|Size||Fury Interceptor (Small) (6)|
|Missile, Heavy / AT||200/400/800||8d6||AP 15, HW, MBT.|
|Missile, Anti-Tank||100/200/400||6d6||AP 25, HW, MBT.|
|Fury Interceptor (Small)||-19|
|Damage: Every time your vehicle takes a wound to the hull, your vehicle's toughness is reduced by 5.|
|Sensor Suite, Galactic||2|
|Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a Knowledge (Electronics) roll. Within 10K miles, the sensors add +2 to the roll. Illumination penalties are ignored. Targets don’t have to be in direct line of sight, but asteroid or powerful energy felds may cause inaccurate or false readings at the GM’s discretion.|
|Atmospheric||Half Size (3)|
|Allows the ship to enter planetary atmospheres. This includes heat shielding and additional work to handle the stress and strain of entry. All starships have vertical take-oﬀ and landing (VTOL) capability.|
|4 x Ship Missile Tubes||2|
|4 x Medium Linked-Fixed Ion Cannon||4|
|4 x Medium Dual-Linked Auto-Cannon (Turret)||2|
|Shields||Half Size (3)|
|The vehicle is protected by an ablative energy feld that absorbs 10 x Size points of damage before it’s depleted. Apply all damage to the shield first. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A vehicle may regenerate its Size in shield points if it makes no atacks in a round.|
|The vehicle's computer is linked to all atached weapons. This compensates for movement, range, multi-actions, and the like, negating up to two points of Shooting penalties. This does not assist the firing of passenger's personal weapons.|
|Increases the vehicle’s Acceleration by 5 and Top Speed by 10. (This cannot be taken with Speed Reduction.)|
|Crack Crew||5 (100%)||General|
At the start of a turn, Pilots act first in reverse initiative order. This gives pilots with the highest initiative the most time to determine their actions.|
If a joker is dealt everyone on the ship with the character with the Joker gains the +2 modifier.
Capital Ships have a turn radius of 45°s per turn over their full movement.
|Heretek||Repair / Tech Use||Techpriest or Seneschel|
|A successful Tech Use check will establish you in the enemies system. Once this happens you will start the Heretek procedure on a seperate page (provided by the GM).|
|Quelling the Spirits||Repair / Tech Use||Techpriest|
|If you system has been infiltrated, you might need to remedy your ships machine spirits to remove the outside presence. Please see the Heretek page for your ship.|
|Lobotomize the Machine||Repair / Tech Use||Component|
|Techpriests can turn to this option as a last resort because it goes against the very teaching of the Omnissiah. If a subsystem has been infiltrated and you cannot quell the machine spirits, you could choose to kill them and force complete manual control over the system. This essentially disconnects the system from your bridge and forces you to take direct control over it. Using the system becomes far more difficult (-4) as it no longer responds the same.|
|Patch||Repair / Tech Use||Component|
Whether through combat or not, your ship may take damage. While full repairs of the ship (restoring wounds) will require time and might require a drydock, you can remedy the machine spirits in the subsystems on your ship to get them operational. See the damage sheet for your ship for more information.|
Each component that can be damaged has a damage tag in its description. If the component has no health remaining, it cannot be patched in combat. Even if a component is patched, it does not regain its wound until combat is resolved (and then you take the time to repair the system fully). Patching only removes some of the negative consequences of the damaged system.
Wrecked: If a system has no more health, it is offline until combat is over, you cannot get it running again.
|Spike System||Repair / Tech Use||Techpriest|
|By divirting auxillery power into one system, you can cause it to overperform on the next use. See 'Spike' in a system's entry for information on how it can over perform.|
Can only initiate if both ships are facing each other. You lock your ship into a head on collision with the opposing ship, seeing who will pull off first.|
Duel: You make an opposed Piloting check with the enemy vessel. Additionally the larger ship gets a bonus in the difference of the ship sizes. Each player then gets dealt 2 cards, the winning pilot gets an additional card and any raise above that gets an additional card. Deal 3 cards to the center. Whoever has the higher hand, 'wins'. They immediately can make 2 attacks (Prow + either Broadside) with a +4 advantage.
Push: If the poker hand is resolved as a push, your ships collide head on.
|You fly erratically to prevent the enemy vessel from getting a clean shot. For each success + raise, the enemy takes a -4 modifier to their shooting die. Additionally anyone on your vessel trying to fire also takes the same penalty.|
|You attempt to give your weapons a clean shot, while minimizing the change you get hit. Make an opposed piloting roll. The winner gains +2 shooting and the loser takes a -2 shooting penalty.|
|Make a Pilot roll. For each success and raise, you can turn your ship an additional 45°s.|
|You spin your ship in order to minimize damage to essential components. If damage is taken, an additional 2 component are rolled and you can choose which component takes the damage.|
|Covering Fire||Shooting||Weapons (Broadside)|
|Instead of attempting to hit the enemy ship, you direct your weapons into an area. If the enemy ship enters the space, they take damage. You can affect a line of up to 1/4 of your ships size (4), in the firing arc of the weapon, at your weapons range.|