GM star vessel “Pride of Ares”

Machine Spirit: Militaristic

Past Histories: Endless campaigns

Speed: 5 Manouver: +1 Detection: +25
Hull Integrity: 95 Armor: 20 Turret rating: 5
Power: 107/108 Space: 101??/100 Speed: 4

Essential Components:

  • Saturine Pattern Class 5A Drive Pow: +95 Space: 18
  • Miroslav G-616.b Warp Engine Pow: 10 Space: 12, Reduce Base Time for Warp Journey; x1/2; Roll Warp Travel Encounters every 3 Days
  • Emergency Field Pow: 2 Space: External, If unexpectedly enter Warp; 1d10, 3+ Gellar Field Activates
  • Repulsor Shield Array (2) Pow: 8 Space: 2, Scarce No Penalties to Manoeuvre Actions in Small Particles
  • Command Bridge Pow: 3 Space: 2, +5% Command, +5% Ballistic Skill Tests to fire Weapons; On Critical Hit 3+ on 1d10 becomes unpowered
  • Vitae Pattern Life Sustainer Pow: 5 Space: 3
  • Voidsmen Quarters Pow: 2 Space: 4
  • Deep Void Auger Array Pow: 7 Space: External , +10 Detection

Essential components total Pow: 37 and Space: 42

Supplemental components:

  • Augur Probe Pow: 1 Space: 1, increased augury range, see below.
  • Auxiliary Plasma Banks Pow: +10 Space: 6
  • Cargo Hold & Lighter Bay Pow: 1 Space: 2, -3 Manoeuverability, Extra Stuff whilst doing Trade/Criminal Objectives
  • Emergency energy reserves Pow: +3 Space: 1, Good quality (Space -1)
  • Mechanicus Enclave Pow: 2 Space: 1, Increases command tests?? Enhanced Data-tether
  • Laboratory Annexes Pow: 5 Space: 2, These extensive laboratories allow vessel to conduct extensive research into up to 3 topics simultaneously. +20% on Tests to identify, analyze and repair artifacts of Archeotech/Xenos origin.
  • 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)
  • Teleportarium Pow: 1 Space: 1, Hit & Run without Piloting Test; +20% Hit & Run Action
  • Temple Of Knowledge Pow: 5 Space: 5, many tech benefits, see below
  • Spur Pow: 0 Space: External Increases ramming damage?? Each DoS depressurizes random component from rammed vessel?

Supplemental components total Pow: 17 (+13) and Space: 21

Weapons

Prow

  • Mars Pattern Nova Cannon Pow: 3 Space: 7 Str: Special Dam: 2d5+4 Crit: Special Range: 6-40

Port

  • Godsbane Lance Battery Pow: 13 Space: 6 Str: 2 Dam: 1d10+2 Crit: 3 Range: 6/12/24
  • Mars Pattern Macrocannon Broadside Pow: 4 Space: 5 Str: 6 Dam: 1d10+2 Range: 5 3/6/12
  • Mars Pattern Macrocannon Broadside Pow: 4 Space: 5 Str: 6 Dam: 1d10+2 Range: 5 3/6/12

Starboard

  • Godsbane Lance Battery Pow: 13 Space: 6 Str: 2 Dam: 1d10+2 Crit: 3 Range: 6/12/24
  • Mars Pattern Macrocannon Broadside Pow: 4 Space: 5 Str: 6 Dam: 1d10+2 Range: 5 3/6/12
  • Mars Pattern Macrocannon Broadside Pow: 4 Space: 5 Str: 6 Dam: 1d10+2 Range: 5 3/6/12

Dorsal

  • Titanforge Lance Weapon Pow: 9 Space: 4 Str: 1 Dam: 1d10+4 Crit: 3 Range: 3/6/12

Total weapon Pow: 54 and Space: 39

Upgrades

  • Best quality Turbo-Weapon Batteries Ignore Penalties for one Macrobattery firing at Double Range; Increase Range by 1; +5% Ballistic Skill
  • Rad-tempest device

Special

  • Cannot use “Come To New Heading” special orders.
  • By default It is equipped with Repulsor Shields and Augmented Weapon Relays as part of its point cost, and cannot be removed.
  • “Brutal Strike” increases caused Boarding damage by 1d5
  • “Calculated Advance” decreases command of leader of
  • Advanced Plasma Reactor increases speed, and gives bonus?? to All Ahead, High Energy Turn and Burn Retros actions.

Augur Probe Pow: 1 Space: 1, requires launching bay
-Launches a probe to a designated location. The probe moves in a straight line and detects enemy ships within a 5 VU radius. Once it has reached its destination, it is deployed. The deployed probe detects enemy ships within a 9 VU radius. 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.

Temple of Knowledge  Space 5, Power 5, Ship Points 10, Archeotech, edited for Ultima Tectum campaign
Appropriate hull type: Can only be put in a Habitat, Heavy Frigate, sufficiently sized Transport (Space and Hull both of at least 40), Light Cruiser, Cruiser, or Larger ship.
This Temple is a fantastic piece of archeotech and engineering, kept lovingly updated by some of the most powerful members of the Imperium, placing what would normally be many more components, usually spread throughout a fleet in anything other than an Ark Mechanicus, so that a single ship can usefully do a myriad tasks befitting exploration and the obtaining of knowledge.

It has a myriad linked components:

  • A Shrine of the Emperor in his guise of the guiding light of human knowledge, or as his incarnation as the Omnissiah, as well as various Imperial saints associated with blessings of sanctioned, appropriate individuals towards tasks of learning and discovery for the greater humanity.
  • A Librarium where, rather than being stocked mainly with books and scrolls, writings can be etched microscopically onto durable disks of sapphire or diamantine for later storage and retrieval, including facilities necessary to transfer traditional media onto this method.
  • A Laboratorium, where small artefacts can be studied.
  • A small-batch rapid prototyping Manufactorum, with the curious, lost-to-time name of a ‘Skunkworks’.
  • A small research Hospital where humans can be treated or ailments investigated or upgrades installed to the flesh.

Some of the capabilities are less compared to their larger, dedicated equivalents, but the sheer usefulness more than make up for it.
+10 bonus to crafting or repair checks of small items or small batches of items, including via Trade checks, as well as medicae tests, all non forbidden lore investigation tests, as well as forbidden lore archeotech, and, at GM’s discretion, any forbidden lores directly associated with sanctioned Imperial technology, like Mechanicum, Astartes, Ecclessiarchy, or Inquisition (when dealing with Mechanicum/Space Marine/Sororitas/Inquisitorial technology, for example).
Further, at GM discretion, sometimes extended actions such as Triage may work for more crew than otherwise when making use of this component, and other similar benefits.
Counts as having Good Quality Superior Damage Control for this component only, even if that component and upgrade are not otherwise on the ship.
Cannot be made Best Quality; is already Archeotech *+25 to all endeavors due to the multi-faceted utility.