Sunday, June 7, 2026

Starlight the Pixie



Starlight

4th Level Pixie 10000xp

She follows the group to save a Panda Caldor bought from some Simvan after meeting them earlier and watching them from afar to see if they were friend or foe of the forest.

  • Race: Common Pixie (Faerie Folk)

  • Alignment: Scrupulous (Good, highly empathetic, and loyal to the grove's saviors)

  • Sent By: A Nymph protector of the sacred grove

  • Mission: To act as the eyes, ears, and occasional mystical shield for the group, ensuring they stay safe on their journeys.

Attributes (Stats)

  • I.Q.: 14 (Sharp, quick-witted, and highly observant)

  • M.E.: 13 

  • M.A.: 10

  • P.S.: 4 (Supernatural P.S. – but because it's so low, she inflicts 1 point of MDC on a power punch, or standard SDC on normal strikes)

  • P.P.: 24 (Blindingly agile; +5 to strike, parry, and dodge)

  • P.E.: 10 (low stamina)

  • P.B.: 18 (Breathtakingly beautiful in a miniature, ethereal way; 70% charm/impress)

  • Spd: 20 running / 150 flying (Can fly at speeds up to 102 mph (or approximately 164 km/h)

Physical Dimensions

  • Size: 6 inches (15 cm) tall

  • Weight: 6 ounces (170 g)

Defensive & Spiritual Pools

  • 40 M.D.C.

  • 500 P.P.E.

  • 0 I.S.P

Natural Faerie Abilities

  • Spell Strength: 14 / 16 at faerie ring

  • Faerie Dance: 6ppe 1/24hr

  • Fly: Natural flight (included in Spd attributes). Highly maneuverable.

  • Size Penalty to Opponents: Because Starlight is only 6 inches tall, attackers are -6 to strike her with ranged weapons, and -4 to strike her in hand-to-hand combat.

  • Faerie Magic: Natural connection to the Earth's ley lines. Regains 10 P.P.E. per hour of rest (25 on a ley line).  Sense Leyline Location 50%

  • Invisibility to Mortals: It functions exactly like the standard Invisibility spell, but any creature with natural second sight or magical perception (like a Psi-Stalker) can see the faerie normally. [1]
  • Second Sight Exception: All Faerie Folk innately possess Second Sight, meaning they can also see through the invisibility [1]

Psionics & Magic

Faerie Magic (Spells) 1/day / person (does not use PPE)

  • Globe of Daylight 

  • Chameleon 

  • Sleep

  • Mend Wood and Clay

  • Tongues

  • Charm

  • Wind Rush

  • Circle of Rain

Psionics

  • None

Combat Hand-to-Hand: Pixie

  • Actions/Attacks per Round: 4

  • Strike: +5 (physical/hand-to-hand pp) +1rcc +2rcc

  • Parry: +5 pp +2rcc  / +1 flight +

  • Dodge: +5pp +2rcc (+1 fly)

  • Roll with Impact/Punch: +2

  • Initiative: +4pp +3rcc 

  • Pull Punch: +2

RCC Skills:

  • Language: Faerie (98%), American/English (75%) Gobbley 98 Demongogian 75 TBD 75

  • Faerie Lore: 90%

  • Land Navigation: 62%

  • Wilderness Survival: 70%

  • Prowl: 60%

  • Id. Plants & Fruits: 60% Preserve Food 60

  • Track (People/Animals): 50%

  • Gymnastics, Backflip Dodge / Climb 70

  • Natural thief trickster, pick pockets 50 pick locks 40

  • Sing

  • WP Bow/Targeting

  • WP Spear

  • WP Shield

Nymph gave this pixie"Hero Faerie" training

  • Lore: Magic
  • Can learn spells like a leyline walker



Equipment & Gear

Because standard gear is useless to a 6-inch humanoid, her gear was gifted by the Nymph who sent her:

  • Faerie Bow & Arrows: Crafted from enchanted silverwood. It does 1D6 S.D.C. to normal targets, but 1D4 M.D.C. to supernatural evil/demons. Range is limited to about 60 feet. She has a quiver of 20 tiny arrows that magically replenish at dawn

  • Silver Spear: Formed from a sliver of silver, handles as a spear for her. Inflicts 1 point of Mega-Damage to silver-vulnerable creatures (like vampires and can steak them down).

  • The Nymph’s Token: A tiny, glowing orchid petal worn as a cape. It functions as a minor protective talisman, granting her a +2 to save versus all forms of magic and poison.

  • The "Backpack": A hollowed-out, treated walnut shell worn on her back to hold shiny trinkets, small tech bits she finds interesting, or healing herbs for the party.

Saturday, June 6, 2026

Knight Malphas


Knight Malphas the 5th Level Gallu Bull Demon

Vane sends Malphas to duel Towjam.  It is destroyed and sent back to hell in ep 141.

Here is Vane's struggle to regain control over it and drag it back from hell to pay for daring not perform his will correctly the first time.

"The Roll

  • Vane's Willpower Roll: 14 (Base) + 3 (Shifter Summoning Mastery Modifier) = 17

  • Demon Bull's Resistance Roll: 11 (Base) + 4 (Infernal Rage Modifier) = 15

The Outcome: Success (Barely)

The psychic tether of the Magic Pigeon sparks violently, turning from a soft blue to a blinding, electric white. The Demon Bull let out a subterranean roar that shatters every glass vial in Vane’s workshop, its massive brass hooves skidding across the threshold of the rift.

For a terrifying second, the balance tips toward the pit. But Vane digs deep, channeling that extra reserve of P.P.E. The cosmic law of the Shifter binds tight. With a sickening crack of planar displacement, the demon is yanked entirely through the portal, crashing hard onto the blood-stained chalk lines of the summoning circle.

The rift snaps shut behind it with an implosive pop, leaving the room in sudden, heavy silence—save for the heavy, sulfurous breathing of the beast.

The Demon Bull glares up at Vane, its eyes smoldering like dying coals. It is bound back to Vane's will... for now. But it is nursing a massive grudge, and it will be watching for the absolute slimmest slip in focus to test those chains again."

Alignment: Miscreant (bound to Vane's will, but inherently cruel)

I.Q.: 12 MA 10 ME 14 PS 33 PP 18 PE 22 SPD 140 PPE 150

M.D.C.: 450 + Platemail 100 PV8 , SDC rules 450hp, 900SDC, Armor 300SDC

Natural Abilities: Nightvision, See/Turn Invis, dteleport 66 regen 4d6/min 1/2 fire, leap 40

Can take the form of a large bull or a humanoid warrior at will.

Combat Bonuses  HTH Demon 5th Level +2 / 5 psi init Roll +3 +2hth = 5 / 9 psi / 14 psi tc

Attacks per Melee: 6 4 HTH +2 RCC +1HTHLVL = 7 / 3 Magic

Strike: +7 +3 rcc +2pp +3hth = 8 / 11psi / 13 mace / +14 mace tc

Parry/Dodge: +8 +4rcc +2pp +3hth = 9 / 10psi / 12 mace / +13 mace tc

Damage: +18 M.D. / +54SDC

Psionics: Sensitive: All (120 I.S.P.) 

Tactics: 

Punch 5d6+15MD/15d5+54 MD, Power Punch for x2 for 2ata

Mace 9d6+15MD/27d6 +54SDC, Power Mace for x2 for 2ata


Thunderclap HF8,  +1 to strike, parry, and dodge +5 init vs any who fail save

Intuitive Combat:Initiative: +3Strike: +1Parry: +1Dodge: +4Pull Punch: +4Roll with Punch/Fall/Impact: +2 

Attack: Blinding Flash 10ft radius 60ft range duration 1 melee

Telepathy to read surface thoughts, if victim fails roll uses information for,

Luck or Phobia Curse spells, -2 save vs if also failed telepathy save, 40ppe 20ft range 5 days

Fear Smoke Clouds 20-foot diameter, up to 100 feet away. HF 16 5ppe

repel, animate and turn dead, exorcism, 

He likes to curse minions to blackmail them into service using remove curse as reward.

Skills: Radio Basic Computer Operation Literate Dragonese, English, Demongogian

WP Chain +2s +1p, Energy Rifle/Pistol +5/+3bursts, Blunt +2s/p,  

Equipment:  3 set GP worth 3000CR each, 327000 blackmarket, Wilks PC and Radio

V Platemail 100lbs 100MDC/300SDC PV 8

Giant Double Mated L-20 Pulse Rifles  6 long eclips, 12d6 pulse / 6d6 aimed double


"The Event Horizon"

This is a heavy, spiked mace forged from black meteoric iron. It pulses with a faint purple light when swung.

Damage: 4d6 M.D. + P.S. Bonus + If on ley line onhit Ley Line Time Flux for 25 minutes for 80ppe

Effect: The caster can choose to slow down time or speed it up. "Slow" Effect: A "Nausea" spell (Level 8) acts as a slow mechanism, reducing movement to half and imposing penalties (-6 to strike, parry, dodge) due to vomiting.

On a successful strike, the target must save vs. Magic (13+). If they fail, the local gravity around their body intensifies tenfold for 1d4 rounds. Reduce Spd and number of attacks per melee by half.

Mace can only trigger this effect three times per melee round.  Cannot be carried by anyone but Malphas and sinks into the ground if he is parted from it or banished from this dimension.


Arrives with a Random Minions who Pilot a Combat Barde from Federation of Magic: 

Roll d100 for 1d4+1 minions with the same Rifle and Armor he has:

1-10 Gurgoyles 11-25 Gargoyes 26-50 alu 50-75 DGhouls 76-100 Shedim

Source: 

https://www.deviantart.com/grandmasterfdc/art/Bull-Demon-674136513


Wednesday, May 13, 2026

137 138 379 Vaneland

137 ESCAPE FROM GAS!

 Caldor bribes coalition enforcer pilot TOD 5 mil to leave rat convoy alone.

Rats tunnel into west and escape mostly intact to vaneland.

Caldor 132776 500 Survival 300 skills +100 takes rat job +100 bribe enforcer +50 get frequency to contact rats

TOW 88425 600 Survival 500 skills +100 takes rat job +50 get frequency to contact rats +100 survive enforcer

Cam 55090 700 Survival 275 skills +100 takes rat job +200 first +50 get frequency to contact rats +100 survive enforcer +1000 saves a baby which she gives to rats later

Zak 16550 2000 survival 75 skills +100 takes rat job +50 get frequency to contact rats +100 survive enforcer +100 learns his bluebook can deflect

Razor 9675  3000 survival 200 skills 100 rp 100 gets rat elders to get party mech repaired +1000 rp +100 takes rat job +50 get frequency to contact rats +100 survive enforcer

14325 Razor has Leveled

Rats help AI Robot gets enforcer head welded ontop of normal head to provide sensors and combat computer lost in previous adventure.


138 INTO VANELAND

3 rat elders, 3 rat robo vehicles, and 10 rat cargo containers on wheels towed by one of the robos come into the FADE TOWN of VANELAND.

Deep within the overgrown ruins of the Indiana "Hoosier" National Forest, the air occasionally thrums with a low-frequency hum that vibrates the teeth. When the ley lines surge, the mist parts to reveal Vaneland, a "fadetown" that exists only when the dimensional fabric is thin enough to tear.



The Location: Vaneland

A coalition Trooper crucified at the edge of a clearing marks the way...

Vaneland looks like a high-tech truck stop grafted onto a medieval courtyard. It sits squarely atop a minor ley line, which provides the arcane energy required for it to phase into Rifts Earth.

  • The Watering Hole: At the center is a massive, glowing trough of "Charged Water"—ley line energy condensed into liquid form. It is irresistible to the mounts of the Simvan, acting as a powerful restorative for mega-fauna.

  • The Atmosphere: The town consists of semi-translucent buildings that shimmer like a mirage. When the town "fades out," anyone not keyed to Vane’s dimensional signature is deposited unceremoniously into the empty Indiana woods.

  • Vaneland General Store Radio Tower:  250mile range, 250cr/minute to use

  • Vaneland General Store Matrix Link: 25000 cr / day to use

Basic Statistics

  • Population: 18 (Result of rolling $6d6$).

    • 9 Vaneminions Guards: Unknown jumpsuit-clad demons guarding the fadetown.

    • 6 Simvan Customers: Members of the Pervic tribe utilizing the watering hole.

    • 3 D-Bees: (Calculated from remaining $1/6$ populatin


Population: 18 (Result of rolling $6d6$).

  • 9 Vaneminions Guards: Unknown jumpsuit-clad demons guarding the fadetown.
  • 6 Simvan Customers: Members of the Pervic tribe utilizing the watering hole.
  • 3 D-Bees: (Calculated from remaining $1/6$ population).
  • Quick-Flex Leyline-Rifter Postman for Federation of Magic offering Magic Pidgeons 1000
  • Larmac Vagabond Vaneland Handyman Offering Repairs:
  • TW Repair/Ammo Rates -50% Recharge PPE Eclip 1000 
  • Tech Repair/Ammo Rates +50% 
  • Grackle Tooth Earth Warlock Vaneland Watering Hole Guard, ppe water sales, trade for scrap
  • Size: Hamlet (Fadetown).

  • Government: Magocracy (Totalitarian rule under Vane).


Strategic & Magical Features

  • Location: Indiana "Hoosier" National Forest, situated directly atop a Ley Line.

  • Defensive Capabilities:

    • Phasing: The entire settlement can phase out of existence for $1d6$ hours.

    • Guardians: 9 Vaneminions with night-glowing eyes and "V" forehead marks.

    • The Triumvirate: Linked to three regional nexuses (Whispering Spire, Red Cleft, Dead Grove).

  • Primary Economy:

    • Magic/PPE Services: Centered around the "Charged Water" trough for mega-fauna restoration.

    • Trade: General store ("Vane's Emporium") specializing in ammo, trading, and supplies.

    • TW Market: Significant liquidity; agents have been known to recover up to 5 million credits from local engagements.  Buying scrap, precious metals, and gems.

    • Selling common TW items.  (Uncommon items take a streetwise/find contraband roll.)

    • TW Firebolt pistol 80000

    • TW Laser Pistol 100000
      TW Shard Pistol 50000
      TW Shok Pistol 40000
      TW Starfire 160000
      TK pistol 130000
      TW Flameburst Rifle 300000
      TW Eagle Eye Marksman Rifle 160000
      TW Force Cannon 600000
      TW Helfire Shotgun 120000
      TW Nova Rifle 260000
      TW Oldstyle Lightning Rifle 160000
      TW Sapper Shotgun 325000
      TW Snare Gun 350000
      TW Sonic Rifle 640000
      TW Storm Rifle 560000
      TW Starefire Pulse Cannon 1040000
      TK assault Rifle 180000
      TK60 Light machine Gun 200000
      TK80 Heavy Machinegun 320000
      TW Dragonfire Flamethrower 300000
      TW Heavy Firedemon Flamethrower 900000
      TW Water Pistol, Rifle, Shotgun, Grenade Launcher, Water Bazooka, Water Canon
      TW Battle Skimmer Flying Craft 20000000
      TW Ley Streaker 12000000
      TW Seaside Hover platforum 700000
      TW Tech flying platform 300000
      TK Flyer Classic Gyrocopter 200000
      Tree trimmer tw flying bicycle 10000
      TW Wing Board 20000
      TW Wing Board: Cresent 700000
      TW Wing Board: Turbo 400000
      TW Jetpack 300000
      TW Hover yacht 300000
      TW Boat small 80000 mid100000 large 225000
      TW Windjammer frigate (huge boat) 480000000
      TW Glittermount horse 20000000
      TW Ironhorse heavy locomotive 500000000
      TW Trailblazer ATV  16000000
      TW Zoneranger ATV 4000000


Settlement Amenities

FeatureDescription
The Watering HoleA ley line-fed trough used by Simvan riders to heal and recharge their beetles and dinosaurs.
General StoreA rustic, semi-translucent "shimmering" building providing technical and magical gear.
Ley Line TapProvides 240-480 PPE depending on Ley Line surge levels, fueling the town's stability.

Social Dynamics

  • External Relations: Acts as a territorial buffer and anchor for the Federation of Magic.

  • Internal Security: Vaneminions enforce Vane's will with "Phase-Strikes" that bypass physical armor.

  • Stability: Low/Transient; the town is only stable enough to serve as an HQ because of Vane's level Shifter abilities.


Vane

Vane is a calculating dimensional architect who views the Simvan as a necessary "outer guard" for his sanctuary. He is gaunt, wears a high-collar armored duster, and never speaks above a whisper.

The group finds VANELAND, a trading post controlled by vane, the shifter leader of town, he negotiates with caldor who is also a named federation of magic knight. Vane demands a toll...


Not believing they are for real, vane asks one of caldors minions be marked as PROPERTY Of VANE

caldor volunteers towjam who gets a property of vane tatoo

Xp

Caldor 500 Survival +200 rp as knight of federation and getting tow tatooed +100 first +100 gt +100 skills

TOW 600 Survival +100 gets tatoo "property of van" knights armor +250 skills

Kai 28250 +1000 Survival +100 rp +125 skills +1000 save scout kai bribes someone 2 eclips +100 +300 order 3 ratlings to their deaths


Zak 1500 Survival +100 second +50 skills +100 reads blue book

139 PROPERTY OF VANE

For safe delivery of the rats out of the Coalition Gas war, Kai paid 1.5 mil black market credits by rat elders, keeps 400k, gives zak 200k, tow 200k, cam 200k, caldor 500k

given coordinates to heavy water and plans

send 3 rats to their death to find the water for pcs (kai rolled a 1 for their ability to do it, 51 or higher needed) rip sparkle tail and two fueding children of kreeghor faction rats

elders reluctantly give cameron the coordinate a 2nd time to avenge sparkle tail with some finger wagging

tatoo consequences for towjam

"Property of Vane" Vaneminion Armor Tatoo 

20 M.D.C. per level of the Tattooed Man's experience. 9x20=180MDCx3=540 SDC

Usage Side Effects:  Ensorcelled to Vane, eyes glow purple, Vaneminion jumpsuit armors user with bluish leyline like energy, V marks on head and chest plate.

Lore Magic users seeing the tattoo activated get a streetwise or intelligence roll to identify Vaneminion magic as that of an infamous Federation of Magic Lord.

simvan enter vaneland, try to eat children of kreeghor who remain camped under mech, caldor drives them away with gunfire from mech and negotiates their stay in town by talking with the simvan leader.

NPCs:

VANE

HORSE AI

NGV7 ROBOT AI

VANEMINIONS

VANEMERCHANT MINION with 4 arms

Sparkletail (deceased)

The Three Vane-Knights

Holding these nexuses are Vane’s "Generals"—Greater Demons from the same silent, jumpsuit-clad dimension as the Vaneminions. Unlike the minions, the Knights are articulate, cruel, and possess distinct personalities. They wear heavy, obsidian-colored M.D.C. Plate Armor over their jumpsuits, with the "V" on their foreheads glowing with the intensity of a dying star.

Zak intercepts a magic pidgeon!




  • Knight Malphas (The Spire): He carries a "Black Hole Mace" . sends his boss a magic pidgeon about slaying an enforcer the group bribed earlier that was trying to flee through his territory with some bribes.

other two knights still a mystery!

XP

Caldor 500 Survival +50 meet simvan +100 drive off simvan trying to eat rats +150 skills rp 100 meet Children of Kreghor rat followers 4 remain alive +50 send 3 rats off to coordinates who all die

118925 bounty hunter / 135776 total

TOW 600 Survival +50 metatoo consequences for towjam +50 meet simvan +100 drive off simvan trying to eat rats +75 skills  +50 send 3 rats off to coordinates who all die +100 gets knight armor tattoo powers recovers for 24hrs from pain,

91750

Cam 700 Survival +50 meet simvan +100 drive off simvan trying to eat rats +250 skills ++50 send 3 rats off to coordinates who all die +1000 hold baby

59665

Kai +1000 Survival +300 skills +2000 save 2 rats lives  +50 send 3 rats off to coordinates who all die
34225

Zak +1500 Survival  +50 send 3 rats off to coordinates who all die
Princess Shak +10000 survival, wakes in the mech and moves ontop of the reactor core before curling up and going back to sleep.
22275 Zak Has leveled up


NPCs:

4 level 1 ratlings saved pile into the mech, the last of the remaining rats other than Kai.  
The rest of the rats start leaving to go west.


Knight Malphas challenges TOW for a duel to be the only knight to rule THE SPIRE!


Wednesday, March 18, 2026

The Princess's Rain

 


"Princess's Rain"

The "Rain of Death" is a terrifying sight even in its stock configuration—a massive, atmospheric-entry troop transport designed to drop Kreeghor Shock Troopers directly into the heat of battle. However, this specific unit, owned by a high-ranking Royal Kreeghor, has been modified into a mobile command center and personal trophy room.

Since it crashed on Earth, its sleek Transgalactic Empire (TGE) aesthetic is marred by scorched hull plating.  The ship  has become half buried about 10 miles west of Fort Iron Whiskers.  The rats know of it but known their techno shaman has communed with it and she could not access it due to locks from the alien princess requiring her DNA to open it. 



Modified "Rain of Death" Stats (Rifts Earth Conversions)

StatValue / Description
ModelHeavily Modified TGE-88 "Rain of Death"
Crew1 Royal Kreeghor, 4 Cyborg/Slave Pilots (now deceased or missing)
Troop CapacityOriginally 80; now reduced to 10 Elite guards + personal quarters
M.D.C. (Main Body)1,200 (Reduced from 2,000 due to crash damage)
M.D.C. (Shields)Offline (Needs 1 week of repairs and a massive power source)
Speed/SkillsAtmospheric: Mach 2.0
Pilot Spaceship, Pilot Jetfighters -10% at any speed
Pilot Hover can be used at -20% if going under 400mph
Controls written in Kreeghor, -10% if cannot read this language
Controls could be engraved with a second language but it is customary in Kreeghor culture for their minions to be forced to learn their ways and how to Speak and Read Kreeghor not the other way around.  
(inspired by replacing Russian with Kreeghor https://en.wikipedia.org/wiki/Russification)

Space: Mach 8; Pilot Spaceship, or Jetfighters -20%
FTL:  Empty antimatter fuel tanks.
Weaponry2 Dual-Link Laser Turrets (Front), 4 Mini-Missile Launchers (Side)
Special ModsThe Royal Suite: A reinforced bunker in the center of the ship.


Description: The "Falling Palace"

The interior no longer looks like a sterile military transport. The Royal Kreeghor has replaced the cramped jump seats with lavish, albeit alien, comforts.

  • The Atmosphere: The air is heavy with the smell of ozone and exotic incense. The lighting is a dim, menacing crimson.running

  • Modifications: The cargo bay has been partitioned into a "Throne Room" and a "Trophy Gallery" where various skulls (including a Juicer and a Glitter Boy helmet) are mounted on the bulkheads.

  • The Damage: Gravity plates flicker inconsistently, occasionally making occupants feel 20% lighter.


       ________________[ AIRLOCK ]________________
      /                                                                                    \
     /    [ PILOT ]                        (B)       [ CO-PILOT ]           \
    /       CHAIR                           |                           CHAIR    \
   |                                              |                                            |       |                  [ NAV ]     ______|______        [COMMS]       |
   |_______________ _/            |            \_______________|
   |                                 | CORE |(A)       |                              |         |GUEST QUARTERS|            |            |    TROPHY           |
   |     (6 Bunks)             |       (C)|  ENG  | GALLERY            |
 |__________________\______|_____/_______________|
   |                                               |                                         |
   |           (D)                               |             (D)                       |
   |       GUARD POST                |         GUARD POST        |
   |_______________________ |____________________|
   |                                                                                        |
   |             [ ROYAL THRONE ROOM ]                               |
   |          (Reinforced Bio-Regen Tank)                                |
   |                                                                                        |
   |           [ E ]           |          [ E ]       | running                     |
 \___________________________|_________________/
               [ REAR LOADING RAMP - JAMMED ]

Map Legend:

A - Structural Core: The main support pillar, now leaking coolant.

B - Main Corridor: Runs the spine of the ship; littered with debris.

C - Engineering Access: A cramped crawlspace leading to the fusion reactors.

D - Defense Turret Access: Ladders leading to the exterior laser batteries.

E - Heavy Weapon Storage: Each weapon has 1TGEclip which can be recharged.
Charging station here is tied to ships main reactors and can only been used when ship is on.
On the wall is a racks royal TGE weapons, all with the Queen's Insignia engraved on the hilts which will have consequences positive or negative if seen in the Phase world regions depending on how who you meet views the TGE.
  • TGE Powerhalbred
  • EP-5 Energy Pulse Pistol
  • EPR-8 Energy Pulse Rifle
  • GR-10P Gravitonic Pistol
  • Gr-45HP Jackhammer Gravitonic Pistol
  • GR-15AR Gravitonic Assault Rifle
  • 5x Blood and Tissue Builder Spraycans+2d6hp/sdc
  • Restraint Dispenser
  • Salvaged Kreghor Fighter's Horn Canon 
(from a Flying Fang Interceptor (6ft long, has no powersource, 1d6x10md 4000ft/2miles in space)


TGEclips do not work with earth weapons.

Ship needs antigrav fuel to make orbit, tanks empty running.
Can fly in atmo with currently deactivated fusion generators which only princess can turn on.