Galactic Rogues Group Equipment List

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Galactic Rogues Group Equipment List

Postby Consumer » Wed Nov 04, 2015 4:01 pm

All funds and gear stored on base will be posted here.

Table of Contents

1. Weapons
2. Body Armor
3. Power Armor and Robots
4. Vehicles
5. Ordinance and Ammo
6. Other Gear
7. Magical Gear
8. The Rogue
9. Group Loot
10. Group Headquarters

Post here all items not assigned to or owned by a specific member.
Post here all items which are not currently being stored in a member's room.
Group vehicles are to be posted in the garage.
All items posted are to be posted to Armory standards.

All items owned in common should be colored purple (#4000FF) to denote such.
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1. Weapons.

Postby Consumer » Wed Nov 04, 2015 4:02 pm

Weapons
5 Commando Survival Knife
Damage: 2D4 S.D.C.; can be used to cut wood.

12 Vibro-Knife
Image
Damage: 1D6 M.D.

4 Hi-30 Laser Pistol (One is adventure loot taken from Dr. Yewer)
• Range: 1,000 feet
• Damage: 2D6 M.D.
• Rate of Fire: Single shot.
• Payload: 20 Shots


3 HI-10 Heavy Laser Pistol
Weight: 3 lbs.
Damage: 3D6+3 M.D.
Range: 1,000 feet
Payload: 15 shots/Clip


1 GR-10P Gravitonic Pistol (Adventure loot taken from Taken from Dr. Jull)
Damage: 2D4 M.D.
Range: 800 feet
Payload: 15 shots


4 NE-4 Plasma Cartridge Pistol
Image
• Range: 500'
• Damage: 1D4x10 M.D.
• Rate of Fire: Single shots only
• Payload: 10 rounds per magazine
• Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot.


3 NE-10 Plasma Cartridge Rifle
Image
• Range: 1,200'
• Damage: 1D4x10 MD
• Rate of Fire: Single shots only
• Payload: 20 shot magazine
• Modifiers: None


4 HI-80 Combat Laser Rifle
Weight: 7 lbs
Damage: 4D6+6 M.D. (Single shot), 2D4x10+10 M.D. (3-Rd Pulse)
Range: 2,000 feet
Payload: 30 shots/clip


3 Hi-50 Laser Rifle
• Range: 2,000 feet
• Damage: 3D6+6 M.D. (Single shot), 1D6x10+10 (3-rd Pulse)
• Rate of Fire: Single or Pulse burst.
• Payload: 30 Shots


3 Laser Sub-Machine Gun
Damage: 2D6+1 M.D. (Single Shot) 5D6 M.D. (3-round pulse)
Range: 1,000'
Rate of Fire: Standard.
Payload: 21 single blasts (7 pulse bursts) Standard E-Clip, 36 single blasts (12 pulse bursts) Long E-clip.


1 NE-300 "Stutterer"
Image
• Range: 600 feet
• Damage: 5D6 M.D. or 1D6x10+10 M.D. (10 round Burst)
• Rate of Fire: Standard
• Payload: 50 shot Drum or 30 Shot "Banana" Magazine.
• Modifiers: None.


2 NE-350 "Thumper" Plasma Cartridge Sub-Machine Gun (Adventure loot Taken from Hegg's Repo-Bots)
Damage: 5D6 M.D. Single shot. 1D6x10 M.D. 3 round burst.
Range: 600 feet
Payload: 30 round banana clip, 60 round "big banana" clip (-2 to strike, unless supernatural PS of 16, Conventional PS of 24, or Robotic PS of 20)
Notes & Bonuses: -1 to strike if fired one handed, +1 to strike on aimed shot.
[/quote]

NE-97 Triple Threat Laser Rifle
Image
• Range: Laser: 2000', Grenade Launcher: 1000'
• Damage: Laser: 3D6 M.D. per single shot; triple blast pulse 6D6+6 M.D. Grenade Launcher: Varies with grenade.
• Rate of Fire: single shots or triple shot bursts only
• Payload: 21 single shots or 7 bursts per standard E-Clip; 50% more with a long. FSE-Clip
• Modifiers: None


Knock–off CR-1 Rocket Launcher
Image
• Range: about 1 mile
• Damage: varies by missile type
• Rate of Fire: one missile. a two man team can load and fire 3 missiles per melee
• Payload: 1 missile, a carrying side-pack can hold 6 mini-missiles. a backpack can hold 12, and a portable carrying case (10 MDC) can hold 24
• Modifiers:


In Prothor's Possession wrote:High-Kimarxi Hyperion Laser Rifle
Image
• Range: 3,000 feet
• Damage: 5D6 M.D.
• Rate of Fire: Standard
• Payload: 25 shots
• Note: Uses self recharging Energy Cell. Recharges 1 shot per minute.
• Modifiers: Imaging Scope: +2 to Aimed/Called Shots.


In Mara's possession wrote:Kimarxi Hunting Knife
• Damage: 2D4 M.D.
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2. Body Armor

Postby Consumer » Wed Nov 04, 2015 4:03 pm

Body Armor

2 N-F10A Light Force Field
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• M.D.C.: 45
• Weight: 10 lbs.
• No movement penalties
• 12 hour duration per E-clip


2 N-F20A Medium Force Field
Image
• M.D.C.: 75
• Weight: 10 lbs.
• No movement penalties
• 10 hour duration per E-clip


1 N-F40A Heavy Force Field :arrow: :arrow: This Item was Checked out to HOLT for Use in the TAID mission to Center Lvl 13
Image
• M.D.C.: 110
• Weight: 10 lbs.
• No movement penalties
• 8 hour duration per E-clip



2 NE-BA-20 "Stalker" Partial Body Armor
http://i43.photobucket.com/albums/e371/ ... malyte.png
M.D.C. by Location:
• Helmet: 30
• Arms: 18 each
• Legs: 28 each
• Main Body: 45
Special Features
• Thermo-Kinetic (thermal and kinetic attacks do 25% less damage)
• Short range radio in helmet (Range: 5 miles)
Integrated Weapons
• Forearm-Mounted Retractable Vibro-Blades (1 each forearm): 2D4 M.D.


1 NE-BA-30 Light Body Armor
Image
M.D.C. by Location:
• Head/Helmet - 50
• Arms - 30 each
• Legs - 40 each
• Main Body - 60
Modifiers: -5% to Prowl, Climb, Swim, Acrobatics and similar physical skills.
Special Features
• Standard properties for Naruni Thermo-Kinetic Armor (p.35-36, Naruni Wave 2).
• Weight: 10 lbs.


3 NE-BA-26 Special Body Armor
Image
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills


1 NE-BA-40 “Infantry” Medium Body Armor
Image
M.D.C. by Location:
• Head/Helmet - 70
• Arms - 40 each
• Legs - 60 each
• Main Body - 100
Modifiers: -10% to Prowl, Climb, Swim, Acrobatics and similar physical skills.
Special Features
• Standard properties for Naruni Thermo-Kinetic Armor (p.35-36, Naruni Wave 2).
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3. Power Armor

Postby Consumer » Wed Nov 04, 2015 4:04 pm

Power Armor & Robots

None at the moment.
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4. Vehicles

Postby Consumer » Wed Nov 04, 2015 4:05 pm

Vehicles

To be determined soon

2 NE-HC-120 "Shadow" Stealth Combat Hovercycle
Image
Crew: One rider; no space for passengers
MDC By Location
• Large Hover Jet (2; rear): 90 each
• Small Hover Jets (6; undercarriage): 25 each
• Directional Hover Jets (6; tiny and concealed): 5 each
• Side Stabilizing Wings (2; small): 15 each
• Tail Fin: 50
• Forward Headlight: 10
• Forward Particle Beam Turret: 70
• Windshield: 20
• Main Body: 210
* Indicates a small and/or difficult target to hit and requires a "called shot" and is -4 to Strike. This penalty includes attacks on the driver.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Flying: 300 mph but cruising speed is considered to range from 40-100 mph. VTOL capable, it can hover stationary; retractable landing gear. Maximum altitude is limited to about 10,000' and the cycle can handle drops of up to 4,000'. At speeds under 100mph it makes 10% of the sound of a traditional hovercycle. Under 40mph it moves with a barely audible hiss allowing the pilot to use his Prowl skill or Prowl at 33% if the pilot lacks the skill.
Flying Range: Can be flown continuously and at top speed for 36 hours without fear of overheating.
Dimensions: 4'6" high, 3' wide, 7' long, 620 lbs.
Cargo: None
Power System: Nuclear, 20 years of life
Weapons & Features of Note
Light Particle Beam Turret
• Range: 1200'
• Damage: 6D6 + 6 M.D.
• Rate of Fire: Each blast counts as one melee attack
• Payload: Unlimited
Light S.D.C. Machine-Gun (2)
• Range: 2000'
• Damage: Single shot 5D6 S.D.C, two simultaneous shots 1D6x10 S.D.C., short burst of 10 rounds 5D6x10 S.D.C. or 1 M.D., a heavy burst of 20 rounds 1D6x100 S.D.C. or 1D6 M.D.
• Rate of Fire: A single shot or burst counts as one melee attack
• Payload: 1200 round drum (60 heavy or 120 short bursts). Reloading a drum takes about 5 minutes for those not trained, but just one minute by a trained soldier.
Stealth System
• The Shadow is composed of radar absorbing materials, has a minimized radar signature about the size of a crow, and IR suppressors to defeat thermal-imaging. Attempts to locate the hovercycle using radar, thermal-imaging (cannot be detected by thermal-imagers at ranges greater then 300') and similar sensory devices incurs a penalty of -50% to the operator's Sensory Equipment skill. Note: To be effective the pilot must also be wearing Stealth body armor or similar suit that masks radar and heat, otherwise sensors will easily key in on his body.
Remote Piloting Feature
• A sophisticated combat program enables the cycle to fly independently, without any pilot, similar to a combat pod. Normally this feature is employed to summon the vehicle to its owner, which makes it excellent for quick getaways and second-story work. To activate this feature the pilot must carry a cigarette lighter-sized remote and homing module. The program enables the vehicle to recognize, locate and avoid targets at a skill equivalent to 86% as well as hide and Prowl at 40% and Land Navigation of 90%.
Sensor & Piloting Bonuses
• The Shadow is equipped with an advanced computerized anti-collision radar that rapidly collates sensory data and displays the information on a heads-up-display. Add bonuses of +2 to Initiative, +2 to Dodge, and +10% to piloting skill.


3 Kit-Bashed Hovercycle
M.D.C. by Location
*Rear Hover Jets (2) -35 Each
*Front Hover Jet (1) -40
*Forward Headlight (1) -5
Windshield (1) -15
Main Body -75
(* means called shot must be made and -3 to strike)

Statistical Data
Vehicle Type: Hovercycle
Crew: One rider, one passenger (cramped)
Modifiers: +10% bonus to his piloting skill, +1 on initiative (to take evasive action) and +1 to dodge
Maximum Speed: 220 mph
Maximum Altitude: 120' and can handle drops of up to 600'
Maximum Range: 800 miles
Engine: Electric
Dimensions: 9' long, 700 lbs.
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5. Ordinance and Ammo

Postby Consumer » Wed Nov 04, 2015 4:07 pm

Ordinance & Ammo

33 Long E-Clips
100 Short E-Clips
5,000 rounds of railgun ammo
1,000 Naruni Light Plasma Cartridges
1,000 Naruni Medium Plasma Cartridges
1,000 Naruni Heavy Plasma Cartridges

50 Fragmentation grenades: 2D6 M.D. to a 20 foot (6 m) area.
50 Light High Explosive grenades: 3D6 M.D. to a 6 foot (1.8 m) area.
25 Heavy High Explosive grenades: 4D6 M.D. to a 6 foot (1.8 m) area.
20 Plasma grenades: 5D6 M.D. to a 12 foot area (3.6 m) area.
25 Stun/Flash Grenades:
    This riot/anti-terrorist weapon is designed to disorient and confuse criminals who are holding hostages in confined places. The grenade makes a loud exploding boom and emits a bright flash followed by a shower of white-hot sparklets and some white smoke. The flash, burning sparks, and smoke should blind and startle any character without environmental armor or protective goggles. The victims of a stun/flash grenade are -8 to strike, parry and dodge, -1 on initiative and lose one melee attack/action for the next 1D4 melee rounds (15 to 60 seconds). Even those in armor should be momentarily distracted for 1D4 seconds and lose initiative.

20 Tear Gas Grenades:
    The gas will instantly affect all characters without protective masks or environmental body armor. The eyes burn, sting and water profusely, causing great discomfort and makes seeing clearly impossible. The gas also makes breathing difficult and irritates exposed skin. The effects last for 3D4 minutes. The 25 foot (7.6 m) cloud dissipates in about five minutes unless blown away by wind (dissipating more quickly in 1D4 minutes). The victims of tear gas are -10 to strike, parry and dodge, -3 on initiative and lose one melee attack/action for each of the next 1D6+1 melee rounds. Those in environmental armor are completely safe and not affected.

100 Smoke Grenades
    This type of grenade releases a thick cloud of smoke that covers a 20 to 40 foot (6 to 12 m) radius. The smoke obscures vision in and through the cloud from those on the outside of it. Infrared cannot penetrate a smoke cloud or be used inside one. Those inside the cloud will be blinded and have trouble breathing. Those who are not protected by environmental suits or a gas mask and goggles will be -5 to strike, parry and dodge and -1 on initiative. Attackers firing into/through the cloud will be shooting wild. Note that passive nightscopes will work in a smoke cloud.


30 High Explosive Mini-Missiles
40 AP Mini-Missiles
40 Fragmentation Mini-Missiles
50 Plasma Mini-Missiles
20 Fire Retardant Mini-Missiles
50 Smoke Mini-Missiles
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6. Other Gear

Postby Consumer » Wed Nov 04, 2015 4:08 pm

Other Gear

10 Secured Earbud radios (2 mile range; Scrambled)
2 Long Range Field Radios (500 Mile range, or indefinite if accessible satellite network is available)
Six Language Translators (Trade 1-6, Demegogian, Gobbely, Dragonese/Elven)
2 Mini-Radar Systems (5 mile range, 24 targets)
Holographic Hand-Held Computer
• Powered by a small, rechargeable battery (about 24 hours of life) or plugged into an electrical outlet.
• Text can be printed out on the thermo-paper printer (A magnifying glass is needed to read the tiny print.)
• Most video and cybernetic systems can use as a video monitor.
• Removable memory storage can take a variety of forms (CD-ROMs, micro-ROMs, memory tabs, memstiks, etc.)
• The display for such small computer is a miniature holographic projector
• Weight: 1 lbs.

Portable Video Camera/Player
Trauma Kit
• Contains Antibiotics, Pain Killers, Anesthetic, Protein Healing Salve, Bandages, Suture kits, Mini-Oxygen bottle, Surgical tools, etc.
10 doses of Sodium Pentothal (truth serum)
dosimeter
E.K.G. Machine
E.E.G. Machine
Portable Lab
Bio-Scan
5 RMK Robot Medical Kits,
5 IRMSS Internal Robotic Medical Surgical Suite
2 Compu-Drug dispensers
2 Basic Life Support Units
1 Portable video camera and player
10x 2-man tents
1 Large "command post" tent
10 portable cots
3 portable tables
10 folding chairs
2 portable heads
1 portable shower unit
Electric lights and power for base camp (to run off of The Rogue's power)
2 weeks worth of MREs and incidentals (toilet paper, etc) per team member.

In Na'dal's Possession wrote:Saladin's Journal
Image
Bound in human skin; 150 pages. Journal written in Demongoggian along with dozens of diagrams.
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7. Magical Gear

Postby Consumer » Wed Nov 04, 2015 4:10 pm

In Sorrenson's Possession wrote:Jallus’ Rod
Image
This rod seems to be made of some old vehicle part. Many parts of the part were drilled out to make room for various gems and copper wires. It always seems warm to the touch, even on the coldest climates.
M.D.C.: 200
• Damage: 2D6 M.D.
Known Effects:
Hellish Blast: This blast of fire is always accompanied by the stench of brimstone.
• Range: 800’
• Damage: 5D6 M.D.
• Payload: 1 blast per charge
• Recharge: 5 PPE (or 10 I.S.P.) to recharge with one blast, can be held indefinitely.
Magic Net: Cast forth as a sickly green net that stinks of rotten corpses.
• Range: 60’
• Duration: 10 melee rounds.
• Payload: 1 Net per charge.
• Recharge: 7 P.P.E. (or 14 I.S.P.) per net.
Lightning Rod: The most catastrophic of Jallus’ Rod’s powers, it can be used to send forth bolts of crimson electricity at it’s foes.
• Range: 1,000’
• Damage: 6D6 M.D.
• Payload: 1 Bolt of electricity per charge.
• Recharge: 10 P.P.E. (or 20 I.S.P.) for one bolt of electricity.


Image
This leather and copper bracer is adorned with plates, tubes, wires and crystals. It seems to be a very worn bracer from a long ago age.
M.D.C.: 120
Known Effects:
Armor of Ithan: this effect comes up as a shimmering near skintight force field.
• M.D.C.: 110
• Duration: 10 minutes.
• Cost: 10 P.P.E.
Super Human Might: This effect is unseen by anyone observing it’s use.
• Effect: Turns wearers strength to supernatural. Plus punches deal an additional 2D6 M.D. and squeezes deal 2D6 M.D.
• Duration: Two minutes per activation.
• Cost: 30 P.P.E. (or 60 I.S.P.) per activation.


Jallus’ Left Bracer
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This strange bracer seems to have a antiquated wrist computer built into it.
M.D.C.: 120
Known Effects:
Language Translator:
• Effect: Can understand and speak any language.
• Duration: 10 minutes.
• Cost: 20 P.P.E. (or 40 I.S.P.) to activate.
Sensor System
• Effect: Duplicates the sensor features of a Bionic Sensor Hand, plus the following spells: Sense Evil, Sense Magic, Eyes of the Wolf (Must look through the small computer screen), and Locate.
• Duration: One hour per activation.
• Cost: 30 P.P.E. (or 60 I.S.P.) to activate.


In Sorrenson's Possession wrote:TW Converted NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Range: 60'
• Damage: 1D4x10 M.D. (Particle Beam)
• Rate of Fire: Single shots only.
• Payload: 4 (12 P.P.E. per Shot)


1 In Prothor's and 1 in Na'dal's Possession wrote:2 Soul Craft Longsword
Image
Soul Craft Longsword
• Damage: 2D6 M.D.C. or S.D.C./I.S.P./P.P.E.
• Effect: Ignores body armors up to Power Armor, and does damage directly to the victims soul.
Weapon is still affected by Force fields, technological or magical.


Image
TW Flintlock Pistol
• Damage: 4D6 M.D.C.
• Range: 800 feet.
• Payload: 35 shots (25 P.P.E. or 50 I.S.P. to recharge)


Voodoo Doll
Image
Enchanted Doll
• Effect: Once per 24 hours, the user may use the Psionic power Bio-Manipulation (Pain) with the extended range of 10 miles.
• Notes: To use this dolls power one must first have an item of the victims in their possession.


In Sorrenson's Possession wrote:Bone Fetish
Image
Enchanted Bone Necklace
• M.D.C.: 50.
• Effect: Allows wearer to understand and speak Gobblely and Faerie Speak, as well as nightvision (100 feet).


Bone Fetish
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Enchanted Bone Necklace
• M.D.C.: 80.
• Effect: Allows wearer to See the Invisible as long as the Fetish is worn.


In Prothor's Possession wrote:Skull of Saint Sabatt
Image
Unique Intelligent Enchanted Skull
• M.D.C.: 100
Magical Features
• Flaming Eyes that provide light like a lantern and can fire beams of light like a high-powered flashlight or lantern (300 foot range)
• The light from the eyes magically extinguishes during the day and in brightly lit rooms and automatically appears with the coming of dusk or in darkness.
• The flaming eye sockets burn like hot coals and can be used to light wicks or branches to build a fire by placing one end of the item into the glowing eye socket. Putting a finger in the eye socket will burn, inflicting 3D6 H.P./S.D.C. damage and setting any flammable items (like gloves) on fire. 1D6 M.D. to Angels/Spirits of Light, Faerie Folk, Elementals and Spirits.
• Provides warmth equal to a large campfire or fireplace.
• Cypher: Count & perform basic mathematical calculations 98%
• Identify plants & fruit 98%
• Able to translate Dragonese/Elven 90%
Fire Bolt
• • Damage: 5D6 M.D.; Double damage to Angels/Spirits of Light, Faerie Folk, Elementals and Spirits.
• • Range: 300 feet.
• • Payload: 6 per 24 hours.
Spell Effects: Each spell can be used once per 24 hours.
• • See the Invisible (3rd level of Proficiency)
• • See Aura (3rd level of Proficiency)
• • Second Sight (3rd level of Proficiency)
• • Eyes of Thoth (3rd level of Proficiency)
Personality: Paternal. The Skull of Saint Sabatt speaks with the voice of a wizened old woman. The skull speaks warmly, and treats it's owner like a loved child. While the woman known as Saint Sabatt was principled in alignment, it does not discriminate against the alignment of it's user. Though on occasion it will attempt to persuade it's non-principled aligned users to a different course of action.
History: Saint Sabatt was a Human woman from the world of Palladium, where she was a servant to the gods of light. She lived a long life battling the minions of darkness, but she eventually succumbed to the never ending waves of darkness. Her body was intered with high honor, but eventually was stolen and turned into a mystic artifact by a follower of Lord Mantus. The Skull was gifted to Saladin for years of service to his lord and master.


One in Sorrenson's Possession wrote:5x Splugorth Mega-Blade
Image
M.D.C.: 50
Damage: 2D6 M.D.


Galactic Rogues' Spell Book Library (For Rogue Spellcasters Only)
Level 5
Grimoire of Escape
Grimoire of Superhuman Strength
Grimoire of Superhuman Speed

Level 6
Grimoire of Frequency Jamming
Grimoire of Words of Truth

Level 8
Grimoire of Force Bonds

Level 9
Grimoire of Create Steel
Grimoire of Protection Circle: Simple

Magic Scrolls
Scroll of Weightlessness x3 5th Level
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8. The Wrong Ship

Postby Consumer » Wed Nov 04, 2015 4:11 pm

The Wrong Ship
Image
Model: Modified Unknown-Class Gun Boat/Unknown-Class Freighter
Class: Modified Freighter
Crew: 8 (Pilot, Co-Pilot, Sensors/Communications, Navigation, 4 gunners.)
Can be ran by one Pilot at a -10% penalty.
Passengers: 5

MDC by Location
Reinforced Bridge Module: 750
Main Body: 3500/3,500
Ral-Wrenli Starkiller Thrusters (2): 500 each*.
Maneuvering Thrusters (8): 150 each*.
Dual Mounted Laser Turret (2): 350 each.
Dual Mounted Rail Gun Turrets (2): 350 each.
Point Defense Batteries (4): 220 each.
Collision Cannon: 700
Short Range Missile Launchers (2): 350 each
Medium Ranged Missile Launchers (2): 350 each
Escape Pods (4): 350 each*
Variable Force Field: 2,000 MD (500 M.D.C. to a side)

Speed
Drive on Ground: Impossible, but can hover and fly as low as 15 feet above the ground
Flight Atmosphere: Mach 4 Space: Mach 12
FTL: 6.5 Light years per hour.
Range: Effectively unlimited.
Life Support: Good for 3 months before requiring replenishment.

Statistical Data
Length: 250 feet
Width: 125 feet
Height: 80 feet
Weight: Approximately 2,000 tons.
Cargo Capacity: 1,000 tons of Cargo could be feasibly crammed into The Rogue.
Power Source: Modified Cold-Fusion Reactor powering a pair of Ral-Wrenli Starkiller Thrusters (Estimated 50 year lifespan).

Additional Equipment:
Phase Transceiver
Auto-Doc (Currently Disabled, needs parts and repairs)
Integrated Stealth System. (-40% to opposed Sensor Checks at a range of 5 miles or more)

Weapon Systems
Dual Mounted Laser Turret (2; Top Mounted, Port & Starboard)
Damage: 2D6x10 MD per blast.
Range: Atmosphere: 2,000 feet. Space: 2 miles
Payload: Effectively unlimited, tied to main power core.


Dual Mounted Rail Gun Turret (2; Bottom mounted Port & Starboard)
Damage: 2D4x10 MD per 20 round burst.
Range: Atmoshpere: 2,500 feet Space: 2 miles.
Payload: 20,000 rounds per turret (1,000 bursts each.)
Reloading: To reload these rail guns either new ammo drums need to be swapped in or the old ones need to be reloaded (taking 30 minutes with machinery, 4 hours without.).

Point Defense Systems: Retractable Light Laser Cannons (4; 2 top mounted, 2 bottom mounted)
Damage: 4D6 M.D.
Range: 2 miles in space, 6,000 feet in atmosphere.
Payload: Effectively Unlimited, tied to ships power supply.
Notes: Virtual Intelligence Targeting System. (Attacks per Melee: 3, +2 to Strike)

Short Range Missile Launchers (2; Fore: Forward facing port & starboard)
Damage: Per missile
Range: Per missile
Rate of Fire: Can fire in volleys of 1, 2, 4, 6, or 8 missiles each.
Payload: Each launcher carries 48 missiles.
Reloading:

Medium Range Missile Launchers (2; Aft: Forward facing port & starboard)
Damage: Per missile
Range: Per missile
Rate of Fire: Can fire in volleys of 1, 2, 4, 6, or 8 missiles each.
Payload: Each launcher carries 24 missiles.
Reloading:

Collision Cannon
Higgs-Bosen Particle infused neutrino cannon .
This axial weapon is the work of nightmares. The weapon fires a charged neutrino beam, that is infused with Higgs-Bosen particles. The resulting damage is horrifying. Not only does the energy attack cause the molecular breakdown of the target, it also hits with the physical impact of a small meteor. Knocking ships about in space and causing serious structural damage.
Damage: 1D4x100 M.D. plus target is -15% to piloting skills for the next round and -2 to Dodge and Roll w/.
Range: Atmosphere: 2,000 feet Space: 5,000 feet
Payload: Effectively Unlimited, tied to ships power supply.
Notes: This gun causes a massive drain on the reactor. It can safely be fired once a melee round, any more will cause complications.

Image
Lower Level
1. Armory: This room is protected by a hardened blast door (200 M.D.C.) and has a state of the art security system that requires a voice recognized passcode. (Loaded with current members, Thraxus, and the Women in White)
2. Main Cargo Hold: This large bay is where the cargo if any would be stored.
3. Engine Rooms: All of the major ships systems route from here. These rooms house the Cold Fusion Core and the Phase Transciever.
4. Secure Cage: This is an area of the Cargo Hold to place expensive cargo or possibly prisoners. Has the same manner of lock as the armory.
5. Captain’s Secure Cage: This is an area of the Cargo Hold for the captain to place expensive cargo or possibly prisoners. Has the same manner of lock as the armory.
6. Machine Shop: Equipped with enough tools and supplies to manufacture a majority of any replacement parts needed to fix the ship.
Image
Middle Level
1. Main Cargo Hold:
2. Escape Pods (2):
3. Engine Rooms:
Image
Upper Level:
1. Cockpit:
2. Gunners Stations:
3. Crew Quarters:
4. Medical Bay:
5. Lounge/Rec Room:
6. Mess:
7. Latrine:
8. State Rooms:
9. Laundry/Storage Room
10. Captain’s Quarters
11. Captain’s Dining Room/Conference Room:
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9. Group Loot

Postby Consumer » Wed Nov 04, 2015 4:13 pm

Group Loot
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10. Group Headquarters

Postby Consumer » Sun Dec 06, 2015 6:48 pm

Galactic Rogues HQ

Image

Ground Level
1: Garage: 250'x200' This two story garage has two large doors that roll up for entrance. Scaffolding runs along the walls to make working on large vehicles easier.
Machine Shop: Attached to the Garage is a large machine shop with enough tools and equipment to meet most fabrication needs.
2: Security Checkpoint: This room is the choke point to get to the rest of the building. A =n armored security station is manned 24/7 by a robotic guard who monitors surveillance cameras and sensor information. In case of emergency two hidden NE-200 Plasma Machine Guns will pop up and pacify threats.
Secondary Conference Room: A long conference table with a built in Holographic projector with enough seating for 40 sits in the middle of this room. Several large panel Vid-screens hang from the walls for purposes of visual aid needs. The chairs and table are made of light M.D.C. materials. This room is generally used when conferring with outsiders that do not need access to the rest of the building.
3: Stairwell/Elevator Access: Allows access from the first and second floors. The elevator is rated for 12 tons and can be manipulated by the security station.
4: Airlock: This is a standard Airlock, preventing contamination between the living areas and the lab. Doors have 100 M.D.C. and require security access to enter.
5: Halls: These wide halls allow acces to the various Labs in this wing of the building. In case of emergency several safty features can activate to stop airborne or biological disasters.
Storage: This room is used to store non-volatile equipment and sundries for use in scientific experiments.
6: Lab 1: Stocked with equipment for all your experiment/building needs.
7: Lab 2: Stocked with equipment for all your experiment/building needs.
8: Main Lab: Stocked with equipment for all your experiment/building needs. The main lab also has access to a Virtual Intelligence Program to help with processing raw data.

2nd Floor
9: Mess Hall: This communal dining area has seating for 24 people with comfortable chairs and integrated sound system.
10: Kitchen/Galley: A state of the art kitchen facility that could if need produce food for up to 100 people, has walk-in cooler and freezers. The kitchen is manned by a Kitchen Drone able to prepare food as needed.
11: Guest Restroom: This room has all the necessary equipment for cleaning/relieving one’s self.
12: Mara's Room: This room is 50’x50’ (2,500 sq ft) and have a private bathroom, living room, and bedroom.
Office An office space and private meeting area, contains a desk, top of the line computer with peripherals, and storage space. Can comfortably seat six.
13: Living Room/Den: The Living Room/Den has multiple seating areas and can easily entertain 50 to 100 people. There are several forms of entertainment available in this are including Vid screens, holographic projectors, and several integrated sound systems.
14: Conference Room: A long conference table with a built in Holographic projector with enough seating for 40 sits in the middle of this room. Several large panel Vid-screens hang from the walls for purposes of visual aid needs. (Chairs and Table are made of light M.D.C. materials.)
Gym: This gym is furnished with standard and advanced exercise equipment that can be used even by beings with supernatural strength. Contragravitic technology allows for extreme weights to be employed without causing structural damage.
Library: This library has a combination of books and electronic media, useful for various research. (+5% to all Lore Skills)

Member Suites
All member suites are 50’x50’ (2,500 sq ft) and have a private bathroom, living room, and bedroom. These suites may be customized and/or converted to a full apartment at the members expense.
a: Empty Bedroom: Contains basic furniture.
b: Na'dal's Bedroom: Contains basic furniture.
c: Holt's Bedroom: Contains basic furniture.
d: Vyshan’s Bedroom: Contains basic furniture.
e: Empty Bedroom: Contains basic furniture.
f: Empty Bedroom: Contains basic furniture.
g: Empty Bedroom: Contains basic furniture.
h: Prothor’s Bedroom: Contains basic furniture.
i: Gryxxx’s Bedroom: Contains basic furniture.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: Galactic Rogues Group Equipment List

Postby Dime Store Magic » Wed Mar 07, 2018 1:10 pm

Minion War Model

Promethean Star Ghost
Image
Crew: 1, it can accommodate/offer life support for up to 6 passengers.
M.D.C. by Location:
Phase Cannon (1) - 180
Laser Turrets (2) - 144 each
Mini-Missile Launchers (2, top and bottom) - 72 each
Cruise Missile Launchers (2, bottom) - 72each
**Main Body - 524
**Depleting the M.D.C. of the main body will destroy the ship, making it useless. If half the M.D.C. is destroyed, the ship loses all its special phase powers.
Speed:
Driving on the Ground: Not possible.
Flying: Mach 12 in space, Mach 8 in an atmosphere while in its cruise configuration. In the other two modes the maximum speed is Mach 8.
Star Drive: P-drive - 1 light year/hour
Range: Effectively Unlimited. Life Support and food on the basic ship will only sustain two people for up to a week, or seven people for 48 hours. The ship can be reconfigured to keep seven people alive for up to one week (or two people for a whole month), at the expense of the mini-missile launchers (replaced with extra life support systems and food).
Statistical Data:
Height: 42'
Width: 48'
Length: 78'
Weight: 40 tons.
Cargo: 5x5x5 feet
Power Systems: Anti-matter; average energy life 25 years.
Phase Power System: All special phase abilities of the ship are powered by a phase-field generator that has 200 "charges." When all these charges are spent (each use of a phase-field power uses up one charge), then generator needs one hour to regenerate power. Until it is fully recharged, no further special powers will be possible.

Standard Weapon Systems:

  1. Phase Cannon (1)
    • Damage: 3d6 to all living things in a 30' diameter, or 1d6x10 to force fields and creatures 10' or taller.
    • Rate of Fire: 1 per action. S.D.C. to non M.D.C. creatures. M.D. to M.D.C. creatures and forcefields.
    • Effective Range: 3 miles in space, 10,000' in an atmosphere.
  2. Laser Turrets (2)
    • Damage: 1d6x10 M.D. or 3d6x10 per three-pulse shot.
    • Rate of Fire: 1 per action
    • Effective Range: 2 miles in space, 4000' in an atmosphere
  3. Mini Missile Launchers (2)
    • Damage: Varies by Missile Type
    • Rate of Fire: 1 or volleys of 2, 4, or 8 missiles
    • Effective Range: 2 miles.
    • Payload: 24 (12 per launcher)
  4. Cruise Missiles (2)
    • Damage: 4d6x100 M.D.
    • Rate of Fire: 1 or volley of 2 missiles
    • Effective Range: 1000 miles (optimal is less than 1 mile)
    • Payload: 2 missiles (1 per launcher)
  5. Phase Fields
    • Deflector Shield: Divide damage by 10 (except for Magic, Psionics and Phase weapons - all do normal damage)
    • Ghost Mode: OP-Field, ship speed reduced to 25%. Stopped only by phase, magic and force field barriers. Cannot fire weapons when field is on, nor solidify inside another ship or solid object.
      Duration: 8 minutes per charge
    • Phase Jump System: Short range teleport jumps. Each jump counts as one action.
      Range: 2 miles
      Rate of Fire: Each Teleport counts as one action. Use one charge per jump.
      Bonuses: +2 Dodge, +1 Initiative, +1 Strike
    Payload: 200 charges (see above)

Combat Performance: The Star Ghost is +1 Strike and Dodge.
Gunners
Any successful electrical or computer skill roll will suffice to connect a hand-held computer (or on-board computer from a powered armor) and create a makeshift gunnery station. One station can be created for each laser turret; these can be tied in to either missile launcher as well. Gunners who do not make a successful weapons skill check each melee are at -2 to strike. Anyone with a headjack, the telemechanic mental operation psi-power, or similar super power (that allows direct mental control of a machine) bypasses the need for a skill check. Gunners and pilots cannot fire the same weapon in the same round- coordinate in chat or check your fellow players’ posts. If two players attempt to fire the same weapon on the same ship, whoever has the lower initiative roll will get an error message.
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