TEXT: cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to
  spacecraft construction
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Whether your intent is to outfit an alien invasion force to trouble your 
  superheroes, to recreate your favorite SF television show, or to create 
  your own galaxy-spanning campaign using the M&M, Second Edition 
  rules, McGuffin’s Guide to Spacecraft Construction will assist you in 
  creating spacecraft and space-stations to fit your needs.
  McGuffin’s Guide to Spacecraft Construction is designed to be an extension 
  of the vehicle construction rules that you can find on page 142 of M&M, Second 
  Edition. These rules have been organized into two sections:
  Section One gives you all of the rules and options to create your own spacecraft, 
  with new Features and Powers.
  Section Two provides you with 13 pre-built spacecraft to get you 
  started, from fighters and freighters to time-machines and orbital 
  planet-destroying satellites.
  And for even more spacecraft goodness, you can check out our website 
  at: http://www.cracked-mirror.com for our McGuffin’s Guide Spacecraft 
  Construction Worksheets that are designed to help you create your own 
  spacecraft in a flash.
  introduction
  how to use this book
  In accordance with Section 1(e) of the Open Game License, Version 1, 
  the following is designated Product Identity: Cracked Mirror Publishing, all 
  character names, place names and all art.
  Except for those parts already designated Product Identity, all text on pages 
  3-21 are designated Open Game Content.
  Writing by J.A. Dettman
  Astronomical assistance provided by Britt Scharringhausen, Ph.D.
  Cover Illustration by Storn Cook
  Interior Illustrations by Stephen Shepherd
  Feedback & Proofreading by 
  Jonathan “Dr. Archeville” Howell & Graham J. Priestley 
  Designation of Product Identity
  open game content
  credits
  
  cracked mirror publishing
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  McGuffin’s Guide to spacecraft construction
  one — spacecraft construction
  Spacecraft, in form and function, are quite different than normal vehicles. 
  While a small spacecraft may resemble a normal aircraft, a spacecraft 
  is required to perform in harsher conditions and at longer range. Large 
  spacecraft can barely even be compared to normal craft, often acting as 
  combination mobile headquarters and computerized assistant.
  SPACECRAFT TRAIT COST
  Trait
  Base Value
  Cost
  Strength
  10
  1 point per +5 Strength
  Dexterity
  10
  1 point per +1 Dexterity
  Intelligence
  0
  1 point per +1 Intelligence
  Wisdom
  10
  1 point per +1 Wisdom
  Charisma
  0
  1 point per +1 Charisma
  Speed
  —
  Movement power cost
  Size
  Miniscule
  1 point per size category
  Skills
  —
  1 point per 4 skill ranks
  Feats
  —
  1 point per feat
  Features
  —
  1 point per feature
  Powers
  —
  Base cost of power times rank
  STRENGTH
  A spacecraft’s strength determines its carrying capacity. Spacecraft 
  have a base Strength of 10 and buy up their Strength in increments 
  of 5 for 1 point each. A spacecraft can move at normal speed carrying 
  up to its medium load, 2/3 speed with a heavy load. It can also pull up 
  to five times its heavy load at 1⁄2 speed (up to ten times, if equipped 
  with the proper hauling equipment and given an unobstructed area in 
  which to move). Each increase in size category increases a spacecraft’s 
  Strength by 10 at no additional cost.
  DEXTERITY
  A spacecraft’s dexterity determines how agile it is in comparison to other 
  spacecraft. Spacecraft have a base Dexterity of 10 and can increase 
  their Dexerity by +1 for 1 point each. 
  OTHER ABILITY SCORES
  Spacecraft have no Constitution score, because they are not living 
  beings. Spacecraft always fail Constitution checks. Spacecraft do not 
  recover from damage; they must be repaired instead. Spacecraft are 
  immune to effects requiring Fortitude saving throws unless the effect 
  works on inanimate objects. Spacecraft also have no Intelligence or 
  Charisma scores.
   These qualities of spacecraft: lacking three ability scores (-30 points) 
  and Immunity to effects requiring Fortitude saves (30 points) average 
  out to 0 points.
   Spacecraft without Intelligence and Charisma are automatons, 
  
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  McGuffin’s Guide to spacecraft construction
  operating on programmed instructions. They are immune to mental 
  effects and interaction skills and automatically fail Intelligence and 
  Charisma checks.
   A spacecraft can buy up one (or both) of its non-existent ability scores 
  from 0 by spending points; +1 ability score point per point spent. This 
  gives the spacecraft the normal use of that ability. Note that a spacecraft 
  with Intelligence but no Charisma is sentient (able to process sensory 
  information and act on it, and can learn) but is non-sapient (not self-
  aware, lacking self-initiative, empathy and creativity).
  DEFENSE
  A spacecraft’s Defense is 10 + its Size modifier. Note: Since the size 
  modifier applies to both attack rolls and Defense, spacecraft of the 
  same size have no modifier to hit each other.
  SPEED
  A spacecraft buys the appropriate movement power(s) for its movement 
  speed, paying the normal cost. Spacecraft with multiple modes of 
  movement (atmospheric, FTL, sub-light speed) can pay full cost for one 
  and acquire the others as alternate powers (see pg. 108 M&M2E).
  TOUGHNESS 
  A spacecraft’s Toughness rating starts at 5. Each increase in Size 
  category increases a spacecraft’s Toughness by +2 at no additional 
  cost.
  SIZE
  Spacecraft come in a vast range of sizes from that of a small automobile 
  to that of a small moon. To account for this range spacecraft use the 
  Spacecraft Size Category below. 
   A spacecraft has an initial size of Miniscule (or Medium size on the 
  Character Size Scale) for a cost of 0. Each increase in size category 
  increases the cost of the spacecraft by 1 point.
  MODIFIER
  A spacecraft’s Size Modifier applies to the vessel’s Attack and Defense 
  bonuses. Since this modifier is applied to both Attack and Defense, 
  spacecraft of equal size have no modifier to attack, or defend, against 
  each other.
  Spacecraft Size
  Character Size
  Modifier
  Size
  Strength
  Toughness
  Defense
  Awesome
  —
  -32
  5000+ ft.
  110
  25
  -22
  Colossal
  —
  -28
  2000-5000 ft.
  100
  23
  -18
  Gargantuan
  —
  -24
  1000-2000 ft.
  90
  21
  -14
  Huge
  —
  -20
  500-1000 ft.
  80
  19
  -10
  Large
  —
  -16
  250-500 ft.
  70
  17
  -6
  Medium
  Awesome
  -12
  128-250 ft.
  60
  15
  -2
  Small
  Colossal
  -8
  64-128 ft.
  50
  13
  2
  Tiny
  Gargantuan
  -4
  32-64 ft.
  40
  11
  6
  Diminutive
  Huge
  -2
  16-32 ft.
  30
  9
  8
  Fine
  Large
  -1
  8-16 ft.
  20
  7
  9
  Miniscule
  Medium
  0
  4-8 ft.
  10
  5
  10
  
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  McGuffin’s Guide to spacecraft construction
  skills
  Spacecraft can have skills just like characters at the same cost (1pp per 
  4 skill ranks). However, a spacecraft cannot have skills based on abilities 
  that it lacks, nor can a spacecraft have skills that rely on it having the 
  same physical structure as a character (such as Climb, Sleight of Hand 
  or Swim). Useful skills for a spacecraft include:
  Computers: Useful for interfacing with other computer networks.
  Concentration: At the GM’s discretion, this may be a useful skill for 
  intelligent, self-aware vessels in difficult combat situations.
  Diplomacy: Another skill useful for Intelligent, self-aware spacecraft.
  Gather Information: This may be useful to self-aware vessels for 
  monitoring a planet’s communications traffic.
  Intimidate: For self-aware spacecraft, this skill may be useful for 
  coercing crew members or opposing vessels.
  Investigate: Useful for assisting crew in forensic analysis.
  Knowledge: Whether a vessel is intelligent or not, Knowledge skills 
  could be used to simulate a spacecraft’s memory banks or archives.
  Language: Useful in campaigns where the Language Translator option 
  is not available.
  Notice: A spacecraft’s Notice skill acts as its passive sensor system 
  (see sidebar at right).  
  Pilot: A useful skill allowing a spacecraft, intelligent or otherwise, to 
  operate on autopilot.
  Search: A spacecraft’s Search skill acts as its active sensor system 
  (see sidebar below). If a vessel is not intelligent, substitute a crew 
  member’s Search skill when using the spacecraft’s active sensors.
  Sense Motive: Useful to self-aware spacecraft.
  FEATS
  While spacecraft can have feats at the same cost as characters (1pp 
  per feat rank), some feats are less useful or even useless to spacecraft. 
  Common feats for spacecraft are listed below.
  All-out Attack
  Attack Focus
  Attack Specialization
  Defensive Attack
  Evasion
  Improved Aim
  Improved Defense
  Interpose
  Move-by Attack
  Ranged Pin
  Redirect
  Set-Up
  Sneak Attack
  Taunt
  Well-Informed
  ACTIVE SENSORS VERSUS PASSIVE SENSORS
  Spacecraft utilize two types of sensor systems; Active sensors 
  (a spacecraft’s Search skill) and Passive sensors (a spacecraft’s 
  Notice skill).
  Active sensors operate by sending a pulse of some kind (radar, sonar, 
  etc.) to bounce off a target and gather information. Due to the nature 
  of bouncing a signal off a target, active sensors can be detected by the 
  target they are used on with a Notice check (DC 10).
  Passive sensors consist of measurement devices that track 
  fluctuations in the immediate surroundings of a spacecraft. Infinitesimal 
  differences in electromagnetic radiation hitting a spacecraft are 
  detectable by dense arrays of passive sensors dotting the vessel’s hull. 
  Passive sensor use cannot be detected by other spacecraft. 
  SPACECRAFT & INTERACTION SKILLS
  Interaction skills require that an artificially intelligent spacecraft have 
  some means to interact with other characters. For most spacecraft, 
  this will take the form of speaking either with on-board speaker 
  systems or via communications channels.
  
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  McGuffin’s Guide to spacecraft construction
  FEATURES
  A spacecraft may have any number of features chosen from the 
  lists below. Certain features may be considered “standard” for your 
  campaign. Check with your GM to determine if any features are included 
  in your spacecraft’s design and what their costs may be.
  Artificial Gravity
  The spacecraft is equipped with a rotating section that simulates the 
  natural gravity of the constructing race’s home planet. 
   For an additional feature, the spacecraft is equipped with a high-tech 
  system that simulates gravity without the need for rotation. 
  Combat Simulator
  A combat simulator is a special room equipped with various devices 
  intended to test characters’ skills and allow them to train in realistic 
  combat situations. Generally, a combat simulator has a suite of devices 
  that can simulate any appropriate attack effect at a rank up to the 
  campaign’s PL. A combat simulator normally has safety interlocks so 
  its attacks are always non-lethal, but these can be disengaged so the 
  simulator’s attacks do lethal damage. 
   For an additional feature, the combat simulator can also project 
  realistic illusions, allowing it to recreate or simulate almost any 
  environment. Combat simulators are useful for training and short “war 
  games” (pitting characters against each other or simulated opponents). 
  As another feature, a combat simulator designed to project illusions can 
  be programmed as a recreation facility, allowing characters to travel on 
  virtual vacations, take part in fictional-interactive dramas, or simulate 
  experiments that may be too dangerous to perform in a laboratory.
  Communications 
  A communications system allows the spacecraft to receive and transmit 
  on a wide range of radio and TV bands, monitor police and emergency 
  channels, coordinate communications between crew members, and so 
  forth. It includes communications equipment, consoles, and monitors. 
  The system’s access to restricted communication bands depends on 
  the clearance and skills of the user. Heroes often have access to special 
  government channels, while a successful Computers skill check (DC 
  25) can grant a user illegal access to restricted systems.
  Computer 
  A state-of-the-art computer system serving the entire spacecraft (a 
  mainframe or mini-mainframe system). This allows characters to make 
  full use of the Computers skill and the computer can be programmed 
  to handle routine ship functions (including monitoring communications 
  channels and controlling weapons systems). For an artificially intelligent 
  spacecraft, purchase this feature and Intelligence.
  Extra-spatial Interior 
  Your spacecraft is larger on the inside that it appears on the outside. 
  This additional space can be used as cargo area, crew quarters, or 
  any combination of the two. Just how much larger the interior of your 
  spacecraft is is left up to your gamemaster.
  Fire Prevention System 
  The spacecraft is equipped with an automatic system for detecting 
  and extinguishing fires. Any large open flame sets the system off. It 
  functions like the Nullify power (pg.94, M&M2E) at rank 5 against fire. 
  A computer-controlled prevention system can be programmed to ignore 
  certain sources of fire or the system can be placed on manual control 
  (requiring someone to personally activate it).
  Grappling/Manipulator Arm
  The spacecraft has been fitted with an extendible arm that can be used 
  to tow other spacecraft or to manipulate cargo. This feature is usually 
  available on less advanced spacecraft where the Tractor/Repulsor 
  Beams power isn’t available.
   A Grappling/Manipulator Arm has a base Strength equal to that of the 
  spacecraft. For each additional point spent on this feature, increase the 
  Arm’s strength by 5. 
   A Grappling/Manipulator Arm can move objects, but cannot perform 
  tasks of fine manipulation (like typing, or manipulating controls). A 
  Grappling/Manipulator Arm cannot inflict damage directly; it cannot 
  
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  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  ‘punch’ or ‘crush’ objects. Using a Grappling/Manipulator Arm to ‘grab’ a 
  spacecraft is a Standard Action and can usually only be accomplished 
  on an immobile target.
  Gym
  A gym consists of weight-training and other exercise machines, space 
  for working out, stretching, and similar exercises, and all the necessary 
  amenities (lockers, showers, etc.). Some spacecraft may incorporate the 
  gym feature into the combat simulator for a multi-purpose training room.
   A gym is a particularly important feature on spacecraft without the 
  Artificial Gravity feature. Space travelers in a zero-gravity environment 
  can experience serious health problems if they do not exercise regularly.
  Hangar
  A spacecraft hangar houses fighter craft and other space vehicles, and 
  includes a launching mechanism for fighters or a flight deck for the 
  smaller craft to launch from. A hangar also has facilities for repairing 
  and maintaining the vehicles it houses.
  Hidden Compartments
  The spacecraft has hidden compartments or cargo areas holding up to a 
  tenth of the craft’s medium load in cargo. A Search check (DC20) allows 
  a searcher to find the hidden compartment. For each additional point 
  spent, increase the DC of the check by 5.
  Holding Cells
  These are special cells for holding prisoners, usually temporarily, 
  although some spacecraft might have more permanent holding facilities. 
  The cells are equipped with Nullify devices (ranked at the campaign’s 
  PL) or their basic Toughness is increased by 50%, which option should 
  be agreed upon by both the player and the GM. Both options may be 
  taken for a cost of two features. 
  Infirmary
  An infirmary consists of hospital beds and equipment for the full use of 
  the Medicine skill. An infirmary can provide treatment for a number of 
  patients equal to the spacecraft’s PL at one time and it can be assumed 
  to have the necessary facilities to handle any unusual physiologies of 
  the spacecraft’s owner(s).
  Laboratory
  A laboratory is a facility for the use of Knowledge skills in performing 
  scientific tests or experiments. It contains all the necessary scientific 
  equipment, including dedicated computers if the spacecraft doesn’t 
  have its own computer system.  Characters can use the laboratory to 
  perform research, study unusual phenomena, and so forth.
  Library
  A library allows for the use of various Knowledge skills when doing 
  research. A library may consist of printed material, microfilm, computer 
  databases, or a combination of the three. A library allows characters to 
  take 20 on most Knowledge skill checks unless the information they’re 
  looking for is particularly obscure (in the GM’s judgment).
  Living Space
  The spacecraft includes all the necessary amenities for people to live 
  in it full-time. This includes bunk space, a common kitchen or cafeteria 
  facility, dining area, and living space. 
   For an additional feature, a spacecraft can provide a number of private 
  SPACECRAFT CREW ACCOMODATIONS
  Spacecraft are not always large, restricting the number of crew and 
  passengers that they may carry. A good rule of thumb to use for crew/
  passenger capacity is that the smallest spacecraft (Miniscule size on 
  the Spacecraft Size Category chart) has a crew/passenger capacity of 
  up to 5 Medium sized people. For each size category above that, move 
  the crew/passenger capacity of the spacecraft one rank up the Time 
  and Value Progression table. So, a Fine sized spacecraft would have 
  a crew/passenger capacity of 10, a Diminutive spacecraft of 25, a Tiny 
  spacecraft of 50, etc.
  Note: A spacecraft can hold up to twice the listed capacity above, but 
  the quarters will be crowded, much like a military vessel.
  
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  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Power System
  A power system is a system of generators (fusion, fission, or anything 
  else) that provides the spacecraft with energy to run all of its systems. 
  The spacecraft also has emergency back-up power systems should the 
  main generators fail. Back-up power generally lasts for a number of 
  hours equal to the spacecraft’s PL.
  Rescue Beacon
  A rescue beacon is an automatic distress system that triggers in the 
  event of a spacecraft emergency. All ships within reasonable broadcast 
  range of a spacecraft may use active or passive sensors to detect a 
  rescue beacon (DC10 Notice check. For every light-year between the 
  two spacecraft a -2 penalty is imposed).
  Security System
  Various locks and alarms protect the spacecraft from unauthorized 
  access to its systems. A Disable Device check (DC 20) overcomes 
  these systems. For each additional point spent on this feature, increase 
  the DC by 5.
  Workshop
  A workshop has all the facilities for use of various Craft skills. It includes 
  tools, workbenches, supplies, and so forth. The GM may rule certain 
  Craft skills cannot be used in a workshop, or require a workshop of 
  its own (which is an additional feature). For example, a workshop 
  can easily handle woodworking, metalworking, and machining, 
  but might not be suitable for creating magical inventions, which 
  require a separate dedicated workshop.
  living suites. This allows a spacecraft’s crew to live in relative comfort, 
  and with some privacy, at the cost of less living area. This option is 
  more likely to be found on personal or luxury spacecraft, while military 
  spacecraft are likely to require their crew to share living quarters.
  Navigation System
  The spacecraft has the equivalent of the direction sense Super-Sense 
  (pg. 102; M&M2E), granting a +5 bonus on all skill checks related to 
  navigation. This can be increased by +5 per additional point spent to a 
  maximum of +20.
  
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  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  POWERS
  Absorption Shielding  
  Absorption shielding allows a spacecraft to absorb energy attacks that 
  target it and redirect that energy into its own systems. Subtract the 
  Absorption Shielding rank of a spacecraft from the damage bonus of the 
  affected attack. If the remaining bonus is +0 or greater, make a normal 
  Toughness save against the remaining damage bonus, otherwise the 
  spacecraft ignores the attack’s damage completely. A spacecraft’s 
  Absorption rank counts as a bonus to its Toughness save for power 
  level purposes.
   After absorbing damage, as a reaction, a crew member can 
  immediately use Boost on one of the spacecraft’s traits at a rank equal 
  to the rank of the Absorption Shielding or the attack’s damage bonus, 
  whichever is less. Choose what systems the absorption shielding effects 
  from the following list when it is taken: engines, regenerative systems, 
  tractor beam, or one weapon system. 
   A spacecraft’s absorption shielding can be used to boost the effects 
  of multiple weapon systems for an increase in the cost of this power by 
  2pp/rank, or to boost the effects of all of a spacecraft’s systems for an 
  increase of 4pp/rank.
  Absorption [Type: Energy; Cost: 4 pp/rank]
  EXTRA
  • 
  Energy Storage (+1): The spacecraft “stores” absorbed energy. 
  Each attack gives the spacecraft energy equal to the damage 
  bonus the Absorption Shielding stops. The spacecraft can have 
  up to (rank x 10) energy points at once (excess energy dissipates 
  harmlessly). Stored energy “bleeds off’ at a rate of 1 point per 
  round. This rate can be reduced with the Slow Fade feat. Stored 
  energy points may be used to fuel other effects (chosen when 
  Absorption Shielding is taken) as desired on a 1 point per rank 
  basis. The Progression Feat (see pg. 110; M&M2E) increases 
  your storage capacity by one multiple per application (x11, x12, 
  etc.).
  Automated Medical Bays (Auto-doc)
  The spacecraft is equipped with computerized medical facilities that are 
  designed to assist injured crewmembers in healing. With a full-round 
  action, an Automated Medical Bay can do any one of the following:
  • 
  Grant a character an immediate recovery check for the subject’s 
  worst damage condition, with a bonus equal to this power’s rank. 
  If the check fails, the subject must wait the normal recovery time 
  for that condition. If successful, this power can be used on the 
  subject again normally.
  • 
  Grant a bonus on Saving Throws equal to this power’s rank 
  against effects with disease or poison descriptors. The bonus 
  applies to the subject’s next save against the effect.
  • 
  Stabilize a dying character with a power check (DC 10).
  Healing [Cost: 2pp/rank]
  POWER FEATS
  • 
  Persistent: The auto-doc can heal incurable damage (see 
  Incurable, page 109 M&M2E)
  • 
  Regrowth: When healing a disabled condition, an auto-doc can 
  cause lost or destroyed organs and limbs to regenerate as well.
  EXRAS
  • 
  Resurrection (+1): The auto-doc can restore life to the dead. If 
  the subject has been dead for fewer minutes than this power’s 
  rank, make a DC 20 Con check for the subject with a bonus 
  equal to this power’s rank. If successful, the patient’s condition 
  becomes disabled and unconscious. If the check fails, another 
  check cannot be made. Applying the Progression feat to this 
  power moves the amount of time a subject can be dead one step 
  up the Time and Value Progression Table (from rank in minutes 
  to rank x 5 minutes, then rank x 20 minutes, rank in hours, and 
  so forth).
  
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  McGuffin’s Guide to spacecraft construction
  • 
  Total (+1): The auto-doc can completely heal multiple damage 
  conditions at once. For every 5 points the recovery check 
  (including the bonus from this power) exceeds the DC, the 
  subject’s next worse condition heals as well.
  Chameleon Hull 
  Using holographic technology you can alter the appearance of your 
  spacecraft. For 2pp/rank your vessel can assume the form of any 
  spacecraft of the same size category. For 3pp/rank the spacecraft can 
  assume any form of the same size category and, roughly, the same 
  mass. Using either option, the spacecraft gains a +5 bonus to Disguise 
  checks per rank in this power.
  Morph [Cost: 2pp/rank or 3pp/rank]
  Cloaking System 
  Your spacecraft is equipped with a system that bends light around 
  the vessel, allowing it to become visually undetectable. This gives the 
  spacecraft total concealment from all visual senses.
  Invisibility [Type: Total concealment from all visual senses; Cost: 8pp]
  Compartmental Separation
  Spacecraft with this power can separate into two smaller functional 
  spacecraft. When creating a spacecraft with Compartmental Separation 
  the combined spacecraft takes this power and the two separate 
  component craft are built on (power rank x 15) power points. The 
  combined spacecraft and its component craft have separate traits, 
  although the combined form often (but not always) shares the best of the 
  components’ traits. Component craft can’t be built on more points than 
  the combined spacecraft’s total divided by the number of components. 
  Gestalt [Cost: 1pp/rank]
  POWER FEAT
  • 
  Progression: Normally a Compartmental spacecraft is made 
  up of two components. Each application of this feat moves the 
  maximum number of component craft one step up the Time and 
  Progression Table. 
  Defense Grid
  Your spacecraft is equipped with a system that allows it to intercept or 
  deflect attacks made against it. A spacecraft with a Defense Grid may 
  attempt to intercept any number of attacks in a round as if using the Block 
  action (page 155, M&M) with no cumulative penalty. Once a block attempt 
  fails, the defense grid cannot be used again until the next round.
  Deflect [Type: All ranged attacks; Extras: Action 2 (reaction); 
  Cost: 4pp/rank]
  Disruptor Beam  
  Disruptor Beams are deadly energy weapons that weaken and destroy 
  the structure of spacecraft. On a successful ranged attack roll, the target 
  spacecraft loses Toughness equal to this power’s rank (to a maximum 
  of -15). The target then makes a Toughness save (at the reduced score) 
  against damage equal to this power’s rank. If the save fails by 20 or 
  more, the spacecraft is atomized, leaving nothing behind. Damage and 
  reductions in a spacecraft’s Toughness are permanent until repaired, 
  although spacecraft with Regenerative Systems may use that power 
  normally.  
  Disintegration [Power Feats: Improved Range 11; Cost: 11pp + 4pp/rank]
  Electro-Magnetic Pulse (EMP)
  An EMP is a weapon system designed to temporarily disable an enemy 
  vessel. If a successful ranged attack is made with an EMP, the target 
  spacecraft must make a Toughness saving throw (DC 10 + power rank). 
  A failed save means that the spacecraft is dazed; a save that fails by 
  5 or more means that the target craft is stunned. Targets that fail the 
  Toughness save by 10 or more are inoperable and must be restarted. 
  The target gets a new save each round to recover from being dazed or 
  stunned, with a +1 bonus per previous save.
   
  Stun [Power Feats: Improved Range 11; Cost: 11pp + 2pp/rank]
  
  cracked mirror publishing
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  McGuffin’s Guide to spacecraft construction
  Energy Shielding
  Your vessel is equipped with an energy shield that can surround it 
  and protect it from attack. Energy Shielding increases a spacecraft’s 
  Toughness save +1 per rank.
  Force Field [Cost: 1pp/rank]
  EXTRA
  • 
  Impervious (+1): The spacecraft’s Energy Shielding stops some 
  damage completely. If an attack has a damage bonus less 
  than your vessel’s Energy Shielding rank, it inflicts no damage. 
  Penetrating damage ignores this modifier; the spacecraft makes 
  a normal saving throw against it.
  FLAW
  • 
  Ablative (-1): Damage degrades your Energy Shielding. Each 
  time it provides its bonus, it loses 1pp of effectiveness. When 
  reduced to 0pp, it turns off. Energy Shielding recovers its 
  effectiveness after about an hour of inactivity.
  Ion Cannons
  Ion Cannons are the standard weapons on most spacecraft. They are 
  designed to cut through an enemy vessel’s hull, destroying vital ship 
  systems and killing crew. An Ion Cannon’s damage equals its power rank.
  Blast [Power Feats: Improved Range 11; Cost: 11pp + 2pp/rank]
  FTL (Faster Than Light) Drive
  A slow but direct form of interstellar travel, the FTL Drive allows a 
  spacecraft to move faster than the speed of light through the vacuum 
  of space. A spacecraft with an FTL Drive can fly at light-speed at rank 
  1, crossing one light year per year. Each additional rank moves this 
  one step up the Time and Value Progression Table. So rank 2, allows a 
  vessel to travel twice the speed of light, then five times, and so on. 
  Space Travel [Cost: 1pp/rank]
  Hyperspace Drive 
  The second fastest means of interstellar travel, the Hyperspace Drive 
  allows a spacecraft to travel faster than light-speed by moving through 
  another dimension in which the laws of physics differ from our own. A 
  spacecraft can shift from normal space into hyperspace (or the reverse) 
  as a Move action. Actual travel times are left to the GM’s discretion.
  Super-Movement [Type: Dimensional Movement; Cost: 2pp]
  Jump Drive 
  The fastest form of interstellar travel, the Jump Drive allows a spacecraft 
  to move instantly from place to place without crossing the distance in 
  between. As a full action, a spacecraft can ‘Jump’ the distance shown 
  on the Extended Range Table.
  Teleport [Extra: Accurate; Cost: 3pp/rank]
  POWER FEAT
  • 
  Progression: Some larger spacecraft are capable of carrying 
  other nearby vessels with them when using their Jump Drive. A 
  spacecraft may carry one additional vessel with a Size no more 
  than half its own for one rank. Additional applications allow a 
  spacecraft to move this number one step up the Time and Value 
  Progression Table.
  SPACECRAFT WEAPON RANGES
  Spacecraft operate over vast ranges. The immensity of space means that 
  space-battles can take place across the breadth of a solar system or in orbit 
  around a small moon.
   To take these ranges into account, the spacecraft weapon systems 
  presented here use the Improved Range power feat (see p.109, M&M2E) 
  to increase a vessel’s range. Each weapon system is built using Improved 
  Range 11 as a baseline value, which gives that weapon system a range-
  increment of just under one-mile (5000 feet) and maximum range of 
  approximately 9.5 miles (50,000 feet) per rank.
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Language Translator 
  A language translator allows instantaneous translation between 
  a spacecraft’s crew and alien creatures or cultures. Filtering all 
  communications through the spacecraft’s Language Translator enables 
  the vessel’s crew to understand all languages and translate their 
  transmissions into alien languages.
  Comprehend 2 [Type: speak and understand all languages; Cost: 4pp]
  Life Support System 
   All spacecraft come with a built in life support system to keep their crew 
  alive in space.
  Immunity 9 [Type: Life Support; Extra: Affects Others (+0); Cost: 9pp] 
  Long Range Sensors 
   A spacecraft with Long Range Sensors is able to use its Notice and Search 
  skills and any sensory powers over great distances. Each additional power 
  rank increases the vessel’s sensor range, as shown on the Extended Range 
  Table. While a spacecraft’s Long Range Sensors are in use it cannot use 
  other sensors.
  ESP [Type: All senses; Cost: 4pp/rank]
  Matter Accelerator
  Using some means of propulsion (typically magnetic or gravity-based), 
  a Matter Accelerator fires an asteroid or other projectile (of Gargantuan 
  size or larger) at a target.
  Blast [Power Feats: Improved Range 11; Extras: Area (explosion); 
  Cost: 11pp + 3pp/rank]
  Matter Replicator
  Matter Replicators are capable of creating just about anything from 
  food or machine parts to clothing or weapons. A small, personal Matter 
  Replicator (5pp) can create objects up to one 5-foot cube in size with 
  Toughness up to its power rank. To create larger objects, apply the 
  Progression power feat.
   Objects created using a Matter Replicator can be destroyed or 
  recycled, in whole or in part, through the use of another, or the same, 
  Matter Replicator. Otherwise, they appear to all senses as real as any 
  other object a character encounters. Although it should be noted, some 
  people feel that food created using a Matter Replicator doesn’t taste as 
  good as the ‘real thing.’
  Create Object [Power Feats: Innate, Precise; Extra: Duration (continuous); 
  Cost: 2pp + 3pp/rank] 
  Matter Transmitter
  A Matter Transmitter allows creatures or cargo to be transported over 
  long distances instantaneously by converting their physical forms to 
  energy and then reassembling them. 
   A standard industrial Matter Transmitter (8pp) can move 200lbs of 
  cargo up to 1000 feet. Such a transmitter is designed primarily for 
  moving cargo from one spacecraft to another without docking. Each 
  additional power rank increases a Matter Transmitter’s range, as shown 
  on the Extended Range Table.
   More advanced Matter Transmitters are more powerful (allowing them 
  to move cargo farther) and can move larger amounts of cargo (through 
  additional applications of the Progression power feat).
  Teleport [Power Feat: Change Velocity, Progression 1; Extra: Accurate; 
  Flaw: Long-Range; Cost: 2pp + 2pp/rank] 
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Neutron Torpedoes
  Powerful weapons, Neutron Torpedoes are primarily a military armament. 
  A basic torpedo consists of an explosive warhead mounted on a simple 
  propulsion system, although most torpedoes are capable of being 
  equipped with different types of warheads, each for a different situation.
  Blast [Power Feats: Improved Range 11; Extras: Area (explosion); 
  Cost: 11pp + 3pp/rank]
  More sophisticated Neutron Torpedoes can be fitted with tracking 
  systems allowing them to pursue their target. The example listed below 
  has two chances to hit its target (see Homing; pg. 109, M&M 2E). 
  Blast [Power Feat: Homing, Improved Range 11; Extra: Area (explosion); 
  Cost: 12pp + 3pp/rank]
  Phase Modulator  
  A phase modulator allows a spacecraft to adjust its physical nature in 
  relation to the normal universe, allowing it to pass through solid matter 
  using its normal movement. Phase shifted vessels cannot affect the 
  physical world. Phase shifted vessels are unaffected by physical attacks 
  but the GM may determine that it can be affected by certain energy 
  attacks. A spacecraft’s sensory effects still work normally and sensory 
  effects work on it normally while it is phase shifted.
  Insubstantial 4 [Type: Incorporeal; Cost: 20pp]
  Regenerative Systems 
  Available to only the most advanced space-faring species, a spacecraft 
  with Regenerative Systems is either a living bio-vessel or the product 
  of advanced nanotechnology. In both cases, a spacecraft with 
  Regenerative Systems is capable of repairing itself without the need for 
  repair crews or a ship yard.
  For each rank in Regenerative Systems, a spacecraft gains one of the 
  following benefits:
  • 
  Recovery Bonus: One rank allows a spacecraft to make recovery 
  checks at -4, with each additional rank improving this bonus by 
  one (-3 at rank 2, +0 at rank 5, then increasing from there). At 
  a +9 or better bonus, a spacecraft automatically succeeds on 
  recovery checks (since they are DC 10).
  • 
  Recovery Rate: The spacecraft can make checks to recover 
  from a particular damage condition. Each rank moves the rest 
  time required to make a recovery check for a damaged condition 
  one step down on the Time and Value Progression Table. So, 
  a spacecraft with one rank in Regenerative Systems gets one 
  check per hour of rest to recover from being injured. A second 
  rank reduces that time to 20 minutes, three to 5 minutes, four to 
  1 minute, and so forth. If the time is brought below one action (3 
  seconds), the spacecraft gets a recovery check for that condition 
  once per round with no need for rest. Each damage condition 
  (Bruised, Injured, Unconscious, Staggered, and Disabled) 
  requires a separate application of Regenerative System ranks, 
  as follows: Bruised or Unconscious: One rank allows a recover 
  check after 1 minute (10 rounds), two ranks after one round, 
  three ranks per standard action, four ranks once per round 
  with no rest. Bruised conditions recover automatically after the 
  required time, with no check necessary. Injured or Staggered: 
  One rank allows a recover check once per hour, two ranks 
  per 20 minutes, three ranks per 5 minutes, four ranks per 
  minute, five ranks per round, six ranks per standard action, and 
  seven ranks per round with no rest.  Injured conditions recover 
  automatically after the required time, with no check necessary. 
  Disabled: One rank allows a recover check per day, two ranks 
  per 5 hours, three ranks per hour, four ranks per 20 minutes, 
  five ranks per 5 minutes, six ranks per minute, seven ranks per 
  round, eight ranks per standard action, and nine ranks per round 
  with no rest.
  • 
  Ability Damage: One Regenerative Systems rank allows a 
  spacecraft to recover a point of ability damage per day, two 
  ranks per 5 hours, three ranks per hour, four ranks per 20 
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  minutes, five ranks per 5 minutes, six ranks per minute, seven 
  ranks per round, eight ranks per standard action, and nine ranks 
  per round with no rest.
  Regeneration [Cost: 1pp/rank]
  POWER FEATS
  • 
  Persistent: The spacecraft can repair Incurable damage (see pg 
  109, M&M 2E).
  • 
  Regrowth: When the spacecraft recovers from being disabled, it 
  can regrow severed or crippled parts and systems.
  Reinforced Hull Plating 
  Your spacecraft is equipped with hardened hull plating that makes it more 
  difficult to damage. Reinforced Hull Plating increases a spacecraft’s 
  Toughness save +1 per rank.
  Protection [Cost: 1pp/rank]
  EXTRA
  • 
  Impervious (+1): The spacecraft’s Reinforced Hull Plating stops 
  some damage completely. If an attack has a damage bonus 
  less than your vessel’s Reinforced Hull Plating rank, it inflicts 
  no damage. Penetrating damage ignores this modifier; the 
  spacecraft makes a normal saving throw against it.
  FLAW
  • 
  Ablative (-1): Damage degrades your Reinforced Hull Plating. 
  Each time it provides its bonus, it loses 1pp of effectiveness. 
  When reduced to 0pp, it no longer protects the spacecraft at all. 
  Reinforced Hull Plating with this flaw must be repaired (DC 10) 
  before it can be used again.
  Sub-light Drive
  Spacefaring civilizations that have not yet achieved faster-than-light 
  technology rely on sub-light drives to explore and colonize their solar 
  systems. A sub-light drive is most commonly a reaction drive, a system 
  that ‘pushes’ a spacecraft through space by expelling a super-heated 
  reaction-mass behind it.
  Space Flight [Cost: 1pp/rank] (see sidebar)
  SPACE FLIGHT
  Your spacecraft can travel at tremendous 
  velocities through the vacuum of space 
  (but not in an atmosphere). At rank 1, the 
  spacecraft can cross 18 million kilometers 
  (approximately 11.2 million miles) in ten 
  years. Each additional rank moves the 
  vessel one step up on the Space Flight 
  Travel Table (at right). So, rank 2 allows the 
  spacecraft to travel 18 million kilometers in 
  5 years, rank 3 reduces the travel time to 2 
  years, and so forth. 
  Note: At Space Flight 20 the spacecraft is 
  moving at the speed-of-light (the equivalent 
  of rank 1 Space Travel).
  Rank
  Effect
  1
  10 years
  2
  5 years
  3
  2 years
  4
  1 year
  5
  6 months
  6
  3 months
  7
  1 month
  8
  2 weeks
  9
  1 week
  10
  3 days
  11
  1 day
  12
  10 hours
  13
  5 hours
  14
  2 hours
  15
  1 hour
  16
  30 minutes
  17
  15 minutes
  18
  5 minutes
  19
  2 minutes
  20
  1 minute
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Temporal Flux Drive 
  Rumored to be available in some hyper-advanced civilizations, the 
  Temporal Flux Drive allows a spacecraft to travel to any point in time. 
  Temporal mechanics and the effects of time travel are left up to the GM.
  Super-Movement [Type: Temporal Movement; Cost: 6pp]
  Tractor/Repulsor Beam
  A Tractor/Repulsor Beam allows a vessel to move other spacecraft at a 
  distance. This is often used to aid in docking maneuvers, tow disabled 
  craft, or to maneuver enemy vessels to aid in boarding. 
   A spacecraft’s effective Strength for lifting and moving objects is 5 
  times its power rank (see Carrying Capacity, pg 35 M&M 2E).
   A Tractor/Repulsor Beam can move objects, but cannot perform tasks 
  of fine manipulation (like typing, or manipulating controls) without the 
  Precise feat. Objects move as if thrown with the spacecraft’s effective 
  Strength. Objects massing a heavy load or more move at a rate of 5 
  feet per round. Objects thrown as weapons base their damage off 
  the vessel’s Tractor/Repulsor Beam rank as if it were the spacecraft’s 
  Strength bonus.
   A Tractor/Repulsor Beam cannot inflict damage directly; it cannot 
  ‘punch’ or ‘crush’ objects. Using a Tractor/Repulsor Beam to ‘grab’ a 
  spacecraft is an attack similar to a grapple with a Strength bonus equal to 
  the Tractor/Repulsor Beam’s rank. The target cannot grapple your vessel 
  in return unless it also has a Tractor/Repulsor Beam. Grappling vessels 
  cannot inflict damage, only pin and hold a target immobile. A pinned target 
  can be moved like any other object, so long as it remains pinned. Using a 
  Tractor/Repulsor Beam to grapple requires a standard action.
  Telekinesis [Extra: Range (perception); Cost: 3pp/rank]
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Harrington-class Battle Carrier
  A Battle Carrier is a military vessel designed to carry a large number of 
  fighters and other support craft into battle.
  PL 20; Tech Level 8; EP: 235; PP: 47
  STR 190, DEX 0, INT —, WIS 14, CHA —
  DEFENSE -14; TOUGHNESS 31; SIZE: Gargantuan 
  SKILLS
  Notice 20 (+22)
  FEATS
  Move-by Action
  POWERS
  FTL Drive 10 [Space Travel; Alternate Power: Sublight Drive 10; 
  Cost: 11], Ion Cannons 20 [Extra: Autofire 3; Cost: 111], Life Support 
  System [Cost: 9], Long Range Sensors 15 [Cost: 60], Reinforced 
  Hull Plating 10 [Cost: 10]
  FEATURES
  Artificial Gravity 2, Communications, Computer, Gym, Hangar, Holding 
  Cells, Infirmary, Library, Living Space, Navigation System, Power 
  System, Rescue Beacon, Workshop  
  AUXILLIARY CRAFT
  150 Escape Pods, 100 Fighters, 50 Heavy Fighters, 400 Life Boats, 
  50 Scouts
  Abilities 14 + Skills 5 + Feats 1 + Powers 201 + Features 14 = 235
  Auxilliary Craft = 28150 EP/ 5630 PP
  two — spacecraft examples
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Galactic-class Battleship
  One of the largest class of warships, a Battleship is a heavily armed and 
  armored military vessel.
  PL 25; Tech Level 9; EP: 350; PP: 70
  STR 210, DEX 0, INT —, WIS 18, CHA —
  DEFENSE -22; TOUGHNESS 35; SIZE: Awesome 
  SKILLS
  Notice 20 (+24)
  FEATS
  Move-by Action
  POWERS
  FTL Drive 10 [Space Travel; Alternate Power: Sublight Drive 10; Cost: 
  11], Ion Cannons 25 [Extra: Autofire 3; Cost: 136], Life Support System 
  [Cost: 9], Long Range Sensors 15 [Cost: 60], Neutron Torpedoes 25 
  [Cost: 86], Reinforced Hull Plating 10 [Cost: 10]
  FEATURES
  Artificial Gravity 2, Communications, Computer, Gym, Hangar, Holding 
  Cells, Infirmary, Library, Living Space, Navigation System, Power 
  System, Rescue Beacon, Workshop  
  AUXILLIARY CRAFT
  400 Escape Pods, 200 Fighters, 100 Heavy Fighters, 500 Life Boats, 
  100 Scouts, 10 Spaceplanes
  Abilities 18 + Skills 5 + Feats 1 + Powers 312 + Features 14 = 350
  Auxilliary Craft = 52990 EP/10590 PP
  Gadfly-class Cargo Freighter
  One of the most common types of spacecraft in operation, a Cargo 
  Freighter hauls trade goods from one planet or solar system to another.
  PL 10; Tech Level 6; EP: 47; PP: 10
  STR 100, DEX 6, INT —, WIS 12, CHA —
  DEFENSE -6; TOUGHNESS 20; SIZE: Large 
  SKILLS
  Notice 4 (+5)
  POWERS
  Flight 10 [Alternate Power: Space Flight 8; Cost: 21], Life Support 
  System [Cost: 9], Reinforced Hull Plating  3 [Cost: 3]
  FEATURES
  Artificial 
  Gravity, 
  Communications, 
  Computer, 
  Hidden 
  Compartments, Infirmary, Living Space, Navigation System, 
  Power System, Rescue Beacon  
  Abilities 4 + Skills 1 + Feats 0 + Powers 33 + Features 9 = 47
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Rasczak-class Corvette
  A small, manueverable warship designed to escort larger military vessels.
  PL 15; Tech Level 9; EP: 176; PP: 36
  STR 80, DEX 10, INT —, WIS 14, CHA —
  DEFENSE 0; TOUGHNESS 20; SIZE: Huge
  SKILLS
  Notice 4 (+6)
  FEATS
  Move-by Action
  POWERS
  Ion Cannons 15 [Extra: Autofire 3; Cost: 86], Life Support System 
  [Cost: 9], Neutron Torpedoes 15 [Cost: 56], Sublight Drive 8 [Space 
  Flight; Cost: 8], Reinforced Hull Plating  1 [Cost: 1]
  FEATURES
  Artificial Gravity 2, Communications, Computer, Hidden Compartments, 
  Infirmary, Living Space, Navigation System, Power System, Rescue 
  Beacon  
  AUXILLIARY CRAFT
  100 Fighters, 50 Heavy Fighters, 80 Life Boats
  Abilities 4 + Skills 1 + Feats 1 + Powers 160 + Features 10 = 176
  Auxilliary Craft = 14070 EP/2814 PP
  Star Killer-class Destroyer
  PL 20; Tech Level 8; EP: 327; PP: 66
  STR 180, DEX 0, INT —, WIS 18, CHA —
  DEFENSE -18; TOUGHNESS 23; SIZE: Colossal 
  SKILLS
  Notice 20 (+3)
  FEATS
  Move-by Action
  POWERS
  FTL Drive 10 [Space Travel; Alternate Power: Sublight Drive 10; Cost: 
  11], Ion Cannons 20 [Extra: Autofire 3; Cost: 111],  Life Support System 
  [Cost: 9], Long Range Sensors 15 [Cost: 60], Neutron Torpedoes 20 
  [Cost: 71], Reinforced Hull Plating 15 [Extra: Impervious; Cost: 30]
  FEATURES
  Artificial Gravity 2, Communications, Computer, Gym, Hangar, Holding 
  Cells, Infirmary, Library, Living Space, Navigation System, Power 
  System, Rescue Beacon, Workshop  
  AUXILLIARY CRAFT
  80 Escape Pods, 150 Fighters, 100 Heavy Fighters, 150 Life Boats, 100 
  Scouts, 10 Spaceplanes
  Abilities 14 + Skills 4 + Feats 1 + Powers 262 + Features 14 = 327
  Auxilliary Craft = 36590 EP/7318 PP
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Escape Pod
  Most large spacecraft come equipped with escape pods designed to 
  allow crew members to escape catastrophic destruction of their vessel. 
  These pods are built to hold up to five crew members. An escape pod’s 
  life support system will operate for up to one year but its storage space 
  is limited; a pod with a full complement of 5 occupants will exhaust their 
  food and water supplies within 10 days (15 with strict rationing).
  PL 8; Tech Level 6; EP: 20; PP:4
  STR 30, DEX 10, INT —, WIS 5, CHA —
  DEFENSE 10; TOUGHNESS 15; SIZE: Miniscule 
  POWERS
  Life Support System [Cost: 9], Reinforced Hull Plating  10 [Cost: 10]
  FEATURES
  Power System, Rescue Beacon  
  Abilities -1 + Skills 0 + Feats 0 + Powers 19 + Features 2 = 20
  Naismith-class Fast Courier
  Designed to quickly transport information too sensitive for open 
  communications channels from one place to another, a Fast Courier is 
  mostly engine with a small area for passengers and crew.
  PL 10; Tech Level 6; EP: 35; PP:7
  STR 30, DEX 10, INT —, WIS 16, CHA —
  DEFENSE 15; TOUGHNESS 13; SIZE: Diminutive 
  SKILLS
  Notice 4 (+7)
  POWERS
  Life Support System [Cost: 9], Reinforced Hull Plating 4 [Cost: 4], 
  Sublight Drive 10 [Space Flight; Cost: 10] 
  FEATURES
  Communications, Navigation System, Power System, Rescue Beacon  
  Abilities 6 + Skills 1 + Feats 0 + Powers 23 + Features 5 = 35
  Sinclair-class Fighter
  A one-man military spacecraft designed specifically for ship to ship combat.
  PL 10; Tech Level 8; EP: 67; PP: 14
  STR 40, DEX 16, INT —, WIS 14, CHA —
  DEFENSE 6; TOUGHNESS 17; SIZE: Tiny 
  SKILLS
  Notice 8 (+10)
  FEATS
  Move-by Action
  POWERS
  Ion Cannons 10 [Cost: 31], Life Support System [Cost: 9], Reinforced 
  Hull Plating  6 [Cost: 6], Sublight Drive 4 [Spaceflight; Cost: 4] 
  FEATURES
  Communications, Navigation System, Power System, Rescue Beacon  
  Abilities 10 + Skills 2 + Feats 1 + Powers 50 + Features 4 = 67
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Apollo-class Heavy Fighter
  A two-man military spacecraft designed specifically for ship to ship 
  combat, usually more heavily armed and armored than a regular fighter.
  PL 12; Tech Level 8; EP: 117; PP: 24
  STR 50, DEX 12, INT —, WIS 14, CHA —
  DEFENSE 2; TOUGHNESS 22; SIZE: Small 
  SKILLS
  Notice 8 (+10)
  FEATS
  Move-by Action
  POWERS
  Ion Cannons 12 [Cost: 35], Life Support System [Cost: 9], Neutron 
  Torpedoes 12 [Cost: 47], Reinforced Hull Plating  9 [Cost: 9], Sublight 
  Drive 4 [Spaceflight; Cost: 4] 
  FEATURES
  Communications, Navigation System, Power System, Rescue Beacon  
  Abilities 6 + Skills 2 + Feats 1 + Powers 104 + Features 4 = 117
  Life Boat
  Most large spacecraft come equipped with life boats designed to allow 
  crew members to escape catastrophic destruction of their vessel. Life 
  boats are built to hold up to ten crew members. A life boat’s life support 
  system will operate for up to one year but its storage space is limited; a 
  life boat with a full complement of 10 occupants will exhaust their food 
  and water supplies within 10 days (15 with strict rationing).
  PL 9; Tech Level 6; EP: 19; PP:4
  STR 40, DEX 9, INT —, WIS 5, CHA —
  DEFENSE 9; TOUGHNESS 17; SIZE: Fine
  POWERS
  Life Support System [Cost: 9], Reinforced Hull Plating 10 [Cost: 10]
  FEATURES
  Power System, Rescue Beacon  
  Abilities -2 + Skills 0 + Feats 0 + Powers 19 + Features 2 = 19
  Pandora-class Scout
  A scout is a small vessel with a crew of up to four. It’s main purpose is to 
  fly ahead of battle fleet, or into a combat zone, to gather information.
  PL 9; Tech Level 7; EP: 100; PP:20
  STR 30, DEX 16, INT —, WIS 18, CHA —
  DEFENSE 8; TOUGHNESS 9; SIZE: Diminutive 
  SKILLS
  Notice 14 (+18), Stealth 10 (+11)
  POWERS
  Life Support System [Cost: 9], Long Range Sensors 15 [Cost: 60], 
  Sublight Drive 6 [Spaceflight; Cost: 6] 
  FEATURES
  Communications, Navigation System, Power System, Rescue Beacon  
  Abilities 14 + Skills 6 + Feats 0 + Powers 75 + Features 5 = 100
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  Calvert-class Spaceplane
  A short-ranged cargo vessel designed specifically to transport passengers 
  and goods from a spacecraft in orbit to a planet, and vice versa. 
  PL 10; Tech Level 6; EP: 39; PP:8
  STR 70, DEX 10, INT —, WIS 12, CHA —
  DEFENSE 10; TOUGHNESS 15; SIZE: Medium 
  SKILLS
  Notice 4 (+5)
  POWERS
  Flight 10 [Alternate Power: Space Flight 4; Cost: 21], Life Support 
  System [Cost: 9] 
  FEATURES
  Communications, Navigation System, Power System, Rescue Beacon  
  Abilities 4 + Skills 1 + Feats 0 + Powers 30 + Features 4 = 39
  Baker-class Time Ship
  A highly advanced vessel that is capable of carrying passengers 
  anywhere in time and space.
  PL 9; Tech Level 9; EP: 169; PP:34
  STR 150, DEX 10, INT 18, WIS 24, CHA 2
  DEFENSE 9; TOUGHNESS 7; SIZE: Fine 
  SKILLS
  Notice 20 (+27), Pilot 8 (+8)
  POWERS
  Chameleon Hull 5 [Cost:15], Jump Drive 20 [Cost:60], Language 
  Translator [Cost: 4], Life Support System [Cost: 9], Temporal Flux 
  Drive [Cost: 6] 
  FEATURES
  Artificial Gravity 2, Communications, Extra-Spatial Interior, Living 
  Space 2, Navigation System, Power System
  Abilities 60 + Skills 7 + Feats 0 + Powers 94 + Features 8 = 169
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  TABLE 2: INTERPLANETARY DISTANCES IN THE SOL SYSTEM (LONG)
  All distances are in millions of kilometers and use the object’s average distance 
  from the Sun. Due to planetary orbits, the distances shown on this table indicate 
  the furthest distances between two objects (when they are furthest from each 
  other in their orbits).
  TABLE 1: INTERPLANETARY DISTANCES IN THE SOL SYSTEM (SHORT)
  All distances are in millions of kilometers and use the object’s average distance 
  from the Sun. Due to planetary orbits, the distances shown on this table 
  indicate the shortest distances between two objects (when they are closest to 
  each other in their orbits).
  6 From
  To 4
  Mercury
  Venus
  Earth
  Mars
  Asteroids
  Sun
  58
  108
  150
  228
  405
  Mercury
  0
  62
  104
  182
  359
  Venus
  62
  0
  42
  120
  297
  Earth
  104
  42
  0
  78
  255
  Mars
  182
  120
  78
  0
  177
  Asteroids
  359
  297
  255
  177
  0
  Jupiter
  732
  670
  628
  550
  373
  Saturn
  1383
  1321
  1279
  1201
  1024
  Uranus
  2825
  2763
  2721
  2643
  2466
  Neptune
  4485
  4423
  4381
  4303
  4099
  Pluto
  5868
  5806
  5764
  5686
  5509
  6 From
  To 4
  Jupiter
  Saturn
  Uranus
  Neptune
  Pluto
  Sun
  778
  1427
  2870
  4497
  5900
  Mercury
  732
  1383
  2825
  4458
  5868
  Venus
  670
  1321
  2763
  4423
  5806
  Earth
  628
  1279
  2721
  4381
  5764
  Mars
  550
  1201
  2643
  4303
  5686
  Asteroids
  373
  1024
  2466
  4099
  5509
  Jupiter
  0
  651
  2588
  3753
  5136
  Saturn
  651
  0
  1442
  2607
  3990
  Uranus
  2588
  1442
  0
  1633
  3043
  Neptune
  3753
  2607
  1633
  0
  1410
  Pluto
  5136
  3990
  3043
  1410
  0
  appendix
  6 From
  To 4
  Mercury
  Venus
  Earth
  Mars
  Asteroids
  Sun
  58
  108
  150
  228
  405
  Mercury
  0
  166
  208
  286
  463
  Venus
  166
  0
  258
  346
  513
  Earth
  208
  258
  0
  378
  555
  Mars
  286
  346
  378
  0
  633
  Asteroids
  463
  513
  555
  633
  0
  Jupiter
  836
  886
  928
  1006
  1183
  Saturn
  1485
  1535
  1577
  1655
  1832
  Uranus
  2928
  2978
  3020
  3098
  3275
  Neptune
  4555
  4605
  4647
  4725
  4903
  Pluto
  5958
  6008
  6050
  6128
  6305
  6 From
  To 4
  Jupiter
  Saturn
  Uranus
  Neptune
  Pluto
  Sun
  778
  1427
  2870
  4497
  5900
  Mercury
  836
  1485
  2928
  4555
  5958
  Venus
  886
  1535
  2978
  4605
  6008
  Earth
  928
  1577
  3020
  4647
  6050
  Mars
  1006
  1655
  3098
  4725
  4903
  Asteroids
  1183
  1832
  3275
  4903
  6305
  Jupiter
  0
  2205
  3648
  5275
  6678
  Saturn
  2205
  0
  4297
  5924
  7327
  Uranus
  3648
  4297
  0
  7367
  8770
  Neptune
  5275
  5924
  7367
  0
  10397
  Pluto
  6678
  7327
  8770
  10397
  0
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  TABLE 3: MINIMUM INTERPLANETARY TRAVEL TIMES — SPACE FLIGHT
  To determine the minimum travel time of a spacecraft using Space Flight in the 
  Sol System, multiply the spacecraft’s flight time (determined by its Space Flight 
  rank) by the multiplier given below. 
   For example, a spacecraft with Space Flight 10 traveling from Earth would take 
  almost 105 days to reach Jupiter (3 days x 34.9 = 104.7 days) at it’s closest.
  6 From
  To 4
  Mercury
  Venus
  Earth
  Mars
  Asteroids
  Sun
  3.2
  6
  8.3
  12.7
  22.5
  Mercury
  0
  3.4
  5.8
  10.1
  19.9
  Venus
  3.4
  0
  2.3
  6.7
  16.5
  Earth
  5.8
  2.3
  0
  4.3
  14.2
  Mars
  10.1
  6.7
  4.3
  0
  9.8
  Asteroids
  19.9
  16.5
  14.2
  9.8
  0
  Jupiter
  40.7
  37.2
  34.9
  30.6
  20.7
  Saturn
  76.8
  73.4
  71.1
  66.7
  56.9
  Uranus
  156.9
  153.5
  151.2
  146.8
  137
  Neptune
  249.2
  245.7
  243.4
  239.1
  227.7
  Pluto
  326
  322.6
  320.2
  315.9
  306.1
  6 From
  To 4
  Jupiter
  Saturn
  Uranus
  Neptune
  Pluto
  Sun
  43.2
  79.3
  159.4
  249.8
  327.8
  Mercury
  40.7
  76.8
  156.9
  249.2
  326
  Venus
  37.2
  73.4
  153.5
  245.7
  322.6
  Earth
  34.9
  71.1
  151.2
  243.4
  320.2
  Mars
  30.6
  66.7
  146.6
  239.1
  315.9
  Asteroids
  20.7
  56.9
  137
  227.7
  306.1
  Jupiter
  0
  36.2
  143.7
  208.5
  285.3
  Saturn
  36.2
  0
  80.1
  144.8
  221.7
  Uranus
  143.8
  80.1
  0
  90.7
  169.1
  Neptune
  208.5
  144.8
  90.7
  0
  78.3
  Pluto
  285.3
  221.7
  169.1
  78.3
  0
  TABLE 4: MAXIMUM INTERPLANETARY TRAVEL TIMES — SPACE FLIGHT
  To determine the maximum travel time of a spacecraft using Space Flight in the 
  Sol System, multiply the spacecraft’s flight time (determined by its Space Flight 
  rank) by the multiplier given below. 
  6 From
  To 4
  Mercury
  Venus
  Earth
  Mars
  Asteroids
  Sun
  3.2
  6
  8.3
  12.7
  22.5
  Mercury
  0
  9.2
  11.6
  15.9
  25.7
  Venus
  9.2
  0
  14.3
  19.2
  28.5
  Earth
  11.6
  15.9
  0
  21
  30.8
  Mars
  15.9
  19.2
  21
  0
  35.2
  Asteroids
  25.7
  28.5
  30.8
  35.2
  0
  Jupiter
  46.4
  49.2
  51.6
  55.9
  65.7
  Saturn
  82.5
  85.3
  87.6
  91.9
  101.8
  Uranus
  162.7
  165.4
  167.8
  172.1
  181.9
  Neptune
  253.1
  255.8
  258.2
  262.5
  272.4
  Pluto
  331
  333.8
  336.1
  340.4
  350.3
  6 From
  To 4
  Jupiter
  Saturn
  Uranus
  Neptune
  Pluto
  Sun
  43.2
  79.3
  159.4
  249.8
  327.8
  Mercury
  46.4
  82.5
  162.7
  253.1
  331
  Venus
  49.2
  85.3
  165.4
  255.8
  333.8
  Earth
  51.6
  87.6
  167.8
  258.2
  336.1
  Mars
  55.9
  91.9
  172.1
  262.5
  340.4
  Asteroids
  65.7
  101.8
  181.9
  272.4
  350.3
  Jupiter
  0
  122.5
  202.7
  293.1
  371
  Saturn
  122.5
  0
  238.7
  329.1
  407.1
  Uranus
  202.7
  238.7
  0
  409.3
  487.2
  Neptune
  293.1
  329.1
  409.3
  0
  577.6
  Pluto
  371
  407.1
  487.2
  577.6
  0
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  TABLE 5: MINIMUM TRAVEL TIMES — SPEED OF LIGHT (SPACE TRAVEL 1)
  The table below provides the minimum travel time to move from one body in our 
  solar system to another for a spacecraft moving at the speed-of-light (Space 
  Travel 1). For travel times at higher Space Travel ranks, divide the times given 
  by the rank’s multiplier on the Time and Value Progression Table.
  6 From
  To 4
  Mercury
  Venus
  Earth
  Mars
  Asteroids
  Sun
  3 min.
  6 min.
  8 min.
  13 min.
  23 min.
  Mercury
  0
  3 min.
  6 min.
  10 min.
  20 min.
  Venus
  3 min.
  0
  2 min.
  7 min.
  17 min.
  Earth
  6 min.
  2 min.
  0
  4 min.
  14 min.
  Mars
  10 min.
  7 min.
  4 min.
  0
  10 min.
  Asteroids
  20 min.
  17 min.
  14 min.
  10 min.
  0
  Jupiter
  41 min.
  37 min.
  35 min.
  31 min.
  21 min.
  Saturn
  77 min.
  73 min.
  71 min.
  67 min.
  57 min.
  Uranus
  160 min.
  154 min.
  151 min.
  147 min.
  137 min.
  Neptune
  249 min.
  246 min.
  243 min.
  239 min.
  228 min.
  Pluto
  326 min.
  323 min.
  320 min.
  316 min.
  306 min.
  6 From
  To 4
  Jupiter
  Saturn
  Uranus
  Neptune
  Pluto
  Sun
  43 min.
  79 min.
  159 min.
  250 min.
  328 min.
  Mercury
  41 min.
  77 min.
  160 min.
  249 min.
  326 min.
  Venus
  37 min.
  73 min
  154 min.
  246 min.
  323 min.
  Earth
  35 min.
  71 min.
  151 min.
  243 min.
  320 min.
  Mars
  31 min.
  67 min.
  147 min.
  239 min.
  316 min.
  Asteroids
  21 min.
  57 min.
  137 min.
  228 min.
  306 min.
  Jupiter
  0
  36 min.
  144 min.
  209 min.
  285 min.
  Saturn
  36 min.
  0
  80 min.
  145 min.
  222 min.
  Uranus
  144 min.
  80 min.
  0
  91 min.
  169 min.
  Neptune
  209 min.
  145 min.
  91 min.
  0
  78 min.
  Pluto
  285 min.
  222 min.
  169 min.
  78 min.
  0
  TABLE 6: MAXIMUM TRAVEL TIMES — SPEED OF LIGHT (SPACE TRAVEL 1)
  The table below provides the maximum travel time to move from one body in 
  our solar system to another for a spacecraft moving at the speed-of-light (Space 
  Travel 1). For travel times at higher Space Travel ranks, divide the times given 
  by the rank’s multiplier on the Time and Value Progression Table.
  6 From
  To 4
  Mercury
  Venus
  Earth
  Mars
  Asteroids
  Sun
  3 min.
  6 min.
  8 min.
  13 min.
  23 min.
  Mercury
  0
  9 min.
  12 min.
  16 min.
  26 min.
  Venus
  9 min.
  0
  14 min.
  19 min.
  29 min.
  Earth
  12 min.
  14 min.
  0
  21 min.
  31 min.
  Mars
  16 min.
  19 min.
  21 min.
  0
  35 min.
  Asteroids
  26 min.
  29 min.
  31 min.
  35 min.
  0
  Jupiter
  46 min.
  49 min.
  52 min.
  56 min.
  66 min.
  Saturn
  83 min.
  85 min.
  88 min.
  92 min.
  102 min.
  Uranus
  163 min.
  165 min.
  168 min.
  172 min.
  182 min.
  Neptune
  253 min.
  256 min.
  258 min.
  263 min.
  272 min.
  Pluto
  331 min.
  334 min.
  336 min.
  340 min.
  350 min.
  6 From
  To 4
  Jupiter
  Saturn
  Uranus
  Neptune
  Pluto
  Sun
  3 min.
  6 min.
  8 min.
  13 min.
  23 min.
  Mercury
  46 min.
  83 min.
  163 min.
  253 min.
  331 min.
  Venus
  49 min.
  85 min
  165 min.
  256 min.
  334 min.
  Earth
  52 min.
  88 min.
  168 min.
  258 min.
  336 min.
  Mars
  56 min.
  92 min.
  172 min.
  263 min.
  340 min.
  Asteroids
  66 min.
  102 min.
  182 min.
  272 min.
  350 min.
  Jupiter
  0
  123 min.
  203 min.
  293 min.
  371 min.
  Saturn
  123 min.
  0
  239 min.
  329 min.
  407 min.
  Uranus
  203 min.
  239 min.
  0
  409 min.
  487 min.
  Neptune
  293 min.
  329 min.
  409 min.
  0
  578 min.
  Pluto
  371 min.
  407 min.
  487 min.
  578 min.
  0
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  McGuffin’s Guide to spacecraft construction
  TABLE 8: 
  INTERGALACTIC TRAVEL TIMES — SPEED OF LIGHT (SPACE TRAVEL 1)
  The table below provides the minimum travel time to move from our solar 
  system to the extra-galactic object listed for a spacecraft moving at the 
  speed-of-light (Space Travel 1). For travel times at higher Space Travel 
  ranks, divide the times given by the rank’s multiplier on the Time and Value 
  Progression Table.
  TABLE 9: 
  COMMON DISTANCE MEASUREMENTS USED IN SPACE TRAVEL
  Below are listed the most commonly used measurements used in space travel 
  with unit conversions.
   **Note: an ‘astronomical unit’ is the distance from the Earth to our Sun.
  Extra-Galactic Object
  Travel Time
  Large Magellanic Cloud
  58.4 million days (160,000 years)
  Small Magellanic Cloud
  73 million days (200,000 years)
  Andromeda Galaxy (M31)
  912.5 million days (2.5 million years)
  Sombrero Galaxy (M104)
  1.095 billion days (3 million years)
  Centaurus A Galaxy (NGC5128)
  4.38 billion days (12 million years)
  Measurement
  Travel Time
  1 Astronomical Unit (A.U.)
  1.5 million kilometers
  1 Light Year
  9.46 billion kilometers
  Parsec
  2.3 light years
  Megaparsec
  1 million parsecs
  TABLE 7: 
  INTERSTELLAR TRAVEL TIMES — SPEED OF LIGHT (SPACE TRAVEL 1)
  The table below provides the minimum travel time to move from our solar 
  system to another for a spacecraft moving at the speed-of-light (Space Travel 
  1). For travel times at higher Space Travel ranks, divide the times given by the 
  rank’s multiplier on the Time and Value Progression Table.
   The times shown below are for distances from Earth, in our solar system, to 
  the primary star in the system shown.
  Star System
  Travel Time
  Alpha Centauri
  1591 days (4 years 131 days)
  Barnard’s Star
  2164 days (5 years 339 days)
  Wolf 359
  2840 days (7 years 285 days)
  Lalande 21185
  3026 days (8 years 106 days)
  Sirius
  3132 days (8 years 212 days)
  Epsilon Eridani
  3840 days (10 years 190 days)
  Procyon
  4161 days (11 years 146 days)
  61 Cygni
  4161 days (11 years 146 days)
  Epsilon Indi
  4314 days (11 years 299 days)
  Tau Ceti
  4336 days (11 years 321 days)
  
  cracked mirror publishing
  Requires the Mutants & Masterminds RPG, Second Edition, for use
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative 
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  such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open 
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  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document, Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkinson, 
  Bruce Cordell, John Tynes, Andy Collins, and JD Wiker.
  A Magical Medieval Society: Western Europe, Copyright 2003, 
  Expeditious Retreat Press; authors Suzi Yee and Joseph Browning.
  Advanced Gamemaster’s Guide, Copyright 2005, Green Ronin 
  Publishing, LLC; Author Owen K.C. Stephens.
  Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: 
  Author Skip Williams.
  Crooks!, Copyright 2003, Green Ronin Publishing; Authors Sean Glenn, 
  Kyle Hunter, and Erik Mona.
  Cry Havoc, © 2003 Skip Williams. All rights reserved.
  Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe 
  Games, LLC.
  Hot Pursuit, Copyright 2005, Corey Reid, published by Adamant 
  Entertainment, Inc.
  Immortals Handbook, Copyright 2003, Craig Cochrane.
  Modern Player’s Companion, Copyright 2003, The Game Mechanics, 
  Inc.; Author: Stan!
  Monster’s Handbook, Copyright 2002, Fantasy Flight Publishing, Inc.
  Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All 
  rights reserved.
  Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J. Cook. All 
  rights reserved.
  Mutants & Masterminds Annual #1, Copyright 2004, Green Ronin 
  Publishing, LLC; Editor Erik Mona.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing, LLC; 
  Author Steve Kenson.
  Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin 
  Publishing, LLC; Author Steve Kenson.
  Possessors: Children of the Outer Gods, Copyright 2003, Philip Reed and 
  Christopher Shy, www.philipjreed.com and www.studioronin.com.
  Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors 
  Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
  Spycraft 1960s Decade Book, Copyright 2003, Alderac Entertainment Group, 
  Inc.; Authors Robert J. Defendi, B. D. Flory, Scott Gearin, Clayton A. Oliver.
  Spycraft Agency, Copyright 2004, Alderac Entertainment Group, Inc.; 
  Authors Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver, 
  Steven Peterson.
  Spycraft Battlegrounds, Copyright 2005, Alderac Entertainment Group, Inc.; 
  Authors Andy C. David, Alexander Flagg, Clayton A. Oliver, Jason Olsan, 
  Patrick Parish.
  Spycraft, Copyright 2002, Alderac Entertainment Group.
  Spycraft Espionage Handbook, Copyright 2002, Alderac Entertainment 
  Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
  Spycraft 
  Faceman/Snoop 
  Class 
  Guide, 
  Copyright 
  2003, Alderac 
  Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver.
  Spycraft 
  Fixer/Pointman 
  Class 
  Guide, 
  Copyright 
  2003, 
  Alderac 
  Entertainment Group, Inc.; Authors Scott Gearin.
  Spycraft Mastermind Guide, Copyright 2004, Alderac Entertainment Group, 
  Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver.
  Spycraft Modern Arms Guide, Copyright 2002, Alderac Entertainment 
  Group, Inc.; Authors Chad Brunner, Tim D’Allard, Rob Drake, Michael 
  Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, 
  Jim Wardrip, Stephen Wilcoxon.
  Spycraft Soldier/Wheelman Class Guide, Copyright 2003, Alderac 
  Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. 
  Flory, Scott Gearin, Patrick Kapera.
  Spycraft U.S. Militaries Guide, Copyright 2004, Alderac Entertainment 
  Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.
  Spycraft, Copyright 2005, Alderac Entertainment Group.
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
  Tome of Horrors, Copyright 2002, Necromancer Games., Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.
  Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy 
  Collins, Jesse Decker, David Noonan, Rich Redman.
  The Mastermind’s Manual, Copyright 2006, Green Ronin Publishing; Author 
  Steve Kenson.
  McGuffin’s Guide to Spacecraft Construction, Copyright 2006, Cracked 
  Mirror Publishing; Author J.A. Dettman
  open game license VERSION 1.0
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/1st Edition/Mutants & Masterminds - 1st Edition - Cracked Mirror Publishing - Sourcebook - McGuffins Guide to Starship Construction.pdf