FSS Acarina Tactical Systems

Basic Info CPU Systems Power Systems Tactical Systems Life Support

“You call these weapons? My grandmother has a bigger shotgun than this crap!” – a mouthy dude, right before he got shot by a Proton Torpedo.

Not the best of Weaponry, but survivable in deep space. The crew must use ingenuity in order to survive an encounter with a much stronger starship. It has makeshift weapons from its original Odran Kimura model – being a modified merchant vessel, it is attached with a cable gun – but this version is one that uses it more to attach into other ships, and tow themselves out of dangerous territories. (Thus, the name Acarina… another name for a Tick.) Its greatest strength is its energy shields, with a creatively done Force Disc, which intercepts enemy fire, and contributes to the ship a much higher resistant defense.

  • The Defense systems include an Armor-piercing Proton Torpedoes (3d6 RKA) ; a Proton G-Cannon (3d6 Autofire 5) ; a Cable gun (Telekinesis 53STR) ; Competent Ablative Shields (20PD/20ED and 25 Power Defense) and a more mobile Interceptor Shield (ala SDF Macross’ interceptor discs, grants additional 15 PD/15ED – but requires energy to use) ; and Distracting Decoy Drones (Noncombat features; Summon)
Cost Powers END
14 Acarina Tactical Systems: Elemental Control, 80-point powers, (40 Active Points); all slots Limited Power Power loses about half of its effectiveness (On Highly Electrical and Magnetic Areas; -1), OIF Bulky Durable (-1), Requires Multiple Foci or functions at reduced effectiveness (+¼)
14 1) Proton Torpedoes: Killing Attack – Ranged 4d6, MegaScale (1” = 1 km; +¼) (75 Active Points); Limited Power Power loses about half of its effectiveness (On Highly Electrical and Magnetic Areas; -1), OIF Bulky Durable (-1), Requires Multiple Foci or functions at reduced effectiveness (+¼) 8
14 2) Proton G-Cannons: Killing Attack – Ranged 3d6, 4 clips of 64 Charges (Increased Reloading Time; +¼), Autofire (5 shots; +½) (79 Active Points); Limited Power Power loses about half of its effectiveness (On Highly Electrical and Magnetic Areas; -1), OIF Bulky Durable (-1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [64]
9 3) Ablative Force Shields: Force Field (15 PD/15 ED/20 Power Defense) (Protect Carried Items) (60 Active Points); OIF Immobile Durable (Focus: Shield Generators; -1 ½), Arrangement (-¼), Requires Multiple Foci or functions at reduced effectiveness (+¼), Ablative BODY or STUN (-1), Limited Power Power loses about half of its effectiveness (On Highly Electrical and Magnetic Areas; -1) 7
13 4) Cable Gun: Telekinesis (53 STR) (80 Active Points); Limited Power Power loses about half of its effectiveness (On Highly Electrical and Magnetic Areas; -1), OIF Bulky Durable (-1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 1 Recoverable Continuing Charge lasting 5 Minutes (-¼) [1 rc]
11 5) Interceptor Shield: Force Wall (15 PD/15 ED) (75 Active Points); Limited Power Power loses about half of its effectiveness (On Highly Electrical and Magnetic Areas; -1), Requires A Navigation Roll (RSR Skill is subject to Skill vs. Skill contests; -¾), OIF Bulky Durable (-1), Requires Multiple Foci or functions at reduced effectiveness (+¼) 7
8 6) Release Decoy Drones: Summon 4 100-point Decoy Drones (30 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (On Highly Electrical and Magnetic Areas; -1), OIF Bulky Durable (-1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 4 Boostable Recoverable Charges (-¼) [4 bc]
14 Airlocks: Change Environment 8” radius, Varying Combat Effects, Reduced Endurance (0 END; +½) (45 Active Points); OIF Bulky (Focus: Airlock Charges; -1), Limited Power Power Only on Ship Airlock Doors (-1), Pulling Airlock Charges down (-¼)

FSS Acarina Tactical Systems

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