RTB Zephyer: Difference between revisions

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Hull: Jericho Class Pilgrim Transport
Hull: Jericho Class Pilgrim Transport<BR>
Speed: 3
Speed: 3<BR>
Detection: +21
Detection: +21<BR>
Armor: 12
Armor: 12<BR>
Space: 34/45
Space: 34/45<BR>
Weapon Capacity: Prow, Port (Used), Starboard (Used)
Weapon Capacity: Prow, Port (Used), Starboard (Used)<BR>
Maneuverability: -5
Maneuverability: -5<BR>
Hull Integrity: 50
Hull Integrity: 49/50<BR>
Turret Rating: 1
Turret Rating: 1<BR>
SP: 20
SP: 20<BR>
Crew 100
Crew 100<BR>
Morale: 91
Morale: 90<BR>
Power Used: 34/35  
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
Plasma Drive: Jovian Class I Drive
Line 18: Line 24:
Warp Engines: Strelov I Engines
Warp Engines: Strelov I Engines


Gellar Fields: Warpsbane Hull
Gellar Fields: Warpsbane Hull<BR>
Special: +10 to Navigating in the Warp, GM rolls twice of Warp encounters and keep the result you prefer.
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
Void Shield: Single Void Shield Array


Ships Bridge: Combat Bridge
Ships Bridge: Combat Bridge<BR>
Special: +10 to Tech-Use to repair the ship
Special: +10 to Tech-Use to repair the ship


Line 34: Line 40:
2x Thunderstrike Macrocannons
2x Thunderstrike Macrocannons


Main Cargo Hold
Main Cargo Hold<BR>
Special: +125 AP towards completing Trade Objectives
Special: +125 AP towards completing Trade Objectives


Armor Plating
Armor Plating


Extended Supply Vaults
Extended Supply Vaults<BR>
Special: Remain at voidfor 1 year. Repair 1 additional Hull point when making Extended repairs.
Special: Remain at voidfor 1 year. Repair 1 additional Hull point when making Extended repairs.

Latest revision as of 06:19, 30 October 2009

Hull: Jericho Class Pilgrim Transport
Speed: 3
Detection: +21
Armor: 12
Space: 34/45
Weapon Capacity: Prow, Port (Used), Starboard (Used)
Maneuverability: -5
Hull Integrity: 49/50
Turret Rating: 1
SP: 20
Crew 100
Morale: 90
Power Used: 34/35

Ship Quirks
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
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
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
Special: +125 AP towards completing Trade Objectives

Armor Plating

Extended Supply Vaults
Special: Remain at voidfor 1 year. Repair 1 additional Hull point when making Extended repairs.