The Right Hand Of Darkness
She's beat up and poorly maintained but she's got heart...
Dynamic-class Freighter (Junker Template) CL 5
Colossal space transport
Init -5; Senses Perception +5
Defense Ref 12 (flat-footed 12), Fort 23; +12 armor
hp 110; DR 15; Threshold 75
Speed fly 12 squares (max. velocity 800 km/h), fly 2 squares (starship scale)
Ranged double laser cannons +2 (see below)
Fighting Space 12×12 or 1 square (starship scale); Cover total
Base Atk +0; Grp +33
Atk Options autofire (double laser cannons)
Special Qualities Systems Failure, Patchwork (see below)
Abilities Str 36, Dex 10, Con -, lnt 14
Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5
Crew 2 (normal); Passengers 6
Cargo 60 tons; Consumables 2 months; Carried Craft none
Hyperdrive x3, navicomputer
Double laser cannons (gunner)
Atk +2 (-3 autofire), Dmg 4d10x2
CURRENT STATUS: IN NEED OF REPAIRS
Systems Failure: A junker is always on the verge of falling apart, and sometimes does so in the middle of combat. Every time a junker moves down -1 step on its condition track, one of its systems fails. A failed system is totally nonfunctional and remains that way until the junker moves back up the condition track. Roll percentile dice to see what system fails (see below).
If you roll a system your junker does not have (such as rolling a hyperdrive malfunction on a ship lacking a hyperdrive), simply ignore the result-you got lucky.
D% FAILED SYSTEM
31-60 Engines (reduce starship-scale speed by 1 square, and character-scale movement by the same percentage)
61-85 One weapon or weapon battery (determine which randomly)
86-95 Computer core (-5 to all Perception and Computer Use checks made with the starship’s equipment)
Patchwork: The one benefit of a junker is that its cobbled-together systems are easier to patch back together into the semifunctional state they normally operate in. Reduce the DC of any Mechanics check made on a junker by 2.