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Children of the
Arc
2 - Table of Contents
Table of Contents - 3
Children of the
Arc
Table of Contents
Table of Contents
Children of the
Arc 1
A Victus Role-Playing Game
Children of the Arc 3
Table of Contents
4 - Introduction
Introduction
Welcome
Welcome to Children of the Ark - A Victus role-playing
game.
In this version of the Victus Roleplaying System, you
get to play the part of explorers from the not-toodistant future; explorers who were the unwilling
victims of corporate genetic tampering in the
early twenty-first century. After being unlawfully
experimented on, you were forced into an ages-long
cryo-sleep and sent out to explore the far reaches of
the galaxy in a slow, sub-light speed spaceship. Fate
has left you alone and stuck in the deep void of space
ten thousand years from the time you were born into.
The world you will wake into is far different from the
one you were forced from.
There is a good side to things, though; the torturous
experimentation you went through has left you
immortal, and gifted. The things you can do are
astounding, and would awe and inspire people, if you
were anywhere near them, instead of lost in the deep
void of space.
Do not worry overlong about being lost, though. Soon
enough, one of the dreaded Council warships that
roam human space will respond to the archaic beacon
in your ship that activated when you awoke, and with
the help of its feared Angels and their heavy plasma
cannons, bring you ancient travelers back to its home
base.
Whether you want to go or not.
About the
Setting
The game of Children of the Ark is set in the far future,
where humanity has spread over the vastness of the
galaxy. Humankind is nominally ruled over by a
mysterious group known as The Council, which almost
never interferes in the general affairs of the galaxy.
When they do choose to intervene, their presence is
immediately felt, and is nigh unstoppable.
Strange alien races abound, although humanity is
dominant. Armies of creatures from the Warp rampage
forth to feast upon humankind, and are fought back
in vicious battles. AIs help humanity manage affairs,
although the occasional AI rebellion makes for
difficult times.
There are other powerful beings out there. The Council
are the ultimate bogeymen; incredibly bizarre,
amazing, and sometimes horrifying things have been
attributed to them. The aliens from the Warp are
strange creatures with odd powers and frightening
habits. You yourself have some reality-defying abilities,
and there are a thousand others like you out there.
Introduction - 5
How to Play
What is a role-playing game?
How do you play a role-playing game?
What you need to play this role-playing game
To play Children of the Ark, you need the following:
A d6 (six-sided dice)
Strong liquor, a super computer, and
an iron lung (all of these are optional, but highly
recommended for no good reason).
What characters do in Children of the Ark
Characters in Children of the Ark (referred to as
COTAs in short) are immortals with strange powers
over reality. They can manipulate energy and gravity,
influence minds, create things out of nowhere, travel
vast distances in the blink of an eye, and do many
other things.
Youll quickly discover that while your immortal
characters are capable of almost anything, there are
others out there who are capable of the same feats,
and some who are vastly more powerful, and dont
look too kindly on disruptions in the galaxy theyve
carefully nurtured. Your characters will want to
develop their skills and abilities, and do so while
staying out of the probing eye of the Council for as
long as possible.
Characters will carve out an enclave for them to
manage or rule over in their local area of space. Or
they will become a police or mercenary force, helping
out their locality or the highest bidder. They can go on
the warpath, or become adept politicians. They can
become masterful tradesman or craftsman, or fulfill
almost any other role in galactic civilization. The only
thing COTAs tend to have in common is that they rise
to the top of whatever ladder they choose to climb in
life.
6 - Character Creation
Character
Creation
Before you can begin play, you need to define the
abilities of your character in a way that allows the
character to work with the rules of the game. This
section will show you how to do that.
If you are already familiar with the Victus game
system, feel free to just use the Character Quick
Reference section to build your character. If this is
your first time making a COTA, you may want to read
through the sections following the Quick Reference
for a detailed description of each step in the character
generation process.
Before moving on to the Quick Reference section,
though, the form on the previous page should be
printed out or copied for use. This is the Character
Sheet, which will be used to record the various
abilities of the character you will create.
Quick Reference
Immortal power level
Every character starts with an Immortal Power
Level (IPL) of 12.
Attributes
Every Character has 6 main attributes:
Strength (STR) - The ability to push, pull slice,
dice, chop, and carry.
Agility (AGI) - The ability to move and maneuver.
Durability (DUR) - A characters toughness and
endurance.
Thought (THT) - A characters intelligence,
learning ability, speed of thought, and ability to
react.
Will (WIL) - The ability to resist mental attacks,
perform well under pressure, general focus, and
perception.
Powers
Characters start out with 1 level in Body
Reconstruction, and 1 free power level to spend where
they wish.
List of powers:
Body Reconstruction - Regeneration and the
ability to return to life after death.
Matter Creation - The ability to create anything
material.
Life Creation - The ability to create living
creatures of all sorts.
Energy Control - The ability to create and
manipulate various forms of energy.
Warp Control - The ability to survive, thrive
within, and manipulate the warp.
Gravity Control - The ability to create and
manipulate gravity fields.
Continuum Control - The ability to perceive, and
to create teleportation portals to different places.
Electrokinesis - The ability to manipulate
technology and to transfer into technological
devices.
Shapeshift - The ability to transform your body
into various forms.
Influence - the ability to mentally probe, attack,
control, and manipulate others.
Illusion - the ability to alter others perception of
reality, and construct illusionary phantasms.
Character Creation - 7
Subpowers
Gambling (Bluff)
List of subpowers:
The Chef
Contingency Man
Educated
Evil Eye
Grit
Immunity to Poisons and Diseases
Innate Pilot
Mojo
Photographic Memory
Sharpened Senses
Sustained
Telepath
Thick skinned
Tinkerer
Warlord
Skills
Characters have their THT x 2 in skill points to spend.
They get 1 free level in Literacy and Pilot - Land.
Masteries are listed in parenthesis behind each skill.
Skills list:
Acrobatica (Anime Leap, Arboreal Movement,
Autododge, Roll with Impact)
Alertness (Panoramic Vision, Danger Sense)
Artistic Ability (Masterpiece)
Swimming (Aquatikhan)
Trade Skills (Master)
Calculated Values:
Hit bonus: AGI+Melee, AGI+Missile
Parry: AGI + Melee + 11
Evade: AGI + Acrobatica + 11
DR:
Physical: DUR / 3 (rounded down)
Mental: WIL / 3 (rounded down)
Hit Points:
Physical: DUR + (DUR * Grit)
Mental: INT
8 - Character Creation
Making Your
Character
Strength (STR)
The following sections will cover the various aspects
of making your character in much greater detail.
IPL
IPL Stands for Immortal Power Level and is a special
attribute distinct the other
IPL Ability Gained
attributes listed below.
1
Body Reconstruction This attribute sets the
maximum value of any
4
Subpower
other attribute, and for
8
Subpower
all Power levels. It also
10
Power
determines the number
of powers an Immortal
12
Subpower
has. Only Immortals or
16
Subpower
specially created creatures
20
Power, Subpower
(see the Life Creation
power) have the IPL
24
Subpower
attribute. Humans that
28
Subpower
dont have an IPL attribute
30
Power
(non-immortals, in other
words) have an effective
IPL of 10 for the purpose of attribute and power limits.
Characters get 1 power for every 10 IPL points, plus
the base power of Body Reconstruction. Characters
also get a subpower for every 4 IPL points they have.
Starting characters always have IPL 12, which gives
them Body Reconstruction, one other power, and 3
subpowers.
Attributes
Characters have 6 basic attributes in the Victus game
system: Strength, Agility, Durability, Thought, Will,
and Presence. An average human has a score of 4 in
every attribute. The maximum a normal person can
have in an attribute is 10, although realistically, 99%
of the population never reaches above a 8. Immortals
can exceed these values, although they are limited by
their IPL attribute, which starts the game at a value of
12. and increases by one for each successful mission
(awarded by the council representative/gm).
Jump
Jump
28
.5
1/2
40
2/4
57
1.5
3/6
80
4/8
113
2.5
5/10
160
6/12
226
3.5
7/14
320
8/16
453
4.5
9/18
10
640
10
10/20
11
905
5.5
11
11/22
12
1280
12
12/24
13
1810
6.5
13
13/26
14
2560
14
14/28
15
3620
7.5
15
15/30
16
5120
16
16/32
17
7241
8.5
17
17/34
18
10240
18
18/36
19
14482
9.5
19
19/38
20
20480
10
20
20/40
Character Creation - 9
Agility (AGI)
Durability
HP
DR
10
10
11
11
12
12
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20
20
.5
1.5
1.5
4.5
2.5
7.5
3.5
10.5
12
4.5
13.5
10
10
15
11
5.5
11
16.5
12
12
18
13
6.5
13
19.5
14
14
21
15
7.5
15
22.5
16
16
24
17
8.5
17
25.5
18
18
27
19
9.5
19
28.5
20
10
20
30
Durability (DUR)
A characters overall toughness and endurance, and
lets you survive not managing to avoid someone
with a lot of strength.This stat is used to determine
a characters resistance to damage. The number of
Hit points (HP) a character begins with is equal to
their durability. (The Grit sub-power can increase hit
points over this amount). Durability also determines a
characters Damage Resistance, or DR.
Thought (THT)
Intelligence, learning ability, analytical skills, speed
of thought, ability to react well to new situations.
Will (WIL)
Willpower. Resisting mental attacks, performing well
under pressure. This stat is also necessary for difficult
or drawn out tasks, and also represents the characters
perception and attention to detail. Will is also used to
determine your health in dataspace (See section on
Computer Combat).
Presence (PRS)
Deals with all social situations. A high presence
allows a character to influence others around him or
her. Presence also determines your ability to withstand
social attacks (See section on Social Combat).
Powers
Vector
Movement Movement
Rate (yards/
Rate
second)
(miles/sec)
1000
5000
2000
10,000
3000
15,000
4000
20,000
5000
25,000
6000
30,000
7000
35,000
8000
40,000
18
36000
1800
9000
45,000
10
20
40000
2000
10000
50,000
11
22
44000
2200
11000
55,000
12
24
48000
2400
12000
60,000
13
26
52000
2600
13000
65,000
14
28
56000
2800
14000
70,000
15
30
60000
3000
16
32
64000
3200
17
34
68000
3400
36
72000 3600
Movement Rate: 18
19
38
76000 3800
Your speed
in combat. It
20
40
80000 4000
takes 5 rounds
to accelerate to full speed. Not all powers grant
movement abilities.
Vector Movement Rate: Your speed out of combat. It
takes 5 minutes to accelerate to full speed.
Line of Sight: Almost all powers require line of sight to
effectively use. Exceptions will be noted.
Bonus skill levels: Due to the innate understanding
and mastery over fundamental universal forces that
you get from powers, certain powers grant what is
known as bonus skill levels. Bonus skill levels add
Permanent
Effects: Some
powers that only
have temporary
effects can make
those effects
permanent
by using the
power as if it
were 10 levels
lower. So, an
immortal with
Gravity Control
at 11 can create
a permanent
localized gravity
effect with an
effective Power
Level of 1.
Power
specialties: As
you get more
15000
75,000
proficient in
16000
80,000
a power, you
17000
85,000
may specialize
to gain bonus
18000
90,000
abilities, or to
19000
95,000
gain certain
20000
100,000
abilities faster
than others.
Details on individual power specialties are in each
powers section. Some common specialties (specialties
that may be taken with many different powers) are
listed here:
Skilled - Each level of this specialization adds one
to a bonus skill level awarded by the power.
Juggernaut - When determining effective strength
of the power, add 2 per level of this specialty (or
one to the effective strength when added to an
Immortals base strength for damage). Some powers
have specialized variants of this specialty which are
described in their respective power descriptions.
Body Reconstruction
(Immortality)
Every Immortal has 1 free level in
this power.
Body Reconstruction is the
power that makes a being an
Immortal. It allows them to heal
at unbelievable rates, re-grow lost
limbs and organs, and even create
a new body from scratch if the old
one is destroyed.
Things to note:
It takes 32 days to create a
new body at power level 1. This
time is halved for each increase
in power level (see the table
below). The new body can have
any appearance the Immortal
desires; it does not have to
reflect the old body. However,
unless the Immortal makes a
successful geneticist skill check,
with a difficulty dependent on
how different the new body is
from his original, he is restricted
to his own species.
19
Regeneration (including
20
regeneration of lost body parts)
occurs at a rate of healing 1
point of damage per round per power level (meaning
that an Immortal with a Body Reconstruction of 4
could heal 4 points of damage per round).
Concentrated healing (spending an action
for healing) lets you heal at an accelerated rate
even compared to standard Body Reconstruction
healing - gain an extra 1 point of health back
Specialties
Duration: Permanent
2048
4096
8192
16,384
32,768
65,536
131,072
252,144
Energy Control
(Energy)
Duration: Concentration
Immortals with Energy Control are living dynamos.
They can be walking pillars of destruction at higher
levels. They are capable of tasks such as blasting
targets with beams of annihilation, protecting
themselves with force fields and energy absorption
fields, or flying by launching energy out of their body
as a form of thrust.
Things to note:
Attack damage is determined by effective strength.
As Energy Control immortals launch energy
missiles almost constantly, they gain a bonus skill
level to the missile skill per level of Energy Control.
Melee attacks can be made with Energy Control.
The damage is the greater of Effective Strength or
STR+Energy Control. Examples of this attack would
include hitting opponents with a charged fist, using
a coherent beam of energy as a plasma sword, etc.
Area of Effect attacks can be made. The damage
is equivalent to half of the effective strength of the
power, and no extra damage is made for additional
successes on the attack roll.
After reaching Energy Control level 5, the
controller can mimic the effects of Chronium power,
empowering starship engines and allowing them to
travel up to 1000 light years per day without using
up any Chronium fuel.
Energy Absorption, an innate ability of this power,
soaks damage equal to the effective strength of the
power automatically every round (the player can
choose which attack to have this come into play.
If desired, it occurs after other forms of damage
resistance and mitigation). The absorbed energy is
dissipated harmlessly into the surrounding region
by the Immortal. Kinetic, potential, and pure
energy attacks can all be absorbed, though mental
energy attacks can not. In addition to the 1 free
absorption per round, additional energy equivalent
to the effective strength can be absorbed per action
sacrificed.
Permanent energy sources can be created with
an effective strength of power level - 10. Check the
power ratings table below to determine what this
effective strength corresponds to in terms of power.
Power Ratings
Weapon
Damage
14
16 + 7*SizeClass
58
64
Specialties
Controller - When attempting to shut down power
sources, this specialty level may be added to the skill
check.
Field Specialist - Each level of Field specialist
adds 2 points of damage absorption on top of the
normal energy absorption ability.
Blaster - Each level of this specialty adds one to
the effective strength of the power when determining
damage (this is similar to the Juggernaut common
specialty, and replaces it).
Speed Freak - Each level of this specialty adds
to the energy control level when determining
movement rate.
Gravity Control
(Gravity)
Duration: Concentration/permananent
This power grants Immortals the ability to control the
force of gravity. They can use gravity to achieve many
different effects, such as bringing remote objects to
themselves, manipulating objects at a range, making
themselves attracted to remote points (as a form
of flight), changing the effects of gravity within the
internal structure of an object (increasing its mass and
density as a result), and creating areas and paths of
altered gravitation.
Things to note:
Due to their constant manipulation of objects
and themselves, Gravity controllers gain bonus skill
levels to their Acrobatica skill equal to their level in
Gravity control.
Gravitic attraction can be controlled on a fine
enough level to effectively grant the user telekinesis
(by making an object attracted to your hand, making
a sudden change in attraction along someones
face, telekinetically punching them, etc). Effective
strength of the power controls the amount of weight
moved or damage done. When fine motor control
is required (such as for wielding a knife remotely, or
picking a lock, or operating a computer) the effective
strength is halved.
Gravitic blasts allow the Gravity controller to hurt
his opponents at a range. Damage is determined by
the effective strength, and the missile skill is used to
determine whether or not you hit your target.
Gravitic Lock Downs are a form of telekinetic
grapple, allowing the Gravity controller to bind their
opponents. A successful ranged attack must be made
to initiate the lockdown, at which point, the grapple
rules (in the Combat section) come into effect.
Note: Gravitic Lock Downs function at half effective
strength. However, they can be used against multiple
targets at once, if so desired, provided they are all
within the area of effect.
Density Manipulation - The Gravity controller,
can, by increasing or decreasing the gravitic
attraction of the internal atoms and molecules of
an object, change its density. This has the effect of
making an object more durable, and heavier; or
weaker and lighter. Only non-living matter can be
affected by this power, with the exception of the
Continuum Control
(Space)
Electrokinesis
(Machine)
Duration: Concentration
Immortals with this power are supernaturally gifted
at manipulating machines and technological devices.
They are able to bypass computer security systems,
generate new programs at will, control vehicles and
starships by thought alone, overload weaponry, or
even hijack an army of robots. They can transfer
themselves into machines, or travel via conductive
materials and even energy waves, after shifting into an
electronic form.
Things to note:
Effective Strength determines how much mass
(specifically, inanimate objects) can be converted to
electrical form along with the Electrokinetic.
Electrokinetics get +1 THT per level.
Electrokinesis levels are added as bonus levels to
the Computer Systems skill.
Movement in electronic form is determined by the
Movement Rate of the Electrokinesis power level.
To take control of an object, the following
requirements must be met:
The object must be within the Area of Effect of
the power, centered on the Immortal.
A contested roll must be won by the
Electrokinetic. The roll would be:
Power level + Will + d20
vs.
Strength(target object) + 11
If the target object has security software
installed, then Hacking combat may be necessary
to bypass the security system.
Control will be maintained for as long as the
Immortal concentrates.
Multiple objects can be controlled. In such
situations, the highest object strength is used for the
contested roll, with an additional difficulty modifier
of +1 for every doubling in the number of targets (+1
for 2 targets, +2 for 4 targets, +3 for 8 targets, etc).
When controlling multiple objects, the controlled
objects can act in unison for a single action on the
part of the Electrokinetic. Controlled objects can be
Shapeshift (Body)
Duration: Permanent
Shapeshifting Immortals have the ability to transform
their physical selves into a virtually unlimited range
of different shapes. They can re-form themselves into
metallo-organic structures, shift into blob-like beings,
change their facial features to make themselves look
like someone else, cover themselves in chitinous body
armor, etc.
Things to note:
The Immortal can shapeshift into forms that allow
him to fly at normal movement rates. Shifting into a
form that can propel itself in the vacuum of space
may require the study of other life-forms (such as
Xelomite bioships) that can do this before it can be
replicated by the Immortal.
Shapeshifters can shift their items and equipment
with them into their various forms, generally
retaining the armor and DR functionality of such
objects. The amount of mass they can shift with
them is determined by the Maximum Lift capacity of
the Effective Strength of their Shapeshift power.
Forms that dont require breathing and are resistant
to temperature fluctuations and decompression may
be used to survive in space indefinitely.
Any form can be assumed, even partial changes
for different body parts, as long as the mass of the
body remains constant, and the final size fits within
the area of effect of the power. This can allow for an
incredibly dense insect, or a hollow gaseous giant
form.
Matter unwillingly separated from the shifter
quickly revers to its original form and dissolves in a
number of rounds equal to the Effective Strength of
the power.
Matter willingly separated from the shifter will
remain indefinitely, but will inflict damage on the
shifter proportional to the amount of mass shifted.
This matter can be shaped as a simple object (no
moving parts) made of the appropriate organic
materials, if desired.
For forms or partial body shifts that involve
creating a melee attack mode (biting, claws, blades,
etc), the damage done is the Immortals strength +1
per level of shapeshifting, or the Effective Strength of
the power, whichever is greater.
Influence (Mind)
Duration: 1 round, + 1 additional round for each extra
success / Permanent for psychic surgeries.
Influence is the ability to manipulate the mind and
memories of others. An Immortal with Influence is
capable of picking up the thoughts of others, changing
their memories of past events, affecting their emotions
and judgements, mentally blasting someones brain
to do damage, and even control the autonomous and
voluntary body functions of their targets.
They can mentally reprogram their targets with hidden
sleeper commands, alter their personalities in subtle
or blatant ways, or shut down their ability to heal.
Things to note:
Mental blasts cause actual permanent brain
damage, and attempt to lobotomize the target.
Damage is effective strength, and is resisted as
social combat (use WIL for DR). Attack is rolled as a
missile attack.
Opponents can be Knocked Out. To do this, roll
Influence + d20 vs. Targets WIL + 11. The duration
of the knock out is 1 round + 1 round per success.
When attacking someone with Influence, the
target will know what direction the attack is coming
from.
Each level of Influence grants +1 PRS.
To have an effect that lasts longer than the
standard duration, mental surgery is required.
Mental Surgery
Mental Surgery is a difficult procedure that
permanently changes the mental structure of the
target, if they are mortal. Immortals will recover
from involuntary mental surgery within an hour
or so.
It can only be performed on unconscious or
physically restrained targets.
It requires at least 1 minute to complete. This
time can be longer if multiple changes are to be
performed.
To successfully complete a mental surgery, roll:
Illusion (Senses)
Duration: Concentration
This power lets Immortals control what others can see
and sense. They can make completely believable, and
incredibly complex illusions, fooling not only people
but machines, cameras, and sensors as well. They can
even use this power to make themselves and others
disappear, effectively cloaking them.
Things to note:
The illusion can occupy the full area of effect, and
can occur anywhere within the range. Illusions can
cover any and all senses. There is a chance that an
illusion may be detected (see below).
Each level in Illusion grants a bonus level to the
stealth skill.
Illusions can be attached to a mass object, such
as a rock, or a ship. In such cases, the Illusion will
move with the object. If the object is destroyed, then
so is the Illusion.
Characters with the Illusion ability are able to
conceal their presence from others. In combat,
this gives a +1 bonus per level of Illusion (with a
minimum of +4) to their Evade and Parry abilities,
due to them being hard to spot. This makes them
atleast as difficult to spot as someone with the best
cloaking devices available on the market.
To detect a person or item hidden with Illusion,
a successful check must be made, except in cases
where the hidden person gives away their presence
(by falling into something, or attacking someone,
etc). Note - succeeding on the check only lets the
detector know that something is there; they do not
see through the illusion, and the hidden person/
object still has the bonuses that come from being
hidden. The roll needed for a successful check is the
following:
Detectors Alertness + WIL + d20
vs. Objects Stealth + AGI + 11
To see through an illusion, the detector must roll:
Alertness + WIL +d20 vs.
Illusionists THT + Stealth + 11
Martial Warfare
(Battle)
Duration: Continuous
For those players who are not easily impressed with
the glittery showboating of other powers, there is
an answer: Martial Warfare! This power makes an
Immortal the ultimate military fighting machine.
Martial Warfare Immortals are nimble, quick, and
lethal. They are also strong-willed, savvy, and tough.
Things to note:
Each level in Martial Warfare grants one bonus
level in Acrobatica, Alertness, Melee, Missile, and
Tactics.
Martial Warfare grants a one-time bonus of +3 to
AGI. This does not increase with level.
Each even level in Martial Warfare (levels 2, 4, 6,
8, etc), grants a bonus point in DUR and WIL.
Specialties
Super skilled - Each level of this specialization
adds one bonus skill level to two of the following
skills: Acrobatica, Alertness, Melee, Missile, Tactics.
This specialty replaces the Skilled common specialty.
Ultimate Agility - For every level of this
specialization, a bonus point in AGI is granted.
Enhanced Toughness - For every level of this
specialization, a bonus point is WIL and DUR is
granted.
Subpowers
Starting Immortals may choose 3 sub-powers in
addition to their primary power. Additional subpowers are gained after every 4 IPL. When creating
new characters, you may sacrifice 6 THT, and lose the
ability to raise your characters THT in the future, in
exchange for 3 additional sub-powers.
Aquatic Affinity - This sub-power yields +4
bonus levels to the swimming skill, the ability to
breathe underwater, and innate friendliness with
undersea life. You receive no penalties when in a
liquid environment.
The Chef - You were trained at the HL Culinary
Institute and Martial Arts school. Get a +2 bonus to
the Melee, Acrobatica, and Cooking skills.
Contingency Man - The Immortal with this power
can mysteriously summon up random non-chronium
based items as needed. They can use this power for
up to 5 items a week worth 500 sands each, or 1
item worth up to 2500 sands. Beginning characters
start off with up to 10,000 sands worth of items that
they may have created in the past. This sub-power
(like the Matter Creation power) can defy the laws of
physics and is explained by the Immortals ability to
subconsciously create needed items
Educated - Characters start out with 8 extra skill
points. Also, they can raise one starting skill up to
level 8, if desired.
Evil Eye - The Immortal can give their target
a baleful glare of such intensity and filled with
such hatred that the target will fall to the ground,
quivering in fear and stunned, rendered unable to
act. If desired, the intensity of the Evil Eye can be
so overpowering that the targets will suffer actual
damage from coming under its gaze. The Evil Eye
can be used once per day per point of WIL. Attacks
are rolled using:
PRS + d20 vs. WIL + 11
Successful attacks will render the target prone and
inactive for 1 action, plus an additional action per
success.
Grit - (Durability) - Characters with Grit are
tough bastards. This power is incredibly useful for
those Immortals that often engage in dangerous
Skills
In addition to attributes, characters have skills to help
round out their abilities. Starting characters get THT
x 2 in skill points for character creation. Each skill
point can be used to buy 1 level in a skill. Starting
characters can buy a skill up to a maximum of level 6.
Skills are listed in Bold in the list below. Following
each skill is the attribute it is most commonly rolled
in conjunction with (in parenthesis), along with any
masteries that skill may have, in italics.
Having a skill at Level 1 means that you are a
novice in that skill. In the case of a trade skill, such
as woodworking, this means you can hold down a
very basic job performing that trade, working under
another skilled craftsman. Levels 4-6 are what are
possessed by most professionals of that skill. Having
a skill at levels 7-9 indicate you are a true expert in
that field, and at level 10+, you are a renowned and
recognized master.
Skill masteries - Once a skill reaches level 10, your
character gains a mastery in that skill. Additional
masteries are gained every 4 levels after level 10, if
one is available for that skill. Masteries help show that
you are truly a legendary master at that skill. A master
of Computer Systems, for example, can create Sentient
AIs; master gunmen can shoot incoming attacks out of
the air, etc.
All characters have 1 free level in the skills Literacy
and Pilot Land.
Skills List
Literacy [1 FREE SKILL LEVEL] - (THT) Every character gets this at Level 1 at no cost. This
skill gives the ability to speak, read, and write the
characters native language.
Linguist - By making a Very Difficult skill
check, you can speak, understand, and read
fragments of any language you happen to
encounter.
Pilot Land [1 FREE SKILL LEVEL] - (AGI) Every character gets this at Level 1 at no cost. This
skill gives the ability to pilot land vehicles (car,
hovercar, hover tank, etc) in addition to high tech
surface seafaring vehicles.
Calculated
Values
Hit Bonus
Your hit bonus is what you will add to a d20 roll in
order to attack in combat situations. There are several
different Hit bonuses that may be applicable to your
character, depending on what you use to attack, and
whether the attack is in the physical realm, or in the
computer realm. Use the list below to calculate the
various Hit bonuses which may be applicable to you:
Melee: AGI + Melee
(Hand to hand combat, melee weapons, ShapeShift/Warp Control based attacks)
Missile: AGI + Missile
(Ranged weapons, Influence/Energy Control/
Gravity Control based attacks)
Computer: THT + Computer Systems
(Computer-space, AI, Electrokinesis based
attacks)
Social: PRS + Bargaining
(Convincing others against their will)
If you do not possess a given skill, then your HIT
bonus using that skill will be the appropriate attribute
- 2 (for the standard unskilled penalty).
Evade
Evade is what you use to not get hit by someone
determined to make good use of their Hit bonus.
Evade is a static value, and represents the difficulty
number that your opponent must roll against to
successfully hit you. Your evade can be calculated as
follows:
Physical Evade: AGI + Acrobatica + 11
Parry
Those who are skilled in melee weapons have another
option to avoid getting hit - they can parry using
DR
DR is your Damage Resistance, and it represents how
much damage your body can ignore before getting
injured, in cases where you fail at Evading or Parrying
your opponents attack. Characters have two types
of natural DR in COTA - Physical and Mental. In
addition, certain powers, sub-powers, and equipment
give DR as well. As a general rule, abilities that
modifies the COTAs body to increase DR (usually
designated as Skin DR) will stack on top of natural DR.
DR from equipment such as armor, or from abilities
such as forcefields do not stack on top of natural DR.
Physical DR: DUR / 3 (rounded down)
(Used in the case of almost all attacks in the
physical realm).
Hacking DR: WIL / 3 (rounded down)
(Used for computer-based attacks).
Social DR: WIL / 3 (rounded down)
(Used for social and mental attacks).
Hit Points
Lastly, damage that makes it through your DR will
start to deduct from your Hit Points. This represents
actual injury to your body (or mind). Hit points are
calculated as follows:
Physical Hit Points: DUR + (DUR * Grit)
Social / Mental Hit Points: WIL
Number of Actions
This value determines how often you can act in a
round, or how many different things you can do.
The number of actions that a character can take is
determined by:
Number of actions: AGI / 4 (rounding down).
Advancing
Your
Character
Gaining XP
On average, a game session of COTA will earn a
character 15-20 XP, depending on how much was
accomplished. Non-player characters, such as
hirelings and henchmen will earn 5XP per game
session.
Gaining IPL
IPL is usually awarded at the end of a story arc. There
is no set schedule for awarding IPLs; rather, it is up to
the Council Representative as to when to hand them
out.
Spending
Experience
Points
Attributes and Skills
To raise an attribute or skill to the next level, it costs
the value of the next base level (not effective level!) in
XP. So, to raise DUR from a 3 to a 4 costs 4 XP.
Every level must be purchased; you can not raise
something from level 2 directly to level 4, for
example. Attributes can be raised to 10 in this manner
for a normal human, and up to the IPL for a COTA.
Skills have no maximum level limits.
Buying a new skill (one in which you dont possess
any levels) costs 1 XP.
34 - The Rules
The Rules
Making Rolls
and Checks
Making Basic Checks
A basic check is performed by rolling:
Where ATT is the appropriate attribute, and the target
number is determined by the difficulty table, or by the
ATT+d20 vs. Target number
taking the targets appropriate attribute + 11, in the
case of an actual opponent.
Power Checks
If a power is involved in the contested situation then
use the power value instead of the attribute.
Power + d20 vs.
ATT + SKILL(if appropriate) + 11
In certain cases, the COTA using the power can add in
an appropriate skill as well.
Skill Checks
When a skill you possess is applicable to a situation
calling for a role, you can make a skill check instead
of a basic check. This allows you to add your skill
level to appropriate attribute, making the roll
ATT + SKILL + d20
vs. Target number
Where the target number is determined by the
Difficulty table, or in the case of an opponent, by the
opponents ATT + SKILL + 11.
As a note, while most skills have an appropriate
attribute listed in their description, this does not mean
Difficulty Situation
Easy
Something attainable by
an unskilled person
Sub-Par
14
Average
18
Something a skilled
professional would
attempt.
Tough
22
Very Difficult 26
Damn-Near
Impossible
30
Something so amazing
one human in a
generation could do it.
Crack-Trip
34+
The Rules - 35
Social Interaction Situational Penalties
Target angered: -4
Target happy: +4
Making the
Actual Roll
The attribute involved in a given roll is not always
fixed; different situations call for different attributes.
The Council Representative will decide what is
appropriate in a given situation.
Once the appropriate attribute (or power) and skill
have been determined, the Council Representative
will assign a difficulty, either based on the difficulty
table, or the skills and attributes of the opponent. At
this point, the person making the attempt rolls a d20
- this represents the randomness in any attempt you
may make. A roll of a 1 is an automatic failure unless
the character is a master of the skill (level 10+). A roll
of 20 is an automatic success except in the case of a
crack trip difficulty. Also, a 20 lets you to re-roll and
add on to the original roll, allowing you to achieve
exceptionally high target numbers. Often, this is the
only way to succeed at a crack-trip difficulty roll.
The last thing to note is that an extra success is
given for every 2 over the target number. In combat
situations, this turns into extra damage. In other skill
checks, this has varying effects, usually making your
success more spectacular, or your task happening
more quickly, or resulting in a much better final
product.
For social interactions, roll a
PRS + SKILL + d20
vs. Targets WIL + SKILL + 11
Where SKL represents the appropriate social skill.
Additional situational modifiers [neutral 0, target
angered +4 difficulty, target happy -4 difficulty, +skill
bonus if applicable]) may apply; these are up to the
Council Representative. There are times when this
form of interaction is inapplicable (when arguing with
your mother, or in most action sequences for instance,
although intimidation or a demand to surrender may
be possible when used in unison with an impressive
act).
36 - Rules - Combat
Combat
Rounds, Initiative
and Actions
Attacks and
Damage
Rounds
Attacking
Initiative
A characters Initiative determines when in the round
they get to go. To determine a characters Initiative,
roll the following:
THT + d20
Note: Certain skill masteries, such as Quick Shot may
add to the initiative roll.
THT is used to determine initiative even for actions
requiring other attributes, as Initiative represents how
quickly a character decides what course of action to
take in any given situation.
A character takes all of his actions on his initiative. In
the event that two individuals have the same initiative,
have them roll a d20 to settle the order that the two of
them act in, with the higher roll getting to go first.
If they wish, instead of acting on their initiative, they
may hold one action as an interrupt triggered by
another event, I blaze away with my harpoon gun at
the first target through the door. Or they may delay
all their actions until after an event happens, I delay
my initiative until the first guy comes into the room.
Initiative is re-rolled at the beginning of every round.
Actions
An action is either a movement or attack (so if you
want to move and attack it requires 2 actions). A
movement action allows a character to move a
Damage
Damage from a successful attack is calculated as
follows:
Base Damage + Extra Successes
So, if your weapon has a base damage of 6, and you
exceed your target number by 8, you do 10 damage (6
+ 4 from successes). The maximum damage you can
do is twice the base damage of the weapon, no matter
how many successes you get.
Once you determine how much damage you do,
subtract your opponents DR from that value. So, if
Rules - Combat - 37
you did 10 damage, and your opponent has 2 DR,
then you do 8 Hit Points (10 - 2) of actual damage to
your target.
Automatic Successes (when the attacker rolls a 20)
always do at least 1 point of damage to the opponent,
no matter how good they are at evading, or how much
DR they have.
Effects of Damage
When a character is reduced to 0 Hit Points or lower,
they are knocked unconscious. When they have taken
enough damage to reduce them past their -DUR
(negative Durability) value (i.e. down to -5 if they have
4 DUR), they are killed. Certain powers and abilities
may modify these values.
When a vehicle, device, or mechanical construct
(such as a robot or android) is damaged to 0 hit points,
they rendered inoperable, and lose all functionality.
When such items are reduced past their -HP (i.e.
to -25 if they have 24 hit points), they are utterly
annihilated; they can no longer be repaired, but must
be rebuilt from scratch.
Use
Energy Control
Warp Control
Gravity Control
Special
Situations
Surprise
In some situations, attackers may attempt to catch
their targets unawares. This is usually accomplished
via a successful stealth roll, although other methods of
accomplishing a surprise are also possible.
When a target is surprised, they get no attribute or
skill bonus to their EVADE, and are unable to PARRY.
The target number for the attacks becomes the default
of 11. Attackers get to make only 1 attack as a surprise
attack; they do not get their full round of actions.
Once this one attack happens, everyone gets to roll
Initiative, and then the new combat round progresses
as normal.
Shapeshift
Concentration
Grapple
An attacker can attempt to grapple a single opponent,
effectively grabbing them and holding them in place.
38 - Rules - Combat
Line of Sight
Line of sight involves actually seeing the target with
your own eyes; cameras or scans do not count for line
of sight. Vision through a Continuum Control portal
does count as line of sight, however.
Vehicle Combat
For vehicle combat, the attack SKL used to calculate
the HIT bonus is usually Weapon Systems for the
larger vehicle mounted weapons. Small turret
mounted weapons (Heavy Rifles or lighter) are fired
using the Missile skill. Evade is calculated using the
appropriate piloting skill.
Lastly, in Vehicle Combat, the AGI used for calculating
the HIT of hull mounted weapons is that of the
gunner, and the AGI for the EVADE is that of the pilot,
but both are limited to a maximum AGI matching
that of the vehicle. Turret mounted weapons are not
limited in this manner, but have other draw backs (see
the Vehicle Construction section in the COTA Main
Rulebook).
Example: So, using a Vehicle with 8 AGI, and a pilot/
gunner with a 10 AGI, a 4 Piloting and a 4 Weapon
Systems skill, the best EVADE possible is 23 (8 + 4
+ 11). The best HIT bonus with any hull mounted
weapon is 12 + d20 (8 + 4 + d20). If the pilot has
an AGI of 4, on the other, hand, these values are as
follows:
Hit: 8 + d20
(4 + 4 + d20)
Evade: 19 (4 + 4 + 11)
Matter Creation
attacks
Creative matter creators can find ways to use their
ostensibly non-combat ability in decidedly offensive
ways. If Matter Creation is used in an attack, the
damage is equal to the effective strength, regardless of
the form the attack takes.
Poisons created with matter creation will generally
have an onset time of 1 round. Poisons ignore armor,
but do not ignore DR from Durability. Unless a tough
will check is made, the target loses 1 action a round
from debilitating effects (coughing, hacking, etc) in
addition to the damage sustained per round.
Automatic fire
All rifles and pistols may be fired in auto mode. (Most
cannons do not have this capability). Unloading a
auto burst at a target not only gives the shooter a
better chance of hitting a target but can increase the
damage caused. Unfortunately in a round where
burst fire is used no other actions may be taken as the
weapon takes the full attention of the shooter.
There are two modes of auto fire: targeted burst and
spray. A targeted burst gives a +2 to hit modifier,
takes 6 shots of ammo, and hits the target 1d6 times.
A spray gives a -2 to hit modifier, and a single attack
roll is applied separately to each target chosen. It also
takes 6 shots worth of ammo and may hit 1d6 targets
within a 180 arc in front of the shooter.
Structural DR
Reference Table
Listed below are some standard DR and HP for
structures:
Structure
DR
HP
Normal Building
10
24
12
40
16
60
Military base
20
60
Military Fortress
28
80
36
160
44
400
Rules - Combat - 39
Hacking Combat
Hacking combat works identically to standard combat,
using the hacking Hit Bonus, DR, HP, and Evade
values. WIL also serves as STR and DUR in Data
Space. THT serves as PRS and AGI. Computer Systems
skill functions as Grit. Security systems have their own
THT, WIL, and Computer Systems skill, representing
their strength in Data Space.
Once a security system is defeated, the hacker has
broken in. They may then rifle through the contents of
that data space, or attempt to make changes. Making
changes requires a Computer Systems check vs. The
target systems THT + 11 to avoid the changes being
noticed by any users or guardian AIs. If the hacker
is defeated (his hacking hit points are reduced to 0),
he has failed to penetrate the system defenses. In
addition, he is identified as an intruder attempting
to break in, and his system entry point is also
determined.
Listed below are the ratings for some standard
computer systems that may be encountered.
Computer System
Rating
Small company
Planetary Corporation
Local Bank
10
Planetary Bank
11
Galactic Corporation
12
Military AI
14
Free rebel AI
16
Movement
Combat Movement
During combat, a character can move at his normal
movement rate at the cost of one action. Movement
occurs at the same time as all other actions (usually on
Initiative, unless actions are held for some reason).
Non-combat movement
A character can move at their jogging speed for 5
x DUR minutes. Sprinting can be performed for 5 x
DUR in seconds. The running skill will extend both
these times.
Walking can be maintained indefinitely.
40 - Rules - Combat
Space Travel
The difficulty for traveling more than 10 light years
per jump requires an Astro-Navigation check, with a
difficulty number of 21 + 1 per 100 light years to be
travelled. Failure indicates an error in destination of
100 light years per point failed by. A critical failure
will often result in re-entering space inside a star,
which will inflict 30 points of damage a round to a
ship.
Note - some large ships have enough DR to be able to
survive this.
Equipment - 41
Equipment
Now we get to the good stuff... What you can buy to
make your travels across the galaxy more interesting.
The equipment section is divided into 3 different
equipment lists (General Gear, Combat Gear, and
Vehicles and Space ships) followed by a section on
how to make custom equipment. Before we get to the
lists, though, well cover a few basic terms used to
describe the equipment.
Cost: How much it costs to buy the item in question
on the standard market. Various areas that you may
travel through have different restrictions on what is
legal or not, and so not every item you may desire
may be available via legal means. In this case, the
thriving galactic underground black market is there to
meet your needs. However, buying items via the black
market is often substantially more expensive, and the
availability of what you want cant be relied on.
Sands: Currency in the COTA universe is measured
in Sands. 1 Sand has approximately the same buying
power as 1 US doller. Sands are generally exchanged
via electronic transactions, and are represented using
the symbol . Sands got their name because the
current economic standard is back by stores of the
special metal Chronium, with 1 sand equal to 1 small
grain of Chronium. For more detail on the history
and usage of Chronium, see the relevent part of the
settings section in the COTA Core book.
Weight: How much the item weighs, in pounds.
The Council, which established most of the rules,
regulations, and standards of human space, came
from the old United States of America region of Earth,
which used the English system of measurements,
and forced them into general use across human
civilization. Note - under this system, 1 ton = 2000
pounds.
Tech Level: What the technology rating of a planet
(or other region in question) must be in order for the
item in question to be readily available on that planet.
This is for the standard market availability; higher tech
level items may be available on the black market, for
an exorbitant amount of Sands. Also, a lab facility or
workshop must also be at the Tech Level requirement
in order to make the item.
DR: How tough the item is, and how much damage it
General
Equipment
Antigrav Backpack / Hoverboard: A large,
camping sized, waterproof and durable back pack.
Can also come in the form of a small hoverting cart.
Removes all encumbrance for items stored within it,
up to 1200 pounds. A charge on an Antigrav pack
will last for about a week.
Cost: 1200
Tech Level: 1
Time: 1 day
Weight: 0 lbs.
Difficulty: 20
Tech Level: 4
Time: 4 days
Time: 1 week
Portable Washer: A sterilizing beam, which can also
shake out dust and dirt with an ultrasound emission.
Cost: 400
Difficulty: 20
Time: 8 hours
AI-Artificial Intelligence: An AI with THT, WIL and
Max skill equal to characters Comp Systems 1 can
be created. The time to create an AI is 1 week per
the THT + WIL. Starting skill points equal 2XTHT
as per normal characters although instead of level
6 the maximum starting skill level is Comp Systems
skillCreator -1. As an example a bank AI with 8 THT,
8 WIL requires 8+8 or 16 weeks (and the AI begins
with 16 skill points). Electrokinesis immortals can
do this in 1/60th the time at power level 1, 1/120th
the time at power level 2 etc. (similar to Matter
creation table). AIs can also create/manipulate AIs in
1/60th the time. The difficulty is Thought+Will+11.
The cost for an AI is 10(THT + WIL)/2. So an elite
military grade AI with 12 THT and WIL costs 1e12
or 1 trillion sands. AIs with a 11 or higher THT or
WIL are outlawed in the private sector and require
special permits. AIs with THT, WIL in the 4-6 range
are prevalent throughout free space and link space.
Cost: 1000
Weight: N/A
Weight: 1 lb.
Difficulty: THT+WIL+11
Tech Level: 6
Time: 4 weeks
Android: Completely loyal. Self-repairing, can
store a lot of facts and useless trivia, and can learn
up to 2*THT levels of skills. STR:10 AGI:10 INT:AI
Dependent WIL:AI Dependent PRS:4 DUR:12. More
powerful android frames have been constructed (for
each point of STR, AGI and/or DUR up to 6 above
the listed values add 1 to the difficulty and +50% to
the price).
Cost: 500,000 (plus a separately purchased AI)
and the ridicule of all your neighbors.
Required Skills: Engineering, Chemistry
Weight: 500 lbs.
Difficulty: 26
Tech Level: 6
Time: 4 weeks
Robot: Basic humanoid or otherwise. These are
simple bots with simple programming. They can
perform duties such as cleaning, simple combat, and
monitoring. They have the following stats - STR:4
AGI:4 INT:0 WIL:0 PRS:0 DUR:4
Cost: 1000
Difficulty: 21
Tech Level: 6
Time: 4 days
Time: 4 weeks
Difficulty: 20
Time: 1 week
Cost: 6000
Tech Level: 2
Weapons and
Armor
Plasti-Steele Ceramic plate armor: This kind of
body armor is usually work by law enforcement
types and military ground troops. It is fairly flexible,
strong, and highly impact resistant. This armor is
cumulative with skin-based DRs. For every point of
damage over the DR (of the armor and any shields
the wearer may have, or Energy Control absorption
expended) the plate takes 1 point of damage in
addition to the wearer possibly getting injured. The
# of these durability representing Hit points is 24
before the suit is made useless.
Cost: 500
Weight: 15 lbs.
Difficulty: 21
Tech Level: 4
Time: 2 days
DR: +6
Time: 4 weeks
Weapons
Chronium Items: Besides being the key ingredient
to ultra powered energy systems, cronium is
an incredibly durably substance (its the weight
of adamantium but much stronger). While
outrageously expensive, items can be made out of
cronium in lieu of the standard materials (cronium
plates for plasti-steel armor, cronium threaded
stealth suit, or even cronium Heavy Robot Armor).
In this way almost any item can be made using
cronium. The additional cost is 1e9 credits per
100lbs (so cronium plate armor costs .15 * 1e9
= +1.5e8). The additional labor cost for working
cronium is 10 times this (for the plate armor
example its +1.5e9 for the labor). Cronium items
Time
Cost / shot
Pistol
30
16 days
10 million
Rifle
30
16 days
10 million
Heavy Rifle
30
16 days
10 million
Cannon
34
1 month
100 million
5 months
1 billion
Assault Cannon 38
Chronium Weaponry
Weapon
Difficulty
Tech Level to
Required Construct
Mag Pistol
(Base Weapon)
10
20 slugs
100
17
3lbs
100 yards
2 days
Laser Pistol
12
25 beams
1000
20
3lbs
500 yards
4 days
Plasma Pistol
14
20 blasts
5000
24
3lbs
200 yards
4 days
Cronium Pistol
20
20 blasts
10
32
3lbs
500 yards
4 days
One-Handed
Melee Weapon
Str+2
100
17
4lbs
1 yard
1 days
Two-Handed
Melee Weapon
Str+4
200
19
8lbs
1 yard
1 days
4 hours
16
1lbs
1 yard
Battery:1hr
Base+2 minimum
500
10min
20
same as
weapon
1 yard
2 days
Battery:1hr
Base+4 minimum
2000
10min
24
same as
weapon
1 yard
4 days
10
32
same as
weapon
1 yard
2
weeks
2lbs
10+Str
yards
thrown
(5 yard
radius)
1 day
2lbs
10+Str
yards
thrown
(5 yard
radius)
2 days
2lbs
10+Str
yards
thrown
(5 yard
radius)
2 days
Punch/Kick
Str (stun
damage)
Laser Weapon
(melee)
Plasma
Weapon
(melee)
Cronium
Weapon
(melee)
Plasma
Grenade
Time to
build
20
Str+1
Photon
Grenade
Effective
Range
1 yard
(10+Str
yards
thrown)
Small Weapon
(knife)
Concussive
Grenade
Mass
Battery:1hr
1e8 per
minimum
battery
10min
10
12
14
1 per
1 per
1 per
50
250
500
20
22
24
Weapon
Difficulty
Tech Level to
Required Construct
Mass
Effective
Range
Time to
build
10+Str
yards
thrown
(5 yard
radius)
2
weeks
Nuclear
Grenade
20
1 per
1000000 4
26
2lbs
Tactical
Nuclear
Explosive
30
1 per
28
50lbs
4
weeks
Full Nuclear
Blast
40
1 per
28
500lbs
16
weeks
Anti-Matter
Bomb
60
1 per
10
32
1000lbs
52
weeks
Planetary
Vehicles
Unless otherwise noted the maximum vehicle agility
is 2 times their listed base or starting vehicle agility
(most vehicles in COTA have a base vehicle agility of
8 with a max vehicle agility of 16).
HoverTank: vehicle agility: 9, Effective strength
of 20. Single Cannon depending on tank type and
a heavy rifle usually of the same type, which is
attached to the top for anti-personnel. Both weapons
are aimed internally by one pilot and 2 gunners,
but a single pilot may also man both guns. Speed is
10 yards/sec per vehicle agility point. Add 1 week
construction time for each shield point.
Cost: 50 million
Space
Vehicles
The adamantium based hardened space vehicles are
designed to take the rigors of jump space and the
occasional Plasma Cannon Blast. They are structural
wonders and juggernauts. Inertial dampers and subspace communicators (they travel at light speed
through jump space, allowing almost instantaneous
communication) and gravitational simulators are
standard. Specially designed hull mounted jump space
field modifications allow starships in COTA to travel
through atmospheres without interracting with local
air molecules to cause friction.
Crew:
Slots:
Cost:
Difficulty: 20
Tech Level: 4
Time:
DR:
HP:
Vehicle Agility:
Difficulty: 21
Size Class:
Time: 4 weeks
Crew:
Weight: 10 tons
Size:
Weapons:
Slots:
HP: 16
Vehicle Agility: 10
Cost:
Size Class: 0
Crew: 1-3
Difficulty: 20
Slots: 5/5
Time:
Weight: lbs.
Tech Level: 4
DR:
HP:
Vehicle Agility:
Size:
Difficulty: 20
Weapons:
Time:
Slots:
Weight: lbs.
Size Class:
Tech Level: 4
Crew:
DR:
HP:
Cost:
Vehicle Agility:
Size Class:
Difficulty: 20
Size:
Weight: lbs.
Weapons:
Tech Level: 4