Unknown raider: Difference between revisions
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[[Image:sunkenraider.jpg|right|thumb|Mystery Ship of Haldr]] | [[Image:sunkenraider.jpg|right|thumb|Mystery Ship of Haldr]] | ||
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|rthull=Raider | |rthull=Raider | ||
|rtshiplength= 2km | |rtshiplength= 2km | ||
|rtshipwidth= .25km | |rtshipwidth= 0.25km | ||
|mass= 40.5 megatonnes | |mass= 40.5 megatonnes | ||
|crew= 15000 approx. | |crew= 15000 approx. |
Latest revision as of 20:58, 9 June 2011
Ship Details
Hull: | Raider |
---|---|
Dimensions: | 2km long, 0.25km abeam |
Mass: | 40.5 megatonnes |
Crew: | 15000 approx. |
Accel: | 5.9 gravities max sustainable acceleration |
Game Stats
Speed | 12 | Maneuverability | +28 | ||
---|---|---|---|---|---|
Detection | +30 | Armour | 16 | ||
Void Shields | 1 | Hull Integrity | 30 | ||
Space | 35 | Total Power | |||
Turret Rating | 2 | ||||
Weapon Capacity | 2 | ||||
Crew Population | 0 | Crew Morale | 0 | Crew Rating | 5 |
Essential Components
Modified Lathe-pattern Class 2a Sprint Trader Drive, Markov I Warp Engine*, Gellar Field, Repulsor Shield*, Ship Master's Bridge*, Mark 1.r Life Sustainer, Voidsmen Quarters, Deep Void Augur Array.
- The Markov I series warp engines were designed to allow fast strike ships and couriers the ability to move more quickly through the Warp. Reduce the base time for Warp transit by 1d5 weeks.
- Repulsor shields use varying frequencies to better brush aside stellar debris and detritus, this allows the ship to move through nebulae, ice rings, plasma clouds, particle clouds or other similar stellar phenomena without incurring penalties to her Manoeuvre Actions.
- The Ship Master's Bridge is a pirate's joy. Designed around a great hololithic plotting table and packed with improved fire control cogitators, this bridge grants a +5 bonus to all Piloting and Navigation Tests by the bridge crew, and +10 to all Ballistic Tests to fire the ship's weapons.
Supplemental Components
- Augmented Retro-Thrusters: These oversized thrusters look like they came off a cruiser-size ship. Over powered and strategically placed, they make the ship more manoeuvrable, especially in tight spaces and close-quarters.
- Advanced Cogitators: Shrike-class ships contain a core cogitator and secondary cogitation systems so advanced they border on heresy. Her fire controls are especially finely tuned, and the ship enjoys a +5 bonus to all Ballistic Skill Tests to fire the ship's weapons.
- Cogitator Interlink: More heretical technology from her long-dead masters, the ship possess kilometres of special cabling and switchgear that allow the cogitators and the tech spirits of all automated systems to speak to one another more clearly and quickly. This increase in efficiency grants a +5 bonus to the ship's Crew Rating.
- Compartmentalized Cargo Holds: These small holds are spread about the ship's hull in an effort to reduce the negative effects that a main cargo hold has on a ship's handling. This component also adds 100 Achievement Points toward any Trade Objective.
- Empyrean Mantle: A sophisticated bit of gear from the dark age of technology, the Empyrean Mantle uses a series of energy baffles, auspex and augur absorbing paintwork, and other arcane tricks to make the ship essentially invisible when needs be. When travelling on Silent Running, all Tests made to detect Calamity have their difficulty increased by two degrees. This component also adds and additional 50 Achievement Points toward any Criminal Objectives.
- Extended Supply Vaults: Extensive supplies allow the ship to make longer journeys and better repair damage. Double the time the ship may remain at void without suffering crew population and morale loss. Extended repairs also restore an additional point of Hull Integrity. Due to the extra stores and spare parts, Crew Morale is increased by +1.
- Shadowblind Bays: Squirreled away in different parts of the ship are hidden holds of varying sizes that are void-shielded and static screened to make them virtually invisible to auspex systems. This component grants and additional 50 Achievement Points to any Trade Objective, and 75 Achievement Points Toward any Criminal Objective. Due to their placement and obfuscation systems, locating these holds requires an Arduous (-40) Scrutiny Test.
Weapons
Sunsear Laser Battery: Location: Dorsal, Str: 4, Dam: 1d10+2, Crit: 4, Range: 9
Jovian Missile Battery: Location: Prow, Str: 5, Dam: 1d10+1, Crit: 5, Range: 6
- This ship also has four small assault boats apparently used for boarding actions attached to her hull with powerful magnets and docking clamps. See Meritech Assault Boats for more details.
Complications
Planet-Bound for Millennia
- Gravity's Harsh Embrace: The centuries this ship spent beneath Haldr's oceans have weakened her keel and bulkheads, reducing her hull integrity.
- Lost Relics of the Past: This ship's drives and augur arrays are relics of man's distant past. Thanks to her ancient augur arrays, she enjoys a +5 bonus to all Ballistic Skill Tests.
- Dreams of Distant Worlds: There's a legend among voidmen that ships that have been planetbound gain an affinity for the embrace of gravity, and this ship seems to prove this legend true. She gains +10 to manoeuvrability while within 5 AU of a planet.