Striker-Class Marine Assault Craft

The Striker-Class Marine Assault Craft is a Swift Attack Craft of the Terran Alliance which is used to transport a full battalion of Marines (33 soldiers), plus a specialist squad, and 4 additional passengers. It is the primary boarding and landing craft used by the Terran Alliance Marine Corps. Strikers are reasonably sneaky vehicles with sensor baffling and shielded drive systems, allowing them to hide among incoming strike craft and the detritus of battle until they have a chance to latch onto an enemy hull and burn their way through with their plasma punch.

Colossal starfighter
Initiative +X
Senses
Perception +X
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Defenses
Reflex 15 = 10 + 2 (Dex) + 13 (Armor Or Heroic Level) – 10 (Size)
Flat-Footed 13 = 10 + 13 (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, Engineer, Technician, Gatling Gunner)
AI: 1 (Class VI[S] Pulse Laser Control)
Passengers: 37 (only quarters for 2 passengers)
Cargo: 5 tons
Consumables: 1 Month
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Dual Gatling Turret Array (Gatling Gunner)
attack +X (+X Autofire), 4d10x2 damage
Pulse Laser Array (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
2 Docking Guns [Heavy Machine Guns]
attack +X Autofire, 4d6 damage
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Plasma Punch – A plasma punch is a massive plasma drill that can create airlocks where none exist by boring through the hull of a ship. The plasma punch resembles a dome-shaped plasma emitter that connects to the hull of a ship via three magnetic limbs, with the emitter facing directly at the spot where the hole is to be drilled. A plasma punch takes 1 round for every 2 points of DR that the ship it is attacking has, and the ship takes 1d6 damage every round that the punch is activated (this damage bypasses DR and shields).

Sensor Baffling – Sensor baffling allows a vessel to make Stealth checks to hide even without cover or concealment. However, if the vessel moves a distance of more than its speed in one turn, this benefit is lost as the energy emitted by the engines negates the sensor baffling advantage.

UNUSED EMPLACEMENT POINTS: 1

Epic Space Adventures Abound!