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Shadowcats Starship Equipment Catalog


shadowcat1313

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ok, I finally took the time to compile all the new equipment and modules scattered through a large number of assorted posts

 

Defensive Systems

14 1) Active EMS Jammer: Suppress 8d6, Area Of Effect Nonselective (8" Radius; +1) (80 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points, RSR Skill is subject to Skill vs. Skill contests; -1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (degrades ships own sensors by half amount suppressed; -1), No Range (-1/2), Crew-Served (2 people; -1/4)

5 2) Level 1 Diffusion Shield: Energy Damage Reduction, Resistant, 25%, Hardened (+1/4) (19 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Ablative BODY Only (-1/2), Custom Modifier (High Maintenance; -1/4), Custom Modifier (Real Equipment; -1/4)

10 3) Level 2 Diffusion Shield: Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Ablative BODY Only (-1/2), Custom Modifier (Real Equipment; -1/4), Custom Modifier (High Maintenance; -1/4)

21 4) Level 3 Diffusion Shield: Energy Damage Reduction, Resistant, 75%, Hardened (+1/4) (75 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Ablative BODY Only (-1/2), Custom Modifier (High Maintenance; -1/4), Custom Modifier (Real Equipment; -1/4)

20 5) Deflector Screens: FF (25 PD/25 ED) (Protect Carried Items) (60 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2)

5 6) EMP shielding: Power Defense (15 points) (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs EMP and radiation effects; -1/2)

21 7) EMs Masking: Change Environment 1" radius, -6 to Radar PER Rolls, -6 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (64 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)

4 8) Paradex C-31D2 Chaff and Flare Pod: Sight and Radio Groups Images 1" radius, 8 Continuing Charges lasting 1 Turn each (+0) (15 Active Points); OIF Immobile (-1 1/2), Set Effect (only to create images of ship; -1) [Notes: Mounted on the lower part of the tailfin in a standard socket]

12 9) Point Defense Interceptor Arrays: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OAF Immobile (-2), Real Armor (-1/4)

10 10) Psionic Shielding: Mental Defense (42 points total), Hardened (+1/4) (25 Active Points); OIF Immobile (-1 1/2)

4 11) Radar Warning Receiver: Detect A Single Thing 16- (Radio Group) (8 Active Points); OIF Bulky (-1)

6 12) Sensor Blip Enhancer: Radio Group Images 1" radius, +/-5 to PER Rolls, 4 Continuing Charges lasting 5 Minutes each (+0) (20 Active Points); OIF Immobile (-1 1/2), Set Effect (only to increase size of sensor returns up to 4 size classes; -1)

12 13) Superconducting Armor Layer: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2)

12 14) Electrified Hull Defense Grid: EB 10d6 (50 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), No Range (-1/2), Real Weapon (-1/4) [Notes: gives off a distinctive hum when activated]

Crew Options and Enhancements

7 1) Repair Team: Healing BODY 4d6 (40 Active Points); Extra Time (6 Hours, -3 1/2), Crew-Served ([5-8] people; -3/4), Requires A Skill Roll (-1/2)

22 2) 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]

20 3) 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) [Notes: one per ship]

13 4) 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 5) 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 6) 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 7) 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 8) 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 9) 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 10) 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]

Electronics Systems

26 1) Advanced Master Fire Director: (Total: 60 Active Cost, 26 Real Cost) +6 with Ranged Combat (30 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 12) plus Negative Penalty Skill Levels (increase Range Modifier character suffers with [a single attack] by -10) (15 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 7) plus Custom Power (15 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 7)

22 2) Disposable Recon Sattelite: (Total: 116 Active Cost, 22 Real Cost) Clairsentience (Sight Group, Radar, High Range Radio Perception And Detect), +5 to PER Roll, Telescopic (+5 versus Range Modifier): +5, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (106 Active Points); Independent (-2), OAF Bulky Fragile (-1 3/4), Fixed Perception Point (-1), 1 Continuing Charge lasting 1 Year which Never Recovers (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2) (Real Cost: 15) plus Eidetic Memory (Real Cost: 5) plus Mind Link , Machine class of minds, One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1), Limited Class Of Minds [subset of a class] (-1/2), Requires A Skill Roll (-1/2) (Real Cost: 2)

18 3) Communications Sattelite: (Total: 112 Active Cost, 18 Real Cost) Radio Perception/Transmission (Radio Group), +5 to PER Roll, Rapid (x10): x10, Tracking, 1 Continuing Charge lasting 5 Years (+0), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (52 Active Points); Independent (-2), OAF Bulky Fragile (-1 3/4), Custom Modifier (actual available Commo windows will vary on the diameter of the planet; -1) (Real Cost: 9) plus Eidetic Memory, 1 Continuing Charge lasting 5 Years (+0) (5 Active Points); Independent (-2), OAF Bulky Fragile (-1 3/4) (Real Cost: 1) plus Mind Link , One Specific Mind, Number of Minds (x1,024), 1 Continuing Charge lasting 5 Years (+0) (55 Active Points); Independent (-2), OAF Bulky Expendable (Easy to obtain new Focus; -1 1/2), Only With Others Who Have Mind Link (-1), Custom Modifier (actual available Commo windows will vary on the diameter of the planet; -1) (Real Cost: 8)

22 4) Radar Ocean Recon Sattelite: (Total: 68 Active Cost, 22 Real Cost) Radar (Radio Group), +5 to PER Roll, Increased Arc Of Perception (360 Degrees), Rapid (x10): x10, Telescopic (+7 versus Range Modifier): +7, 1 Continuing Charge lasting 1 Year (+0), MegaScale (1" = 1,000 km; +1) (63 Active Points); OAF Bulky Fragile (-1 3/4), Custom Modifier (actual available Sensor windows will vary on the diameter of the planet; -1) (Real Cost: 17) plus Eidetic Memory (Real Cost: 5)

5 5) Basic Master Fire Director: (Total: 15 Active Cost, 5 Real Cost) +2 with Ranged Combat (10 Active Points); OIF Bulky (-1), Custom Modifier (Must be set for either beams or missiles when installed; -1/2), Crew-Served (2 people; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 3) plus Negative Penalty Skill Levels (increase Range Modifier character suffers with [a single attack] by -3) (5 Active Points); OIF Bulky (-1), Custom Modifier (Must be set for either beams or missiles when installed; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 2)

7 6) Configurable ID Transponder: Radio Group Images 1" radius, +/-5 to PER Rolls (20 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (Illegal for Civilian Use; -1/2) [Notes: just slightly illegal]

16 7) Enhanced Master Fire Director: (Total: 39 Active Cost, 16 Real Cost) +4 with Ranged Combat (20 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) plus Negative Penalty Skill Levels (increase Range Modifier character suffers with [a single attack] by -6) (9 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 4) plus Custom Power (10 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 4)

10 8) Holographic firing range and training areas: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (4" radius; +1/2) (37 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Variable RSR, Active Point penalty to Skill Roll is -1 per 5 Active Points; SR to program or reset training parameters; -3/4), Crew-Served (2 people; -1/4)

7 9) Laser Target Designator: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x8) (30 Active Points); OIF Bulky (-1), Only With Others Who Have Mind Link (-1), Limited Arc Of Fire (Only on same horizontal level; -3/4), Custom Modifier (only to communicate targeting data; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)

12 10) Ventronics XLD-3 Tracking System: +8 with Ranged Combat (40 Active Points); OIF Immobile (-1 1/2), Linked (???; -1/2), Crew-Served (2 people; -1/4)

Sensors and Commo

10 1) Command Commo Package: (Total: 37 Active Cost, 10 Real Cost) Mind Link , Machine class of minds, Specific Group of Minds, Number of Minds (x16), Difficult To Dispel (x2 Active Points; +1/4) (37 Active Points); Only With Others Who Have Mind Link (-1), Requires A Skill Roll (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Custom Modifier (-1/2) (Real Cost: 10)

40 2) Densitometer: Detect A Single Thing 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points)

45 3) Neutrino Sensor: Detect A Single Thing 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 100,000 km; +1 1/2) (45 Active Points)

15 4) Optical telescopes: +5 PER with Sight Group and HRRP

11 5) Gravitic Pulse Communicator: Mind Link , Machine class of minds, Any Willing Target, Any distance, No LOS Needed, Number of Minds (x2), Difficult To Dispel (x2 Active Points; +1/4) (44 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Light Speed Lag; -1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Custom Modifier (Real Equipment; -1/4), Costs Endurance (Only Costs END to Activate; -1/4)

25 6) Laser/Maser Comm System: Mind Link , Machine class of minds, Any Willing Target, Any distance, Number of Minds (x2)

31 7) Sensor Probes and Recon Drones: Clairsentience (Sight Group And Radar), x2 Range (1230"), 2 Perception Points, Telescopic (+1 versus Range Modifier): +1, Tracking, Transmit, 4 Continuing Charges lasting 6 Hours each (+3/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (140 Active Points); OIF Immobile (-1 1/2), Fixed Perception Point (-1), Sense Affected As More Than One Sense [very common Sense] (-1/2), Concentration (1/2 DCV; -1/4), Crew-Served (2 people; -1/4)

Engineering Section

3 1) Advanced Manuevering Thruster Package: Flight 5", Position Shift (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only used for lateral manuevering or docking; -1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 people; -1/4), no Noncombat movement (-1/4)

6 2) Fuel Purififcation Plant: Minor Transform 4d6 (Liquid Hydrogen or Water to usable fuel) (40 Active Points); Extra Time (6 Hours, -3 1/2), OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4)

27 3) Gravitic Launch Catapults: Aid 7d6 (standard effect: 21 points), Usable Simultaneously (up to 4 people at once; +3/4) (122 Active Points); OIF Immobile (-1 1/2), Crew-Served ([9-16] people; -1), Custom Modifier (Only lasts til end of Launch Turn; -1) [Notes: Adds 10" Flight for the turn of launch only, Each ship can launch 4 craft at once, Size 5 or smaller craft only]

8 4) Mining Ore Processor: Minor Transform 5d6 (Raw Ore To Refined Ore) (50 Active Points); Extra Time (1 Hour, per ton of raw ore; -3), OIF Bulky (-1), Requires A Skill Roll (-1/2), Increased Endurance Cost (x2 END; -1/2), Crew-Served (2 people; -1/4)

18 5) Potable Water Distillation Plant: Minor Transform 6d6 (tainted/salt/polluted water to potable water) (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (gradually distills up to 100,000 gallons a day; -1/2), Custom Modifier (Real Equipment; -1/4)

New Weapons

123 1) Dual RF Fusion Cannon: RKA 6 1/2d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (2 shots; +1 1/4) (400 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Reduced By Range (-1/4)

77 2) Heavy Laser Pod: RKA 12d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (540 Active Points); OAF Immobile (-2), Limited Arc Of Fire (Only on same horizontal level; -1), Side Effects, Side Effect occurs automatically whenever Power is used (limits ship mounting pods to 2G manuevers, and counts as unstreamlined; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 2,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

114 3) Heavy Missile Pod: RKA 8d6, 125 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; +1/4), Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (10 shots; +2) (630 Active Points); OAF Immobile (-2), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4)

67 4) Medium Laser Pod: RKA 9d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (405 Active Points); OAF Immobile (-2), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 1,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

98 5) Medium Missile Pod: RKA 8d6, 64 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; +0), Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (5 shots; +1 1/2) (540 Active Points); OAF Immobile (-2), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4)

38 6) Small Laser Pod: RKA 6d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OAF Immobile (-2), Limited Arc Of Fire (Only on same horizontal level; -1), Side Effects, Side Effect occurs automatically whenever Power is used (limits ship mounting pods to 2G manuevers, and counts as unstreamlined; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

89 7) Small Missile Pod: RKA 8d6, Explosion (+1/2), Autofire (3 shots; +1 1/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (510 Active Points); OAF Immobile (-2), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), 32 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; -1/4)

41 8) Small Plasma Gun Pod: RKA 6d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (247 Active Points); OAF Immobile (-2), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 500 tons of ship; -1/2), Real Weapon (-1/4), Reduced By Range (-1/4)

55 9) Medium Plasma Gun Pod: RKA 8d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (330 Active Points); OAF Immobile (-2), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 1,000 tons of ship; -1/2), Real Weapon (-1/4), Reduced By Range (-1/4)

69 10) Heavy Plasma Gun Pod: RKA 10d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (412 Active Points); OAF Immobile (-2), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 1,000 tons of ship; -1/2), Real Weapon (-1/4), Reduced By Range (-1/4)

67 11) Fixed Mode Beam Laser: RKA 8d6, Autofire (3 shots; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Bulky Fragile (-1 1/4), Crew-Served ([5-8] people; 3 batteries with 2 crew per battery; -3/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) [Notes: 3 250 megawatt Beam Lasers in Triple turret]

4 12) Maximus GT-4 Missile Launch Controller: Custom Power (10 Active Points); OIF Immobile (-1 1/2) [Notes: Allows launching of 4 missiles at a time]

120 13) PGM-6400G Barak Space to Ground Missile: RKA 8d6 (Custom Adder), Armor Piercing (+1/2), Explosion (+1/2), MegaScale (1" = 100 km; +3/4), 500 Charges (Recovers Under Limited Circumstances; Requires a base or tender to reload; +3/4) (420 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Requires 1 segment per 10 miles traveled; -1/2), Real Weapon (-1/4), Crew-Served (2 people; -1/4) [Notes: Precision Guided weapon for orbital fire support, not usable in space combat unless at very close range, fitted with HEAP warheads]

-257 14) Popup Weapons Turret: Naked Modifier: ; OIF (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) for up to 600 Active Points (-257 Active Points) [Notes: Can be used for any Weapons Turret with one or a group of weapons up to 600 active points]

93 15) Proton Torpedoes: RKA 9d6, Autofire (2 shots; +1/4), Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (371 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (Only on same horizontal level; -3/4), 6 Charges (-3/4)

69 16) Quad Linked Laser Cannons: RKA 6 1/2d6, Autofire (5 shots; +1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down (+1/4) (275 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (Only on same horizontal level; -3/4), Custom Modifier (Frequent maintenance of barrel assemblies required; -1/2), Beam (-1/4)

100 17) Quad Pulse Arrays: RKA 5d6+1, Armor Piercing (+1/2), Autofire (10 shots; +1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down (+1/4) (300 Active Points); OIF Immobile (-1 1/2), Beam (-1/4), Crew-Served (2 people; -1/4)

69 18) SCM-150 Gryphon Space Combat Missiles: RKA 8d6, No Range Modifier (+1/2), Armor Piercing (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (330 Active Points); OIF Immobile (-1 1/2), 8 Charges (Recovers Under Limited Circumstances; Base or carrier to reload; -1), Limited Arc Of Fire (Only on same horizontal level; -1/2), Custom Modifier (Requires a sensor lock to launch; -1/2), Real Weapon (-1/4) [Notes: Mounted in Internal rotary bay on center line, these are equipped with High Explosive Warheads]

94 19) SCM-250 Hippogriff Space Combat Missiles: RKA 12d6, No Range Modifier (+1/2), Armor Piercing (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (495 Active Points); 4 Charges (Recovers Under Limited Circumstances; Base or carrier to reload; -1 1/2), OIF Immobile (-1 1/2), Limited Arc Of Fire (Only on same horizontal level; -1/2), Custom Modifier (Requires a sensor lock to launch; -1/2), Real Weapon (-1/4) [Notes: Mounted in Internal rotary bay on center line, these are equipped with Detonation Laser Warheads and are carried instead of Gryphons]

26 20) SCM-88 Viper Dogfighting Missile: RKA 5d6, Increased Maximum Range (2,800"; +1/4), Explosion (+1/2) (131 Active Points); 2 Charges (-1 1/2), OIF Bulky (-1), Limited Arc Of Fire (-1/2), Custom Modifier (Carried in pairs on external pylons; -1/2), Real Weapon (-1/4), Custom Modifier (Cannot be used in vacumn; -1/4)

156 21) Small Missile Bay: RKA 8d6, Explosion (+1/2), 1000 Charges (Recovers Under Limited Circumstances; requies base or tender to reload; +1), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (20 shots; +2 1/2) (780 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Crew-Served ([3-4] people; -1/2), Limited Arc Of Fire (-1/2), Real Weapon (-1/4)

64 22) Twin Linked Takayama P-5600 Fixed Mode Laser Cannons: RKA 6d6, Autofire (2 shots; +1/4), 32 Charges (+1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (225 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (Only on same horizontal level; -1/2), Real Weapon (-1/4), Beam (-1/4)

54 23) Type 1 Gatling Railgun: RKA 4d6, Increased Maximum Range (3,375"; +1/4), Autofire (5 shots; +1/2), 125 Charges (+3/4) (150 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4)

94 24) Type 1 Spinal Laser Mount: RKA 12d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (540 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Crew-Served ([9-16] people; -1), Limited Arc Of Fire (Only on same horizontal level; -1)

62 25) Type 2 Gatling Railgun: RKA 5 1/2d6, Autofire (3 shots; +1/4), Increased Maximum Range (3,725"; +1/4), 64 Charges (+1/2) (170 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4)

104 26) Type 2 Spinal Laser: RKA 16d6, Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (600 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Fires once per turn; -1 1/4), Limited Arc Of Fire (Only on same horizontal level; -1), Crew-Served ([5-8] people; 2 Gunners, 2 techs, 1 Fire Control Officer; -3/4), Beam (-1/4)

45 27) Type 3 Light Plasma Cannon: RKA 6d6, 16 Charges (+0), Increased Maximum Range (3,375"; +1/4), Area Of Effect Accurate (One Hex; +1/2) (157 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (Only on same horizontal level; -3/4), Real Weapon (-1/4) [Notes: Replaces Forward Laser Battery]

61 28) Type 3 Railgun: RKA 7d6, Autofire (2 shots; +1/4), 32 Charges (+1/4), MegaScale (1" = 1 km; +1/4) (184 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Limited Arc Of Fire (-1/4)

86 29) Type A Gatling Plasma Cannon: RKA 5d6, Increased Maximum Range (6,550"; +1/4), Area Of Effect Accurate (One Hex; +1/2), 64 Charges (+1/2), Autofire (5 shots; +1 1/2) (281 Active Points); OIF Bulky (-1), Activation Roll 15-, Jammed (-3/4), Real Weapon (-1/4), Custom Modifier (High Maintenance; -1/4) [Notes: Experimental Rapid Fire Plasma gun, Maintenance intensive and at times unreliable]

120 30) Type 3 Spinal Laser Mount: RKA 18d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (810 Active Points); OIF Immobile (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Arc Of Fire (Only on same horizontal level; -1), Custom Modifier (requires an extra 25% maintenance per cycle; -1/2), Real Weapon (-1/4)

65 31) Type 4 Railgun: RKA 8 1/2d6, 16 Charges (+0), MegaScale (1" = 1 km; +1/4), Armor Piercing (+1/2) (227 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (Only on same horizontal level; -3/4), Real Weapon (-1/4)

49 32) Nuclear Space Mine: RKA 20d6, Explosion (+1/2), Nonselective Target (-1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4) (450 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Bulky (-1 1/2), No Range (-1/2), Real Weapon (-1/4)

104 33) Orbital Missile Platform: RKA 8d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4), Explosion (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4), Autofire (10 shots; +2) (600 Active Points); Independent (-2), OAF Bulky (-1 1/2), Limited Arc Of Fire (Only on same horizontal level; -3/4), Real Weapon (-1/4), 125 Charges (Recovers Under Limited Circumstances; Requires physical reloading from a tender; -1/4) [Notes: Orbital Defense Sattelite, ground control or trigger options, these damage figures assume standar HE space combat missiles]

56 34) Orbital Railgun Platform: (Total: 387 Active Cost, 56 Real Cost) RKA 7d6, Indirect (Same origin, always fired away from attacker; +1/4), Armor Piercing (+1/2), 250 Charges (Recovers Under Limited Circumstances; Requires a tender to reload; +1/2), MegaScale (1" = 10,000 km; +1 1/4) (367 Active Points); Independent (-2), OAF Bulky (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (actual available firing windows will vary on the diameter of the planet; -1), Dropped (-1/2), Real Weapon (-1/4) (Real Cost: 49) plus Mind Link , Machine class of minds, One Specific Mind, Number of Minds (x4) (15 Active Points); Independent (-2), OAF Bulky (-1 1/2), Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense [very common Sense] (-1/2), Linked (RKA; -1/2), Does Not Provide Mental Awareness (-1/4) (Real Cost: 2) plus +5 with any single attack with one specific weapon (Real Cost: 5) [Notes: Orbital Railgun Platform, using laser guided munitions, must have a valid uplink to provide targeting data, this damage assumes a hyperdense penetrator or a shaped charged warhead]

93 35) SGM-158 Starhawk: (Total: 553 Active Cost, 93 Real Cost) RKA 12d6, Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (540 Active Points); 1 Charge (-2), OIF Immobile (-1 1/2), Extra Time (Full Phase, -1/2), Custom Modifier (Requires a Sensor Lock to fire; -1/2), Custom Modifier (Illegal for civilians to own or use, carries a possible death penalty if caught; -1/2), Custom Modifier (Extra Time, 1 phase per hex of range to target; -1/2), Real Weapon (-1/4) (Real Cost: 80) plus +4 with any single attack with one specific weapon (Real Cost: 4) plus Negative Penalty Skill Levels (increase Range Modifier character suffers with [a single attack] by -6) (Real Cost: 9) [Notes: Standard Issue Heavy Missile with a Nuclear Warhead]

142 36) SGM-200 War Eagle: RKA 12d6, Area Of Effect (One Hex; +1/2), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4), Autofire (5 shots; +1 1/2) (855 Active Points); 1 Charge (Recovers Under Limited Circumstances; requires a base or tender to reload; -2 1/2), OIF Immobile (-1 1/2), Custom Modifier (Takes 1 phase per hex of range to hit target; -1/2), Custom Modifier (Illegal for civilians to own or use, carries a possible death penalty if caught; -1/2) [Notes: heavy space combat missile with a detonation laser warhead not available to cvilians]

82 37) SGM-52P Griffon: (Total: 339 Active Cost, 82 Real Cost) RKA 8d6, Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (330 Active Points); OIF Immobile (-1 1/2), Extra Time (Full Phase, -1/2), Custom Modifier (Requires a Sensor Lock to fire; -1/2), Custom Modifier (Extra Time, 1 phase per hex of range to target; -1/2), Real Weapon (-1/4), 12 Charges (-1/4) (Real Cost: 73) plus +3 with any single attack with one specific weapon (Real Cost: 3) plus Negative Penalty Skill Levels (increase Hit Location modifiers character suffers with [a single attack] by -4) (Real Cost: 6) [Notes: Standard Issue Light Space Combat Missile with a HEAP Warhead, avaialble on the civilian market]

50 38) SGM-78F Hippogriff: RKA 6d6, Armor Piercing (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (202 Active Points); 4 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; -1 1/2), Custom Modifier (Requires a Sensor Lock to fire; -1/2), Extra Time (Full Phase, -1/2), Custom Modifier (Takes 1 phase per hex of range to hit target; -1/2) [Notes: Standard Issue Light Space Combat Missile carried by Fighters and Combat Shuttles carries a shapedcharge warhead, uncommon on the civilian market but obtainable]

Operations and Command Section

18 1) Basic Bridge: (Total: 42 Active Cost, 18 Real Cost) +2 with Combat Piloting (4 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 2) plus +3 with Systems Operation (Life Support Systems, Personnel Support Systems, Radar, Radio) (10 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 4) plus +2 with All Combat (16 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 7) plus +2 with Security Systems (4 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 2) plus +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2) (Real Cost: 3)

13 2) Bridge Armor: Armor (25 PD/25 ED) (75 Active Points); 1 Charge (Recovers Under Limited Circumstances; requires a major shipyard to repair; -3), Custom Modifier (only protects specific module; -1), Ablative BODY Only (-1/2), Real Armor (-1/4) [Notes: can be used to protect any specific ships component that is inside the ship]

9 3) Cockpit Bridge: (Total: 18 Active Cost, 9 Real Cost) +2 with Combat Piloting (4 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +2 with Systems Operation (Radar, Radio) (6 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 3) plus +1 with All Combat (8 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 4)

29 4) Command Bridge: (Total: 72 Active Cost, 29 Real Cost) +3 with Combat Piloting (6 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 2) plus +4 with Systems Operation (Life Support Systems, Personnel Support Systems, Radar, Radio) (12 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 5) plus +4 with All Combat (32 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 13) plus +3 with Security Systems (6 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 2) plus +4 with Navigation (Air, Hyperspace, Space) (12 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 5) plus +2 with Tactics (4 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 2)

9 5) Ejectable Bridge/ Cockpit Module: LS (Eating Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week), 1 Continuing Charge lasting 1 Week (+0) (22 Active Points); OIF Immobile (-1 1/2) [Notes: provides supplies and life support for 1 week for a standard bridge crew]

11 6) Fighter Ops Bridge: (Total: 23 Active Cost, 11 Real Cost) +4 with Teamwork (8 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 4) plus +3 with Tactics (6 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 3) plus Systems Operation (Communications Systems, Air/Space Traffic Control Systems) 14- (9 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 4)

8 7) Flag Bridge: (Total: 8 Active Cost, 8 Real Cost) +2 with KS: Fleet Tactics (Real Cost: 2) plus +2 with KS: Logistics (Real Cost: 2) plus +2 with Bureaucratics (Real Cost: 4)

8 8) Operating Room: Healing BODY 2 1/2d6, Can Heal Limbs (30 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (-1/2), Custom Modifier (Variable extra time depending on extent of Injuries; -1/2)

10 9) Psionic Shielding: +20 Mental Defense (42 points total), Hardened (+1/4) (25 Active Points); OIF Immobile (-1 1/2)

13 10) Ships Hospital Bay: (Total: 36 Active Cost, 13 Real Cost) +3 with Paramedics (6 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 2) plus +3 with KS: Surgery (3 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 1) plus +2 with SS: Anatomy (2 Active Points); OIF Bulky (-1) (Real Cost: 1) plus +2 with SS: Medicine (2 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 1) plus Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze (23 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8)

23 11) Ships Repair and Maintenance Shops: (Total: 23 Active Cost, 23 Real Cost) +2 with Electronics (Real Cost: 4) plus +2 with Mechanics (Real Cost: 4) plus +2 with SS: Starship Engineering (Real Cost: 2) plus +2 with KS: Emergency Damage Control (Real Cost: 2) plus +2 with Armorsmith (Real Cost: 4) plus +2 with Weaponsmith (Firearms, Missiles & Rockets) (Real Cost: 7)

6 12) Ships Tactical Operations Center: (Total: 18 Active Cost, 6 Real Cost) +3 with Teamwork (6 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have working commo and data links to other ships; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +3 with Tactics (6 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have working commo and data links to other ships; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +3 with Analyze: Combat (6 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have working commo and data links to other ships; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 2)

6 13) Sick Bay: (Total: 6 Active Cost, 6 Real Cost) +2 with Paramedics (Real Cost: 4) plus +2 with SS: Medicine (Real Cost: 2)

Other Systems

6 1) Extra Food Supplies and Consumable Stores: LS (Eating: Character only has to eat once per year), Usable Simultaneously (up to 128 people at once; Can supply up to 8 ships of Destroyer or smaller size for a year, larger ships for smaller time periods; +2) (6 Active Points)

10 2) Holographic Theater and Entertainment Area: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (4" radius; +1/2) (37 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Variable RSR, Active Point penalty to Skill Roll is -1 per 5 Active Points; SR to program or reset training parameters; -3/4), Crew-Served (2 people; -1/4)

8 3) Smugglers Hold: Change Environment 2" radius, -4 to Detect PER Rolls, Reduced Endurance (0 END; +1/2) (24 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (-1/2) [Notes: 2" radius per displacement ton of cargo hold shielded from scanning, shields from energy scans and densitometer probes]

Powers Cost: 3491

 

 

Cost Skill

6 +5 with Navigation (Air, Hyperspace, Space) (14 Active Points); OIF Immobile (-1 1/2)

7 +4 with a group of similar Skills (20 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)

4 +2 with Gambling (Card Games, Roulette) (8 Active Points); OIF Bulky (Computerized gambling equipment; -1)

4 +2 with Trading

2 +2 with KS: Cargo Handling

5 Security Systems 16- (13 Active Points); Crew-Served ([17-32] people; -1 1/4), Costs Endurance (-1/2)

5 Bureaucratics 14- (13 Active Points); IIF Immobile Fragile (-1 1/2)

7 +2 with DCV (10 Active Points); Custom Modifier (Linked to ships maneuver drive; -1/2)

9 +2 with Armorsmith, Usable Simultaneously (up to 16 people at once; +1 1/4) (9 Active Points)

2 +2 with KS: Explosive Ordinance Disposal

2 +2 with KS: Logistics

3 +3 with SS: Emergency Damage Control

4 +2 with SS: Gravitics, Usable Simultaneously (up to 8 people at once; +1) (4 Active Points)

4 +2 with SS: FTL Drive Engineering, Usable Simultaneously (up to 8 people at once; +1) (4 Active Points)

8 SS: Reactionless Drive Engineering 13-, Usable Simultaneously (up to 8 people at once; +1) (8 Active Points)

4 +2 with SS: Powerplant Engineering, Usable Simultaneously (up to 8 people at once; +1) (4 Active Points)

3 +3 with SS: Metallurgy

2 +2 with SS: Laser Weapons Systems

2 +2 with SS: Plasma Weapons Systems

5 +2 with PS: Metal Fabrication, Usable Simultaneously (up to 32 people at once; +1 1/2) (5 Active Points)

2 +2 with KS: Steward

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Re: Shadowcats Starship Equipment Catalog

 

various sources, I did borrow the weapons pods from the X-Tek industries site with permission from CmdrX, I had a hand in developing them for Traveller use in the first place, but the pods arent traveller specific otherwise. compiling these was a matter of digging out a lot of archival material that was buried, but it was needed in prep for my newest mad scientist project

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