Octopus-Class Close-In Weapons System Vessel

Built more to be a defensive vessel designed to latch on to larger vessels to provide them with potent anti-strike craft weapons, the Octopus-class SAC is still a potent offensive vehicle when moving under its own power.

Colossal space transport
Initiative +X
Senses
Perception +X
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Defenses
Reflex 14 = 10 + 2 (Dex) + 12 (Armor Or Heroic Level) – 10 (Size)
Flat-Footed 12 = 10 + 12 (Armor Or Heroic Level) – 10 (Size)
Fortitude 26 = 10 + 20 (STR)
+12 armor
HP 150/150
DR 15
SR 55/55
Damage Threshold 80 (Fort Defense + Size Mod [50])
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Speed
Fly 12 squares (max velocity 830 km/h) [Stover Drive, Inertial Fields]
Fly 3 squares (starship scale) [Stover Drive]
Fighting Space
8x20x8 or 1 square (starship scale)
Cover
Total (crew)
Grapple +X = X (BaseATK) + 20 (STR) + 20 (Size)
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Abilities
Strength 50
Dexterity 14
Constitution –
Intelligence 16
Skills
Initiative +X
Mechanics +X
Perception +X
Pilot +X
Use Computer +X
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Crew: 6 (CO, Pilot, Copilot/Missile Gunner, Engineer, Technician, Gatling Gunner 1, Nano-Missile Gunner, Gatling Gunner 2)
AI: 2 (Class VI[S] Pulse Laser Control, Class VI[S] Pulse Laser Control)
Passengers: 37 (only quarters for 2 passengers)
Cargo: 5 tons
Consumables: 1 Month
Payload: 12 Light Missiles, 1000 Nano-Missiles
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Quad Gatling Turret Array 1 (Gatling Gunner 1)
attack +X (+X Autofire), 4d10x2 damage
Quad Gatling Turret Array 2 (Gatling Gunner 2)
attack +X (+X Autofire), 4d10x2 damage
Pulse Laser Array 1 (AI Controlled)
attack +X (+X Autofire (hits 2 squares, shuts off the array for 3 rounds)), 3d10x2 damage, can fire twice with a standard action
Pulse Laser Array 2 (AI Controlled)
attack +X (+X Autofire (hits 2 squares, shuts off the array for 3 rounds)), 3d10x2 damage, can fire twice with a standard action
Nano-Missile System (Nano-Missile Gunner)
attack +X (+X Autofire), damage 4d10x2 (guided missile weapon)
Light Missile Launcher
attack +X, damage by loaded missile (guided missile weapon)
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Jamming Suite – A sensor jamming system is capable of blinding enemy sensors and fire-control computers, making the vehicle carrying the jammer a more elusive target. The effectiveness of a jamming suite is limited to small craft and space transports, and a single target within 6 squares (starship scale) must be selected as the target of the jammer (a swift action).
A vehicle affected by a jammer takes penalties on Use Computer checks made for communications or sensors. For a jamming suite, the penalty is -4 for starfighters and -2 for space transports. This penalty also applies to enemy fire control systems, although it cannot reduce a ship’s Intelligence ability attack modifier on attack rolls below +0.
A system operator can attempt to overcome the effect of a jammer. Doing this is a swift action and involves a Use Computer check (with the jammer penalty) opposed by the Use Computer check of the ship with the jammer. On a successful result, the jammed vehicle takes no penalties from jamming until the start of the system operator’s next turn.

Regenerating Shields – If you have regenerating shields, your current shield rating increases by 10 (up to the vehicle’s maximum shield rating) when you use the recharge shields action. Normal shields increase their shield rating by only 5 when recharged.
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UNUSED EMPLACEMENT POINTS: 1

Epic Space Adventures Abound!