“Avaritas”

AVARITAS

Class: Refinery station  
Size: Huge
Gravity: Standard
Atmosphere: EuphoricTerran
Population: 300.000/1.000.000
Resources: Asteroid smelting (adamantium, lesser ores), high quality transplant organs, rejuvenation treatments, complex medicine production, high quality cybernetics
Anomalies: Psychic disturbance as remnants of xenos civilization are obliterated in furnace of the Omnissiah.

Notable characters:
Conciliatorix Boltazar
Necro-mechanic Fortius
Cardinal Humer
Curatorix Mordio
Sanctioned Psyker Huren
Twin surgeons Yves and Xavier, EXECUTED BY Judge Mordechai 819.M41 

Speed: — Manoeuvrability: — Detection: +15
Armour: 7 Void Shields: 3 Structural Integrity: 100
Turret Rating: 1 Weapon Capacity: 4 Crew rate: 30
Population: 100 Morale: 107 Creed: High

Power output: +80 – Consumption: 73 = Reserve +7
Space used: 100/100

Essential components

  • Jovian Pattern Class 2 Drive pow: +45 Space: 8 (best quality Size: -2)
  • Double Void Shield Array Pow: 7 Space: 2
  • Armoured Command HQ Pow: 2 Space: 2, On Critical Hit +4 on 1d10 Component is Unharmed
  • Euphoric Life Sustainer Pow: 5 Space: 3, When activated; Increase Morale by 10, Crew Rating downgraded one level; On deactivation -10 Morale for 1 Day; -10% Command for Hit & Run Actions against the Vessel
  • Pressed-population Quarters Pow: 2 Space: 2, Decrease Morale Permanently by 2
  • X-470 Ultimo Augur Array Pow: 6 Space: 0, +10 Detection, +15 Detection of Ships on Silent Running; +5% Ballistic Skill to hit Vessel; External Component

Supplemental components

  • Smelting Furnace Pow: +25 Space: 8, controlled by Necro-mechanic Fortius AMBIENCE
  • Barracks (Chorda Dynasty troops) Pow: 2 Space: 4, Extra Stuff whilst doing Military Objectives (x2), Can station Troops, +20% Command for Boarding/Hit & Run Actions if Troops
  • Heavy Lifter Bay Pow: 1 Space: 2, Acquisition +10, plus 50 AP on trade, +10% on Hit-n-Run
  • Luxury Living Quarters Pow: 2 Space: 1, Extra Stuff whilst doing Trade/Criminal/Creed Objectives (x2)
  • Medicae Deck Pow: 2 Space: 1, +20% Medicae; IBx3 patients treatable
  • Advanced Medicae Facility Pow: 1 Space:  1, makes for a true hospital vessel, cybernetic augmentation and maintenance available
  • Main Storage Hold Pow: 2 Space: 4, +5 to Acquisitioning, 
  • Armoured Gate, Av: Rare Pow: 0 Space: 2, +5 armour points
  • Armour Plating, Av: Rare Pow: 0 Space: 0, +2 armour points
  • Auxiliary Plasma Banks Pow: +10 Space: 6, If Damaged, 1d5 Hull Integrity Damage, Plasma Drives on Fire
  • Minelayer Bay Pow: 1 Space: 4, Enough Mines for 3 Deployments; +20% Tech-Use deploys mines in a spread of 4VU’s; see BK39
  • Asteroid Mining Facility Pow: 6 Space: 10, Extra Stuff whilst doing Trade Objectives (x4) if Asteroid Mining is undertaken
  • Broadband Hymn Casters Pow: 1 Space: 1, -10% Tech-Use for other ships to use Vox; +10% Intimidate against Ships within 30 VU’s; External Component
  • Fortified Rally-points Pow: 1 Space: 1, +10 to defensive boarding actions 
  • Hydroponics Pow: 5 Space: 4, morale and endurance improved
  • Munitorium Pow: 2 Space: 4, Extra Stuff whilst doing Military Objectives (x0.5); +1 Damage to Macrobatteries; If Component Damaged, Explodes (2d5 Hull Integrity, Another Component on Fire)
  • Pharmasia Pow: 1 Space: 1, Synthesise’s Drugs, adequate dosage for the entire crew each day; Extra Stuff whilst doing Trade/Criminal Objectives
  • Population Reclamation Facility Pow: 1 Space: 1, Reduce Crew Losses by 3 (Minimum 1); Increase Morale Losses by 1
  • Small Craft Repair Facility Pow: 2 Space: 2, -10% Tech-Use; 2 Craft per DoS recovered
  • Graviton Flare Pow: 2 Space: 0, -30 Detection for 2 Rounds (All Vessels); 24 Hours between each use; External Component
  • Barracks (Arbitratorial) Pow: 1 Space: 1 (guards the entrance to the hidden area of the station), Extra Stuff whilst doing Military Objectives (x2), Can station Troops, +20% Command for Boarding/Hit & Run Actions if Troops

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The Cathedral of Immaculate Truth“, Arched structure Pow: 2 Space: 4/4 AMBIENCE

  • Good quality Auto-temple Pow: 0 Space: 1, included to arched structure, Cardinal Humer, Increase Morale Permanently by 2; Extra Stuff whilst doing Creed Objectives (x3)
  • Scholarium Pow: 1 Space: 1, included to arched structure, sect: Armormant, allows personnel training and growth
  • Psychic Choir Pow: 2 Space: 1, included to arched structure, Similar design to an astropathic choir. Used to amplify a psyker using it’s powers.
  • Evacuation Bay Pow: 1 Space: 1, included to arched structure, Extra Stuff whilst doing Trade Objectives (x1.5); Free Action to Eject all Cargo and Cleanse the Hold
  • 2 X best quality Genetorium Pow: +6, Space: 0, included to arched structure, 

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Hidden medical area:

  • Recovery Chamber Pow: 3 Space: 1, Archeotech, Lightly Damaged Patients Pass Medicae 1/hour; Heavily/Critically Damaged Patients Pass Medicae 1/day; Next Game Session, if Fate Point spent 1-2 has no effect
  • Genetic Manipulation Facility Pow: 1 Space: 1 (Experimental, hidden), 
  • Bio-Regeneration Engine Pow: 1 Space: 1 (Archeotech,  hidden), clonevats to produce cherubae, flesh golems  and other marvels of Imperial cloning technology.
  • Advanced Apothecarium Pow: 1 Space: 1 (Hidden), Reduce crew loss by 1
  • Xenos Habitats Pow: 2 Space: 1 (Hidden), +10% Charm & Inquiry with Xenos; Decrease Morale Permanently by 2; Extra Stuff whilst doing Non-Hostile Alien Objectives
  • Shadowblind Bays Pow: 3 Space: 4 (Hidden), Extra Stuff whilst doing Trade Objectives, Extra Stuff whilst doing Criminal Objectives (x1.5); -40% Scrutiny to Locate Bays
  • Vivarium Pow: 2 Space: 1, zoo, allows transport of xeno plants or beasts

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Upgrades

  • Overload Shield Capacitors, Once per day/combat encounter, void shields are refreshed after being overloaded; Increase Void Shields permanently by 1
  • Cherubin Aerie, controlled by Cardinal Humer, Decrease Morale Permanently by 1; Extra Stuff from completing Objectives (x0.5)
  • Administratorial Data-loom, 

Weapons

  • Dorsal weapon platforms 4 x Thunderstrike Macrocannon Pow 4X2=8  Space: 4X2=8

Other:

  • Club Avarice

Fission Genatorium Pow: +2 Space: 1 SP: 1
Adds a Lathe Pattern Fission Genatorium to your vessel for backup power
Generates an additional 2 points of power. These components also make it possible to survive in a vessel with damaged drive by powering Life Sustainer and other components needed for survival.
Note that this component is volatile if damaged in combat: It will explode for 1d5 hull integrity damage and bathe the interior of the vessel in hard radiation until repaired, doubling casualties sustained by the explosion of the genatorium. Good quality = Size: -1

!GM notes!