Celos

celos map 

Class: Major ice comet UT-436 of the comet swarm on steady orbit at Nimbus Extern.
Size: Huge
Population: 60.000
Gravity: None, Living areas provided with Land tiles.
Atmosphere: None, Living areas provided with heat and air by the life sustainer.
Anomalies: –

As Clan Bethel seceded from the Void Union 819.M41 , it sought to establish its own bastion within the Nimbus Extern comet cloud. They had found a valuable corner of the comet swarm previously dominated by the mutant habitat of Pugia. The mutant population in Pugia had been efficiently purged by the relentless hand of Imperial law, Judge Mordechai, leaving behind contested resources that were now ripe for the taking.

With access to these resources and a serious injection of funding, Mama Bethel, the cunning matriarch of the clan, set about constructing a powerful habitat that would become both a center of commerce and a formidable stronghold in times of war. The habitat’s construction progressed rapidly, and soon, it stood as a proof to the determination and ingenuity of Clan Bethel.

However, Mama Bethel‘s actions did not go unnoticed. Judge Mordechai, who had played a crucial role in annexing Pauperpolis to Imperial taxation, saw the rise of the Bethel habitat as a resource to Imperial interests. He personally inspected the comet habitat, scrutinizing its operations and resources. Upon discovering its growing wealth and strength, Judge Mordechai decided to take action to assert Imperial control.

In an unexpected move, Judge Mordechai annexed the Bethel habitat to Imperial taxation 820.M41, much to the dismay of the powerful Winterscale Dynasty. The Winterscale Dynasty, a formidable and influential entity within the Koronus Expanse, saw potential in the unregulated wealth and trade that Pauperpolis and Bethel habitat offered. The annexation meant that a significant portion of the habitat’s resources would now flow to the Imperial coffers, altering the dynamics of power and influence within the comet cloud.

The situation escalated tensions within the Nimbus Extern comet cloud as the Winterscale Dynasty watched closely, contemplating their next move. Clan Bethel, once eager to assert its independence, now found itself navigating the delicate balance between compliance with Imperial taxation and maintaining its autonomy.

Speed: NA
Manoeuvrability: -42
Detection: 0
Armour: 1 permanent, +20 points of ice that may be worn out by the received damage.
Void Shields: 0
Hull Integrity: 76 Equals space used by installed components
Turret Rating: 1
Weapon Capacity: 1 dorsal weapon platform
Crew rate: 40 Population: 100 Morale: 103 Creed: High

Power output: +45 – Usage: 45 = +0 Reserve
Space used: 73

Notable characters

Essential components

  • Fission core, Configuration Supercharged Pow: +45 Space: 6
  • Commerce HQ  Pow: 1 Space: 1, Extra Stuff whilst doing Trade Objectives
  • Voidsmen Quarters Pow: 2 Space: 4
  • M-1.r Life Sustainer Pow: 4 Space: 2, Increase Morale Losses by 1
  • M-100 Augur Array Pow: 3 Space: 0
  • Augur Probe Pow: 1 Space: 1, Extends augury range See Below

Supplemental components

  • Brig Pow: 1 Space: 1, Increase Morale Permanently by 1, +5% Intimidate on Extended Actions; Extra Stuff involving Prisoners (x0.5)
  • Main Cargo Hold Pow: 2 Space: 4, Extra Stuff whilst doing Trade Objectives (x2.5)
  • Small Craft Repair Bay Pow: 2 Space: 2, -10% Tech-Use; 2 Craft per DoS recovered
  • Cloud Mining Facility Pow: 3 Space: 4, Scrutiny + Detection to locate Comet; Mining takes 1d10+5 days; Then, either restore 1d5 Morale & Extend Supplies for 1 Month; Extra Stuff at the end of a Mission
  • Fighter Bay Pow: 2 Space: 2, Aid own turrets, suppress others turrets. See below.
  • Habitat’s Stores Pow: 1 Space: 10, Hold Additional Components up to Space limit; Replace Destroyed Components with Extended Repair; +2 Hull Integrity when making Repairs
  • Reinforced Interior Bulkheads Pow: 0 Space: 2, +3 Hull Integrity
  • Armor Plating (counters deterioration of ice comet) pow: 0 space: 2, +1 Armour, -2 Manoeuvrability
  • Tenebro-Maze Pow: 2 Space: 3, +10% Command whilst Defending Boarding/Hit & Run Actions; Critical Hits on Components chosen by Ship Controller
  • Imperial Figurehead Pow: 1 Space: 0, Statue of Imperial Aquila
  • Temple-Shrine of the Emperor,  Pow: 1 Space: 1, Increase Morale Permanently by 3; Extra Stuff whilst doing Creed Objectives (x2)
  • Broadband Hymn-caster Pow: 1 Space: 0, -10% Tech-Use for other ships to use Vox; +10% Intimidate against Ships within 30 VU’s; External Component
  • Manufactorum Pow: 2 Space: 1, +10% Tech Use for Extended Repairs; +10 Acquisition if Buying Hull Integrity; Extra Stuff whilst doing Trade Objectives (x0.5)
  • Emergency Energy Reserves Pow: 3 Space: 2, When Crippled, Weapon Components or Speed unaffected; If Damaged 25% of Explosion, 1d5 Hull Integrity Damage, Another Component set on Fire
  • Cogitator Interlink Pow: 1 Space: 1  Archeotech, +5 Crew Rating
  • Grav Repulsors Pow: 3  Space: 0, Archaotech +3 armor against fighters, bombers, torpedoes, nova cannon, plasma weapons and ramming.
  • Xenos librarium Pow: 1 Space: 1, +10% Forbidden Lore
  • Aqua Reservoir Pow: 1 Space: 4, water tanks, many benefits, also vs. fires See below
  • Imperial Tacticae Vault Pow: 1 Space: 1, planning and executing mil.ops See below

Upgrades

  • Targeting Matrix, Plus 5% Ballistic Skill when firing Macrocannons & Lances
  • Turbo-weapon Batteries, Ignore Penalties for one Macrobattery firing at Double Range

Weapons:

  • Archaotech Rail Cannon named as “Velocitas Eradico” (lance weapon) Pow: 5 Space: 8 Dam: 1d10+3 Str: 2 Crit: 4 Special: Additional hit for each 2 DoS

Special

  • Sudden Boarding, Multitude of void miner shuttles and way-stations cover the space within 50 AU from Celos habitat. Celos HQ may command up to 3 times a Hit-and-Run Boarding action during a void combat within this area.

!GM notes!

Fighter Bay Pow: 2 Space: 2 Swarms of fighters maintain a constant void patrol around this vessel. The cavernous fighter bay contains a full squadron of fighters, either of Imperial Naval stock or a more exotic vintage, and the support facilities necessary to keep them in action. Brave void-pilots may roam the ship’s halls, set above the common ratings by their lethal career. Void Patrol: Increase the ship’s turret rating by 1 during combat. Turret Suppression: During combat, the ship may launch fighters against an enemy ship to suppress turrets as an Extended Action. This requires a Difficult (-10) Piloting Test, and will suppress 1 point of enemy turrets, plus 1 point of enemy turrets for every degree of success.

Imperial Tacticae Vault: (Strategium) Power 1 Space 1 SP 1 Filled with cogitators, a holo-display and other tools needed to thoroughly brief your men on the mission ahead. +10 to commands rolls for commanding the actions of troops across the comet swarm within 100 AU. +50 achievement points from military themed objectives.

Aqua-Reservoir Pow: 1 Space: 4 All ships have large aqua-reservoirs, but a ship that selects this component devotes a sizeable amount of space to a major water reservoir. As a result, large quantities of coolant can be delivered anywhere on the ship. Water Supplies: Increase the time a ship may remain at void without suffering Crew Population or Morale loss by +50%. Fire Suppression: The reservoir can be used to fight fires more effectively, providing a +20% bonus to Command Tests made to put out fires and reduces Crew Population and Morale loss from fires by 2. Lance Coolant: Increase the damage of all shipboard lances by 1, as the ship’s lance batteries may be more effectively cooled and fired more rapidly. Unbalanced: A large aqua-reservoir reduces the ship’s Maneuverability by 5%.

Augur Probe Pow: 1 Space: 1, requires launching bay, BFG Armada 2, edited for Ultima Tectum campaign. Launches a probe to a designated location. The probe moves in a straight line 10 VU/turn. Once it has reached its destination, it is deployed. The deployed probe detects enemy ships within a 10 VU radius. If vessel is detected by probe it reveals vessels on Silent Run and gives +20 to focused augury vs detected vessel.Once activated, it lasts for 12 Void Turns. If it collides with an enemy ship while in flight, it sticks to it and automatically deploys itself. This probe is an essential utility skill used for scouting and detecting enemy vessels. If you are also lucky enough to have it hit an enemy ship (it is very easy to dodge, so don’t expect this) then you have free mobile intelligence of the enemy fleet. This effect may force the opponent to split this ship from the primary fleet in order to not give away its current position, use this to your advantage but beware of clever captains who may use this as a bait to get you to commit to going after one ship.