Hand of Glory

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Revision as of 00:16, 31 January 2012 by Seekerofshadowlight (talk | contribs) (Ship actions)
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Background

Stats

Ship Name Class Speed Detection Maneuverability Hull Integrity Armor Turret Rating Weapon Capacity
Hand of Glory Sword 9 +25 +25(+35) 33 18 2 2 Dorsal

Combat Stats

Weapon Name Skill Location Class Range Crit Rating Damage Strength Power space
Mars Pattern Macrocannon Bs Dorsal Macrobattries 6 5 1d10+2 3 4 2
Weapon Name Skill Location Class Range Crit Rating Damage Strength Power space
Mars Pattern Macrocannon Bs Dorsal Macrobattries 6 5 1d10+2 3 4 2


  • Initiative 1d10+2
  • Current Hull integrity: 33/33
  • Crew skill level: 30
  • Supplies: 500 days
  • Morale: 104%
  • Crew:' 102%

Traits

  • Planet bound for Millennia
    • Gravity's Harsh Embrace: -1d5-1 Hull Integrity
    • Lost Relics of the Past: Free Modified drive and +1 Archaeotech Component
    • Dreams of distant worlds: +10 Maneuverability if within 5VU's of a planet.

Components

  • Essentials
    • Modified Jovian Pattern class 2 drive( Achro-tech) +45 power
    • Strlov 1 wrap Engine: - 10 power
    • Geller field: -1 power
    • Void Shield: -5 power
    • Bridge of Antiquity: -1 power
    • Vitae Pattern Life sustainer: -4 power
    • Voidmen Crew Quarters: -1 power
    • Deep Void Auger Array: +10 detection , -7 power


  • Non-Essentials
    • Bridge of Antiquity: +10 to command or Social tests while on the bridge and +5 ship Maneuverability
    • Deep void Auger: +10 detection
    • Temple: Increase Morale by 3 and +100 Ap for creed.
    • Compartmentalized Cargo Hold: +100 Ap trade
    • Arboretum: Doubles the time the ship can stay in the void and +2 to ship population
    • Murder-Servitors: +20 to hit and run
    • Melodium: Increase Morale permanently by +1 and gain +10 to all social Skill Tests
    • Trophy Room: +50 to Trade, criminal or exploration Ap

Ship Roles

  • First Officer: None Npc= No benefit
  • Enginseer Prime: None Npc= No benefit
  • High Factotum: None/NPC = No benefit
  • Master of arms: None Npc= No benefit
  • Master Helmsmen: None Npc= No benefit
  • Master of Ordnance: None Npc= No benefit
  • Master of Etherics: None Npc= No benefit
  • Chief Chirurgeon: None Npc= No benefit
  • Master of whispers: None Npc= No benefit
  • Choir-master Telepathica: None Npc= No benefit
  • Navigator Primaris: None Npc= No benefit
  • 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

  • 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: 30
  • 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 +0(60): 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 (60):+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.