Adamant Cruiser: Difference between revisions
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Empyrean Mantle [-5 Power, 2 SP] (Makes detecting us on Silent Running two degrees more difficult, +50 AP to Criminal Objectives) | Empyrean Mantle [-5 Power, 2 SP] (Makes detecting us on Silent Running two degrees more difficult, +50 AP to Criminal Objectives) | ||
Total: 84/85 Power, 75/75 Space, 22/22 SP | Total: 84/85 Power, 75/75 Space, 22/22 SP | ||
==Other Notes== | ==Other Notes== |
Revision as of 16:20, 28 July 2016
Name Pending
Ambition-Class
Speed: 5
Maneuverability: +12
Detection: +31
Hull Integrity: 66
Armour: 17
Turret Rating: 2
Space: 75
SP: 57
Morale: 93
Weapon Capacity: Prow 1, Port 2, Starboard 2
Essential Components
Jovian Warcruiser Plasma Drive [POWER: Produces 85, -17 Space, 2 SP]
Strelov 2 Warp Engine [-12 Power, -12 Space]
Warpsbane Hull [-1 Power, 2 SP] (+10 to Navigation rolls, 2 Rolls on Warp Incidents, Choose 1)
Repulsor Shield Array [-8 Power, -1 Space] (2 Void Shields, no Maneuver penalties in nebulas, ice rings, and other celestial phenomena]
Ship Master's Bridge [-4 Power, -3 Space] (+ 5 to Piloting and Navigation Rolls, + 10 to Ship's BS Checks)
Clemency Life Sustainer [-5 Power, -5 Space] (+1 Morale, Reduce depressurization loss by 4)
Clan-Kin Quarters [-2 Power, -5 Space, 1 SP] (+5 to command, defend against boarding and hit and run, Reduce moral loss by 1)
Deep Void Augur Array [-7 Power, 1 SP] (+10 Detection)
Weapons
<Port and Starboard> Stygies Macrocannons [Total -8 Power, -6 Space, 2 SP] (Strength 3, Damage 1d10+2, Crit 5, Range 5, Armor Piercing 3)
<Port and Starboard> Sunsear Laser Batteries [Total -12 Power, -8 Space, 2 SP] (Strength 4, Damage 1d10+2, Crit 4, Range 9)
<Prow> Sunhammer Lance Weapon [-9 Power, -4 Space, 2 SP] (Strength 1, Damage 1d10+3, Crit 3, Range 9, Ignores Armor)
Supplementary Components
Temple to God Emperor [-1 Power, -1 Space, 1 SP] (Morale +3, +100 AP to Creed Objectives)
Comp. Cargo Hold [-2 Power, -5 Space, 1 SP] (+100 AP to Trade Objectives)
Luxury Quarters [-2 Power, -1 Space, 1 SP] (Morale -3, +100 AP to Creed/Criminal/Trade Objectives)
Extended Supply Vaults [-1 Power, -4 Space, 1 SP] (Morale +1, Extend time by x2, Repair Integrity +1)
Labratorium [-2 Power, -1 Space, 3 SP] (+20 to identify/analyze/repair ancient/xeno artifacts and for crafting)
Manufactorum [-2 Power, -1 Space, 2 SP] (+10 to Repairs, +10 to Acquisition for major Repairs, Can construct items)
Trophy Room [-1 Power, -1 Space, 1 SP] (+50 AP to Criminal/Exploration/Trade Objectives)
Empyrean Mantle [-5 Power, 2 SP] (Makes detecting us on Silent Running two degrees more difficult, +50 AP to Criminal Objectives)
Total: 84/85 Power, 75/75 Space, 22/22 SP
Other Notes
Machine Spirit Oddities: Rebellious (Ship may refuse to function properly, Ignores Crit Hits on 7+)
History: Haunted (-10 Morale, +6 Detection)
Achievement Point total bonuses to objectives: Trade +250, Creed +200, Criminal +200, Exploration +50