ship-flame-helmawr

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FLAME of HELMAWR

DEFIANT Class Light Carrier

SPEED 5

MANOEUVRABILITY 17

DETECTION 20

Skill Test Modifiers

Ballistic Tests 5, CMD/Hit&Run 70, CMD/Boarding Action 30, CMD/Hit&Run (Def) 75, CMD/Boarding Action (Def) 45,

Forbidden lore (Xenos) -30, Extended Action Intimidate 5,

Extended Repairs 10, Restore HI Acq Test 10, Medicae 20, Command (Attack Craft ) 5

Ballistic Tests (Planetary Bombardment ) 5

Essential Components

TURRET RATING 5

SHIELDS Repulsor Single Void Shield [C:GOOD Space]

ARMOUR 24

30

Aft

HULL INTEGRITY 62

SPACE AVAILABLE 63

SPACE Left Over 0

POWER AVAILABLE: 56

POWER USED 53

Weapon Capacity Prow, Port, Starboard

Crew Disposition: Fanatical

Crew Max 92%

Morale Max 104%

(Current) 100%

Crew Quality Competent (35)

Attack Craft Rating +2

Normal Operations (Morale)

Belecane-P54 [C:GOOD Space] [Modified/Archeotech], W86-Pacificus [C:GOOD Space], Gellar Field,

Flight Command Bridge (Tests to ready new squadrons automatically pass) [C:GOOD Space],

Clemency Pattern Life Sustainer (Reduce Crew/Morale Loss by 4 for Depressurization, Min. 0) [C:GOOD Space],

Auto-Stabilized Logis Targeter & BG-15 Assault Scanners [C:GOOD Space],

Clan-Kin Quarters (All morale loss reduced by 1, minimum 1) [C:GOOD Space]

Achievement Bonuses

Crime + 50

Military + 225

Explore + 100

Prison Space

(Brig) 25,

Cherub Aerie [+20 Points per Objective],

Supplemental Components

Barracks, Augmented Retro Thrusters, Armour Plating, Tenebro-Maze (You chooses critical'd component, not attacker),

Extended Supply Vaults (Extended Repairs add 1 additional HI point),

Crew Reclamation Facility (Reduce Crew loss by 3, minimum 1. Increase morale losses by 1),

Munitorium (Explodes if Damaged, 2d5 HI loss and 1 Component on Fire), Trophy Room, Observation Dome,

Murder Servitors (May choose 1-6 if Critical inflicted by H&R), Crew Improvements: Best (+3 Morale, +5 Quality),

Teleportarium (Archeotech) (Can make H&R attacks without Piloting Test), Micro Laser Defense Grid (Xenotech),

Excess Void Armour, STORM Drop Pod Launch Bays (Holds 20 Pods, Launches 10 Per Strat Turn/30 minutes, KEEL Mount), Atomics (Ballistic Test as Ext. Action via Macro Batt)[ x6, Good (1d5+5 Hits, 1d10+6 DMG) ], Cherubim Aerie (Best Quality),

Storm Troopers (Best Quality) [x2HI Dmg H&R Attacks; +1d5Dam to Crew in DEF Boarding Actions], Brig, Manufactorum,

Medicae Deck (3xIB Patients Treatable w/out Penalty) , Pilot's Chamber, Small Craft Repair Deck, Field Bracing,

Flak Turrets (-10 Detection Penalty when in use), HOLD Landing Bay (Str: 2),

Complications / Past Histories

Ancient and Wise, Iron Ribbed - aft hull has been overbuilt & sturdier than normal.

ship is otherwise unremarkable.

Death Cult (Reduce ANY Morale loss from ANY source by 2)

Weapons

Sunsear Las-Broadside [Strength: 6, Damage:1d10+2, Crit Rating: 4, Range: 9] Location:PROW

Jovian Pattern Landing Bay [Strength: 2, Damage:x+x, Crit Rating: --, Range: ] Location:PORT

Jovian Pattern Landing Bay [Strength: 2, Damage:x+x, Crit Rating: --, Range: ] Location:STARBD

Staravar Laser Macrobattery (Archeotech) [Strength: 4, Damage:1d10+3, Crit Rating: 4, Range: 12] Loc:DORSAL

Quirks and NPCs:

Chief Enginseer: Stinking of sour cottage cheese and milk left spilt in clothing too long, the long-haired madman lurches out of the darkness muttering mathematical formulas, holding an ancient pipe wrench of no obvious modern application.

the actual work is done by everyone else

it would be bad luck to get rid of him.

“The Cloak”, a charismatic, dashing Robin Hood-type figure providing hope for lower-deck crewmen in a corrupt Underdeck

with his rebellious pranks and other minor actions against “The Man” (IE upper deck officers)

but he’s secretly employed by the RT's officers council to keep the serfs just optimistic enough

to distract them from their horrible living conditions and squalor.

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