The Flying Taxman

Ersatz Encephelon‘s ship. It’s a battered dreadnought.

Influence 27
Size 5
Stats
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Hull 3 +1
Eng 2
Crew 2
Pow 3 +1
CPU 3
Sens 4
Shields Armor Defense v.Boarding v. Ordnance
25 4 9 +7 (16) +4 (13)
Cargo Secret Weapon Slots Resupply
2/19 1 4/5 13

Ship Buffs:
Ersatz: + 1 Hull, + 1 Crew (Need Leadership Ded Workshop), + 1 Pow
Joel: + 1 Crew

Cargo:
17 / 19 used
4: Programming Dedicated Workshop
4: Mechanics Dedicated Workshop
4: Electronics Dedicated Workshop
4: Conversation Dedicated Workshop
1: Biotech Workshop

Traits
Build Corp + 4 Cargo
+ 1 Spacecraft Perk (+ 2 Resupply)
+ 2 Defense vs. Ordnance
-1 Maximum all Attributes
-2 Quick Fix Repair Rolls
Hull Hunk of Junk -10 Influence Cost
+1 Secret Cargo
-1 Attribute Point (Crew)
Requires 14T Spare Time roll to Change Out
NPCs like to mock your ship
Size Dreadnought Max Eng 2
Not kaltoran
+2 Size
+1 Armor
Reduce all Damage to Engines by 1
+10 extra influence cost
Sensors Supply Drop Min Sen 4
Min CPU 2
-1 Fate Point: call down a supply drop (1 cargo +2 clips)
+1 resupply
CPU Dedicated Server Min CPU 4
+1 all System and spacecraft Attack Rolls
Workshops and Dedicated Workshops grant an additional +1 bonus to Skill Rolls
CPU (ALT.) Decentralised Nodes Min CPU 4
Reduce all Damage to your Power, CPU, and Sensors by 2 to a minimum of 1.
Crew Technical Crew Min Crew 3
All characters that have spent influence on this spacecraft gain +1 to all non Wealth Spare Time Rolls.
+1 Crit Dmg, Boarding Party.
+1 Engineering or Operations (chosen on Trait Selection).
-2 Hit, Boarding Party.
+2 Influence Cost (In addition to this trait’s cost).
Power Archon Shields Secret Knowledge
Min CPU 4
Min Pow 4
+1 Armor
+2 Regen
+10 extra Influence cost
Weapons

Broadcast Sattelite!

Boarding Party (Command)
Hit Shield Crit Rng RoF Ammo Clips Load Mount Cost
+Crew 1* 1 0
Boarding, No Variations or Modifications
Bypasses shields and armor
Living Weapon Point Defense (Gunnery)
Hit Shield Crit Rng RoF Ammo Clips Load Mount Cost
+1 1 1 1 2 0 0 2
Battery, Bio Tech
Full Arc
Lock On +2
+2 Defense vs. Ordnance
The first warhead each turn that fails an attack roll against you is destroyed.
Strong Hit Nephilim Horror (Hit) Apply 1 Boarded Effect to Target.
Variation: Living Weapon ( – 1 Crit, – 1 Mount, + 0 Cost, Bio Tech, Nephilim Horror)
Ground Combat:
-3 hit, 3 end, 3 crit, 3 range
splash 1, fires once per 3 turns
Explosive Torpedo (Operations)
Hit Shield Crit Rng RoF Ammo Clips Load Mount Cost
-3 10 5 1 0 4 5
Ordnance, Warhead
Defence: 12, Armor: 2, Movement: 2, Bodies: 6, Front Arc, Strong Hit (4-6)
Variation: Explosive: +1 Hit
Mod: Expanded Munitions (+ 2 Bodies, + 1 Mount)
Ground Combat:
-7 hit, 12 end, 7 crit
splash 2, lock on +6 if fired via seeker, fires once per 3 turns
Perks
Perk Description
Shuttle Equipped with an orbit to surface and surface to orbit capable shuttle.
+1 Cargo
+2 Resupply
Armoury Crew regain all used clips and ammunition during downtime
Deep Space SOS Beacon Equipped with distress beacons
Escape Pods If this spacecraft is destroyed, all player characters may take an escape pod to avoid death
Jump Drive Capable of jumping
Comm System Equipped with radio
Life Support Air filtration, artifical gravity, waste disposal, temperature control, etc. allow safe living within this space craft.
Airlock Allows exit and entry from hostile environments
Docking Clamp
Corridors
Small Rooms
Large Rooms
Shuttle Equipment
All-Environment Support Shuttle operates just fine in hostile environments including underwater, volcanic, arctic, and radioactive.
Workbench Equipped with a 0 cargo space workbench for fast drone / armor repairs.
Description

Floor 1
The first floor is home to a hangar and loading bay that lead to the main cargo lift. The launch housings for shuttles and fighters are sealed by blast doors when not in use. The first floor is also home to an entirely synth glass forward mounted observation deck, equipped with escape pods.

Floor 2
The aft portion of this deck is taken up by an engine room and hallway partitioned by numerous blast doors, housing numerous cargo modules which can be ejected and air-dropped on command. The forward portion features living quarters and other rooms interspersed with escape pods. This portion’s walls are covered in large windows, affording a view. In the center of the living quarters sits a small bar which softly plays soft Jazz music.

Floor 3
Main deck.
The aft portion of this deck is taken up by an engine room and hallway partitioned by numerous blast doors, housing numerous cargo modules which can be ejected and air-dropped on command. The forward portion features the main deck, an open space with numerous windows and a primarily synth-glass floor affording a view to the deck below, and houses various workshops and control panels, as well as escape pods. Behind a large blast door is the bridge, torpedo tubes, and several rooms used as quarters for on-call staff.

Trivia

….

Battle Maps

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The Flying Taxman

Alabaster Acquisition Associates, LLC gabriel_violette