Firestorm class Frigate
Dimensions: 1.8 km long, .3 km abeam at fins Mass: 6 megatonnes approx
Crew: 25000 crew, approx.
Accel: 4.4 gravities max. sustainable
Essential Components
Engine: Lathe-pattern Class 2b "Escort" Drive
Warp Engine: Miloslav G-616.b Warp engine
Gellar Field: Belecane-pattern 90.r gellar Field
Void Shields: Repulsor Shield
Bridge: Command bridge
Life Support: Vitae Pattern Life Sustainer
Crew Quarters: Voidsmen Quarters
Auger Array: R–50 Auspex Multi-band
Supplemental Components:
Cargo hold and Lighter bay
Murder-Servitors
Speed: 8
Manoeuvrability: +30
Detection: +13
Space: 40/40
Power: 33/47
Void Shields: 1
Armour: 18
Hull Integrity: 34
Weapon Capacity: Dorsal 1 (Mars Pattern Macrocannons) , Prow 1 (Titanforge Lance Weapon)
Turret Rating: 1
SP: 50
Weapon Stats
Mars Pattern Macrocannons:
Strength 3, Damage 1d10+2, Crit Rating 5, Range 6
Titanforge Lance Weapon
Strength 1, Damage 1d10+4, Crit Rating 3, Range 6
Special Rules:
Haste of the Damned: Reduce the duration of all warp passages by half. However, roll on the Warp Travel Encounters table every three days rather than every five days.
Tainted Field: Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. However, subtract -20 from the result of any rolls made on the Warp Travel Encounters table to reflect the increased risk of warp incident using this type of Gellar field.
Charged particle repulsion effect: The ship does not suffer penalties to Manoeuvre Actions when travelling through nebulas, ice rings, plasma clouds or other celestial phenomena consisting primarily of small particles.
Enhanced Cogitator Relays: As long as the bridge remains undamaged, all Command Tests made by the captain gain +5 and all Ballistic Skill Tests to fire shipboard weapons gain +5. If this Component ever suffers a Critical Hit, it becomes unpowered on a 1d10 roll of 3 or higher.
Stellar Detection: Mapping protocols provide a +5 bonus to Manoeuvre Tests to avoid celestial phenomena.
Long Distance Scan: When working toward an Exploration objective, the players earn an additional 50 Achievement Points toward completing that objective.
Hidden Spaces: When working toward a Trade or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective.
Death-dealers: When used to conduct a Hit and Run Action, this enhancement provides a +20 bonus to the opposed Command Test.
Precise: When determining the Critical Hit inflicted by a Hit and Run Action they participated in, the character conducting the raid may select any result between 1 and 6, rather than rolling.