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Ambition-class Cruiser, The Glory And Graciousness Of The Winds of Trade Machine Spirit: Nose for Trouble (+5 Detection, -1 Armour as the ship's machine spirit tends to land itself in sticky situations) Past History: Reliquary of Mars (1 Archeotech component, -20 to Tech-Use tests to repair the ship. Also the Tech-Priests of Mars will probably want to at least visit, if not take it) Speed 6, Manoeuvrability +12 Detection +30, Hull Integrity 66 Armour 16 Turret Rating 2 Space 75 (0 free), Power 74 (84) (8 free) Weapon Capacity: 1 prow, 2 port, 2 starboard Port: Hecutor-Pattern Plasma Battery, Damage 1d10+2, Crit Rating 4, Range 11 [P8, S3, SP2] Mars-Pattern Macrocannons, Damage 1d10+2, Crit Rating 5, Range 6 [P4, S2, SP1] Starboard: Hecutor-Pattern Plasma Battery, Damage 1d10+2, Crit Rating 4, Range 11 [P8, S3, SP2] Mars-Pattern Macrocannons, Damage 1d10+2, Crit Rating 5, Range 6 [P4, S2, SP1] Prow: GC Fortis-pattern Torpedo Tubes, Damage var., Crit Rating var., Range var. [P2, S7, SP4] Standard Crew (rating 30) Morale: 99 Population: 102 SP Cost: 57 Components: Compartmentalised Cargo Hold: +100 points toward Trade Endeavours. [P2, S5, SP1] Archaeotech Jovian Pattern 8.3 Plasma Engine: Provides 74 power, +1 Speed, and if damaged, depressurized, or suffers a critical, ignores it on 4+ on 1d10. [P-, S15, SP1] Miloslav H-616.b Warp Engine: Reduce the Duration of All Warp Passages by half, but roll on Warp Travel Encounters every three days instead of five. [P10, S12, SP-] Warpsbane Hull: +10 on Navigation tests through the warp, roll twice on warp travel encoutners and the Navigator picks one. [P1, S0, SP2] GC Multiple Void Shield Array: 2 Void Shields. [P7, S2, SP-] GC Ship Master's Bridge: +5 to all piloting and navigation tests by bridge crew. +10 to all ballistics skill tests with shipboard weapons. [P4, S2, SP1] GC Clemency Pattern Life Sustainer: Increase Morale by +1. Reduce population and morale losses by depressurisation by 4. [P5, S4, SP1] GC Clan-Kin Quarters: All command tests to defend against boarding gain +10. All sources of morale loss are reduced by 1. [P2, S4, SP2] Deep Void Auger Array: +10 Detection. [P7, S0, SP1] GC Librarium Vault: +10 to all Investigation checks in the ship. [P1, S-, SP2] Runecaster: Navigator gains +20 to warp navigation, journeys take half time. [P0, S1, SP2] Suspension Chambers: When active, decrease crew population by 50 and morale by 5. When deactivated, population recovers the full 50 points, but morale does not. Full day to awaken all crew. When in use, double the time may remain in void without suffering crew pop or morale loss. [P3, S2, SP3] Laboratorium: +20 bonus to all tests to identify, analyze, and repair xenos artifacts, and to craft single items. [P2, S1, SP3] GC Arboretum: +2 population. Double the time a ship may remain at void without suffering crew population or morale loss. [P2, S2, SP2] GC Xenos Habitats: Charm and Inquiry tests with xenos gain a +10 bonus. +50 achievment points for endeavours with non-hostile dealings with xenos races. Decrease the ship's morale permanently by 2. [P2, S-, SP2] Observation Dome: +50 achievement points towards exploration ojectives; increase morale permanently by 1. [P0, S1, SP1] GC Auxiliary Plasma Banks: Generates 10 additional power. If this Component is ever hit, the ship takes 1d5 hull damage and the plasma drive catches fire. [P-, S5, SP2] GC Tenebro-Maze: +10 to all Command Tests when defending against boarding actions and hit-and-run actions. Also, you select components on this ship when one would be targeted by a critical hit. [P2, S2, SP3] GC Murder-Servitors: +20 to the opposed Command Test when conducting a hit-and-run raid on an enemy ship. Also, when conducting a hit-and-run, you may select any critical hit result from 1-6 rather than rolling. [P1, S-, SP2] Teleportarium: Make hit-and-run without Pilot tests. When using the Teleportarium for such attacks, gain +20 to the opposed Command test. [P1, S1, SP1] 8 power remaining 0 space remaining 2 SP remaining
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