and one more for fun. A super large science vessel, built for extreme FTL speeds to explore all sorts of phenomenon in the cosmos. Designed for long term scientific exploration.
HMS Oswald
Grade 10 Science Vessel (30,003,600 cr)
A science vessel is designed to investigate strange phenomena and to provide the researchers on board with all the equipment needed to analyze their collected data. Typically they are delicate by the standards of warfare, but uniquely adaptable to the infinite and strange threats the cosmos can offer.
Crew 1,000/1,000 (advanced AI);
Prestige Bonus +7
Passengers 1000
Size 25,000–50,000 ft (up to 10 miles)
Supply 61440 (2048/day);
Cargo 120,000 tons
Officers Available Engineer, Medic, Navigator, Scientist
Gear Available Clothing, Containers, General Gear, Scientific Gear, Survival Gear
HP 20,000
AC 10;
Shields 10;
Recharge slow (6);
Hacking DC 36
Saving Throws Dexterity, Wisdom
Damage Resistances —
Damage Immunities poison and psychic damage
Condition Immunities blinded, charmed, confused, deafened, fatigued, frightened, incapacitated, paralyzed, petrified, poisoned, prone, slowed, strife, stunned, unconscious
Impulse Speed Slow
FTL Speed 12
STR 66
DEX 2
CON 66
WIS 16
Decks Bridge (1), Cargo Hold (4), Engineering (1), Leisure Deck (1), Medical Bay (1), Operations Center (2), Science Bay (6), Weapon Deck (1)Passenger Deck (1)
Systems Advanced AI,
Starfighters/Shuttles —
Weapon Mounts
- 4x light ion point defense. Ranged Weapon Attack: short range, automated (starfighters). Hit: 11 (3d6) force damage.
- 1x heavy ion cannon. Ranged Weapon Attack: long range, assault. Hit: 28 (8d6) force damage.
Special Properties
- Advanced AI. When not being actively piloted, this ship can autonomously attempt ability checks and Dexterity saving throws that would normally be made by a pilot. The ship’s bonus to these checks is equal to its grade. Additionally, the ship’s recommended crew is equal to its minimum crew.
- Well-equipped. Once per region, Voidrunners are able to access any equipment of a certain type from the ship’s stores as though they were in a settlement. The ship can supply gear up to a total value of 10,000 cr from the Clothing, Containers, General Gear, Scientific Gear, Survival Gear equipment categories. The equipment must still be paid for, unless the Narrator determines that gear is provided by the Fleet.
- Immense Size. Ships of this type are so large, with so many redundant systems and pure volume, that their ability to ignore damage increases dramatically. This vessel has resistance to all damage types.
- Advanced Sensors. Ability checks made using the science bay gain an expertise die on ships of this grade.
- Advanced Equipment. The DC of system actions made using the science bay is increased by 2 on ships of this grade.
- Powered Labs. Science vessels have extra power devoted to scientific apparatus. The power point cost of any system actions made for science lab deck from ships of this grade cost 1 less power point to perform (minimum 1 power point).
- Backup Procedures. Whenever a Research journey activity is failed or critically failed on a ship of this grade it may be rerolled, using the new result.
- Inventive Solutions. When creatures aboard this ship use techobabble (see page 51), the check is not made with disadvantage.
- Scientific Gear. The largest science vessels have such a wide variety of equipment that practically any work can be done there. Creatures can use the science bays on ships of this grade as if they were any variety of tool kit.