Ulysses Ascendent

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Background[edit]

Stats[edit]

Ship Name Class Speed Detection Maneuverability Hull Integrity Armor Turret Rating Weapon Capacity
Ulysses Ascendent Cobra 10 +20(+25 active) +30 30 15 1 1 Dorsal,1 Keel

Combat Stats[edit]

Weapon Name Skill Location Class Range Crit Rating Damage Strength Power space
Sunsear laser Battery Bs Keel Macrobattery 9 4 1d10+2 4 6 4
Weapon Name Skill Location Class Range Crit Rating Damage Strength Power space
Mars Pattern Macrocannons Bs Dorsal Macrobattery 6 5 1d10+2 3 4 2


  • Initiative 1d10+2
  • Current Hull integrity: 30
  • Crew skill level: Competant - 30
  • Supplies: 203 days
  • Morale: 103 - bright eyed, bushy tailed and raring to go!
  • Crew:' 100%

Traits[edit]

  • Vessel of the Fleet
    • Implacable fore The Ulysses Ascendent is a stolen Fleet vessel. All crew aboard her gains the Enemy (Imperial Navy) talent.
    • His Word Obeyed Any crew member who makes a command test aboard the ship gain a +10 to such tests.
    • Duty Unto Death When crippled the captain may make a challenging (+0) command test to not suffer the effects of being crippled its next turn. Command:40

Components[edit]

  • Essentials
    • Jovian Pattern Class 2 Drive: Generates 45 power for the ship.
    • Strelov 1 Wrap Engine: Allows wrap Jump. Takes 10 power.
    • WarpBane Hull: Geller Field, +10 to Wrap Navigation tests. Roll twice for wrap encounters, Navigator pick the one he wants. Takes 1 power.
    • Repulsor Shield: 1 void shield and No manoeuvre penalties for moving though celestial phenomena made of small particles. Takes 6 power.
    • Exploration Bridge: +5 to Active Detection and +50 Ap for exploration Endeavors. Takes 4 power.
    • M-1.r Life Sustainer: Bare Bones life support, does little to improve the smell. +1 all morale loss. Takes 3 power.
    • Voidmen crew Quarters: Standard Long distance living Quarters. Takes 1 power.
    • Deep Void Auger Array: +10 ship detection(factored in), External. Takes 7 power.


  • Non-Essentials
    • Temple Shrine of the God-Emperor: Morale permanently increases by 3, also all Creed endeavor earn an extra 100 Ap. This takes 1 power.
    • Astropathic Choir Chamber: +10 to psych focus while inside and in a battle all powers have range increased by 5 VU. This takes 1 power
    • Librarium Vault: +10 to investigate skills made while on the ship. This takes 1 power

Ship Roles[edit]

  • First Officer: Captain Aurelia Delmaris NPC = No benefit
  • Enginseer Prime: Sigmund = +10 on the Emergency Repairs Extended Action
  • High Factotum: None/NPC = No benefit
  • Master of arms: None Npc= No benefit
  • Master Helmsmen: None Npc= No benefit
  • Master of Ordnance: Roland = When firing ship weapons while benefiting from the Lock-on Target Extended Action, add a +5 to the BS test.
  • Master of Etherics: Oktavia= +10 bonus to the Focused Augury Extended Actio
  • Chief Chirurgeon: None Npc= No benefit
  • Master of whispers: None Npc= No benefit
  • Choir-master Telepathica: Mordecai Relos = Increase the range of his Astropathic Signals by one step
  • Navigator Primaris: Oktavia = +5 to Navigation(Stellar) skill steering the ship through the Warp
  • Ship’s Confessor; None Npc= No benefit
  • Drive master: None Npc= No benefit
  • Omnissianic Congregator: None Npc= No benefit
  • Chief Bosun: None Npc= No benefit
  • Infernus Master: None Npc= No benefit
  • Twistcatcher: None Npc= No benefit
  • Master of the Vox: None Npc= No benefit
  • Purser: None Npc= No benefit
  • Carto-artifex: None Npc= No benefit
  • Ships Steward: None Npc= No benefit

Ship actions[edit]

  • Manoeuvre Actions
    • Adjust bearing: 60
    • Adjust speed: 60
    • Adjust speed and bearing: 40
    • Come to a new Heading: 50
    • Disengage: 60 vs Challenging(+0) Detection+Scrutiny Test
    • evasive manoeuvres: 50(-10 to shooting per degree of success
  • Attack action
    • Shooting: 51
  • Extended actions
    • Active Augury: Scrutiny+Detection+0 (30)
    • Aid the Machine Spirit :Tech use+0 (30) ; +5 to maneuverability or detection, +5 per every 2 degrees over the first.
    • Disinformation Blather or Deceive -10 (20) : increase morale by 1d5 per degree of success.
    • Emergency Repairs: tech use -10 (20) :Repair one unpowered, damaged or depressurized component. Takes 1d5 turns -1 per degree of success.
    • Flank speed: Tech-Use +0 (30) :+1 VU move per degree of success. If failed by 2 or more degrees engines are crippled.
    • Focused Augury: Scrutiny+Detection +10(70): All components except Agure and void shields. One degree: All weapons. Two Degrees Auger and void shields + combat components. Three degrees All components.
    • Hail the Enemy: Special
    • Hit and Run: Pilot +0 (30): if successful make a Command +0 (30) if successful I crit {1d5 twice and pick} +1 Hull damage per degree of success.
    • Hold Fast!: Will power (must have Air of Authority) reduce morale damage by 1 +1 per degree of success.
    • Jame Communications: Tech Use -10 (20): Enemy unable to use Vox
    • Lock on Target: Scrutiny+Detection +0 +10 (70):+5 BS for one weapon, +5 per two degrees of success over the first.
    • Prepare to Repel Borders!: Command +0 (30): +10 to opposed command tests+5 per degree of success.
    • Put your back into it!: Intimidate or charm +0 (30): +5 BS to weapon, Emergency repairs or attempt to put out a fire., 1 extra per Evey three degrees of success.
    • Triage: Medicae -10 (20) : Reduce crew damage by 1 per degree of success.