SWORD WORLDS PATROL CRUISER
Val	Char	Cost	Notes
17	Size	85	Length 50.8",  Width 25.4",   Area 1,290.16"   Mass 13.1 kton   KB -17
95	STR	0	Lift 13.1ktons; 19d6
16	DEX	0	OCV 5 DCV -6
31	BODY	2	
23	DEF	0	
2	SPD	0	Phases:  6, 12
			Total Characteristic Cost: 73

Movement:	Leaping: 0"
	Flight: 40" / 80"
	Teleportation: 6" / 12"
	
Cost	Powers	END
	Ships Overall Construction  Note: Configuration, Construction Materials, and Armor	
2	1)  Closed Structure Hull: +2 BODY  Note: Cannot Enter Atmosphere, Cost *1.25	
0	2)  Crystal Iron Hull: (Total: 0 Active Cost, 0 Real Cost)   Note: Standard Cost, TL-10, Ships Body +5%, May Add TSA	0
24	3)  Short range Military-9 Armor Package: +12 DEF (36 Active Points); Ablative BODY Only (-1/2)	
27	4)  Reinforced Hull: +9 DEF	
	Engineering Section  Note: Drives and Environmental Section	
36	Ships Main Drives: Multipower, 98-point reserve,  (98 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4)  Note: MP Changable as needed, this is just a placeholder, This Multipower Assumes J1 and 1G Manuever	
1u	1)  Jump Drive-2: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Immobile (-1 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4), Custom Modifier (Real Equipment; -1/4)  Note: Jump-2	[1]
2u	2)  Manuever Drive-2: (Total: 98 Active Cost, 25 Real Cost) Flight 40" (80 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Crew-Served (2 crew; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 19) plus +6 DEX (18 Active Points); OIF Immobile (-1 1/2), No Figured Characteristics (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5)  Note: 2G Manuever Drive	0
2	Agility 1 Package: (Total: 7 Active Cost, 2 Real Cost) +1 with DCV (5 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 1) plus Lightning Reflexes: +1 DEX to act first with All Actions (2 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 1)	0
259	Ships Fusion Reactor: Endurance Reserve  (250 END, 250 REC) Reserve:  (275 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Requires monthly refueling and maintenance; -1/4)	0
20	Ships Emergency Power: Endurance Reserve  (50 END, 50 REC) Reserve:  (55 Active Points); Custom Modifier (Backup Power Only; -1/2); REC:  (50 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Backup System only; -1/2)	0
10	Ships Life Support System: LS  (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	3
1	Ships Environmental Systems: Change Environment 1" radius (5 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1)	1
	Tactical Systems  Note: Offensive and Defensive Equipment	
72	1)  Basic Beam Laser Battery: RKA 8d6, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4)  Note: 250 megawatt Beam Laser in turret, Battery factors 1-3	54
5	2)  Two more laser turrets for a total of 3: Custom Power (5 Active Points)	1
136	3)  Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), 64 Charges (+1/2), Autofire (3 shots; +1 1/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (475 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4)  Note: standard space combat missile, with either kinetic energy or High Explosive WarheadIF KE, its an AP attack instead of explosive	[64]
90	4)  Single Plasma Gun Turret: Killing Attack - Ranged 6d6, Explosion (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (225 Active Points); OIF Bulky (-1), Reduced By Range (-1/4), Real Weapon (-1/4)	22
5	5)  a second plasma gun turret: Custom Power (5 Active Points)	1
	Operations and Command Section  Note: Bridge, Sensors, and Commo	
3	1)  Basic Starship Bridge: (Total: 9 Active Cost, 3 Real Cost) Bureaucratics 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) plus Systems Operation 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) plus Security Systems 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1)	0
17	2)  Model 3 Starship Computer: Custom Power (17 Active Points)	2
20	Ships Sensors And Commo: Multipower, 60-point reserve,  (60 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2)  Note: Basic  Sensor and Commo package required for all Starships and Spaceships	
1u	1)  Radar (Radio Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	4
1u	2)  Infrared Perception (Sight Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	1
1u	3)  Ultraviolet Perception (Sight Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	1
1u	4)  High Range Radio Perception (Radio Group), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	3
1u	5)  Laser/Maser Comm: Mind Link , Any Willing Target (15 Active Points); OIF Immobile (-1 1/2), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2)	1
1u	6)  +6 versus Range Modifier for Radio Group and Sight Group (18 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	2
1u	7)  Densitometer: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	4
1u	8)  Neutrino Sensor: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	4
	Other Ship Systems	
0	1)  Accomodations: Custom Power  Note: 14 Staterooms	0
0	2)  Cargo Space: Custom Power  Note: 40.5 tons	0
8	3)  Engineering Shop: (Total: 8 Active Cost, 8 Real Cost) +2 with SS: Starship Engineering (Real Cost: 2) plus +2 with Electronics (Real Cost: 4) plus +2 with SS: Gravitics (Real Cost: 2)	0
6	4)  Sick Bay: (Total: 6 Active Cost, 6 Real Cost) +2 with Paramedics (Real Cost: 4) plus +2 with SS: Medicine (Real Cost: 2)	0
10	5)  20 Low Berths: Custom Power (20 Active Points); OIF Bulky (-1)  Note: Cold Sleep Birth, Character doesnt age while in cold sleep	2
	Small Craft	
0	1)  30 Ton Ships Boat: Custom Power	0
		

Total Powers & Skill Cost: 764
Total Cost: 837

200+	Disadvantages
15	Physical Limitation:  Cannot Enter Atmosphere (Frequently, Greatly Impairing)
622	Experience Points

Total Disadvantage Points: 837

