#1 2014-04-21 14:12:57

Havoc

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Zarejestrowany: 2012-08-10
Posty: 143

Statek - Szczęściarz

http://i.imgur.com/8hKG7tAl.jpg
Szczęściarz
Havoc-class Merchant Raider

Ship Stats
Speed: 9
Manoeuvrability: +25
Detection: +10
Hull Integrity: 30
Armour: 16
Shield Rating: 1
Space: 35/40
Power: 47/47
Turret Raiting: 1
Weapon Capacity: Dorsal 1, Prow 1
Crew Rating: 40

Essential Components
Plasma Drives: Lathe-pattern 2a Drive
Warp Engines: Strelov 1 Warp Engine
Gellar Fields: Warpsbane Hull*
Void Shields: Single Void Shield Array
Ship's Bridge: Command Bridge**
Life Sustainers: Vitae Pattern Life Sustainer
Crew Quarters: Voidsmen Quarters
Augur Arrays: R–50 Auspex Multi-band

Weapons
Prow: Sunhammer Lance (Str 1, Crit 3, Dam 1d10+3, Range 9)
Dorsal: Pyros Melta-cannons (Str 3, Crit 4, Dam 1d10+4, Range 4) (Inferno: Whenever this Weapon Component inflicts a Critical Hit, it is automatically a Fire! Critical.)

Supplemental Components
Auguments: Augmented Retro-thrusters***
Facillities: Broadband Hymn-casters****

Arheotech Components
Teleportarium: Surprise Strike: Characters may make Hit and Run Attacks without a piloting test, as they travel directly to the heart of the enemy vessel. When using the teleportarium to perform such an attack, the attacker receives +20 to his Command Test. (The teleportarium may be used in any number of other ways, such as guaranteeing escape from sticky situations on a nearby planet, at the GM’s discretion.)

Machine Spirit
Blasphemous Tendencies: Some unidentifiable aspect of this vessel’s spirit resonates sympathetically with the Immaterium. Captains find this ship swims through the warp more easily, as if it was more at home there... All Navigation Tests made to pilot this vessel through the warp gain a +15 bonus. However, while aboard the ship, all crew suffer –5 to Willpower based Tests.

Past
Reliquary of Mars: Somehow, this vessel has been outfitted with ancient archaeo-tech systems from mankind’s forgotten past. When constructing this vessel, players must select 1 Archeotech Component of their choice. However, any Tech-Use Tests to repair the ship suffer a –20, due to the highly complex nature of the machinery. Additionally, the tech priests of Mars regard the vessel as holy, or at least having holy components. Some may petition to visit the vessel, others may want it for themselves.

* Shield of Faith: Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. When rolling on Table 7-4: Warp Travel Encounters (see page 186), the GM rolls twice and allows the Navigator to chose which result is applied.
** Enhanced Cogitator Relays: As long as the bridge remains undamaged, all Command Tests made by the captain gain +5 and all Ballistic Skill Tests to fire shipboard weapons gain +5. If this Component ever suffers a Critical Hit, it becomes unpowered on a 1d10 roll of 3 or higher.
*** Multiple manoeuvring thrusters draw immense power, but offer impressive performance nonetheless.
Agile: These thrusters add +5 to the ship’s Manoeuvrability.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
**** Broadcast towers flood all frequencies with deafening hymns to the God-Emperor, jamming communications and terrifying enemies.
Heathen or renegade ships have been known to use similar systems, though the nature of their ‘hymns’ is very different.
Deafening: If this system is activated, all other ships must make a Difficult (–10) Tech Use Testin order to use vox or other broadcast communications while within 30 VUs of this vessel.
Terrifying: When this system is activated, characters aboard this vessel gain +10 on all Intimidate Tests against all ships
within 30 VUs.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a critical hit.

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