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Dauntless Class Light Cruiser
 
Dauntless Class Light Cruiser
 
 
Wrested from a Space Hulk - Adventurous
 
Wrested from a Space Hulk - Adventurous
 
 
SP: 70/70
 
SP: 70/70
 
 
Space: 59/60
 
Space: 59/60
 
 
Power: 58/60
 
Power: 58/60
 
 
Stats
 
Stats
 
 
Speed: 8
 
Speed: 8
 
 
Maneuverability: +18 (+23 to avoid Celestial Phenomena)
 
Maneuverability: +18 (+23 to avoid Celestial Phenomena)
 
 
Detection: +18 (+28 when on an Endeavor, +8 when not)
 
Detection: +18 (+28 when on an Endeavor, +8 when not)
 
 
Hull Integrity: 60
 
Hull Integrity: 60
 
 
Armour: 20
 
Armour: 20
 
 
Turret Rating: 1
 
Turret Rating: 1
 
 
Crew
 
Crew
 
 
Population:100
 
Population:100
 
 
Morale: 105
 
Morale: 105
 
 
Basics
 
Basics
 
 
Strelov II Warp Engine
 
Strelov II Warp Engine
 
 
Gellar Field
 
Gellar Field
 
 
Void Shield Array
 
Void Shield Array
 
 
Vitae Life Sustainer
 
Vitae Life Sustainer
 
 
Voidsmen's Quarters
 
Voidsmen's Quarters
 
 
Combat Bridge
 
Combat Bridge
 
 
R-50 Auspex Multi-band Auger
 
R-50 Auspex Multi-band Auger
 
+
Supplements
Supplements:
 
 
Warpsbane Hull, Compartmentalized Cargo Hold, Extended Supply Vaults, Temple-Shrine to the God-Emperor, Barracks, Librarian Vault, Trophy Room, Observation Dome.
 
Warpsbane Hull, Compartmentalized Cargo Hold, Extended Supply Vaults, Temple-Shrine to the God-Emperor, Barracks, Librarian Vault, Trophy Room, Observation Dome.
 
 
Armament
 
Armament
 
 
Port & Starboard: Mars Pattern Macrocannon
 
Port & Starboard: Mars Pattern Macrocannon
 
 
Strength 3 Damage 1d10+2 Crit Rating 5 Range 6
 
Strength 3 Damage 1d10+2 Crit Rating 5 Range 6
 
 
Prow: Titanforge Lance Weapon
 
Prow: Titanforge Lance Weapon
 
 
Strength 1 Damage 1d10+4 Crit Rating 3 Range 6
 
Strength 1 Damage 1d10+4 Crit Rating 3 Range 6
 
 
Achievement Bonuses
 
Achievement Bonuses
 
 
+150 Trade, +100 Military, +100 Creed, +100 Exploration, +50 Criminal
 
+150 Trade, +100 Military, +100 Creed, +100 Exploration, +50 Criminal
 
 
Trait Stuff
 
Trait Stuff
 
 
+10 to Investigation Skill Tests while on-board the ship. Cursed!: GM rolls twice for misfortune and selects the worst. +10 to repair so long as the Bridge is undamaged. +10 to Navigate the warp, roll twice for Warp Travel Encounters & the Navigator selects which to take. +20 to Command tests for boarding/hit and run, so long as we have Troops on board.
 
+10 to Investigation Skill Tests while on-board the ship. Cursed!: GM rolls twice for misfortune and selects the worst. +10 to repair so long as the Bridge is undamaged. +10 to Navigate the warp, roll twice for Warp Travel Encounters & the Navigator selects which to take. +20 to Command tests for boarding/hit and run, so long as we have Troops on board.
  

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