Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Lux ex Terra
- Palatina Dynasty Flagship
- Hull: Dauntless-Class Light Cruiser
- Dimensions: 4.5 km long, 0.5 km abeam at fins approx.
- Mass: 20 megatonnes approx.
- Crew: 65,000 crew, approx.
- Acceleration: 4.5 gravities max sustainable acceleration
- Speed: 8
- Manoeuvrability: +18
- Detection: +25
- Hull Integrity: 44/63
- Morale: 73/106
- Population: 82/100
- Armour: 20 (22 Prow)
- Turret Rating: 3
- Space: 60/60
- Ship Points: 104
- Weapon Mounts: Prow 1, Port 1, Starboard 1
- Void Shield Strength: 1 (2 w/Castellan)
- Power: 61/61
- Crew Quality: Crack (45)
- Quirks:
- > Martial Hubris
- > Reliquary of Mars
- Components:
- > Plasma Drive: Modified Jovian-Pattern Class 3 Drive (Best, Archeotech)
- > Warp Drive: Strelov 2 Warp Engine (Best)
- > Void Shield: Castellan Single Void Shield (Best, Archeotech, counts as Good/Power mechanically)
- > Gellar Field: Warpsbane Hull (Common)
- > Life Sustainer: Vitae-Pattern (Best)
- > Crew Compartment: Voidsman Quarters (Best)
- > Bridge: Command (Best)
- > Augur Array: Auto-stabilised Logis-targeter (Best, Archeotech)
- > Compartmentalized Cargo Hold (Good/Space)
- > Barracks (Good/Space)
- > Augmented Retro Thrusters (Good/Power)
- > Reinforced Interior Bulkheads (Good/Space)
- > Armour Plating (Good/Space)
- > Reinforced Prow (Good/Space)
- > Munitorium (Best)
- > Temple Shrine to the God-Emperor (Common)
- > Librarium Vault (Common)
- > Medicae Deck (Good/Power)
- > Trophy Room (Common)
- > Micro-Laser Defence Grid (Common, Xeno-tech)
- Armament:
- > Eldar Pulsar Lance Battery, Prow (Best, Xeno-tech)
- > Strength 3, Damage 1d10+4, Critical Rating 3, Range 8, Pulse
- > Mars-Pattern Macrocannon Broadside, Port & Starboard (Common)
- > Turbo Weapon Batteries, port and starboard broadsides (Best) +5 BS, no long range penalty.
- > Strength 6, Damage 1d10+3, Critical Rating 5, Range 7
- Upgrades:
- > Crew Improvement (Best, +3 morale, +5 crew rating)
- Notes:
- > +15 to BS tests to fire shipboard weapons (history, bridge, augur)
- > +20 to BS tests to fire broadsides (history, bridge, augur, turbo weapons)
- > -15 to Operate/Voidship tests to escape from combat
- > -20 to Tech-Use tests to repair vessel, due to complex construction
- > +10 to Navigation/Warp to pilot through the Warp
- > +10 to Investigation Skill tests while aboard (vast library of lore)
- > +20 to Medicae Skill tests while within the Medicae Deck
- > Captain gains +5 to Command tests as long as Bridge is powered
- > While transporting troops, +20 to Command tests for Boarding Actions and Hit & Run Actions
- > +2 Armour to Prow arc, +1D5 to ramming damage
- > Bonuses to endeavours: +100 Creed, +125 Military, +150 Trade, Exploration +50, Criminal +50
- > Lance Battery rolls to hit once per point of strength and can crit once per roll
- > 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
- > May treat up to Intelligence Bonus x3 patients simultaneously in the Medicae Deck
- > Navigator rolls twice and chooses which result for warp encounters
- > Adeptus Mechanicus regard the vessel as holy, may influence their reactions
- > Bridge becomes unpowered on a 3+ roll on D10 if it sustains a critical hit
- > Augur Array counts as external but can only be damaged/destroyed on a critical hit
- > Augmented Retro-Thrusters count as external but can only be damaged/destroyed on a critical hit
- > If Munitorium is damaged, explodes for 2d5 hull damage and sets 1 other component on fire
- > Archeotech: Plasma Drive, Augur, Void Shield
- > Xeno-tech: Lance, Turrets
Advertisement
Add Comment
Please, Sign In to add comment