a Dagger class Attack Destroyer with a phasing cloak and built using the same stealth contruction materials and hull masking coating that the TAN starfighters do. Additionally the Shadow has a special operations group onboard, it is these people that pilot the SF-22s, you see all teh special operations personnel in the TAN are starfighter pilots in addition to bieng elite commandos. Like all dedicated attack vessels in the TAN, the Shadow is shaped like an elongated diamond, this also afford the ship decent capabilities while inside planetary atmospheres. Additionally, the Shadow has its main weaponry fixed forward, this combined with its speed and manuverability, make hit and run attacks a favorite for Shadow captains. To further enhance its capabilites, the Shadow packs a considerable amount of firepower, allowing it to counter most light and medium cruisers of the various governments in the Three Galaxies. Model Type: DD-ASO-1500 Vehicle Type: Special Operations Attack Destroyer Crew: 40 plus 4 Pilots Troops: 10 marines Vehicle, Robots, and Power Armors: 4 SF-22 Shadow Hawk Long Range Multi-Role Stealth Fighter M.D.C By Location: Mark Six Laser Cannon ----- 800 Mark Four Beam Cannons (3) ----- 400 each Mark One Laser Cannon Point Defense Turrets (8) ----- 400 each Long Range Missile Launchers (6) ----- 400 each [1] Bridge ----- 5,000 [2] Main Body ----- 25,500 Main Engines (2) ----- 3,000 each [3] Variable Force Fields ----- 5,000 per side (25,000 total) Notes: [1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship does not have an auxiliary bridge. Even if the bridges is destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge. [2] Depleting the MDC of the main body will put the destroyer out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.

[3] Shields positions can be varied and all could be combined in one shield. Individual shields regenerate at the rate of 250 MDC per melee. Speed: Sublight: Mach 12 Atmospheric Propulsion: Mach 8 Stardrive: 6 lightyears per hour Maximum Range: Effectively Unlimited Statistical Data: Length: 500 ft (152.4 m) Width: 255 ft (77.7 m) Height: 170 ft (51.8 m) Weight: 350,000 tons (317,514.7 metric tons) Power System: Matter / Anti-Matter Reactor with 20 year life Propulsion System: Tachyon Pulse Drive with Gravimetric FTL Drives Cargo: 100 tons in addition to the normal complement of ammunition and supplies. WEAPON SYSTEMS: 1) Mark Six Laser Cannon (Nose of the Ship): Mounted, fixed forward, in the nose of the ship, the mark six laser is the big gun of the Dagger. Having a weapon with such a range allows the Dagger to reach out an touch someone sort of speak. Lasers are one of the oldest known weapon systems used on star ships and fighters, because of their ease of production and maintenance. Lasers recycle faster than either plasma or beam weapons, therefore they have a higher rate of fire. Another advantage is the fact that lasers on the most part have longer ranges that the other systems. On the down side is that laser have less of a punch. Range: 150 miles (241.4 km) Mega Damage: 2D4x1000 per cannon Rate of Fire: Three times per melee per cannon Payload: Effectively Unlimited 2) Mark Four Beam Cannons (3, 1 port, 1 starboard, 1 dorsal nose): These weapons back up the main laser cannon and are also fixed forward. These weapons unlike the main laser cannon can be elevated or depressed up to 10 degrees and swing port or starboard up to 15 degrees. These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Range: 65 miles (104.6 km) Mega Damage: 1D6x1000 per cannon Rate of Fire: Four times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 100 charges, and recharge at a rate of 20 shots per hour. 3) Mark One Beam Cannon Turrets (8, 4 ventral, 4 dorsal): These weapons are replacing the mark one laser as the point defense gun of choice for the TAN. These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 10 degrees of depression, thereby allowing them to provide coverage for the entire ship. Range: 10 miles (16.1 km) Mega Damage: 2D6x10 per cannon Rate of Fire: Equal to the combines number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 160 charges, and recharge at a rate of 40 per hour. 4) Long Range Missile Launchers (6, 3 ventral, 3 dorsal): It was decided during the design phase that the Dagger could not afford to have two differnet types of missile launcher to cover both anti-capital ship and antifighter/missile defense. As a result, long range missiles launchers were installed to cover both roles. These launchers are mounted behind armored covers. They use several types of missiles according to the mission at hand, but generally high explosive and anti-matter warheads are used. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: Fires a volley of two or five missiles per launcher. Payload: 200 missiles per launcher

5) Stealth Systems: Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems was deveolped, the cloaking ECM field. About 40 years after the War a full cloaking device was developed, hiding a vessels not only from sensors but visual detection. 10 years ago, there was another breakthrough in stealth technology, the phasing cloak, but due to its newness only vessels of the Special Operations Corp are being fitted with the new cloaking device. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Phasing Cloak: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ships gravity signature is disguised. The systems main flaw is its intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at subwarp speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ships main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessels total Main Body MDC (100,000 in the example warships case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational. Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made against this number: (60% in this case.) The cloak remains active. The design also incorporates a secondary system: A phasing field that when active, would alter a vessels molecular structure, effectively shifting it out of phase with normal matter. (In phase world terms, this is essentially a technological O.P. field and would receive the same bonuses.-25% to overall speed) Additional power requirements for the phasing cloak require close management: computer operations / electricity generation skill checks(once every 15 seconds of operation in combat, and once every 30 minutes under normal cruise conditions).If a check is failed, assume one support system has leaked a short burst of E.M. radiation. This tell tail radiation will give any active pursuit a 10% chance of detecting the cloaked ship. Duration: Indefinite in normal mode. 10 minutes in phase mode. (For every 10 minutes past the initial time ships crews should make collective saves vs non-lethal drugs or suffer -3 to all actions and bonuses due to minor headaches and inability to concentrate. 6) Combat Bonuses: +4 to initiative +4 to strike +4 to dodge Weapons Systems Directed Beam Weapons Laser Weapons: Lasers are one of the oldest known weapon systems used on star ships and fighters, because of their ease of production and maintenance. Lasers recycle faster than either plasma or beam weapons, therefore they have a higher rate of fire. Another advantage is the fact that lasers on the most part have longer ranges that the other systems. On the down side is that laser have less of a punch.

Terronian Alliance Navy has eight different models of lasers, that are used on thier starships and starfighters. These models are listed below. 1) Mark Seven Laser Cannon: The Mark seven is the most powerful laser producec by the TA for military applications, but it sees limited use, due to the slow rate of fire that the weapon has. Range: 186 miles (299.3 km) Mega Damage: 4D4x1,000 per cannon Rate of Fire: Once per melee Payload: Effectively Unlimited 2) Mark Six Laser Cannon: By far the most commonly used heavy laser in the inventory. I has a tolerable rate of fire, good range and acceptable firepower, according to the TAN designers. Range: 150 miles (241.4 km) Mega Damage: 2D4x1,000 per cannon Rate of Fire: Three times per melee per cannon Payload: Effectively Unlimited 3) Mark Five Laser Cannon: This laser sees most of its usage as the heavy weapon for the support ships of the fleet and as a planet to orbit defense weapon at the TA's colonies. Range: 100 miles (160.9 km) Mega Damage: 1D4x1,000 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited 4) Mark Four Laser Cannon: Mark fours are used as the main lasers and secondary lasers on the small to light medium ships of the TAN. Range: 80 miles (128.7 km) Mega Damage: 4D4x100 per cannon Rate of Fire: Six times per melee per cannon Payload: Effectively Unlimited 5) Mark Three Laser Cannon (Starship Model): Very small starships and large starfighters, generally have Mark three weapons as their main offensive systems. Range: 50 miles (80.5 km) Mega Damage: 1D4x100 per cannon Rate of Fire: Equal to the number of attacks of the Gunner Payload: Effectively Unlimited 6) Mark Three Laser Cannon (Starfighter Model): Very small starships and large starfighters, generally have Mark three weapons as their main offensive systems. Range: 35 miles (56.3 km) Mega Damage: 1D4x100 per cannon Rate of Fire: Once per melee Payload: Effectively Unlimited 7) Mark Two Laser Cannon: These like mark one weapons see thier main use as point defense weapons for use on starships. Range: 20 miles (32.2 km) Mega Damage: 3D4x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited 8) Mark One Laser Cannon: This weapon system has almost fallen into complete disuse on TAN starships, however the starfighers of the TAN still use this weapon. Range: 10 miles (16.1 km) Mega Damage: 2D4x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited Energy Beam Weapons: These weapons use a "variable energy" beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and

even Cosmo-knights. Energy beam weapons are not a native design, the alien vessel recoverd at the initation of the Mechanoid War had weapons using this technology. It took the Terronian engineers almost 300 years to understand and duplicate this very valuable technology, but they have not learned anything of the insectoid race that crewed the recovered vessel. The use of rechargable storage capacitors allows these and plasma weapons to have as high of a rate of fire that they do enjoy. The TAN has nine different models of the energy beam cannon, for use in starships and starfighters. They are listed below, being the newest of the TANs weapon systems there is continual development. 1) Mark Six Beam Cannon: Range: 100 miles (160.9 km) Mega Damage: 4D6x1,000 per cannon Rate of Fire: Once per melee per cannon Payload: Effectively Unlimited, but Capacitors hold 20 charges, and recharge at a rate of 5 shots per hour. 2) Mark Five Beam Cannon: Range: 80 miles (128.7 km) Mega Damage: 2D6x1,000 per cannon Rate of Fire: Two times per melee per cannon Payload: Effectively Unlimited, but Capacitors hold 40 charges, and recharge at a rate of 10 shots per hour. 3) Mark Four Beam Cannon: Range: 65 miles (104.6 km) Mega Damage: 1D6x1,000 per cannon Rate of Fire: Four times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 100 charges, and recharge at a rate of 20 shots per hour. 4) Mark Three Beam Cannon (Starship Model): Range: 40 miles (64.4 km) Mega Damage: 1D6x100 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 100 charges, and recharge at a rate of 20 shots per hour. 5) Mark Three Beam Cannon (Starfighter Model): Range: 20 miles (32.2 km) Mega Damage: 1D6x100 per cannon Rate of Fire: Once per melee per cannon Payload: Effectively Unlimited, but capacitors hold 20 charges, and recharge at a rate of 5 shots per hour 6) Mark Two Beam Cannon (Starship Model): Range: 32 miles (51.5 km) Mega Damage: 4D6x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 160 charges, and recharges at a rate of 40 per hour. 7) Mark Two Beam Cannon (Starfighter Model): Range: 16 miles (25.7 km) Mega Damage: 4D6x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 80 charges, and recharges at a rate of 20 per hour. 8) Mark One Beam Cannon (Starship Model): Range: 10 miles (16.1 km) Mega Damage: 2D6x10 per cannon Rate of Fire: Equal to the combines number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 160 charges, and recharge at a rate of 40 per hour. 9) Mark One Beam Cannon (Starfighter Model): Range: 5 miles (8 km) Mega Damage: 2D6x10 per cannon Rate of Fire: Equal to the combines number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 80 charges, and recharge at a rate of 20 per hour.

Plasma Weapons: Plasma weapons technology is an offshoot of particle beam technology. Essentially, plasma weapons heat accelerated particles by means of an integral fusion reactor. The resulting super-heated, sub-atomic particle plasma can be shot with devastating effects. The reason these weapons are still in service since the Energy Beam weapons were introduced, is that dedicated plasma weapons are more efficent and can produce a more powerful blast for the same size and weight. The use of rechargable storage capacitors allows these and energy beam weapons to have as high of a rate of fire that they do enjoy. There are eight different models of plasma weaponry used by the TAN, thier specifications are listed below. 1) Mark Five Plasma Cannon: Range: 60 miles (96.6 km) Mega Damage: 6D6x1,000 per cannon Rate of Fire: Once per melee per cannon Payload: Effectively Unlimited, but capacitors hold 10 charges, and recharge at a rate of 5 shots per hour. 2) Mark Four Plasma Cannon: Range: 48 miles (77.2 km) Mega Damage: 2D6x1,000 per cannon Rate of Fire: Three times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 80 charges, and recharge at a rate of 20 shots per hour. 3) Mark Three Plasma Cannon (Starship Model): Range: 30 miles (48.3 km) Mega Damage: 2D6x100 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 60 charges, and recharge at a rate of 20 shots per hour. 4) Mark Three Plasma Cannon (Starfighter Model): Range: 15 miles (24.1 km) Mega Damage: 2D6x100 per cannon Rate of Fire: Once per melee per cannon Payload: Effectively Unlimited, but capacitors hold 10 charges, and recharge at a rate of 5 shots per hour. 5) Mark Two Plasma Cannon (Starship Model): Range: 24 miles (38.6 km) Mega Damage: 5D6x10 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 60 charges, and recharges at a rate of 20 per hour. 6) Mark Two Plasma Cannon (Starfighter Model): Range: 12 miles (19.3 km) Mega Damage: 5D6x10 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 30 charges, and recharges at a rate of 10 per hour. 7) Mark One Plasma Cannon (Starship Model): Range: 6 miles (9.7 km) Mega Damage: 2D6x10 per cannon Rate of Fire: Equal to the combines number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 90 charges, and recharge at a rate of 30 per hour. 8) Mark One Plasma Cannon (Starfighter Model): Range: 3 miles (4.8 km) Mega Damage: 2D6x10 per cannon Rate of Fire: Equal to the combines number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 45 charges, and recharge at a rate of 15 per hour. Missile Launchers 1) Mini-Missile Launcher: This missile turret has a 90 degree arc of fire in all directions and is used primarily to defend the ship against enemy fighters and missiles.

Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: One at a time or in volleys of 4 or 8 missiles per launcher. Payload: 128 per launcher. 2) Medium Range Missile Launcher: This launcher is mounted behind armored covers. It can use several types of missiles according to the mission at hand, but generally HE warheads are used. The launcher has a 90 degree arc of fire in all directions and is used primarily to defend the ship against enemy fighters and missiles. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: Fires a volley of four or eight missiles per launcher. Payload: 200 missiles per launcher 3) Long Range Missile Launcher: This launcher is mounted behind armored covers. It can use several types of missiles according to the mission at hand, but generally HE warheads are used. The launcher has a 90 degree arc of fire in all directions and is used primarily to defend the ship against enemy fighters, missiles, and small starships. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: Fires a volley of two or five missiles per launcher. Payload: 200 missiles per launcher 4) Anti-Capital Ship Missile Launcher: These launchers are mounted behind armored covers. It can use several types of missiles according to the mission at hand. Each battery has twelve individual launchers. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: One or two at a time per each individual launcher.(12 to 24 per battery) Payload: 480 missiles per battery 5) Retractable Short Range Missile Launcher: This is a retractable missile launcher, that rotates into the fuselage when not being used. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: One at a time, or volleys of 2, 4, or 8 per launcher Payload: 8 per launcher 6) Retractable Medium Range Missile Launcher: This is a retractable missile launcher, that rotates into the fuselage when not being used. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: One at a time, or volleys of 2, 4, or 8 per launcher Payload: 8 per launcher

Starfighter Internal Weapons Bay 1) Internal Weapons Bay: The internal weapons bay is designed to hold a variety of different ordinanace, depending in the fighter's current mission. The bays can carry any type of missile up to the light anti-capital ship missile, or one of the various mission pods. Range: Missiles: Varies with missile type Mission Pods: Varies with Pod Type Mega-Damage: Missiles: Varies with warhead Mission Pods: Varies with Pod Type Rate of Fire: Missiles: Any combination up to all remaining missiles. Mission Pods: Varies With Pod Type Payload:

1 Light Anti-Capital Ship Missile or 1 Long Range Missile or 2 Medium Range Missiles or 4 Short Range Missiles or 1 Mission Pod

Starfighter Point Defense Turrets 1) Point Defense Turrets (2, 1 dorsal, 1 ventral): These computer controlled point defense turrets add a facter of survivability to TAN starfighters, that is not enjoyed by practically no other series of starfighers. Several orverides are required to allow these turrets to be used offensively, thier primary purpose is to provide anti-missile fire to defend the fighter. Each turret has 360 degrees of rotation, 90 degrees of elevation, and 5 degrees of depression. Range: 5 miles (8 km) Mega Damage: 2D4x10 per cannon Rate of Fire: 8 attacks per melee Bonuses: +5 to strike, the computer can only target missiles, unless overrides codes and maunal targeting is engaged by the pilot. If the pilot takes control, then he is at a -2 to strike (-4 to strike missiles) Payload: Effectively Unlimited Sensors and Electronics Warfare Devices Sensors The term Sensor is actually a bastardization of the acronym SENSR, which stands for Selected Neutrino Stream Reflection. This all-encompassing title refers to a system used by all of the TAN sensing systems from hand held multiscanners to starship scanners. The power and flexibility of Sensors far exceeds previous analysis tools as spectroscopy and gravitic scans, being able to bombard a target area selectively treated, hyperlight-accelerated neutrinos. Depending on their treatment (ie. A temporary electromagnetic or gravitic charge) and whether they return to the sensing device, the neutrinos provide data on the nature of the target in great detail. Neutrinos are completely harmless and almost undetectable, and pass through almost unlimited amounts of intervening matter if desired, to reach the scan target. The results are almost instantaneous. Sensor range is dependent almost exclusively on the power of the sensing device itself, although there is inevitable distortion beyond about 50 light-years. Beyond about one light-year detailed analysis is limited; however it is accurate enough to plot a safe hyperlight course. Standard Sensor Units: 1) Vulture Sensor Suite: This unit is able to collect information on all moving targets within range. It can accurately track and identify up to 2,000 individual targets, and supply up to 40 intercepts at once. By having this information the Systems operators can vector fighters into targets and give the fighters more information than they would have by themselves, hence any fighter directed by the Vulture is at +2 to initiative. Range: 25 lightyears

2) Standard Starship Sensor Suite: These suites can collect information on all moving targets within range. They can accuratly track up to 20,000 indivdual targets and supply up to 2,000 intercepts at once. Range: Based on the ship Corvette, Destroyers: 6 lightyears Cruiser, Light Carrier: 10 lightyears Battlecruiser and Larger: 20 lightyears 3) Standard Starfighter Sensor Suite: These suites can collect information on all moving targets within range. They can accuratly track up to 200 individual targets and supply up to 4 intercepts at once.

Range: Based on the fighter FTL Capable Fighters: 2 lightyears Sublight Fighters: 2 light minutes Electronic Warfare Devices Since its invention nearly 800 years previous, Electronics warfare has played a crucial role in the militaries of the Terronians. As sensors systems have advanced from RADAR to LIDAR to Gravitic Analyzers to finally SENSRs electronics warfare devices have also had to improve. Some argue that with the emphases on stealth technology, electronics warfare is no longer need, these people could not be farther from the truth. One of the major disadvantages with advanced stealth systems (including cloaks) is that while the fields are up the crafts weapons and shields are inoperable, and the craft is vulnerable during transition to and from these modes of operation. While electronics warfare is not a subtle means of protection, in fact it announces your presence like a nuclear weapon, it does allow for craft (normally fighters) to approach under a cover of white noise. Although the enemy does know that there is something coming they do not know what it is or how many there are. It is that very reason why the Star League High Command has not listened to those nay sayers. Friendly sensor systems can be , and generally are, configured to work while the electronics warfare devices operate, thereby not reducing the effectiveness of those platforms. Standard Electronics Warfare Devices: 1) Electronic Counter Measures Mission Pod: These two ECM pods, working in concert, interfere with and garble any enemy communication transmissions with a 01-65% success rate. Successful jamming means the enemy transmission is nothing but white noise; completely unintelligible. A failed roll, 66-00%, means the transmission successfully escapes the interference of the pod, but while it is decernable, the transmission is not the cleanest message and is still filled with interference. While the ECM field is up, all craft within the field are harder to detect by outside detection systems, hence the craft are -75% to be detected. In order to non visual targeting systems, the pilot must roll under his Weapon Systems or Electronic Counter Measures skill. A successful roll means the non visual targeting systems (and/or remote piloting signals and scanners) of all weapons within the sphere of influence, are scrambled( this includes missiles flying through the ECM range), causing the weapons targeting to be off target; effectively -7 to strike. For missiles a roll is made for each individual missile, in the alternative the pod can send a direct, laser signal to one or two missiles within a 200 mile range, whether directed at him or another target entirely, and scramble their targeting to make them veer of target: -9 to hit their intended target. Range: 56,000,000 miles (90,123,264 km, 5 light minutes) 2) Electronic Counter Measures Suites: These two ECM pods, working in concert, interfere with and garble any enemy communication transmissions with a 01-65% success rate. Successful jamming means the enemy transmission is nothing but white noise; completely unintelligible. A failed roll, 66-00%, means the transmission successfully escapes the interference of the pod, but while it is decernable, the transmission is not the cleanest message and is still filled with interference. While the ECM field is up, all craft within the field are harder to detect by outside detection systems, hence the craft are -75% to be detected. In order to non visual targeting systems, the pilot must roll under his Weapon Systems or Electronic Counter Measures skill. A successful roll means the non visual targeting systems (and/or remote piloting signals and scanners) of all weapons within the sphere of influence, are scrambled( this includes missiles flying through the ECM range), causing the weapons targeting to be off target; effectively -7 to strike. For missiles a roll is made for each individual missile, in the alternative the pod can send a direct, laser signal to up to 20 missiles within a 200,000 mile range, whether directed at him or another target entirely, and scramble their targeting to make them veer of target: -9 to hit their intended target. Range: Starfighter Based Suites: 112,000,000 miles (180,246,528 km, 10 light minutes) Starship Based Suites: 671,061,622 miles (1,079,968,995 km, 1 light hour) Stealth Technologies During the planetary wars prior to the War of Nations, the Terronians realized that it is better not to be seen in combat, and as a race stealth technologies have become one of the most important aspects of their military technology. The following details the current state of stealth technologies in the Terronian Alliance.

Traditional Stealth Technologies Since the War of Nation, all Terronian military craft have at least incoprterated some basic steath technology, generally through the use of what they term as passive stealth. Stealth technology stayed at the level of passive stealth sytems untill 100 years before the Mechanoid war, when the first active stealth systems were deveolped. Passive Stealth: Passive stealth technology involves designing a craft along specific guidelines with particular materials which produce a ship less detectable to sensor systems. Craft built using this technology have a 35% chance of avoiding detection from standard sensors unless at extremely short ranges. Non visual targeting is at -4 to strike. Hull Masking: Hull Masking allows the hull of the ship to change colors to that of the surrounding area, energy emissions are also masked , thereby rendering the craft hard to see. This stealth system is only truly effective when the craft is moving in a straight line or stationary. Evasive actions or attacks will reveal the crafts position, although it will still be hard to see and hit. All attacks suffer a -1 to strike while this system is operational. Cloaking Electronic Countermeasures Field: The precursor to the cloaking device, this active system consist of an energy warping field system, which bends almost all forms of high energy beams around the craft, this includes most forms of sensing devices. Ironicaly, this system does not prevent the detection of the craft by means of Radar, Lidar, visual, and Infrared systems, due to the lower energy levels of the detection waves. Sensor systems on craft with cloaking ECM are designed to operate using the small amount of energy that gets through the field, and therefore see their effective range reduces to one-tenth of normal while the field is active. Craft with this system installed have a 50% chance of avoiding detection from standard sensors unless at extremely short ranges. All targeting is at -5 to strike while the stealth fields are operating. The major draw back to this system, is that the field must be dropped in order for weapons to be fired or shields to be raised. Cloaking Devices The cloaking device is the next logical step beyond the Active Stealth Field. There are currently two types of cloaking devices in the TAN arsenal, the first is the standard cloaking device. The Standard Cloak can be fitted to vessels as small as a medium starfighter, and is the most common form of advanced stealth used on capital ships. The second device is the new phasing cloak, which has only been in service for the last ten years. This newer device represents a quantum leap in technology because it allows a ship to transition out of phase with the universe, thereby allowing it to move through matter while also rendering it virtually invulnerable to any of our own current known weapon systems, with the exception of energy beam cannons. The problem of the phasing cloak is that it can only be used for short durations, and therefore it is not slated for fleet wide use, only seeing service in the Special Operations Corp of the TAN. Cloaking Device: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ships gravity signature is disguised. The systems main flaw is its intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at subwarp speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ships main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessels total Main Body MDC (100,000 in the example warships case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational.

Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made against this number: (60% in this case.) The cloak remains active. Duration: Indefinite Phasing Cloak: This device, renders any equipped vessel undetectable by most sensors, including gravity wave sensors due to a gravity repeater device that duplicates the gravity conditions on the other side of the ship so that the ships gravity signature is disguised. The systems main flaw is its intense neutron radiation signature, and that the gravity repeaters only operates effectively at less than speed. Fortunately this energy signature can only be detected at close range and even then one must know what to look for: (-20% detection penalty if one knows what one is looking for and a -60% detection penalty otherwise, when at maximum detectable range of 10,000 km at subwarp speeds, and -10%/ -40% at Warp speeds less than 4 light years per hour ) So equipped starships can not raise shields or fire any weapons while cloaked, for one attack previous to cloaking, or just after de-cloaking. When attacking, and if the ship has not been detected, it has +8 initiative bonus against any target that is not alerted to its presence and +4 initiative bonus against targets that are alerted (at general quarters). If the cloaked ship gets a higher initiative, the ship can both raise its combat shields and can fire its weapons previous to any opponent attacks. Each time the ships main body is damaged, there is a percentage chance the cloaking device will also suffer damage and fail. This is done by determining the total damage the ship has sustained and dividing that by the equipped vessels total Main Body MDC (100,000 in the example warships case) and getting a percentage of the hull damage that the ship has taken. A percentile roll is then made. If the percentile roll is less than the percentage of damage the cloaking device is damaged and will be non operational. Example: Alpha Ship takes 1,000 MDC from a missile attack. (1,000 / 100,000 = 10%) A percentile roll is made against this number: (60% in this case.) The cloak remains active. The design also incorporates a secondary system: A phasing field that when active, would alter a vessels molecular structure, effectively shifting it out of phase with normal matter. (In phase world terms, this is essentially a technological O.P. field and would receive the same bonuses.-25% to overall speed) Additional power requirements for the phasing cloak require close management: computer operations / electricity generation skill checks(once every 15 seconds of operation in combat, and once every 30 minutes under normal cruise conditions).If a check is failed, assume one support system has leaked a short burst of E.M. radiation. This tell tail radiation will give any active pursuit a 10% chance of detecting the cloaked ship. Duration: Indefinite in normal mode. 10 minutes in phase mode. (For every 10 minutes past the initial time ships crews should make collective saves vs non-lethal drugs or suffer -3 to all actions and bonuses due to minor headaches and inability to concentrate. Missiles of the Terronian Alliance

The following charts detail how the TAN missiles work. The first chart is the Missile Body Type chart, this chart provides range, speed, MDC, and warhead size information for the missile body itself. The next chart is the Warhead Type Chart, it provides the damage rating of the warhead based on type of warhead and size of the warhead. The third chart is only used for multi warhead missiles, it provides the number of submunitions a particular multi warhead missile can carry. Additionally the name, cruise missile has been replaced by anti-capital ship missile, because this is what these missiles are intended for. A) Table One: The Missile Body Type Table Missile Type Standard Standard High Speed Maximum Warhead Size Ultra Light Light Ultra Light Speed (MPS / Light) 37,000 mps / .2 c Short Range Missile 47,000 mps / .25 c 84,000 mps / .45 c 372,000 miles / 2 669,600 miles / 3.6 5 3 Range (Miles / Light Seconds) 186,000 miles / 1 MDC 2

Miniature Short Range "Mini" Missile

Large AFM Standard High Speed Large Multi Warhead AFM Standard High Speed Large Multi Warhead AFM Standard Multi Warhead Standard High Speed Multi Warhead

Medium Ultra Light Medium Light Heavy Multi Warhead Light Heavy Medium Extra Heavy Multi Warhead Medium All Multi Warhead All Heavy Multi Warhead

37,000 mps / .2 c 65,000 mps / .35 c Medium Range Missile 56,000 mps / .3 c 93,000 mps / .5 c 37,000 mps / .2 c 37,000 mps / .2 c 75,000 mps / .4 c Long Range Missile 65,000 mps / .35 c 102,000 mps / .55 c 47,000 mps / .25 c 47,000 mps / .25 c 84,000 mps / .45 c 56,000 mps / .3c 47,000 mps / .25c Anti-Capital Ship Missile 75,000 mps / .4 c 112,000 mps / .6 c 56,000 mps / .3 c

297,600 miles / 1.6 520,800 miles / 2.8 837,000 miles / 4.5 1,395,000 miles / 7.5 558,000 miles / 3 558,000 miles / 3 1,116,000 miles / 6 2,139,000 miles / 11.5 3,069,000 miles / 16.5 1,395,000 miles / 7.5 1,395,000 miles / 7.5 2,511,000 miles / 13.5 837,000 miles / 4.5 837,000 miles / 4.5 2,232,000 miles / 12 3,348,000 miles / 18 1,674,000 miles / 9

5 5 10 8 15 15 8 25 15 30 30 15 15 10 40 30 30

Light Anti-Capital Ship Missile

Missile Body Sub-types (Defined): Anti Fighter Missiles (AFM): AFM's are generally carried by fighters to use specifically against other fighters. All AFM's have +6 to strike, +5 to dodge, and three attacks per melee until they strike their target or run out of fuel. Large Missiles: Large missiles are normally carried by attack craft for the express purpose of delivering the maximum amount of firepower on target at one time. However, this results in the missile having a shorter range and a slower speed than a normal missile. Large missiles are normally given smart guidance systems to improve the survivability of the missile. High Speed Missiles: High speed missiles are by far the fastest missile of any particular category the high speed missiles are generally used for quick precision strikes against a target. However, this tremendous increase in speed cost, due to the fact that smaller warhead must be used. High speed missiles sometimes are given smart guidance systems but most of the time they are what is called dumbfire missiles, having no guidance but rudimentary inertial guidance. B) Table Two: Warhead Type Table Munitions Type High Explosive Fragmentation Armor Piercing Plasma Fusion Anti-Matter Ultra Light 1D4x10 1D4x10 1D6x10 1D6x10 n/a n/a 2' 6' 1' 0 n/a n/a Light 2D4x10 2D4x10 2D6x10 2D6x10 n/a n/a 4' 12' 2' 2' n/a n/a Medium 3D4x10 3D4x10 3D6x10 4D6x10 1D6x100 2D6x100 8' 24' 4' 6' 12' 16' Heavy 4D6x10 4D6x10 4D6x10 8D6x10 2D6x100 4D6x100 16' 48' 8' 18' 24' 32' Extra Heavy Radius 32' 96' 16' 54' 48' 64' 6D6x10 6D6x10 6D6x10 1D6x100 4D6x100 8D6x100 Damage Radius Damage Radius Damage Radius Damage Radius Damage

C) Table Three: Multi Warhead Type Table Missile Type Medium Range Multi Warhead Long Range Multi Warhead Light Anti-Capital Ship Multi Warhead 3 Anti-Capital Ship Multi Warhead 4 Heavy Warheads Medium Warheads Light Warheads Ultra-Light Warheads 0 2 6 8 2 4 12 16 4 8 24 32 8 16

When fired, these warheads separate from the parent missile at optimum strike range (usually just outside point defense range) and continue to track and destroy the target as per a standard missile of the launching body's class (MRM warheads deployed from a anti-capital ship missile will act as an anti-capital ship missiles) in speed and flight characteristics with an additional +2 to strike and dodge after separation. Specialized Missiles Shriek Missiles: Shriek missile are just one of the specialty missiles built for the TAN. Instead of a conventional warhead type the Shriek mounts a dedicated ECM package. This ECM package is essentially the same as the one in the Starfighter based ECM pod, but with a shorter range, and no directed laser scrambler. This ECM can interfere with and garble any enemy communication transmissions with a 01-65% success rate. Successful jamming means the enemy transmission is nothing but white noise; completely unintelligible. A failed roll, 66-00%, means the transmission successfully escapes the interference of the pod, but while it is decernable, the transmission is not the cleanest message and is still filled with interference. While the ECM field is up, all craft within the field are harder to detect by outside detection systems, hence the craft are -75% to be detected. In order to non visual targeting systems, the pilot must roll under his Weapon Systems or Electronic Counter Measures skill. A successful roll means the non visual targeting systems (and/or remote piloting signals and scanners) of all weapons within the sphere of influence, are scrambled( this includes missiles flying through the ECM range), causing the weapons targeting to be off target; effectively -7 to strike. ECM Range: 1,850,000 miles (2,977,286.4 km, 9.9 light seconds) Duration: 5 seconds from the time that the ECM suite is activated. The missile can be programmed to activate any time up to 1 week after launch. Missile Range: Uses the same missile body as the Anti-Capital Ship Multi-Warhead Missile. MDC: Same as the Anti-Capital Ship Multi-Warhead Missile.

Terronian Alliance Navy Starfighter Mission Pods A unique feature of the starfighter interal weapon bays is the ability to change the weapon load for specific missions. Intergral to this versatility are the mission pods, each pod is the size of a light anti-capital ship missile and has dedicated funtions. There are currently five different mission pods available, with the current technology exchange that is in progress with the Abberant Entent, there are the possibility of additional types of mission pods being made. The directed beam weapon pods each have an independant power supply to power the weapons. 1) Mark Two Laser Mission Pod: These mission pods are used to allow the fighter to attack as far out from the target as possible. Range: 20 miles (32.2 km) Mega Damage: 3D4x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited

2) Mark Two Beam Cannon Mission Pod: Since the TA has made contact with other governments, and most especially those governments that use magic, the beam cannons have become very useful in fighting those vessels that are immune to energy attacks. These weapons use a "variable energy" beam that can be modulated to produce almost any form of energy. The pods computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Range: 16 miles (25.7 km) Mega Damage: 4D6x10 per cannon Rate of Fire: Equal to the combined number of attacks of the Pilot (Gunner) Payload: Effectively Unlimited, but capacitors hold 20 charges, and recharges at a rate of 5 per hour. 3) Mark Two Plasma Cannon Mission Pod: This pod is added to a fighter to give it a substantial increase in firepower. The only draw back is that this weapon has a shorter range than any other mission pod. Range: 12 miles (19.3 km) Mega Damage: 5D6x10 per cannon Rate of Fire: Five times per melee per cannon Payload: Effectively Unlimited, but capacitors hold 10 charges, and recharges at a rate of 3 per hour. 4) Mini-Missile Launcher Mission Pod: This pod is used to provide the fighter with addition missile firepower, for either starfing runs or for anti-missile defense. Range: Varies with missile type Mega-Damage: Varies with warhead Rate of Fire: One at a time or in volleys of 4 per launcher. Payload: 32 mini-missiles per launcher. 5) Electronic Counter Measures Mission Pods: These two ECM pods work in concert to interfere with and garble any enemy communication transmissions with a 01-65% success rate. Successful jamming means the enemy transmission is nothing but white noise; completely unintelligible. A failed roll, 66-00%, means the transmission successfully escapes the interference of the pod, but while it is decernable, the transmission is not the cleanest message and is still filled with interference. While the ECM field is up, all craft within the field are harder to detect by outside detection systems, hence the craft are -75% to be detected. In order to non visual targeting systems, the pilot must roll under his Weapon Systems or Electronic Counter Measures skill. A successful roll means the non visual targeting systems (and/or remote piloting signals and scanners) of all weapons within the sphere of influence, are scrambled( this includes missiles flying through the ECM range), causing the weapons targeting to be off target; effectively -7 to strike. For missiles a roll is made for each individual missile, in the alternative the pod can send a direct, laser signal to one or two missiles within a 200 mile range, whether directed at him or another target entirely, and scramble their targeting to make them veer of target: -9 to hit their intended target. Range: 56,000,000 miles (90,123,264 km, 5.01 light minutes)

Personal Weapons and Equipment At the begining of the Mechanoid War, Terronian weapons followed one of two paths, the first were electromagnetic liniar accellerators and the other was laser technology. Once the war started the military realized that they need more powerful weapons inorder to sucessfully fight off the Mechanoids. At the time Terronian starships and starfighters used gravitic propulsion, but a generator powerful enough for military effectiveness, had not yet been built small enough to be man portable. So in order to quickly increase the fire power of the common soldier the Terronians threw thier weight into devloping advance energy weapons. Six months into the War, a team of engineers made a remarkable breakthrough in particle beam power throughput allowing for deadly weapons to be made man portable. At the same time another team devised a semi-permiable containment system that allowed for the creation of energy melee weapons. These two teams began working together and within three months the first particle beam weapons and energy melee weapons were rolling off of the assembly lines.These were the standard weapons of the Terronians throughout the Mechanoid War. In the rebuilding that followed gravitic generators were finally made small enough for use in personal weapons and the Naval Infantry demanded new weapons using gravitics. A little later discoveries were made, from the derelict Vallaxian starship found by them at the outset of the Mechanoid War, that had unlocked the secrets of the Vallax Force Beam technology. It did not require much retooling to convert those projectors with the variable energy generation matrixes that are the core of the Vallax

Force Beam. In addition to the Force Beam Technology or as the Terronian call is Variable Energy Beam Technology, scientist created the first working reproduction of the Vallaxian Force Fields and soon were creating other types of force fields based on them Common Personal Weapons The Terronian Alliance owes much of its current weapons technology to the discoveries made from the second derelict starship found by them at the outset of the Mechanoid War. The derelict ship was of Vallaxian design and it had a wide variety of weapons on board. By the time the scientist had unlocked the secrets of the Vallax Force Beam technology, energy melee weapons and personal particle beam weapons were in common use through out the Alliance. It did not require much retooling to convert those projectors with the variable energy generation matrixes that are the core of the Vallax Force Beam. To this day the Terronians still do not know much about the race that originated this technology that they have embraced. Melee Weapons 1) Variable Energy Beam Melee Weapons: These weapons have no blades or heads in the standard sense. When they are activated, a magnetically shaped energy blade will appear where a blade would normally be. These weapons uses variable energy to form the blade and it can be modulated to produce almost any form of energy. The weapons computer analyzes the effect the first hit and will adjust the energy of the blade accordingly. After the first hit, the blade will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Damage varies according to the style of weapon. Sword (One-handed): Length: 0.75 ft (22.9 cm) not energized, 3 ft (0.9 m) energized Weight: 0.75 lbs ( 0.34 kg) Mega-Damage: 4D6+3 Sword (Two-handed): Length: 1.0 ft (30.5 cm) not energized, 4.5 ft (1.4 m) energized Weight: 1.1 lbs ( 0.5 kg) Mega-Damage: 5D6+3 Knife: Length: 4 in (10.16 cm) not energized, 1 ft (30.5 cm) energized Weight: 0.5 lbs (0.23 kg) Mega-Damage: 3D6+3 Variable Energy Beam Blade Staff: These weapons have no blades or heads in the standard sense. When they are activated, a magnetically shaped energy blade will appear where a blade would normally be. These weapons uses variable energy to form the blade and it can be modulated to produce almost any form of energy. The weapons computer analyzes the effect the first hit and will adjust the energy of the blade accordingly. After the first hit, the blade will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Damage varies according to the style of weapon. The blade staff is derived from an ancient weapon comprised of a central haft with two sword like blades at either end. Length: 2.5 feet (76.2 cm) not energized, 7 to 9 feet (2.1 to 2.7 m) energized Weight: 2.3 lbs. (1.04 kg) Mega-Damage: 6D6x4+30 The Blade Staff: The Blade-staff is a two to two and one-half foot long shaft with a three foot double edged sword blade attached at each end. Purely an infantry weapon the blade-staff in the hands of a master can easily overwhelm multiple attackers, becoming the wielder of eight and a half feet of spinning death. While this art does stress the use of a weapon, it does not ignore unarmed combat. Masters of this art are almost as deadly without their blade-staff as they are with them. There is an offshoot of this art thought; some of its practitioners developed a blade-staff that could separate in the middle, effectively becoming two swords. None the less, the blade-staff art is one of the more popular ones used by the warriors among the Terronians.

Length: 2-2.5 feet (76.2 cm) not extended, 7 to 9 feet (2.1 to 2.7 m) extended Weight: 2.3 lbs. (1.04 kg) Mega-Damage: 6D6+3 2) Variable Energy Beam Whip: This weapon appears to be the hilt of an energy sword, but when activated, a long, thin, flowing stream of energy trails out. The whip is an energy weapon that uses a modified variable energy generation matrix to generate a particle stream in a magnetic shaping field, that can be modulated to produce almost any form of energy. The whips computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. It is quite difficult to use, but does impressive damage due to its tendency to coil about a target. To strike with a beam whip, the character must make a called shot and does NOT get any bonuses to strike, not even attribute bonuses (naked die roll). A 12 or higher is needed to make a successful hit. If the roll is a natural 18 or 19, the whip does double damage, and on a natural 20 it does triple damage. Length: 1.0 ft (30.5 cm) not energized, 6 to 14 ft (1.8 to 4.3 m) energized Weight: 1.1 lbs (0.5 kg) Mega-Damage: 4D6 (no strength bonuses are applied) Ranged Weapons The Terronians have for the most part, discontinued the use of all other personal weapons once the breakthrough in the variable energy generation matrixes was made. Now only the Naval Infantry and selected members of the Special Operations Corp use weapons other than those listed here. 1) Light Variable Energy Beam Pistol: These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The weapons computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Weight: 2 lbs (0.9 kg) Mega-Damage: 2D6 MD Rate of Fire: Standard Range: 1000 ft (305 m) Payload: 20 per standard E-clip 2) Medium Variable Energy Beam Pistol: These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The weapons computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Weight: 3 lbs (1.1 kg) Mega-Damage: 3D6+3 MD Rate of Fire: Standard Range: 1000 ft (305 m) Payload: 15 per standard E-clip 3) Heavy Variable Energy Beam Pistol: These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The weapons computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Weight: 5 lbs (2.3 kg) Mega-Damage: 5D6 MD Rate of Fire: Single Shot Range: 1200 ft (305 m) Payload: 8 per standard E-clip 4) Light Variable Energy Beam Rifle: These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The weapons computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Weight: 5 lbs (2.3 kg) Mega-Damage: 1D6x10+10 MD

Rate of Fire: Single Shot Range: 2000 ft (610 m) Payload: 10 per standard E-clip 5) Medium Variable Energy Beam Rifle: These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The weapons computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Weight: 7 lbs (3.2 kg) Mega-Damage: 2D4x10+10 MD Rate of Fire: Single Shot Range: 2000 ft (305 m) Payload: 8 per standard E-clip 6) Heavy Variable Energy Beam Rifle: These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The weapons computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Weight: 9 lbs (4.1 kg) Mega-Damage: 2D6x10 MD Rate of Fire: Single Shot Range: 2,000 ft (305 m) Payload: 6 per standard E-clip Common Personal Protection Devices Described below are the two most commonly used formes of personal protection available in the Terronian Alliance Navy. They are used by all of the Corps and are standard issue of all members of the TAN. Personal Force Fields These are defensive force fields worn by all military personnel in the TAN. Based on the designs found on the derelict Vallaxian starship, these force fields represent the height of Terronian Defensive technology, but not all of it. Additionally they wear a uniform that, with the addition of a helmet and gloves becomes an environmental suit not unlike the CAFs jumpsuit. Once these force fields are depleted it takes 5 minutes before the field can once again be energized. 1) Light Personal Defensive Field: This field is housed within a ring and provides minimal protection. Additionally the Cloak Clasp Insignia is also a force field generator of this type. All personell in the TAN are issued one of this type of field generator in the form of the Cloak Clasp Insignia. MDC: 75 Regeneration Rate: 1D6 per melee 2) Medium Personal Defensive Field: This field is housed within a Bracelet or Wrist Watch and provides moderate protection. All personell in the TAN are issued one of this type of generator in the form of a chronometer. MDC: 150 Regeneration Rate: 2D6 per melee 3) Heavy Personal Defensive Field: This field is housed within a belt and provides heavy protection. This type of generator is available only upon frquest for specific missions. MDC: 225 Regeneration Rate: 3D6 per melee TAN Uniform Jumpsuit The uniform of the TAN is a form fitting jumpsuit made of a special energy resistant ballistic cloth. This uniform has attachments to allow for a helmet to be attached to provide full environmental protection. Due to the Terronians be touch telepaths all Terronians wear gloves most of the time, and as such the gloves are a part of the uniform. The jumpsuits come in black (standard uniform color), or one of various camouflage patterns for ground combat.

MDC: 25 Weight: 12 lbs (5.4 kg) Prowl Penalty: -2% Naval Infantry Field Weapons The normal weapons used by the TAN in general, were for the most part, not appropriate for the style of fighting that is used by dedicated ground forces. The lack of a pulse fire capability in the Beam weapons creates a hinderance in many situations, most notable the lack of the ability to lay down effective suppressive fire (the rate of fire is just too slow). As a result a seperate series of weapons were created for the Naval Infantry Corp, a series of gravitic assault weapons and other support weapons. Gravitic Assault Weapons These weapons are the main firearms of the TAN Infantry, all of these weapons are capable of firing in three different modes. The first is a single shot setting, the second is a three round burst and the last setting is fully automatic fire. These modes allow the soldier to choose how to use the weapon, from sniping to full suppressive fire capabilites. 1) Submachine Gun: this weapons is the lightest of the Gravitic Assault weapons, offering the alterative of a light weapon for close quarters combat. Its small size, about 1.5 ft with the stock retracted, allows it to be manuvered in places were other weapons are hindered. Effective Range: 660 ft (200 m) Mega-Damage: 3D4 MD per round, 6D6 for 3 round burst Rate of Fire: Standard Payload: 15 or 30 round magazines Length: 21 in (53.3 cm) with stock retracted, 27.25 in (69.2 cm) with stock extended Weight: 5.4 lbs (2.4 kg) 2) Assault Rifle: the Assault rifle is the main personal weapon of the Naval Infantry. This weapon is unrual for the Thrde Galaxies in that is has been designed in a bull-pup configuration ( a bull-pup rifle is one where the main action and feed for the weapon is behind the grip and trigger, instead of in front, like most all rifles. Examples of bull-pup weapons are the Styer AUG and thd Enfield L-85 Individual Weapon). There are three different lengths of barrel for this weapon depending on the preferences of the individual. Note: An optional four shot pump action grenade launcher maybe attached to this weapon, the grenade launcher will be described in the support weapon section. Effective Range: 2,625 ft (800 m) Mega-Damage: 4D4 MD per round, 1D4x10+4 for 3 round burst Rate of Fire: Standard Payload: 30 or 40 round magazines Length: 31 in (78.7 cm) with 20 in (50.8 cm) barrel Weight: 12.1 lbs (5.5 kg) Bonuses / Penalties: With 16 in barrel: -1 to strike with burst With 20 in barrel: None With 24 in barrel: +1 to strike aimed shot 3) General Purpose Machine Gun: This is on of the many squad support weapons the members of the Naval Infantry have to select from. This weapon can be fired from the hip, gyro-stablized gymble, a intergral bipod, a tripod, or a vehicle. The GPMG is a belt fed weapon, this allows it to lay down suppressive fire for extended periods Effective Range: Hip Fired: 1,969 ft (600 m) Gimble or Bipod: 3280 ft (1,000 m) Tripod or Vehicle: 5,900 ft (1,800 m) Mega-Damage: 5D4 MD per round, 1D6x10 for 3 round burst Rate of Fire: Standard

Payload: 200 or 400 round belts Length: Weight: 25.4 lbs (11.5 kg) Gravitic Gauss Weapon Unlike Gravitic Assault Weapons these do not have burst and full automatic firing capabilities, and they use much larger projectiles. Currently there is only one example of gravitic gauss weapons left in the TAN inventory, the sniper rifle. 1) Sniper Gauss Cannon: Since the invention of the rifle and its use in warfare began, there has been a call for weapons that would allow one side to remove an enemies commnader quickly and easily, chief among those weapons is the sniper rifle. While many would argue that since the invention of man-portable military grade lasers, those weapons would be the premier sniper weapon, silent and invisible. unfortunatley in order to engadge at extended ranges a laser would begin to become too large to be practical. Therefore the TAN elected to continue to use a projectile weapon for that purpose. These weapons are more energy efficent over longer ranges than thier laser counterparts, and while the TAN hasw not had to deal with mages, a solid slug is an effective way around the Impervious to energy spell. Effective Range: 12,000 ft (3,657.6 m) Mega-Damage: 2D6x10 per round Rate of Fire: Single Shots only Payload: 11 Shots per Magazine Length: 56 in (142.2 cm) Weight: rifle: 45 lbs; scope: 8 lbs Miscellaneous - Scope Features: Telescopic: 72x magnification, range: 15,000 ft (4,572 m) Cross Hairs: +1 to strike on aimed shots Infrared: used infrared light emitter on the front of the main weapon housing. Ultraviolet: range: 2000 ft (609.6 m) Laser Targeting: range: 12,000 ft (3,657.6 m), +3 to strike on an aimed shot Passive Light Amplification: range: 5,000 ft (1,524 m) Thermo-imaging: range 5,000 ft (1,524 m) Bonuses: +2 to strike on an aimed shot (weapon alone) Light Support Weapons Light support weapons are weapons for use by various individual soldier to provide specific weapons support for thier squad. These weapons come in many different types, from the under-rifle slung grenade launcher to the hypervelocity missile or the anti-armor beam cannon. 1) Underslung Pump Action Grenade Launcher: This weapon is an optional add-on to either the Gravitic Assault Rifle or any of the Energy Beam Riles. It is a four shot pump action weapon that fires 20mm grenades. Effective Range: 1,312 ft (400 m) Mega-Damage: Varies with Grenade Rate of Fire: Single Shot Payload: 4 Length: 12 in (30.5 cm) Weight: 8.2 lbs (3.7 kg) 2) Rotary Grenade Launcher: This is a high-powered grenade launcher operated by a single soldier. It is very simple to operate and maintain. The ammunition used by this weapon is same 20mm grenades that are used by the pump action grenade launcher. Effective Range: 1,476 ft (450 m) Mega-Damage: Varies with Grenade Rate of Fire: Standard

Payload: 24 Length: 25 in (63.5 cm) Weight: 14.8 lbs (6.7 kg) 3) 80mm Mortar: The mortar is the lightest form of true artillery that can be found. It's extended range and indirect fire capabilities make is a valued addition to any unit. Unlike motars of days long gone this mortar used a gravitic linear accelerator to fire the shells, hence the weapon is silent, mostly due to the fact that the rounds are fired at subsonic velocities. The shell casings them selves are made of the same stealth materials that the TAN fighters are, thereby decreaseing the chance for any air-defense mechanisms from intercepting the shells. Effective Range: 19,029 ft or 3.6 miles (5.8 km) Mega-Damage: Varies with Round Rate of Fire: Three times per melee for a two man team, once per melee for a single operator Payload: 1 Length: 52.4 in (133 cm) Weight: 145 lbs (65.8 kg) 4) Hyper-Velocity Missile (HVM) Launcher: The Hyper-Velocity missile is a specialized infantry missile that is used for atmospheric combat. These missiles use a high powered short duration Contra-Gravity drive system that accelerates the missile to fantastic speeds, in order to accomidate the drive system there was not room for a conventional warhead, hence the HVM is a kinetic kill weapon. On the down side though is the fact that the weapon is not a guided weapon, but with its limited flight time that deficiency is compensated for. A two man team , can achieve a maximum rate of fire of approximately twelve missiles per minute. Effective Range: 60 miles (96.6 km) Mega-Damage: 4D6x10, Kinetic Kill warhead Rate of Fire: Three times per melee for a two man team, once per melee for a single operator. Payload: 1 Length: 56.4 in (143.2 cm) Weight: 54 lbs (65.8 kg) Maximum Speed: 18,600 mps / .1c 5) Squad Support Variable Energy Beam Cannon: The ultimate in man portable squad support energy weapons, this weapon causes considerable amounts of damage, damage that is rivaled by large power armor and robot weaponry. This weapon is designed to be used from a tripod, bipod (built in), or from the hip, when used by exceptionally strong individuals. These weapons use a variable energy beam that can be modulated to produce almost any form of energy. The ships computer analyzes the effect the first blast and will adjust the beam accordingly. After the first shot, the beam will affect targets protected by the Impervious to Energy spell, Phase or OP fields, and even Cosmo-knights. Weight: 40 lbs (18.1 kg) Mega-Damage: 1D6x50 MD per blast Rate of Fire: Single shot with a maximum of 3 shots per melee Effective Range: 3,000 ft (914.4 m) Payload: 1 per E-clip or 10 per Hippack E-canister or 1 shot every 7 seconds ( of a melee) with backpack generator Explosives For a very long time the hand grenade and other demolitions charges have been a important part of ground warfare. While rilfe grenades are used for a great number of things, there are still instances where a soldier has to get an explosive device in either a very precise position or into a very odd shaped place. For these reasons there will always be a place for hand grenades and placed demolitions charges. Grenades 1) Fragmentation Effective Thrown Range: 130 ft (39.6 m) Mega-Damage: 4D6 Blast Radius: 20 ft (6.1 m) Delay: 4 to 5 seconds 2) CS - Tear Gas

Effective Thrown Range: 110 ft (33.5 m) Effects: The effects vary on if thoose in the area of effect are in environmental armor or other protective gear or not. With Protection: None Without Protection: -10 strike, parry and dodge, -3 to initiative, -1 attack for 1D6+1melees Radius of Effect: 25 ft (7.6 m) Delay: 3 seconds 3) Bang Flash Effective Thrown Range: 110 ft (33.5 m) Effects: The effects vary on if thoose in the area of effect are in environmental armor or other protective gear or not. With Protection: Lose next attack and initative for this melee Without Protection: -8 to strike parry and dodge, -1 to initative, -1 attack for 1D4 melees Radius of Effect: 10 ft (3 m) Delay: 4 to 5 seconds 4) Incendiary Effective Thrown Range: 80 ft (24.4 m) Mega-Damage: 1D4x10 per melee Radius of Effect: 10 ft (3 m) Duration of Effect: 1D2+1 melees Delay: 2 seconds Other Explosives 1) Fusion Block: The fusion blocks used by the TAN are very similar to those used by other star nations and on Rifts Earth. The major difference between the two is that there is only one type used and it's destructive capabilities exceed the others. Mega-Damage: 1D6x100 Blast Radius: 10 ft (3 m) Detonation: By timer, up to 999 minutes or 16 hours and 9 minutes; by remote, or by trigger switch. 2) Symatec Plastic Explosive: Plastic explosives, more commonly known as plastique are a waxy clay-like substance that can be shaped and molded like a putty. This type of explosive is extremely stable and can only be detenated throug the use of an electrical charge of sufficient magnitude. Mega-Damage: 2D4 per ounce Blast Radius: Varies in accordance with use Ammunition 1) 20mm Grenades: These grenades are used in both the underslung pump action grenade launcher and the rotary grenade launcher. While they are not designed to be thrown a simple delay fuse can be rigged for they by someone with the appropriate knowledge. Fragmentation: Mega-Damage: 2D6 Blast Radius: 10 ft (3 m) High Explosive: Mega-Damage: 5D4 Blast Radius: 6 ft (1.8 m) Smoke: Radius of Effect: 15 ft Thermite Plasma: Mega-Damage: 5D6 Blast Radius: 12 ft (3.7 m) Baton: Mega-Damage: 4D6 MD Blast Radius: 0 Special Effects: Knockdown @ 3x damage equivilant Flare / Illumination:

Duration: 30 seconds High Explosive Armor Piercing (HEAP): Mega-Damage: 4D6 Blast Radius: .5 in (1.3 cm) CS - Tear Gas Effects: The effects vary on if thoose in the area of effect are in environmental armor or other protective gear or not. With Protection: None Without Protection: -10 strike, parry and dodge, -3 to initiative, -1 attack for 1D6+1melees Radius of Effect: 25 ft (7.6 m) Bang Flash Effects: The effects vary on if thoose in the area of effect are in environmental armor or other protective gear or not. With Protection: Lose next attack and initative for this melee Without Protection: -8 to strike parry and dodge, -1 to initative, -1 attack for 1D4 melees Radius of Effect: 10 ft (3 m) 2) 80 mm Mortar Rounds: The 80mm mortar shells are essentially a large grendnade that is fired in a ballistic trajectory at subsonic speeds. What sets these shells apart from most grenades and rockets, is the fact that they are designed with a very large blast radius. Fragmentation: Mega-Damage: 2D4x10 Blast Radius: 70 ft (21.3 m) High Explosive: Mega-Damage: 2D4x10 Blast Radius: 40 ft (12.2 m) Smoke: Radius of Effect: 70 ft Thermite Plasma: Mega-Damage: 2D6x10 Blast Radius: 40 ft (12.2 m) CS - Tear Gas Effects: The effects vary on if thoose in the area of effect are in environmental armor or other protective gear or not. With Protection: None Without Protection: -10 strike, parry and dodge, -3 to initiative, -1 attack for 1D6+1melees Radius of Effect: 50 ft (15.2 m) Flare / Illumination: Duration: 3 minutes Naval Infantry Armor Body Armor The Naval Infantry Corps is the only banch of the TAN that regularly uses dedicated body armor. The other corps depend mostly on the personal force fields and uniforms. There are two different types of body armor, the Trooper Armor and the Battle Armor. Trooper Armor: The Trooper armor is a non-enviromental suit of body armor that is used for most occassions, it is designed to be worn over the standard uniform jumpsuit, and esentially provides addition protection to the soldier. Trooper armor takes the form of a segmented torso clamshell, forearm bracers, leg grieves, and a helmet. There is a supply of Trooper armor on all TAN starships for the ship's security personell. MDC: Main Body ----- 60 Forearm Bracers ----- 20 each Leg Grieves ----- 30 each Weight: 8 lbs (3.6 kg) Prowl Penalty: 0% Features:

1) Polarized, light-sensitive visor with a tint that automatically adjust to the level of available light 2) Directional, short range radio - 5 miles (8.0 km) 3) Secure Laser communications device - 1 mile (1.6 km) Battle Armor: The Battle armor is a fully enviroment suit of body armor suitable of all environment including vacuum. This suit is used when fighting in hostile environnment or when the probability of chemical, or biological warfare exist. The ballte armor is a sleak full suit of segmented non-discript armor. MDC: Main Body ----- 200 Arms ----- 100 each Legs ----- 130 each Helmet ----- 100 Weight: 50 lbs (22.7 kg) Prowl Penalty: -15% Features: 1) Complete enviromental body armor, suitable for use in all hostile environments including space. 2) Computer controlled life support system that monitors and displays bio-data, life support system status, and structural integrity of the armor. 3) Independant oxygen supply that engages automatically as oxygen levels drop or contaminats are found in the outside air. This compressed oxygen supply can support the wearer independantly for up to 5 hours. 4) Internal cooling and temperature control 5) Artifical air circulation, gas filtration and air humidification systems 6) Radiation shielded up to 5,000 rem per hour 7) Polarized, light-sensitive visor with a tint that automatically adjust to the level of available light 8) Built in loadspeaker, 90 db 9) Directional, short range radio - 5 miles (8.0 km) 10) Secure Laser communications device - 1 mile (1.6 km) Command Data Interlink Near the end of the Mechanoid War Terronian starships began to operate in coordinated fleets, this was neccessary in order to offset the numerical advantage of the Mechanoids. In an attempt to make their fleets more effective, the Terronian Alliance developed an intership data uplink system. The Command Data Interlink allows the ships of the TAN to combine sensor and fire control data with each other, on a moment to monment basis, therefore allowing the fleet to operate as a more cohesive and effective unit. The Command Data Interlink consist of two parts, a slave unit and a master unit, mounted on various command ships in the fleet. This systems allows for up to six ships to effectively operate as a single ship, with the capabilities of all of the ships combined. The Command Data Interlink provides the following bonuses and abilities. 1) Tactical Targeting Information: The Command Data Interlink allows all ships in Task Force to share targeting information. (In game terms: This allows all ships interlinked to use the Task Force Commanders Starship Tactics Skill.) 2) Shared Missile Control: This allows all of the ships to fire coordinated missile strikes. (In game terms: This allows missiles from different ships to act as a single volley, and allow for all of the ships missile control computers to act as one. On the other hand the combined missiles can be fired at many different target using ther targeting information from all of the ships.) 3) Tactical Combat Information: By allowing all the ships in the Task Force to share each others information, the entire Task Force can respond to any given situation more quickly. (In game terms: all ships in the task force enjoy a +2 to initiative.) 4) Coordinated Defensive Fire Control Information: The Command Data Interlink gives the Task Force an incredible advantage in the fact that all of the ships are able to coordinated their point defense weapons fire. (In game terms: All point defense weapon gain a +2 to strike and only the necessary number of weapons fire to take care of any threat. Also, defensive fire from one ship can cover another without penalty.)

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