Class: Arc Mechanicus
Machine Spirit: Guardian of the Knowledge; +5 to Archeotech, +10 to Stellar Navigation, +3 to Forbidden Lore (Warpt
Past Histories: Forgotten Past,
Speed: 5 Manouver: +9 Detection: +30
Hull Integrity: 95 Armor: 20 Turret rating: 5
Space: 100/100 Power: 160 /180
Crew Rate: Population: 100 Morale: 102 Creed: High
Essential components
- Archeotech Anti-matter Drive Power: +180 Space: 8, Experimental, High Power, Volatile (10)
- Archeotech (Compact, Swirling energies) Miroslav G-616.b Warp Engine Pow:10 Space: 10 Reduce Base Time for Warp Journey; x1/2; Roll Warp Travel Encounters every 3 Days
- Warpsbane Hull Pow: 1 Space: 0, +10% Navigation (Warp); Roll Twice on Warp Travel Encounters, Pick One
- Repulsor Shield Array (2) Pow: 8 Space: 2, No Penalties to Manoeuvre Actions in Small Particles
- Bridge of Antiquity Pow: 2 Space: 1, +10% Command & Social Skills; +5 Manoeuvrability
- Ancient Life Sustainer Pow: 2 Space: 2 Increase Morale Permanently by 2; Reduce All Losses to Crew Population (from non-combat sources) by 1
- Archeoteach (Compact) Cold Quarters, Pow: 4 Space: 3, Once per Game Session, Reduce one Source of Crew Population loss to 0
- X-470 Ultimo Array Pow: 6 Space: 0, +10 Detection, +15 Detection of Ships on Silent Running; +5% Ballistic Skill to hit Vessel.
Essential component total Pow: -33 +120 and Space: 25
Supplemental component
- Augury Blinders Pow: 1 Space: 0, protects augury component from high energy particles created by Atomic, Nova, Vortex and Anti-matter explosions. Vessel being at the blast area does not cause penalty to augury checks. Critical hit to the Augury of the star vessel destroys Augury Blinders component instead.
- Best Quality Compartmentalized Cargo Hold Pow: 2 Space: 3 Extra Stuff whilst doing Trade Objectives (x2)
- Best Quality Barracks Pow: 2 Space: 2 Extra Stuff whilst doing Military Objectives (x2), Can station Troops, +20% Command for Boarding/Hit & Run Actions.
- Best Quality Ship’s Stores Pow: 1 Space: 8 Hold Additional Components up to Space limit; Replace Destroyed Components with Extended Repair
- Tenebro-Maze Pow: 2 Space: 3 +10% Command whilst Defending Boarding/Hit & Run Actions; Critical Hits on Components chosen by Ship Controller
- Mechanicus Figurehead (Skull and Cog) Pow: 1 Space: 0,
- Empyrean Mantle Pow: 5 Space: 0 When Silent Running Tests to Detect, -20%; Extra Stuff whilst doing Criminal Objectives; External Component
- Best Quality Lux Net Pow: +10 Space: 0 Only work on Stationary Vessels inside Solar System; 2 hours to deploy, 10 hours to retract; If move whilst deployed, then Destroyed; +1 DoS for Extended Repairs
- Crew Reclamation Facility Pow: 1 Space: 1 Reduce Crew Losses by 3 (Minimum 1); Increase Morale Losses by 1
- Best Quality Munitorium Pow: 3 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)
- Trophy Room Pow: 1 Space: 1 Extra Stuff whilst doing Exploration/Trade/Criminal Objectives
- Laboratorium Pow: 2 Space: 1 +20% on Tests to identify, analyse and repair artefacts of Ancient/Xenos origin
- Pharmacia Pow: 1 Space: 2 Synthesise’s Drugs, adequate dosage for the entire crew each day; Extra Stuff whilst doing Trade/Criminal Objectives
- Best Quality Salvage Systems Pow: 5 Space: 3 -10% Tech-Use per week spent Salvaging; Success allows removal of scanned Component, Failure means Component is lost; -5 Manoeuvrability
- Auto-stabilised Logis-targeter Pow: 5 Space: 0; +5 Detection; +5% Ballistic Skill
- Graviton Flare Pow: 2 Space: 0, -30 Detection for 2 Rounds (All Vessels); 24 Hours between each use.
- Cogitator Interlink Pow: 1 Space: 1 +5 Crew Rating
- Warp Antenna Pow: 1 Space: 0 +20% Locate Astronomican; -10 Warp Travel Encounter
- Warp Sextant Pow: 4 Space: 1 +20% Perception & Navigation (Warp) in Warp
- Teleportarium Pow: 1 Space: 1 Hit & Run without Piloting Test; +20% Hit & Run Action
- Witch Augur Pow: 1 Space: 0 Awareness by Navigator, Sense where objects will exit from the Warp; External Component
- Xenos Librarium Pow: 1 Space: 1 +10% Forbidden Lore (Xenos)
- Techno-Shrine To Omnissiah Pow: 2 Space: 1 as Emp.Shrine, but for Tech people
- Best Quality Pneumatic Arterial Pow: 2 Space: 1 allows quick access to various decks and hold
- Teleskopein Shrine Pow: 2 Space: 1 tech emplacement, increases exploration
- Mechanicus Enclave Pow: 2 Space: 1 , advanced data tether, enables Magos Dominus to lead his troops from orbit.
- Murder Servitors Pow: 1 Space: 1 +20% Hit & Run Action; When determining Critical Hit, can choose any result between 1 & 6
- 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)
Supplemental component total Pow: 57 and Space: 30
Upgrades
- Disciplinarium Once per day, reduce Crew Population by 1 to Increase Morale by 2; +5% Command
- Good Distributed Cargo Hold Only identified on 4 DoS, cannot be targeted by Critical Hit; Extra Stuff whilst doing Criminal Objective; Decrease Morale Permanently by 2; -5% Repair
- Good Ostentatious Displays of Wealth Plus 15% Social Skills aboard Vessel; Extra Stuff whilst doing Trade/Criminal Objectives (x0.5)
- Best Starchart Collection Reduce Warp Travel times by 1d5+5 Days; Extra Stuff whilst doing Exploration Stuff
- Good Targeting Matrix Plus 10% Ballistic Skill when firing Macrocannons & Lances
- Data-loom, +5 Bonus to Scrutiny and Logic checks
- Best quality Turbo-Weapon Batteries, Ignore Penalties for one Macrobattery firing at Double Range; Increase Range by 1; +5% Ballistic Skill
Weapons
1 Prow
- Jovian Pattern Nova Cannon Pow: 6 Space: 7 Str: Special Dam: 2d5+7 Crit: Special Range: 6-35, On hit, 1d5 Morale Damage; Always revealed by Successful Augury; If ever Damaged, actually Destroyed, 1d10 Hull Integrity Damage
3 port
- Titanforge Lance Battery Pow: 13 Space: 6 Str: 2 Dam: 1d10+4 Crit: 3 Range: 4/8/16,
- Sunsear Las-Broadside Pow: 9 Space: 6 Str: 6 Dam: 1d10+2 Crit: 4 Range: 6/10/20
- Best Quality Pyros Melta-cannons Pow: 4 Space: 1 Str: 3 Dam: 1d10+4 Crit: 4 Range: 3/6/12 Whenever Critical Hit, automatically Fire!
3 starboard
- Titanforge Lance Battery Pow: 13 Space: 6 Str: 2 Dam: 1d10+4 Crit: 3 Range: 4/8/16,
- Sunsear Las-Broadside Pow: 9 Space: 6 Str: 6 Dam: 1d10+2 Crit: 4 Range: 6/10/20,
- Best Quality Pyros Melta-cannons Pow: 4 Space: 1 Str: 3 Dam: 1d10+4 Crit: 4 Range: 3/6/12 Whenever Critical Hit, automatically Fire!
1 Dorsal
- Good Quality Star-Flare Lance Pow: 12 Space: 5 Str: 3 Dam: 1d10+3 Crit: 3 Range: 5/8/16 Additional Hit every 2 DoS
Weapon component total Pow: 70 and Space: 40
Special
- Micro Warp Jump, as the star vessel contains Auto-logis Targeter and Cogitator Interlink components, it is able to employ the vessels warp engine for a short distance precision jump
- Cannot use “Come To New Heading” special orders.
- By default It is equipped with Repulsor Shield (2) and Turbo Weapon Batteries as part of its point cost, and components cannot be removed.
- “Brutal Strike” expanded boarding action increases caused Boarding damage by 1d5
- “Calculated Advance” increases command of a leader by +10 but delays initiative to last in Void Turn.
- Advanced Plasma Reactor: increases speed, and gives bonus?? to All Ahead, High Energy Turn and Burn Retros actions.
- Components provide in total: +15 to Ballistic skill, +20 to boarding, +60 to Hit and Run,