Difference between revisions of "Adamant Cruiser"

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(Created page with "==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 Capacit...")
 
(Name Pending)
 
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==Name Pending==
+
=The Glorious Bounty of Ambition=
 
Ambition-Class
 
Ambition-Class
  
Speed:5
+
Speed: 5
  
 
Maneuverability: +12
 
Maneuverability: +12
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Space: 75
 
Space: 75
  
SP:57
+
SP: 57
  
Morale: 93
+
Morale: 92
  
 
Weapon Capacity: Prow 1, Port 2, Starboard 2
 
Weapon Capacity: Prow 1, Port 2, Starboard 2
  
 
+
==Essential Components==
=Essential Components=
 
  
 
Jovian Warcruiser Plasma Drive [POWER: Produces 85, -17 Space, 2 SP]
 
Jovian Warcruiser Plasma Drive [POWER: Produces 85, -17 Space, 2 SP]
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Ship Master's Bridge [-4 Power, -3 Space]  (+ 5 to Piloting and Navigation Rolls, + 10 to Ship's BS Checks)
 
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] (Power -5, Space - 5, +1 Morale, Reduce depressurization loss by 4)
+
Clemency Life Sustainer [-5 Power, -5 Space] (+1 Morale, Reduce depressurization loss by 4)
  
Clan-Kin Quarters [-2 Power, -5 Space] (Power -2, Space -5, sp -1, +5 to command, defend against boarding and hit and run, Reduce moral loss by 1)
+
Clan-Kin Quarters [-2 Power, -5 Space, 1 SP] (+5 to Command when defending against boarding and hit and run, Reduce morale losses by 1)
  
Deep Void Augur Array [-7 Power, 1 SP] (+15 Detection)
+
Deep Void Augur Array [-7 Power, 1 SP] (+10 Detection)
  
 
+
==Weapons==
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> Stygies Macrocannons [Total -8 Power, -6 Space, 2 SP] (Strength 3, Damage 1d10+2, Crit 5, Range 5, Armor Piercing 3)
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<Prow> Sunhammer Lance Weapon [-9 Power, -4 Space, 2 SP] (Strength 1, Damage 1d10+3, Crit 3, Range 9, Ignores Armor)
 
<Prow> Sunhammer Lance Weapon [-9 Power, -4 Space, 2 SP] (Strength 1, Damage 1d10+3, Crit 3, Range 9, Ignores Armor)
  
 +
==Supplementary Components==
  
Supplementary Components
+
Temple to God Emperor [-1 Power, -1 Space, 1 SP] (Morale +3, +100 AP to Creed Objectives)
 
 
Temple to God Emperor [-1 Power, -1 Space, 1 SP] (Morale +3, Boost to Creed)
 
  
Comp. Cargo Hold [-2 Power, -5 Space, 1 SP] (
+
Comp. Cargo Hold [-2 Power, -5 Space, 1 SP] (+100 AP to Trade Objectives)
  
Luxury Quarters [-2 Power, -1 Space, 1 SP]
+
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)
 
Extended Supply Vaults [-1 Power, -4 Space, 1 SP] (Morale +1, Extend time by x2, Repair Integrity +1)
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Manufactorum [-2 Power, -1 Space, 2 SP] (+10 to Repairs, +10 to Acquisition for major Repairs, Can construct items)
 
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]
+
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)
  
Empryean Mantle [-5 Power, 2 SP] (Makes detecting us on Silent Running two degrees more difficult, Ach Point bonus to Criminal Objectives)
+
==Other Notes==
  
(Total: 84/85 Power, 75/75 Space, 22/22 SP)  
+
Machine Spirit Oddities: Rebellious (Ship may refuse to function properly, Ignores Crit Hits on 7+)
  
Haunted (-10 Morale, + 6 Detection)
+
History: Haunted (-10 Morale, +6 Detection, -5 penalty to non-crew members acting against the ship when aboard)
  
 
Achievement Point total bonuses to objectives: Trade +250, Creed +200, Criminal +200, Exploration +50
 
Achievement Point total bonuses to objectives: Trade +250, Creed +200, Criminal +200, Exploration +50

Latest revision as of 12:55, 6 August 2016

The Glorious Bounty of Ambition[edit]

Ambition-Class

Speed: 5

Maneuverability: +12

Detection: +31

Hull Integrity: 66

Armour: 17

Turret Rating: 2

Space: 75

SP: 57

Morale: 92

Weapon Capacity: Prow 1, Port 2, Starboard 2

Essential Components[edit]

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 when defending against boarding and hit and run, Reduce morale losses by 1)

Deep Void Augur Array [-7 Power, 1 SP] (+10 Detection)

Weapons[edit]

<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[edit]

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[edit]

Machine Spirit Oddities: Rebellious (Ship may refuse to function properly, Ignores Crit Hits on 7+)

History: Haunted (-10 Morale, +6 Detection, -5 penalty to non-crew members acting against the ship when aboard)

Achievement Point total bonuses to objectives: Trade +250, Creed +200, Criminal +200, Exploration +50