Crimson-Mornstar
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CRIMSON MORNINGSTAR
WOLFPACK Class Raider
SPEED 11
MANOEUVRABILITY 22
DETECTION 10
Skill Test Modifiers
Navigation/Warp 15, Social 10, CMD/Hit&Run 20,
CMD/Boarding Action 20, CMD/Hit&Run (Def) 20,
CMD/Boarding Action (Def) 20,
Extended Action Intimidate 5,
Achievement Bonuses;
Trade + 325 Crime + 350 Creed + 200
Military + 100 Prison Space (Brig) 125,
TURRET RATING 1
SHIELDS Single Void
ARMOUR 15
HULL INTEGRITY 30
SPACE AVAILABLE 35
SPACE Left Over 0
Weapon Capacity
Crew Disposition: Normal
POW AVAIL 38
POW USED 34
Crew Max
Morale Max 97
95%
Crew Quality (25)
(Crew WP -5)
(Current) 95
Essential Components:
Jovian Mk3v Plasma [Modified/Archeotech], Mimic Warp Engine , Gellar Field,
Armored Bridge (R,F) (4+ on d10 when CRIT'd, DMG'd, Unpwrd = Unharmed) ,
M-1.r Life Sustainer (+1 Morale Loss) , Passive Auger Array , Basic Crew Quarters
Supplemental Components
Cargo Hold & Lighter Bay, Luxury Passenger Quarters x2, Barracks, Brig 1;
Shadowblind Bays x1 (Arduous -40 Scrutiny Test to Locate), Crew Improvements: Common (+2 Morale Max),
Ostentatious Displays of Wealth (Common Quality), Vaulted Ceilings (Good Quality), Brig 2,
Fire Suppression System (1 User per ST; Difficult -10 tech-Use Test to extinguish 1 component on Fire),
Complications / Past Histories
Blasphemous Tendencies: awful machine spirit.
Turbulent Past (+20 Pirates, Reavers, -20 Imp.Navy on all Social Tests)
The ship stores extra press ganged crew in cryogenic storage containers until needed. Due to a problem with the ancient system, they often wake up groggy and with mild amnesia. Their thawing is treated as a birth by the existing crew, who celebrate their "birth" and assign them to a new family. Between social pressures, heavy stigmatization of discussing past lives, and the amnesia, most forget their past lives and consider their "birth" to be when they were de-thawed. This is not a bonus, does not make extra crew. Makes the average crewman seem odd, but they are a family to each other.
Inexpertly redesigned: The interior of this ship has been extensively messed about with. Maybe something that started out as a cargo freighter has been converted into a passenger liner by the addition of a dozen floors and partition walls to each of the gigantic cargo holds, or maybe generations upon generations of small tweaks have taken something that started out as a luxurious diplomatic transport into a respectable combat vessel. Either way, the refurbishments, redesigns, and all-out gutting-and-replacement of parts of the ship haven't been wonderfully planned out or well-documented, with the result that there are countless compartments that aren't on the blueprints and features that only one person ever knew how to get working properly. Minus 2D10 to repair tests.
Weapons
Thunderstrike Macrocannons [Strength: 3, Damage:1d10+1, Crit: 6, Range: 4]
Sunhammer Lance [Strength: 1, Damage:1d10+3, Crit : 3, Range: 9]
PROW
DORSAL
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