Crimson-Devastator
~~~ pre-upgrades ~~~~
CRIMSON-DEVASTATOR
Devastation Class Carrier
TURRET RATING 2
SHIELDS VOSS Glimmer Pattern Single Void Shield
SPEED 7
MANOEUVRABILITY 10
DETECTION 20
ARMOUR 19
Skill Test Modifiers
Ballistic Tests 10, Navigation/Warp 5,
Navigation/Combat 5, Navigation/Escape Combat 5, Navigation/Piloting 5, Extended Action Intimidate 5,
Intimidate (Social) 10 w/Active Hymn-Casters, CMD/Hit&Run 20 -D10
CMD/Boarding Action 20-2d10,
CMD/Hit&Run (Def) 20 -d5
CMD/Boarding Action (Def) 20-D10
Achievement Bonuses
Trade + 50 Crime + 50 Military + 100
Explore + 50 Prison Space (Brig) 25,
Essential Components
HULL INTEGRITY 70
SPACE AVAILABLE 75
SPACE Left Over 2
POWER AVAILABLE: 82
POWER USED 82
Weapon Capacity Prow, Port x2, Starboard x2
Crew Disposition: Normal
Crew Max
Morale Max
100
95
Crew Quality
Incompetent (20)
Attack Craft Rating +2
Normal Operations (Morale)
Jovian Pattern, Class 8.1 Drive (Cruiser) (Ignore Damaged, Depressurized & Critical Results 4+ on d10 roll)
Markov 2 Warp Engine (CL) , Basic Gellar Field Installed, Ship Master's Bridge
M-1.r Life Sustainer (+1 Morale Loss) , M-201b Auger Array , Pressed Crew Quarters
Supplemental Components
Cargo Hold & Lighter Bay, Barracks, Fission Genarium x2 (Volatile, 1d5 HI + 2x Casualties if Damaged),
Broad-Band Hymn-Casters (Enemy must make Diff. -10 Tech-Use Test for Vox/Comms) (External, 30VU),
Astropathic Choir-Chambers (+10 Focus Power Test, +5 VU Psychic Power Range),
Starchart Collection (-1d5+5Days Warp Travel Time, Min. 1 day),
Brig, Pilot's Chamber, Small Craft Repair Deck, Advanced Medical Bay (+10 Med.skill, IB +4; True Hospital)
Defensive Countermeasures (1 Use; Lasts 1d5+1 ST; -20 BS to attack ship, -30 for Torpedoes),
Fire Suppression System (1 User per ST; Difficult -10 tech-Use Test to extinguish 1 component on Fire),
Complications / Past Histories
Adventurous,
Turbulent Past (+20 Reavers, Chaos, -20 Administratum on all Social Tests)
Scant Shipboard Arms: Boarding is -2d10% or other penalties
Highly Automated: The combat sections of the ship all but runs itself. +D10 morale at start of battle.
Those crews have more leisure time than usual, and up to 15% of the crew can actually be eliminated.
Weapons
Sunhammer Lance [Strength: 1, Damage:1d10+3, Crit Rating: 3, Range: 9]
Jovian Pattern Escort Bay [Strength: 1, Damage:x+x, Crit Rating: --, Range: ]
Jovian Pattern Escort Bay [Strength: 1, Damage:x+x, Crit Rating: --, Range: ]
Mezoa Lance Battery [Strength: 2, Damage:1d10+5, Crit Rating: 4, Range: 4]
Mezoa Lance Battery [Strength: 2, Damage:1d10+5, Crit Rating: 4, Range: 4]
PROW
PORT
STBD
PORT
STBD
EXTRA COMPONENTS
Arched Structure ("Roll Bar")
Dorsal Castellum
Slave Quarters (C+)
Unknown Object. K
extra build space, less easier to maneuver
extra build space, easier to
be hit
Decrease Morale Permanently by
5
Astropath or Psyker can cause morale changes on target ship
(+/- D5 per DoS) Arduous to use.