Hand of Glory
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Background[edit]
Stats[edit]
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[edit]
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[edit]
- 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[edit]
- 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[edit]
- 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[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: 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 +20 (50) 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.