Fss Valletta

Construct Details

Model Type Minerva Assault Carrier

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Construct Scores and Vitals

Characteristic Scores

Name Value Bonus Modifiers
Weapon Skill 20 2 -
Ballistic Skill 40 4 -
Strength 45 4 Strength L1 (+5)
Toughness 55 5 Toughness L1 (+5)
Agility 20 2 Agility L1 (+5), Heavy Plate (-5)
Intelligence 45 4 -
Perception 40 4 -
Willpower 45 4 -
Fellowship 55 5 -
AT Field 130 13 -

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Vitals

Body Part Hit Locations AP Wounds
Bridge 1 – 10 10 22
Primary Weapons 11 – 20 12 32
Standard Weapons 21 – 30 10 25
Hull 31 – 70 14 25
Propulsion 71 – 85 10 25

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Traits

Trait Subname Effect
All Terrain AB You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed.
Eva Harnesser - This unit is equipped with an Evangelion Harnesser, allowing an Eva to be plugged into it to serve as its power core. So long as an Eva is interred within the vessel, it gains an AT Field, based off the Evangelion's AT Field score instead of the Captain's. You gain an extra Full Action each turn, which may only be used to activate AT Field powers.
Machine - You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot).
Size 8 (Immense) You take a +80 bonus to Grapples, and attempts to Grapple you take a -80 penalty. Attacks against you take a +40 to hit, and you count your AB as +4 for the purposes of speed.

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Equipment

Universal Upgrades

Types Name Effect
Agility Boost Agility Boost L1 You improve your Construct's Agility by +5.
Hardiness Hardiness L1 You improve your Construct's Wounds on all areas by +2.
Strength Boost Strength Boost L1 You improve your Construct's Strength by +5.
Toughness Boost Toughness Boost L1 You improve your Construct's Toughness by +5.

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Standard Mechanical Upgrades

Name Effect
Armour Enhancement L1 You improve your Construct's AP on all areas by +1.
Active Camo You gain a +10 bonus to Stealth tests.

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Equipped Modules

Slots Name Effect
Bridge Slot 1 Advanced PD Network Your first two non-Spacecraft Point Defense actions per round are free.
Hull Slot 1 Starship Ablatives You gain the Ablative (12) property.
Hull Slot 2 Heavy Plating You increase your AP on all areas by +3, but reduce your Agility by -5.
Primary Weapons Slot 1 Reinforced Turrets You gain +2 AP on the Primary Weapons location.
Secondary Weapons Slot 1 Heavy Ammunition Your Standard Weapons all gain +2 Damage and Penetration.
Propulsion Slot 1 Redirective Circuits At the start of each turn, you may declare that you are not going to move; you gain a +10 bonus to all tests, but may not perform any Move Actions (Dodges are fine) until the start of your next turn.

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Purchased Modules

Name Type Effect
Rapid Repair Bay Module (Hull) Machine Constructs of size 5 or lower can enter this repair bay on their turn. They are unable to act (except to leave), but for each turn they spend within it, they regain their TB in wounds, allocated to any area. You may restore up to 40 wounds this way in a single battle.
Tactical Network Module (Bridge) As a Half Action, you may provide a +10 bonus to any one test (their choice) to all allies within 40 squares. This bonus must be used before the start of your next turn.
Heavy Plating Module (Hull) You increase your AP on all areas by +3, but reduce your Agility by -5.
Reinforced Turrets Module (Primary Weapons) You gain +2 AP on the Primary Weapons location.
Void Drives Module (Propulsion) You may perform Full Moves as a Half Action in Space. However, your Agility decreases by 10 whilst within an atmosphere.
Heavy Ammunition Module (Standard Weapons) Your Standard Weapons all gain +2 Damage and Penetration.
Redirective Circuits Module (Propulsion) At the start of each turn, you may declare that you are not going to move; you gain a +10 bonus to all tests, but may not perform any Move Actions (Dodges are fine) until the start of your next turn.
Starship Ablatives Module (Hull) You gain the Ablative (12) Quality.
Advanced PD Network Module (Bridge) Your first two non-Spacecraft Point Defense actions per round are free.

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Weapons

Ranged Weapons

Name Class Range Hits Damage Penetration Qualities Clip Reload
Rail Battlerifle Basic 80 3 1d10+6 Impact 4 Accurate, Reliable, Snapshot 12 1 Full
Pulse Burstgun Heavy 60 10 1d10+5 Energy 6 Blitz, Rapid, Disrupt (1), Subdual 60 1 Full
Boarding Chain Capital 30 1 2d10 Impact 15 Snare; Inaccurate, Ungainly - -
Impact Cannon Capital 120 1 3d10 Energy 15 Blast (2); Breaching, Ungainly - -
Small Hangar Capital Hangar 200 1 As Spacecraft '' '' 2 1 Free
Kirishima-2 Fighters Spacecraft - - 1d10+2 Energy 2 Balanced, Defensive, Disrupt (2) - -
Volkova Bombers Spacecraft - - 1d10+5 Explosive 15 Breaching, Guided - -

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Upgrade History

Cycle Upgrade
1 Rapid Repair Bay, Tactical Network, Heavy Plating, Reinforced Turrets, Void Drives
2 Armour Enhancement Lv1
3 Heavy Ammunition, Redirective Circuits
4 Starship Ablatives, Strength/Tough/Agility/Hardiness L1, Active Camo, PD Network (1x All L2 Upgrades)

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