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QUÉ ES STALEVO Y PARA QUÉ SE UTILIZA Stalevo 150/37,5/200 mg comprimidos recubiertos con película

UTILIZADO O DE LOS MATERIALES QUE ESTÉN EN CONTACTO DIRECTO CON EL PRODUCTO (SI PROCEDE)

1. QUÉ ES STALEVO Y PARA QUÉ SE UTILIZA Stalevo 150/37,5/200 mg comprimidos recubiertos con película

Crew: 1

Attack: +1 bonus or +3 total Scale: 2 Hit Points: 3HD (13 hp) Armour: 1d4 Defence: 10 Speed: Fast Weapons: None Toughness Save: 5 Reflexes Save: 8 Power Save: 5

Frigate/Transport

Crew: 10

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Attack: +0 bonus or +4 total Scale: 4 Hit Points: 4HD (18 hp) Armour: 1d4 Defence: 8 Speed: Moderate Weapons: None Toughness Save: 7 Reflexes Save: 5 Power Save: 7

Cruiser/Heavy Transport

Crew: 30

Attack: +0 bonus or +5 total Scale: 6 Hit Points: 5HD (22 hp) Armour: 1d4 Defence: 6 Speed: Slow Weapons: None Toughness Save: 7 Reflexes Save: 5 Power Save: 8

Battleship/Bulk Transport

Crew: 50

Attack: +0 bonus or +6 total Scale: 8 Hit Points: 6HD (27 hp) Armour: 1d4 Defence: 4 Speed: Crawling Weapons: None Toughness Save: 8 Reflexes Save: 5 Power Save: 8

Ship Customisations

Aquatic Capability: Spaceships are already sealed environments right? How hard can it be to make them work underwater? This ship can now sink beneath the waves, to an extent, and move around at a slow pace. x1.00

Armour Plating: You can take this customisation multiple times, taking the armour of a ship up to a maximum of d12. Each time you take armour plating drives etc have to be upgraded to cope. Each upgrade step increases cost by x2.00.

Automatic Systems: Automatic systems replace the need for crew meaning that even huge battleships might be able to be piloted by a single person, or even no people at all! Each crew replacement increases the cost by x0.1

Can’t Land: The ship is incapable of making planetfall. It is not gravity or atmosphere rated. Reduce the cost by x0.25 Cargo Storage: The ship is a cargo carrier. It can carry an appropriate amount of cargo for its size - Scale x 50,000 tons. Hoppers are likely to be tugs, hauling containers of cargo. You can increase the cargo size by 50,000 tons by paying for the cargo space again. Cost x 0.2. Cargo spaces are pressurised and have controlled environments as standard.

Cloaking Device: The ship can be rendered completely invisible to any and all sensors, though this is expensive and a massive drain on power. Cost x10.0

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Escape Pods: Escape pods might seem like something every ship could have but in many situations its just not worth it. You’d never be found. Providing basic escape pods for the crew of the ship increases the cost by x0.1. Pods with stasis chambers for long-sleep cost x0.2. Warp capable pods that can make their own way - slowly - to a safe planet cost x0.5.

Fabber: So long as you have a fabber, or replicator, and some raw materials you don’t ever have to buy expensive parts - plus you can make your own after-market alterations. A fabber of the scale needed to produce parts for the ship increases its cost by x2.0. Faster: The ship can move faster, stepping it up the speed ranking. Increase its cost by x2.0.

Foil Hull: The ship has no armour to speak of. Reduce cost by x-0.25

Improved Save: Each time you increase one of the Save scores of the ship the cost to do so goes up. The first point is x0.2, the second x0.4 and so forth.

Improved Sensors: You can take this up to three times and each time provides a bonus, +1/2/3 to the crew using the sensors. Cost x0.3

Killer Paint Job: The ship looks totally rad. It’s styled, painted and otherwise made to look super, super cool. ‘Street’ x2, Luxury x5, Bespoke x10.

Medical Bay: The ship is fully equipped with a medical bay that can treat most injuries and take care of a typical number of crew casualties. x0.5

Overthrust: The ship can temporarily fly even faster than normal, though this burns up fuel and makes it less manoeuvrable. +1 speed (and even above racing) when activated. x1.0.

Quarters: Ships of any size other than fighter/hopper come with basic quarters - a bunk swapped between crew rotations. Taking this improves these quarters from basic each time you take it. Basic/Regular/ Comfortable/Luxury. Officers already have quarters one level higher than the regular crew. x0.1

Science Suite: The ship comes with a science suite capable of crunching data and doing all sorts of experiments and examinations. Cost x0.5

Self Repair: The ship is organic, covered in nanites or otherwise capable of repairing itself over time. It regains a Hit Point each turn. Cost x5.0

Shields: The ship is protected by deflector shields which increase its defence by +1/2/3. Each step in buying shields cost x0.5/1.0/1.5. The other option is to take shields that absorb damage, 10/20/30 hit points for the same cost. These hit points are the same scale as the ship.

Shuttle Bay: The ship has a bay fitted for a fighter-sized craft. Cost x0.1 per space. Slower: The ship moves more slowly than normal for its size. Each step down (as far as stationary) recoups -x0.1 from the cost. Solid: The ship has additional hit dice. Each additional hit dice increases the cost by x0.25.

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Stasis Tanks: The ship has stasis tanks for its crew allowing them to go into indefinite cryogenic sleep. Increase the cost of the ship by x0.5

Stealth: The ship has a ‘stealth rating’ like the skill and can roll it to avoid detection, even though it isn’t invisible (as with cloaking). Each point in Stealth increases the cost of the ship by x0.2.

Warp Drive: FTL travel does not necessarily come ‘as standard’ but it is common and through many and various means. To add warp drive to the ship increase its cost by x0.2.

Weapons: Make these up as normal and then fit them to the ship. The scale of the ship is a multiplier to the cost. You can purchase weapons at a smaller scale and this needs to be noted beside them. Each weapon adds +0.1 to the ship’s cost multiplier for control systems.

Tractor Beam: The ship can use its Power save to draw things to it. Cost x0.4

Repulsor Beam: The ship can use its Power save to push things away from it. Cost x 0.4.

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