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.