Verpine
Adventurer Series, Mark 4
(loosely based
on the ship from Black Fleet Crisis)
When the group
escaped from Demar, this was the ship they appropriated from a
small group of looters.
The Verpine Adventurer was not built for maneuverability
or durability. It was designed to move fast and look good,
catering to the younger crowd. On it's brochure, the manufacturer
states boldly that the Verpine Adventurer can run neck-and-neck
with an Incom T-65. This Adventurer has been modified for
small skirmishes. It has been outfitted with a SunSpot
Red-E-Shoot Fix Mount Laser cannon and a ProTech Parchment Mark
One Ray/Particle Shield Generator.
Craft: Verpine Adventurer Series
MkIV
Type: Pleasure Yacht
Scale: Starfighter
Length: 20 meters
Skill: Space Transports: Verpine Adventurer
Crew: 1 or 2 (can coordinate)
Passengers: 2
Cargo Capacity: 1 metric tonne
Consumables: 1 month
Hyperdrive Multiplier: X4
Hyperdrive Backup: None
Nav Computer: Yes (+2D to astrogation rolls)
Maneuverablility: 1D
Space: 8
Atmosphere: 365; 1050 kmh
Hull: 2D+2
Shields: 1D
Sensors:
Passive: 15/0D
Scan: 30/1D
Search: 50/3D
Focus: 2/4D
Weapons:
One Laser Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D+2
Space Range: 1-3/12/25
Atmosphere Range: 100-300km/1.2km/2.5km
Damage: 4D
Sharrav
Element Conversion Pistol (ECP)
In the first session, the
characters find themselves in the ruins of an old watch-building.
Investigation tells them that the architecture was at least one
hundred years old. While investigating, Aaron Kurtz found a
strange firearm in a hidden niche...
Name: Sharrav Element Conversion Pistol (ECP)
Type: Archaic Firearm
Scale: Character
Skill: Archaic Firearms
Ammo: 1
Availability: 4, F
Rate of Fire: 1/2
Range: 1-30/60/120
Damage: Variable
Description:
The Element Conversion pistol is designed as most hand-held
pistols, save for a strange device fitted at the back of the
pistol over the grip. Set into this device is spherical container
with an air-tight opening controlled by a small lever set into
the pistolgrip. Into this container, any natural materials can be
placed. Once the container is shut, the weapon breaks the element
down into usable energies which are then expelled through the
barrel as a blast of photons and electrons. Damage done by the
pistol depends on the complexity of the materials(s) placed in
the conversion chamber, with a minimum of 1D and a maximum of 6D.
Because there are an endless number of worlds in the Star Wars
Universe, it is GM's discretion on how much damage any material
placed in the gun will do.
i.e. water would do only 1D of damage, whereas a complexed
crystalline formation may do the maximum allowable damage of 6D.
Because of the slow reload time, the ECP can only fire once every
two melee rounds.
NOTE: Because of the nature of the ECP, it is not detected by
most conventional weapon detection devices. It does not house any
explosive components so it will not overheat and explode. It does
not have a stun setting.