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INQUISITOR OF BAINE
Gothika Class Battlestar
SPEED 6
MANOEUVRABILITY 4
DETECTION 8
Skill Test Modifiers
Ballistic Tests 5, Navigation/Warp 30,
Navigation/Escape Combat -15, Social 20,
Intimidate (Social) 10 w/Active Hymn-Casters, Manouvre/Stellar Phenomena 5,
CMD/Boarding Action (Def) 5,
Forbidden lore (Xenos) -10, Perception (Warp) 20, Locate Astronomican 20,
Warp Travel Encounter Tests -10,
Extended Repairs 10, Restore HI Acq Test 10,
Medicae 20, Command (Attack Craft ) 5
Achievement Bonuses
Trade + 85 Crime + 225
Military + 50 Explore + 150
Essential Components
TURRET RATING 3
SHIELDS Castellan Triple Void Shield
ARMOUR 20
HULL INTEGRITY 75
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SPACE AVAILABLE 73
SPACE Left Over 2
Weapon Capacity Prow x1, Dorsal x1,
Crew Disposition: Normal
Crew Max 100%
Morale Max 112%
Normal Operations (Morale)
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Port x2, Starboard x2
(Current) 100%
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POWER AVAILABLE: 103
POWER USED 103
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Crew Quality Competent (35)
Attack Craft Rating +2
RYZA P92 [Modified/Archeotech], MILOSLAV-W20 , Belecane 90.r Gellar Field (-20 WTE Table),
Flight Command Bridge (CL,C,CB,CG; Tests to ready new squadrons automatically pass) ,
Ancient Life Sustainer (Archeotech) (Reduce Non-Combat Crew Losses by 1) , R-50 Auspex Multi-Band Auger Array ,
Pressed Crew Quarters
Supplemental Components
Cargo Hold & Lighter Bay x2, Augmented Retro Thrusters x2, Trophy Room, Observation Dome,
Ghost Field (Xenotech) (Enemy is -20 to to hit, -30 w/lance; -30 on Hit&Run attacks), Flak Turrets (-10 Detection Penalty when in use),
Broad-Band Hymn-Casters (Enemy must make Diff. -10 Tech-Use Test for Vox/Comms) (External, 30VU),
STORM Drop Pod Launch Bays (Holds 20 Pods, Launches 10 Per Strat Turn/30 minutes, KEEL Mount),
Empyrean Mantle (When 'Silent Running' it is 2 Degrees HARDER to detect this Vessel)(External),
Atomics (Ballistic Test as Ext. Action via Macro Batt)[ x6, Best (Ten (10) Hits, 1d10+6 DMG) ],
Crew Improvements: Best (+3 Morale, +5 Quality), Ostentatious Displays of Wealth (Best Quality), Vaulted Ceilings (Best Quality),
Storm Troopers (Good Quality) [x2HI Dmg H&R Attacks; +1d5Dam to Crew in DEF Boarding Actions],
Hydraphuran Jamming System (-20 to Focused Augury Tests to scan this vessel, no Silent Running when in use),
Manufactorum, Medicae Deck (3xIB Patients Treatable w/out Penalty) , Pilot's Chamber, Salvage Systems, Small Craft Repair Deck,
Field Bracing, 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), HOLD Landing Bay (Str: 2),
Complications / Past Histories
Martial Hubris
Turbulent Past (+20 INQUISITION, -20 ELDAR, Dk.ELDAR on all Social Tests), Cramped (Stocks only 3 mo. of supplies)
Structural Cracks: The ship's central frame is flawed and over-taxed. During any stressful maneuvers (including evasion and "pushing" the drive), there is a 5% chance of a fracture. This has serious, serious bad effects at referee's discretion. Usually a D5 Hull damage. Decompression, loss of subsections, and general systems failures are all possibilities. This is possibly the worst news a shipowner can receive; the structural frame can be replaced, eliminating the Quirk, for 75% of the cost of the hull; this will require being grounded for 25% of the normal build time for the ship. CI -25%.
Any female crewmen who work near the Warp drives keep being born with (or give birth to babies with) green hair. This happens no matter how many times they are killed and replaced. The captains have given up by now, the drive sections are almost completely staffed by males. and the green hair has taken on a specific mystique with the crew, who see those "touched" as soothsayers.
Weapons
Godsbane Lance Battery [Str: 2, Dmg:1d10+2,
Staravar Laser Macbty. [Str: 4, Dmg:1d10+2,
Lathe Pattern Landing bay [Strength: 2,
Lathe Pattern Landing bay [Strength: 2,
Jovian Pattern Escort Bay [Strength: 1,
Jovian Pattern Escort Bay [Strength: 1,
Voss-Pattern Torpedo Tubes; Location: Forward
Witch-Killer: +10 versus Eldar
or Dark-Eldar
EXTRA COMPONENTS
A. Overload Shield Capacitors
/Crit 3, Rng 12
Crit 4, Rng 13
Strength: 2
Gothic Battlestar
B. Basic Fighter Bay;
PROW
DORSAL
PORT
STBD
PORT
STBD
Dmg, Rng: As Torpedo
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C. Dorsal Castellum
Turbo +5
Crit Rating: As Torpedo
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D. Arched Structure
C. extra build space, easier to hit; D. extra build space, less easier to maneuver ; B. Aid own turrets, suppress others turrets.;
A. Once per day/combat encounter, void shields are refreshed after being overloaded; Increase Void Shields permanently by 1
Voss: Special: Stores 12 Torpedos (Plus an additional 2 may be kept “in the tubes”. If damaged or destroyed when Torpedos are loaded there is a 10% chance of the Tubes exploding, causing an additional 2d5 Hull Integrity Damage
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