Eclipse: Osprey Class Light Courier

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Eclipse: Osprey Class Light Courier

Postby Augur » Mon Apr 11, 2016 5:38 am

Osprey Class Light Courier
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Dimensions: 200 tons, 200' long (Shuttle)
Modules: 200
Tonnage: 200
Crew: 1 or 2 (2 is optimal)
FTL Drive Type: Interstellar Ramjet (Factor 60*), Albatross Jump Drive** (25-50 LY range)
STL Drive Type: Interstellar Ramjet (Factor 60*)
S.D.C. By Location:
• A.R.: 12
• S.D.C.: 3,000
• Armor: 2,000
• Forcefields (5): 400 each
Weapons:
• Modular mini-turrets: Holds 1 Module of Light weapons; A.R.: 13, S.D.C.: 200
• Modular mini-turrets: Holds 1 Module of Light weapons; A.R.: 13, S.D.C.: 200
• Pop-up Modular mini-turrets: Holds 1 Module of Medium weapons; A.R.: 13, S.D.C.: 200
• Pop-up Modular mini-turrets: Holds 1 Module of Medium weapons; A.R.: 13, S.D.C.: 200
• Forward Mounted Modular Weapon: Holds 1 Module of Light weapons; A.R.: 13, S.D.C.: 200

Integral Systems:
☞ Basic ship systems (hardware & software for routine ops, 100,000 mile (160,000 km) communications, navigation computer with general information & 40% skill rating, climate control, atmosphere circulating systems).
☞ Light Armor*
Advanced Sensor Package* (upgraded from Basic)
  • Extended Sensor Range Mod: When activated, provides 25% greater scanning range in exchange for 100% more time to comprehensively scan the same volume of space, or 50% more time to scan just one EM band.
☞ Motion Perimeter & Collision Warning System
☞ Super Navigation Computer (STL & FTL navigation both at 60%*)
☞ Atmospheric Recycling System
☞ Trans-Atmospheric Capabilities (MACH 10 maximum speed in atmosphere)
☞ Pressurized Cabin
☞ FTL Accelerators
☞ Gateway Activation Equipment
☞ Maneuver Enhancement Package (x1)
☞ Stealth Coating
☞ Pinpoint Force-Fields (5, non-operable*)
☞ Cargo: 4 power armor plus .5 ton of cargo
☞ Scientific Sensor Array
☞ Geological Sensor Array
☞ Targeting and Combat Computer
☞ Satellite Uplink Computer
☞ ECM
☞ External Cargo Dock x3
☞ Extra Atmosphere Tanks x2
☞ 8 Stasis Escape Pods

Bonuses:
• ½ Damage from plasma/heat
• +10% to all piloting skill rolls
• +10% to piloting skill when docking
• +1 to Initiative
• +4 to Dodge
• +3 to Dodge vs. Guided Missiles
• Prowl @ +20%, or -25% from detection if pilot has no prowl skill
* Indicates an improvable system
** Under-powered FTL system. Roll on Jump Drive Performance Table each time it is operated.

Note: Refit systems indicated by purple text

Jump Drive Performance Table
    01-50%: Jump Drive Functions as intended.
    51-60%: Jump Drive Error: reduce planned jump distance by 10%; off-course.
    61-70%: Jump Drive Misfire: Off-course by 20%, drive must re-charge, and new course must be calculated at a -20% penalty.
    71-80%: Jump Drive Failure: Jump drive fails entirely; vessel goes nowhere and is Jump Drive is inoperable until repaired (major repair).
    81-00%: Systems Failure: roll on sub-table below

Systems Failure Table:
    01-07%: Life support fails. Breathable air will be gone in 1D4 hours.
    08-14%: Radar and combat computers go down. Must use guesswork and fine of sight to hit enemy. -10 to strike and dodge.
    15-21%: Secondary or minor system failure, such as air circulation, internal communication, etc.
    22-28%: Maneuvering rockets and/or launch bays shut down.
    29-35%: Lose artificial gravity until repairs can be made. (Zero-G effects apply)
    36-42%: Internal lights go out (-5% to pilot, navigation, computer operation, and repair rolls).
    43-49%: 1D4 turrets stop functioning.
    50-56%: Energy weapon systems failure. Leaves only rail guns and missile defense.
    57-63%: All missile and trajectory weapon systems fail. Only energy weapons available.
    64-70%: Super Navigation Computer shuts down. All stunts and piloting rolls suffer an additional penalty of -30%!
    71-77%: Communications system failure.
    78-84%: Motion Perimeter & Collision Warning System failure. Lose all bonuses until repaired.
    85-91%: Electrical fire! Unless it is put out the fire will spread causing electrical shorts and additional systems to fail (roll on this table every two minutes).
    92-00%: STL Drive shut down. Can not accelerate and all maneuvers are done with an additional -15% penalty!

Osprey Crew Stations
:arrow: Pilot: Cairo
:arrow: Co-Pilot: Rosseyn
:arrow: EWO: Ryden
:arrow: Engineering: Gilina
:arrow: Gunnery: Niall
:arrow: Gunnery: Halko
:arrow: Gunnery:
:arrow: Gunnery:
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Re: Eclipse: Osprey Class Light Courier

Postby Augur » Sun May 01, 2016 9:20 am

Osprey Cargo Hold

Refit Atorian Combat Robot
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This is a powerful eight foot tall humanoid robot used for security, general combat duties, support, and front-line combat. It is capable of firing any heavy field weapons save for cannons and other types of artillery. Some pirates and mercenary forces use these types of robots as initial assault units to soften up enemy defenses, but the robot's lack of ingenuity and adaptability limits its abilities compared to flesh and blood troops. A small missile pod is built into the center of the chest and a light energy weapon is integrated into the right forearm
A.R.: 15
S.D.C. by Location:
*Head: 100
Arms: 150 each
Legs: 250 each
**Main Body: 400
* Requires a called shot @ -2 to strike, destroying the head disables all sensory systems (blind and deaf)
**A critical hit on the main body has a 01-60% chance of detonating any remaining mini-missiles within the robot's internal structure, utterly destroying the robot. Depleting the main body of all S.D.C. through normal damage will shut down the robot, though it may be salvageable.
Attributes
I.Q.: 10
P.S.: 25 (Robotic)
P.P.: 20
Spd.: 44
Statistical Data
Dimensions: 8' tall, 4' wide, 3' long, 800 lbs.
Power Plant: Micro-Fusion Reactor (10 year service life)
Audio System: Advanced Audio System
Optics: Advanced Robot Optic System, Targeting System, Thermo-Imager, Video Transceiver
Sensors: Bio-Scan, Motion Detector & Warning System, and Micro-Radar
Integrated Weapon Systems
Mini-Missile Launcher
• Range: 1 mile
• Damage: 1D6x10
• Rate of Fire: one missile at a time only
• Payload: 4 total
Ion Blaster
• Range: 500'
• Damage: 3D6, double damage to electronic systems/devices
• Rate of Fire: Single shots only
• Payload: unlimited
Programmed Skills
W.P. Knife
W.P. Energy Rifle
W.P. Rifles
W.P. Heavy (aka Heavy Military Weapons)
Weapon Systems ☞ 90%
Radio: Basic ☞ 90%
Robotic Combat Program
Attacks per Melee: 6
Initiative Bonus: +2
Strike Bonus: +7 with integrated weapons
Strike Bonus: +7 with hand-held weapons (aimed)
Melee Strike Bonus: +5
Parry Bonus: +5
Dodge Bonus: +5
Roll w/Impact Bonus: +3
Pull Punch Bonus: +3
Restrained Melee Attack: 1d4
Melee Attack: 2d4
Power Melee Attack: 3d6


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ENGINEERING WORKSHOP
=======================


Complete Engineering Tool Kit
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☞ Weight: 100 lbs.
☞ S.D.C.: 100
☞ Modular Assembly: May be carried by handle or worn in lieu of a backpack
☞ +20% to all Engineering skills, +30% to all Mechanical and Electrical skills, +40% to all repair-related Technical skills


Mechanical Engineering Kit
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☞ Weight: 30 lbs.
☞ S.D.C.: 50
Occupies two item slots on A.D.F. load-bearing equipment.
☞ +20% to all Mechanical skills


Electronic Tool Kit
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☞ Weight: 20 lbs.
☞ S.D.C.: 50
Occupies two item slots on A.D.F. load-bearing equipment.
☞ +20% to all Electronics skills


Welding Tool Kit
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☞ Weight: 25 lbs.
☞ S.D.C.: 50
Occupies two item slots on A.D.F. load-bearing equipment.
☞ +20% to repair-related Technical skills; Enables welding and cutting of practically all materials.
☞ 1 hour gas/electric supply



Datapad
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• This portable computer has a back-lit screen and is capable of of many data processing and sharing functions.
• Reference Library: Field Armorer ☞ 45%
• Reference Library: Arismal Modular Electrical Engineering ☞ 60%
• Reference Library: Arismal Modular Mechanical Engineering ☞ 60%
• Reference Library: Arismal Modular Robot Mechanics ☞ 50%
• Reference Library: Arismal Modular Robot Electronics ☞ 50%
• Reference Library: Chemistry ☞ 60%
• Reference Library: Chemistry: Analytical ☞ 45%
• Reference Library: Arismal Modular Weapons Engineering ☞ 55%


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CARGO HOLD
=======================

A.D.F. Medical Backpack
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A compact yet extensive medical kit with all of the necessary supplies for routine as well as emergency medical treatment. It contains all of the items typically found in a first-aid kit: sterile bandages, gauze, medical tape, etc.) plus a miniature diagnostic computer with a holographic display that is capable of monitoring all of a patient's vital signs, a complete set of medical and dental implements/tools, basic medicines and painkillers, a quick hardening chemical cast (consists of two chemicals that react to form a hard resin), a fast acting burn salve (heals 2D6 S.D.C. or 2 H.P. per application), protein salve, plus a miniature oxygen supply.
Weight: 30 lbs.


Halko's A.D.F. War Dog Power Armor
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Crew: 1 Pilot
A.R.: 15
S.D.C. By Location:
--* Hands (2) – 25 each
--Arms (2) – 100 each
--Legs (2) – 125 each
--* Head – 75
--**Jet Pack – 100
--*** Main Body – 450
* All targets marked with a single asterisk are small and difficult targets to hit and even a character making a called shot is -3 to strike
** Only visible from rear, destroying the Jet Pack renders the War Dog incapable of flight or maneuvering in space.
*** Depleting the S.D.C. of the main body will shut the power armor down completely, rendering it useless
Speed
Running: 50 mph (80 km) maximum, the act of running tires the user at 10% the usual fatigue rate. Leaping: The powerful legs can leap up to 12 feet (3.6 m) high or across unassisted by jet thrusters. Jump jets built into the back of the armor can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without actually attaining flight.
Flying: Flight is not possible without the detachable jet pack mounted on the back of the armor. With the pack, a maximum speed of 120 mph can be achieved, though attitude control over a ceiling of 2000 feet is difficult at best, nearly impossible in inclimate weather or harsh conditions. In space the maximum speed possible while still retaining attitude control is approximately 200 mph.
Underwater Capabilities: The War Dog is not designed for underwater combat, but is capable of functioning underwater and the jet leap system can propel the armor in short bursts at a speed of 30 mph (48 km). The power armor cannot swim or fly underwater, but it can walk or run on the floor of rivers, oceans and lakes at a maximum speed of 20 mph (32 km).
Maximum Ocean Depth: 600 feet (183 m).
Statistical Data
Height: 8 feet (2.1 m) from head to toe, 9 feet (2.4 m) including the detachable jet pack.
Width: 5 feet, 6 inches (1.7 m).
Length: 4 feet (1.2 m).
Weight: 650 lbs (293 kg).
Physical Strength: Equal to a robotic P.S. 30.
Cargo: Minimal storage space; just enough for a field survival pack and the pilot's sidearm and personal affects.
Power System: Micro-Fusion, 10 years of life.
Weapons
1. Dual Rail Guns (2, top weapon of both arms): These potent rail guns are considered the power armor suit's primary weapons. The devastating stopping power of a single rail gun is made even more lethally effective when a capable pilot is able to wield both rail guns simultaneously at the same target. Under such withering fire, even heavily armored Atorian combatants find themselves taking cover. A special slaving function allows the pilot to lock both arms together for a stable platform for dual firing. An action is required to activate it. Doing so allows the pilot to use both weapons with a single attack.
Primary Purpose: Assault/Anti-Personnel
Range: 1000 feet (304.8 m)
Damage: 2D4x10 per 10-round burst
Rate of Fire: Each burst counts as one melee attack, only capable of firing in 10-round bursts.
Payload: 1000 compressed nickel-ferrous slugs per internal drum; reloading requires 5 minutes time under ideal conditions.
2. Heavy Beam Lasers (2, bottom weapon of both arms): Used for destroying fortifications, doors, and large ships, these weapons pack quite a punch. The system that allows the left arm to be slaved to the right arm's movements was developed for this weapon, but canny pilots will use it for both weapon systems from time to time.
Primary Purpose: Assault/Anti-Fortification
Range: 2000 feet (609 m) (double in space)
Damage: 1D8x10+20 per blast
Rate of Fire: Each concentrated blast counts as two melee attacks, plus an action to slave the two weapons together,
Payload: Unlimited
Modifiers: -3 to Strike targets under ten feet (3 m) in size.
Hand to Hand Combat
No integral melee weapon systems.
Other Combat Info: Restrained Punch: 1D4+15, Full Strength Punch: 2D6+15, Power Punch: 4D6+15, Kick: 3D8+15, Leap Kick: 5D8+15, Body Block/Tackle/Ram—3D6 plus 50% chance of knocking comparable sized opponent off his feet. Victims knocked down lose initiative and 2 melee attacks/actions. Triple damage if performed at or near full running speed, but counts as four attacks.
Other Features
A. Optics: Polarized Color Vision, 3-D analysis, Passive Nightvision, Infrared, and Ultraviolet Light Range: 2000 feet (610 m)
B. Audio: Basic Listening equal to an Arismal and a narrow-band radio receiver enables the pilot to receive standard radio frequencies suitable for short range radio communication. 5 miles (8 km).
C. Micro-Radar: Can identify up to 25 and simultaneously track sixteen. Rate of travel, direction, and location are indicated. Range: One mile (1.6 km).
D. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.). It is tied to the targeting computer and micro-radar.
E. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +3 to strike when using integral ranged weapons. Does not apply to hand to hand combat. Range: 1600 feet (488 m)
F. Radio communication: Laser communication system with an effective range of about 300 miles (800 km) with retractable antenna (half without), as well as an short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
G. Complete environmental battle armor: Suitable for use in all hostile environments and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
• Insulated, high temperature resistant internal shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
Bonuses: +3 to Initiative, +4 to Strike with Integral Weapons, +1 to Parry, +1 to Dodge


Ryden's A.D.F. War Dog Power Armor
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Model: "Dusk Hound" EW variant
Crew: 1 Pilot
A.R.: 15
S.D.C. By Location:
--* Hands (2) – 25 each
--Arms (2) – 100 each
--Legs (2) – 125 each
--* Head – 75
--**Jet Pack – 100
--*** Main Body – 450
* All targets marked with a single asterisk are small and difficult targets to hit and even a character making a called shot is -3 to strike
** Only visible from rear, destroying the Jet Pack renders the War Dog incapable of flight or maneuvering in space.
*** Depleting the S.D.C. of the main body will shut the power armor down completely, rendering it useless
Speed
Running: 50 mph (80 km) maximum, the act of running tires the user at 10% the usual fatigue rate. Leaping: The powerful legs can leap up to 12 feet (3.6 m) high or across unassisted by jet thrusters. Jump jets built into the back of the armor can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without actually attaining flight.
Flying: Flight is not possible without the detachable jet pack mounted on the back of the armor. With the pack, a maximum speed of 120 mph can be achieved, though attitude control over a ceiling of 2000 feet is difficult at best, nearly impossible in inclimate weather or harsh conditions. In space the maximum speed possible while still retaining attitude control is approximately 200 mph.
Underwater Capabilities: The War Dog is not designed for underwater combat, but is capable of functioning underwater and the jet leap system can propel the armor in short bursts at a speed of 30 mph (48 km). The power armor cannot swim or fly underwater, but it can walk or run on the floor of rivers, oceans and lakes at a maximum speed of 20 mph (32 km).
Maximum Ocean Depth: 600 feet (183 m).
Statistical Data
Height: 8 feet (2.1 m) from head to toe, 9 feet (2.4 m) including the detachable jet pack.
Width: 5 feet, 6 inches (1.7 m).
Length: 4 feet (1.2 m).
Weight: 650 lbs (293 kg).
Physical Strength: Equal to a robotic P.S. 30.
Cargo: Minimal storage space; just enough for a field survival pack and the pilot's sidearm and personal affects.
Power System: Micro-Fusion, 10 years of life.
Weapons
1. Dual Rail Guns (2, 1 on each arm): These potent rail guns are considered the power armor suit's primary weapons. The devastating stopping power of a single rail gun is made even more lethally effective when a capable pilot is able to wield both rail guns simultaneously at the same target. Under such withering fire, even heavily armored Atorian combatants find themselves taking cover. A special slaving function allows the pilot to lock both arms together for a stable platform for dual firing. An action is required to activate it. Doing so allows the pilot to use both weapons with a single attack.
Primary Purpose: Assault/Anti-Personnel
Range: 1000 feet (304.8 m)
Damage: 2D4x10 per 10-round burst
Rate of Fire: Each burst counts as one melee attack, only capable of firing in 10-round bursts.
Payload: 990/1000 compressed nickel-ferrous slugs per internal drum; reloading requires 5 minutes time under ideal conditions.
2.Tactical Signals Interdiction Suite: This EW suite consists of a high-powered, modulated FM transceiver, and satellite communications uplink.. The transceiver and uplink are encrypted and automatically change encryption every fifteen minutes, giving opponents -15% on rolls to intercept communications traffic. It also contains a powerful signal jammer, as well as equipment to intercept and decrypt enemy signals.
☞ Range: 300 miles in urban or densely cluttered areas (forests, mountains, ruins), 600 miles in wide open areas like prairies and wasteland.
Hand to Hand Combat
• Restrained Punch: 1D4+15
• Full Strength Punch: 2D6+15
• Power Punch: 4D6+15
• Kick: 3D8+15
• Leap Kick: 5D8+15
• Body Block/Tackle/Ram—3D6 plus 50% chance of knocking comparable sized opponent off his feet. Victims knocked down lose initiative and 2 melee attacks/actions. Triple damage if performed at or near full running speed, but counts as four attacks.
Other Features
A. Optics: Polarized Color Vision, 3-D analysis, Passive Nightvision, Infrared, and Ultraviolet Light Range: 2000 feet (610 m)
B. Audio: Basic Listening equal to an Arismal and a narrow-band radio receiver enables the pilot to receive standard radio frequencies suitable for short range radio communication. 5 miles (8 km).
C. Micro-Radar: Can identify up to 25 and simultaneously track sixteen. Rate of travel, direction, and location are indicated. Range: One mile (1.6 km).
D. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.). It is tied to the targeting computer and micro-radar.
E. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +3 to strike when using integral ranged weapons. Does not apply to hand to hand combat. Range: 1600 feet (488 m)
F. Radio communication: Laser communication system with an effective range of about 300 miles (800 km) with retractable antenna (half without), as well as an short range radio. Range is 5 miles (8 km). Plus a built-in loudspeaker; 80 decibels.
G. Translator plug-in software: Imperial Trade Tongue (Les Iban) ☞ 85%, Pilian ☞ 85%
H. Complete environmental battle armor: Suitable for use in all hostile environments and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
• Insulated, high temperature resistant internal shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
Bonuses
• Initiative: +3
• Strike (with Integral Weapons): +4
• Parry: +1
• Dodge: +1


Cairo's A.D.F. Marine Armor
Image
A.R.: 18
S.D.C. by Location:
--Helmet: 150
--Arms: 150 each
--Legs: 300 each
--Main Body: 500
Weight: 45 lbs. (20.41 kg)
Modifiers: -20% to physical skills
Tri-Laser Batteries (2)
One integrated into each arm of the suit with integrated E-clip.
• Range: 1,000'
• Damage: 1D10x10 per burst
• Rate of Fire: 3-blast pulse-bursts only, equal to the player character's attacks per melee
• Payload: 30 bursts each
Integrated E-clip reload requires 5 minutes from a trained technician in an A.D.F. workshop.
Features:
• Fully environmental
• Multi-optic & targeting HUD in helmet visor, range: 600 feet (182 m)
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km).
• Robotic Strength Augmentation adds 10 P.S. to user's strength (strength is rated as Superhuman)
• Ship-to-Ship Flight System: Enables zero-G velocity burns of up to 10 G's.
• • Fuel: Metallic Hydrogen, 30 second total fuel capacity
• • Speed: 1 G of burn per second (1 G = 1 map hex per melee of inertia, approx. 865 mph)
• • Save vs. G-LOC (14+) on any single burn beyond 8 G's


A.D.F. Heavy Armor (x1)
Image
A.R.: 18
S.D.C. by Location:
--Helmet: 150
--Arms: 150 each
--Legs: 250 each
--Main Body: 300
Weight: 16 lbs. (7.25 kg)
Modifiers: -15% to movement & physical skills
Features:
• Fully environmental
• Multi-optic & targeting HUD in helmet visor, range: 600 feet (182 m)
• Encrypted short-range audio/data transceiver, range: 12 miles (19.31 km).


A.D.F. Survival Suit (x10)
Image
A.R.: 6
S.D.C.: 50
Weight: 5 lbs. (2.26 kg)
Modifiers: -5% to movement & physical skills, +10% to detection by sensory instruments.
Features: Fully environmental, emergency distress beacon, range: 100 miles (160 km); short-range audio/data transceiver, range: 12 miles (19.31 km).
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Re: Eclipse: Osprey Class Light Courier

Postby Rosseyn » Sat May 07, 2016 11:07 am

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Rosseyn's Eclipse Locker
=======================
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Re: Eclipse: Osprey Class Light Courier

Postby Cairo » Sat May 07, 2016 11:07 am

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Cairo's Eclipse Locker
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Re: Eclipse: Osprey Class Light Courier

Postby Niall » Sat May 07, 2016 11:08 am

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Niall's Eclipse Locker
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Re: Eclipse: Osprey Class Light Courier

Postby Ryden » Sat May 07, 2016 11:08 am

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Ryden's Eclipse Locker
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Re: Eclipse: Osprey Class Light Courier

Postby Gilina » Sat May 07, 2016 11:09 am

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Gilina's Eclipse Locker
=======================
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Re: Eclipse: Osprey Class Light Courier

Postby Halko » Sat May 07, 2016 11:09 am

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Halko's Eclipse Locker
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Re: Eclipse: Osprey Class Light Courier

Postby Augur » Sat Oct 07, 2017 12:12 pm

Eclipse Deck Plans

Lower Deck
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Upper Deck
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