EnforcerSetup

Lux Ex Terra

Jul 29th, 2017
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  1. Lux ex Terra
  2. Palatina Dynasty Flagship
  3.  
  4. Hull: Dauntless-Class Light Cruiser
  5. Dimensions: 4.5 km long, 0.5 km abeam at fins approx.
  6. Mass: 20 megatonnes approx.
  7. Crew: 65,000 crew, approx.
  8. Acceleration: 4.5 gravities max sustainable acceleration
  9. Speed: 8
  10. Manoeuvrability: +18
  11. Detection: +25
  12. Hull Integrity: 44/63
  13. Morale: 73/106
  14. Population: 82/100
  15. Armour: 20 (22 Prow)
  16. Turret Rating: 3
  17. Space: 60/60
  18. Ship Points: 104
  19. Weapon Mounts: Prow 1, Port 1, Starboard 1
  20. Void Shield Strength: 1 (2 w/Castellan)
  21. Power: 61/61
  22. Crew Quality: Crack (45)
  23.  
  24. Quirks:
  25. > Martial Hubris
  26. > Reliquary of Mars
  27.  
  28. Components:
  29. > Plasma Drive: Modified Jovian-Pattern Class 3 Drive (Best, Archeotech)
  30. > Warp Drive: Strelov 2 Warp Engine (Best)
  31. > Void Shield: Castellan Single Void Shield (Best, Archeotech, counts as Good/Power mechanically)
  32. > Gellar Field: Warpsbane Hull (Common)
  33. > Life Sustainer: Vitae-Pattern (Best)
  34. > Crew Compartment: Voidsman Quarters (Best)
  35. > Bridge: Command (Best)
  36. > Augur Array: Auto-stabilised Logis-targeter (Best, Archeotech)
  37. > Compartmentalized Cargo Hold (Good/Space)
  38. > Barracks (Good/Space)
  39. > Augmented Retro Thrusters (Good/Power)
  40. > Reinforced Interior Bulkheads (Good/Space)
  41. > Armour Plating (Good/Space)
  42. > Reinforced Prow (Good/Space)
  43. > Munitorium (Best)
  44. > Temple Shrine to the God-Emperor (Common)
  45. > Librarium Vault (Common)
  46. > Medicae Deck (Good/Power)
  47. > Trophy Room (Common)
  48. > Micro-Laser Defence Grid (Common, Xeno-tech)
  49.  
  50. Armament:
  51. > Eldar Pulsar Lance Battery, Prow (Best, Xeno-tech)
  52. > Strength 3, Damage 1d10+4, Critical Rating 3, Range 8, Pulse
  53. > Mars-Pattern Macrocannon Broadside, Port & Starboard (Common)
  54. > Turbo Weapon Batteries, port and starboard broadsides (Best) +5 BS, no long range penalty.
  55. > Strength 6, Damage 1d10+3, Critical Rating 5, Range 7
  56.  
  57. Upgrades:
  58. > Crew Improvement (Best, +3 morale, +5 crew rating)
  59.  
  60. Notes:
  61. > +15 to BS tests to fire shipboard weapons (history, bridge, augur)
  62. > +20 to BS tests to fire broadsides (history, bridge, augur, turbo weapons)
  63. > -15 to Operate/Voidship tests to escape from combat
  64. > -20 to Tech-Use tests to repair vessel, due to complex construction
  65. > +10 to Navigation/Warp to pilot through the Warp
  66. > +10 to Investigation Skill tests while aboard (vast library of lore)
  67. > +20 to Medicae Skill tests while within the Medicae Deck
  68. > Captain gains +5 to Command tests as long as Bridge is powered
  69. > While transporting troops, +20 to Command tests for Boarding Actions and Hit & Run Actions
  70.  
  71. > +2 Armour to Prow arc, +1D5 to ramming damage
  72. > Bonuses to endeavours: +100 Creed, +125 Military, +150 Trade, Exploration +50, Criminal +50
  73.  
  74. > Lance Battery rolls to hit once per point of strength and can crit once per roll
  75. > During one opponent's turn, EnginSeer Prime may test Tech-Use -10 to double number of void shields against that opponent for that turn, does not count as strategic action
  76. > May treat up to Intelligence Bonus x3 patients simultaneously in the Medicae Deck
  77. > Navigator rolls twice and chooses which result for warp encounters
  78. > Adeptus Mechanicus regard the vessel as holy, may influence their reactions
  79.  
  80. > Bridge becomes unpowered on a 3+ roll on D10 if it sustains a critical hit
  81. > Augur Array counts as external but can only be damaged/destroyed on a critical hit
  82. > Augmented Retro-Thrusters count as external but can only be damaged/destroyed on a critical hit
  83. > If Munitorium is damaged, explodes for 2d5 hull damage and sets 1 other component on fire
  84.  
  85. > Archeotech: Plasma Drive, Augur, Void Shield
  86. > Xeno-tech: Lance, Turrets
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