GM star vessel Cradle of Hefaistos

Class: Arc Mechanicus

Machine Spirit: Guardian of the Knowledge

Past Histories: Forgotten Past

Speed: 5 Manouver: +9 Detection: +30
Hull Integrity: 95 Armor: 20 Turret rating: 5
Space: 119(overpacked)/100 Power: 160 (overload)/120

Crew Rate: Population: 100 Morale: 102 Creed: High

Essential components

  • Anti-matter Drive Power: +120 Space: 8, Volatile (5)
  • Archeotech (Compacy, 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 augury destroys Augury Blinders component instead.
  • Compartmentalized Cargo Hold Pow: 2 Space: 5 Extra Stuff whilst doing Trade Objectives (x2)
  • Barracks Pow: 2 Space: 4 Extra Stuff whilst doing Military Objectives (x2), Can station Troops, +20% Command for Boarding/Hit & Run Actions.
  • Ship’s Stores Pow: 1 Space: 10 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, 5 Different Design Patterns
  • Empyrean Mantle Pow: 5 Space: 0 When Silent Running Tests to Detect, -20%; Extra Stuff whilst doing Criminal Objectives; External Component
  • Lux Net Pow: +10 Space: 2 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
  • 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
  • Phamacia Pow: 1 Space: 2 Synthesise’s Drugs, adequate dosage for the entire crew each day; Extra Stuff whilst doing Trade/Criminal Objectives
  • 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
  • Pneumatic Arterial Pow: 2 Space: 3 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: 44

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
  • Pyros Melta-cannons Pow: 4 Space: 3 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,
  • Pyros Melta-cannons Pow: 4 Space: 3 Str: 3 Dam: 1d10+4 Crit: 4 Range: 3/6/12 Whenever Critical Hit, automatically Fire!

1 Dorsal

  • Star-Flare Lance Pow: 12 Space: 6 Str: 3 Dam: 1d10+3 Crit: 3 Range: 5/8/16 Additional Hit every 2 DoS

Weapon component total Pow: 70 and Space: 45

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” increases caused Boarding damage by 1d5
  • “Calculated Advance” decreases command of leader commanding boarding
  • Advanced Plasma Reactor increases speed, and gives bonus?? to All Ahead, High Energy Turn and Burn Retros actions.
  • Components provide +15 to Ballistic skill, +20 to boarding, +60 to Hit and Run,