Imperial Navy Heavy Fighter

Player: 

Val	Char	Cost
80	STR	0
27	DEX	0

28	BODY	0







6	SPD	-10




0"	RUN	-12
0"	SWIM	-2
0"	LEAP	0
Characteristics Cost: 46

Cost	Power
	Construction Section
9	1)  Bonded Superdense Hull: (Total: 28 Active Cost, 9 Real Cost) +4 BODY (4 Active Points); OIF Immobile (-1 1/2) (Real Cost: 2) plus +8 DEF (24 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4), Real Armor (-1/4) (Real Cost: 7)
6	2)  Basic Stealth and EMM: Change Environment 1" radius, -2 to Radar PER Rolls, -2 to Infrared Perception PER Rolls, Multiple Combat Effects (16 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END)
34	3)  Ablat Armor: Armor (20 PD/20 ED) (60 Active Points); Ablative BODY Only (-1/2), Limited Coverage (Hull/Frame only) (-1/4)
9	4)  Thermal Superconducting Armor Layer: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Real Armor (-1/4)
	Engineering Section
74	1)  6G Maneuver Drive: (Total: 216 Active Cost, 74 Real Cost) Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Realistic END Cost:  Requires STR/5 Additional END per phase (-1/2), Costs Endurance (-1/2), Real Equipment (-1/4) (uses Personal END) (Real Cost: 38) plus +17 DEX (51 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 20) plus +4 SPD (40 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 16)
18	2)  P2-100 Power Plant: Endurance Reserve  (50 END, 50 REC) (55 Active Points); OIF Immobile (-1 1/2), Only To Power Electrical Devices (-1/4), Real Equipment (-1/4)
7	3)  Starship Life Support System: Life Support  (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Costs Endurance (-1/2), Real Equipment (-1/2), Realistic END Cost END Cost Per 200 Hexes (-1/2) (uses Personal END)
11	4)  Emergency Generator and Batteries: Endurance Reserve  (25 END, 25 REC) (27 Active Points); OIF Bulky (-1), Only Powers Electrical Devices (-1/4), Real Equipment (-1/4)
	Tactical Section
607	1)  TL15 Beam Laser: (Total: 1393 Active Cost, 607 Real Cost) RKA 9d6 (vs. ED), Invisible to Single Sense (UV; +1/4), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (270 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) (uses Personal END) (Real Cost: 108) plus Variable Advantage (+1 1/2 Advantages; Limited Group of Advantages; MegaScale or Increased Maximum Range plus Reduced Range Mod only; +2 3/4) for up to 270 Active Points of Laser, Reduced Endurance (0 END; +1/2) (1113 Active Points); OIF Bulky (-1), Limited Power Range and Damage affected by media (-1/4) (Real Cost: 495) plus +2 with Ranged Combat (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon (-1/4) (uses Personal END) (Real Cost: 4)
358	2)  Missile Rack: (Total: 788 Active Cost, 358 Real Cost) RKA 6 1/2d6 (vs. ED), Explosion (+1/2) (150 Active Points); OIF Bulky (-1), Limited Power Must Have Viable Target Lock To Fire Missile (-1/2), Limited Power Must Travel To Target: Velocity 40,000" per phase (-1/2), Real Weapon (-1/4), 12 Charges (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 40) plus Variable Advantage (+1 1/2 Advantages; Limited Group of Advantages; MegaScale or Increased Maximum Range plus Reduced Range Mod only; +2 3/4) for up to 150 Active Points of Missile, Reduced Endurance (0 END; +1/2) (618 Active Points); OIF Bulky (-1) (Real Cost: 309) plus +4 with Ranged Combat (20 Active Points); OIF Bulky (-1), Real Weapon (-1/4) (Real Cost: 9)
	Defensive Section
30	1)  Sandcaster: (Total: 60 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 5 Minutes each (+0) (30 Active Points); OIF Bulky (-1) (Real Cost: 15) plus Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 5 Minutes each (+0) (30 Active Points); OIF Bulky (-1) (Real Cost: 15)
4	Chaff and Flare Pod: Sight and Radio Groups Images 1" radius, 8 Continuing Charges lasting 1 Turn each (+0) (15 Active Points); OIF Immobile (-1 1/2), Set Effect (only to create images of ship; -1) [Notes: Mounted on the lower part of the tailfin in a standard socket]
4	Radar Warning Receiver: Detect A Single Thing 14- (Radio Group) (8 Active Points); OIF Bulky (-1)
6	Sensor Blip Enhancer: Radio Group Images 1" radius, +/-5 to PER Rolls, 4 Continuing Charges lasting 5 Minutes each (+0) (20 Active Points); OIF Immobile (-1 1/2), Set Effect (only to increase size of sensor returns up to 4 size classes; -1)
	Sensors and Electronics
14	Active Sensor Array: Elemental Control, 80-point powers,  (40 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4)
12	1)  Active Sensor Array: Detect Physical Objects 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Tracking (39 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [Radio, Sight, Hearing] (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END)
14	2)  Computer Enhancement: Analyze with Detect (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END)
18	3)  Long Range Sensors: MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) for up to 40 Active Points of Active Sensor Array, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)
14	Passive Sensor Array: Elemental Control, 80-point powers,  (40 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4)
14	1)  IR Sensors: Infrared Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4)
18	2)  UV Sensors: Ultraviolet Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)
18	3)  Optical Telescopic Array: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)
12	4)  Densitometer: Detect A Single Thing [Density Of Objects] 9- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Tracking, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (90 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Sense Affected As More Than One Sense [Sight] (-1/2), Custom Modifier (Real Equipment; -1/4)
13	5)  Neutrino Scanner: Detect A Single Thing [Neutrinos] 9- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid:  x10, Targeting, Tracking, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (92 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Sense Affected As More Than One Sense [Sight] (-1/2), Custom Modifier (Real Equipment; -1/4)
	Operations and Personnel Section
39	1)  Model 6 Computer: Custom Power (39 Active Points) (uses Personal END)
3	2)  Basic Navigation Control: +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2) (uses Personal END)
1	3)  Basic Flight Control: +2 with Combat Piloting (4 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2) (uses Personal END)
Powers Cost: 1367





Total Character Cost: 1413

Base Points: 200
Experience Required: 1213
Total Experience Available: 0
Experience Unspent: 0
