Fss Valletta
Table of Contents
Construct Details
Model Type | Minerva Assault Carrier |
---|
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 | - |
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 |
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. |
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. |
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. |
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. |
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. |
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 | - | - |
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) |
page revision: 16, last edited: 18 Feb 2018 03:13