Alabaster Acquisition Associates, LLC
The Flying Taxman
Ersatz Encephelon‘s ship. It’s a battered dreadnought.
|25||4||9||+7 (16)||+4 (13)|
Ersatz: + 1 Hull, + 1 Crew (Need Leadership Ded Workshop), + 1 Pow
Joel: + 1 Crew
17 / 19 used
4: Programming Dedicated Workshop
4: Mechanics Dedicated Workshop
4: Electronics Dedicated Workshop
4: Conversation Dedicated Workshop
1: Biotech Workshop
|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
Reduce all Damage to Engines by 1
+10 extra influence cost
Min CPU 2
-1 Fate Point: call down a supply drop (1 cargo +2 clips)
+1 all System and spacecraft Attack Rolls
Workshops and Dedicated Workshops grant an additional +1 bonus to Skill Rolls
Reduce all Damage to your Power, CPU, and Sensors by 2 to a minimum of 1.
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).
Min CPU 4
Min Pow 4
+10 extra Influence cost
|Boarding Party (Command)|
|Boarding, No Variations or Modifications|
|Bypasses shields and armor|
|Living Weapon Point Defense (Gunnery)|
|Battery, Bio Tech|
|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)|
-3 hit, 3 end, 3 crit, 3 range
splash 1, fires once per 3 turns
|Explosive Torpedo (Operations)|
|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)|
-7 hit, 12 end, 7 crit
splash 2, lock on +6 if fired via seeker, fires once per 3 turns
|Shuttle||Equipped with an orbit to surface and surface to orbit capable shuttle.|
|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|
|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.|
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.
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.
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.