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Hull: Jericho Class Pilgrim Transport<BR> Speed: 3<BR> Detection: +21<BR> Armor: 12<BR> Space: 34/45<BR> Weapon Capacity: Prow, Port (Used), Starboard (Used)<BR> Maneuverability: -5<BR> Hull Integrity: 49/50<BR> Turret Rating: 1<BR> SP: 20<BR> Crew 100<BR> Morale: 90<BR> Power Used: 34/35 <BR> Ship Quirks<BR> Nose for Trouble: The ships crew will find themselves in dangerous situations. Haunted: The ship has ghosts that bother the crew as well as unwanted visitors. Ships Components Plasma Drive: Jovian Class I Drive Warp Engines: Strelov I Engines Gellar Fields: Warpsbane Hull<BR> Special: +10 to Navigating in the Warp, GM rolls twice of Warp encounters and keep the result you prefer. Void Shield: Single Void Shield Array Ships Bridge: Combat Bridge<BR> Special: +10 to Tech-Use to repair the ship Life Sustainers: Vitea Pattern Life Sustainer Crew Quarters: Voidsman Crew Quarters Augur Arrays: M-201.b Augur Array 2x Thunderstrike Macrocannons Main Cargo Hold<BR> Special: +125 AP towards completing Trade Objectives Armor Plating Extended Supply Vaults<BR> Special: Remain at voidfor 1 year. Repair 1 additional Hull point when making Extended repairs.
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