Vault Gamma

Machine spirit:

Remnant of dark age of technology: guidance of the machine spirit makes any mechanical crew member more efficient. Servitor crew rate +10.

Past histories:

Isolation: When acting in void combat +5 to crew rate when alone against several targets and -5 if acting along allies.

Speed: — Manoeuvrability: – Detection: +35
Armour: 30 Void Shields: 3 Hull Integrity: 1??
Space: PowerTurret Rating: 0,
Weapon Capacity: 0,
Crew skill: 0,

Main components:

Plasma core network, archeotech (Distributed), Pow: +250 Space: 100,
(3) multiple void shield array, Pow: 9 Space: 2,
HQ of antiquity Pow: 2 Space: 1, +10% Command & Social Skills; +5 Detection,
Ancient life sustainer Pow: 2 Space: 2, Increase Morale Permanently by 2; Reduce All Losses to Crew Population (from non-combat sources) by 1
Cold Quarters Pow: 4 Space: 5, Once per Game Session, Reduce one Source of Crew Population loss to 0,
W-240 passive detection array Pow: 6 Space: 0, +10 Detection, +15 Detection of Ships on Silent Running; +5% Ballistic Skill to hit Vessel; External Component

Additional components:

Autonomous protection units, archeotech Pow: 2 Space: 1, +20 to boarding and hit&run actions, ,
Heavy lifter bay Pow: 1 Space: 2, plus 50 AP on trade, +10% on Hit-n-Run
Reinforced gate, archeotech (compact) Pow: 0 Space: 1, +4 Armour,
Reinforced walls, archeotech (imposing) Pow: 0 Space: 4, +3 Hull Integrity
Field bracing, archeotech (swirling energies) Pow: 1-3  Space: 1, Hull Integrity increased by x2 Power Supplied (max +6),
Fire suppression system Pow: 3 Space: 3, If Bridge is powered and undamaged, extinguish one fire in a Component -10% Tech-Use; Once per Strategic Turn
Lux net Pow: +20  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,
Tectonic control Pow: 75 Space 15,
Extended supply vault Pow: 1 Space: 4, Increase Morale Permanently by 1; x2 Time Ship can remain in Void without Crew/Morale Loss; +1 Hull Integrity when making Repairs
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)
Manufactorum, archeotech (compact) Pow: 2 Space: 1, +10% Tech Use for Extended Repairs; +10 Acquisition if Buying Hull Integrity; Extra Stuff whilst doing Trade Objectives (x0.5)
Factorium: Housing Pow: 4 Space: 6,
Factorium: Gear Pow: 4 Space: 6,
Factorium: Armor Pow: 4 Space: 6,
Observation dome, Archeotech (Incalculable precision) Pow: 0 Space: 1, Extra Stuff whilst doing Exploration Objectives; Increase Morale Permanently by 1
Murder servitors, Archeotech (Imposing) Pow: 1 Space: 1,
+20% Hit & Run Action; When determining Critical Hit, can choose any result between 1 and 6, DESTROYED
Cogitator interlink, Archeotech Pow: 1 Space: 1, +5 Crew Rating, DESTROYED
Auto-logis targetter, Archeotech Pow: 5 Space: 0, External Component; +5 Detection; +5% Ballistic Skill, DESTROYED
Recovery chambers Pow: 3 Space: 1, 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,
Aqua reservoir Pow: 1 Space: 2, water tanks, many benefits, also vs. fires (see below)
Pneumatic arterial Pow: 2 Space: 3, allows quick access to various deck and hold (see below)
Fortified rally-points Pow: 1 Space: 2, makes ship easier to defend
Cryo vaults x 20 Pow:  Space: ,  from which 3 chambers are active
Flak turrets, archeotech(?), Pow: 1 Space: 1, +1 Turret Rating when active; -10 Detection when active
Temple of Knowledge archeotech Pow: 5 Space: 5, (see below),


Servitor crew, Replaces Crew with Servitors; -10% Ballistic Skill & Command; Only replenished by Forge/Hive Worlds; Morale always 100, Crew Population losses 1/2; Skill of 40,

!GM notes!