shadowcat1313
Apr 19th, '04, 06:09 PM
I pulled a Lobachevsky today... Star Fleet Battles and Babylon 5 this time
for my latest warped idea
22 Legendary Command Crew: (Total: 39 Active Cost, 22 Real Cost) +3 with Combat Piloting (6 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 3) plus +2 with Cryptography (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +3 with Tactics (6 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 3) plus +3 with Navigation (Air, Hyperspace, Space) (10 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 5) plus +2 with Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Radar) (8 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 4) plus Luck 1d6 (Real Cost: 5) [Notes: one per ship]
19 Legendary Engineer: Aid 4d6, Usable By Other (+1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (70 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1), Custom Modifier (only to ships systems and equipment; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; system works at half power for 1 hour per 5 pts increase; -1/2), Physical Manifestation (-1/4) [Notes: one per ship]
13 Legendary Fighter Squadron: (Total: 27 Active Cost, 13 Real Cost) +3 with Tactics (6 Active Points); Crew-Served ([9-16] people; -1), Custom Modifier (Fighter/Small Craft Tactics only; -1/2) (Real Cost: 2) plus +3 with Combat Piloting (6 Active Points); Crew-Served ([9-16] people; -1), Custom Modifier (Fighter/Small Craft only; -1/2) (Real Cost: 2) plus +2 with Ranged Combat (10 Active Points); Crew-Served ([9-16] people; -1), Custom Modifier (Fighter/Small Craft only; -1/2) (Real Cost: 4) plus Luck 1d6 (Real Cost: 5) [Notes: Can be bought more than once
Bonuses drop by 1 for every 4 units knocked out/destroyed]
11 Legendary Science Officer: (Total: 35 Active Cost, 11 Real Cost) Aid 2 1/2d6 (25 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Custom Modifier (only to enhance sensors and communications, only to improve perception rolls and range; -1), Requires A Skill Roll (-1/2) (Real Cost: 6) plus +3 with Systems Operation (Communications Systems, Metal Detectors, Radar) (10 Active Points); Extra Time (Extra Phase, Character May Take No Other Actions, -1) (Real Cost: 5)
8 Legendary Ships Doctor/Surgeon: Healing BODY 3d6, Can Heal Limbs (35 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), Others Only (-1/2), Requires A Skill Roll And A Skill Roll (Variable RSR -1/2), Custom Modifier (must have equipment on hand; -1/2) [Notes: One per ship
]Diagnosis roll and a surgery roll]]
10 Veteran Astrogation/Tracking Party: (Total: 20 Active Cost, 10 Real Cost) +2 with Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Radar) (8 Active Points); Crew-Served ([5-8] people; -3/4) (Real Cost: 4) plus +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); Crew-Served ([5-8] people; -3/4) (Real Cost: 4) plus +2 with Tracking (4 Active Points); Crew-Served ([5-8] people; -3/4) (Real Cost: 2)
6 Veteran Damage Control Team: (Total: 35 Active Cost, 6 Real Cost) Healing BODY 3d6, Can Heal Limbs (35 Active Points); Extra Time (1 Hour, -3), Custom Modifier (only works on ship and ships equipment; -1), Crew-Served ([5-8] people; -3/4), Requires A Skill Roll And A Skill Roll (Variable RSR -1/2) (Real Cost: 6) [Notes: can be bought more than once]
10 Veteran Gun Crew: (Total: 15 Active Cost, 10 Real Cost) +2 with Systems Operation (ships weapon director) (5 Active Points); Crew-Served ([3-4] people; -1/2) (Real Cost: 3) plus +2 with Ranged Combat (10 Active Points); Crew-Served ([3-4] people; -1/2) (Real Cost: 7) [Notes: can buy more than one per ship]
14 Veteran Security Team: (Total: 28 Active Cost, 14 Real Cost) +2 with Tactics (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +2 with Security Systems (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +2 with Demolitions (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +2 with All Combat (16 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 8) [Notes: Bonuses drop one for each 5 ko/dead]
Powers Cost: 113
for my latest warped idea
22 Legendary Command Crew: (Total: 39 Active Cost, 22 Real Cost) +3 with Combat Piloting (6 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 3) plus +2 with Cryptography (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +3 with Tactics (6 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 3) plus +3 with Navigation (Air, Hyperspace, Space) (10 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 5) plus +2 with Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Radar) (8 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 4) plus Luck 1d6 (Real Cost: 5) [Notes: one per ship]
19 Legendary Engineer: Aid 4d6, Usable By Other (+1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (70 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1), Custom Modifier (only to ships systems and equipment; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; system works at half power for 1 hour per 5 pts increase; -1/2), Physical Manifestation (-1/4) [Notes: one per ship]
13 Legendary Fighter Squadron: (Total: 27 Active Cost, 13 Real Cost) +3 with Tactics (6 Active Points); Crew-Served ([9-16] people; -1), Custom Modifier (Fighter/Small Craft Tactics only; -1/2) (Real Cost: 2) plus +3 with Combat Piloting (6 Active Points); Crew-Served ([9-16] people; -1), Custom Modifier (Fighter/Small Craft only; -1/2) (Real Cost: 2) plus +2 with Ranged Combat (10 Active Points); Crew-Served ([9-16] people; -1), Custom Modifier (Fighter/Small Craft only; -1/2) (Real Cost: 4) plus Luck 1d6 (Real Cost: 5) [Notes: Can be bought more than once
Bonuses drop by 1 for every 4 units knocked out/destroyed]
11 Legendary Science Officer: (Total: 35 Active Cost, 11 Real Cost) Aid 2 1/2d6 (25 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Custom Modifier (only to enhance sensors and communications, only to improve perception rolls and range; -1), Requires A Skill Roll (-1/2) (Real Cost: 6) plus +3 with Systems Operation (Communications Systems, Metal Detectors, Radar) (10 Active Points); Extra Time (Extra Phase, Character May Take No Other Actions, -1) (Real Cost: 5)
8 Legendary Ships Doctor/Surgeon: Healing BODY 3d6, Can Heal Limbs (35 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), Others Only (-1/2), Requires A Skill Roll And A Skill Roll (Variable RSR -1/2), Custom Modifier (must have equipment on hand; -1/2) [Notes: One per ship
]Diagnosis roll and a surgery roll]]
10 Veteran Astrogation/Tracking Party: (Total: 20 Active Cost, 10 Real Cost) +2 with Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Radar) (8 Active Points); Crew-Served ([5-8] people; -3/4) (Real Cost: 4) plus +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); Crew-Served ([5-8] people; -3/4) (Real Cost: 4) plus +2 with Tracking (4 Active Points); Crew-Served ([5-8] people; -3/4) (Real Cost: 2)
6 Veteran Damage Control Team: (Total: 35 Active Cost, 6 Real Cost) Healing BODY 3d6, Can Heal Limbs (35 Active Points); Extra Time (1 Hour, -3), Custom Modifier (only works on ship and ships equipment; -1), Crew-Served ([5-8] people; -3/4), Requires A Skill Roll And A Skill Roll (Variable RSR -1/2) (Real Cost: 6) [Notes: can be bought more than once]
10 Veteran Gun Crew: (Total: 15 Active Cost, 10 Real Cost) +2 with Systems Operation (ships weapon director) (5 Active Points); Crew-Served ([3-4] people; -1/2) (Real Cost: 3) plus +2 with Ranged Combat (10 Active Points); Crew-Served ([3-4] people; -1/2) (Real Cost: 7) [Notes: can buy more than one per ship]
14 Veteran Security Team: (Total: 28 Active Cost, 14 Real Cost) +2 with Tactics (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +2 with Security Systems (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +2 with Demolitions (4 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 2) plus +2 with All Combat (16 Active Points); Crew-Served ([9-16] people; -1) (Real Cost: 8) [Notes: Bonuses drop one for each 5 ko/dead]
Powers Cost: 113