Talk:Red Wolf Squadron

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Ship Builds

The Implacable Archer

Turbulent-Class Heavy Frigate

Dimensions: 1.95km long, 0.3km abeam
Speed 7, Maneuverability +18, Detection +25, Hull Integrity 40 (46 powered), Armor 20, Turret Rating 1, Shield Rating 1 (see below), Power 46 (2 remaining), Space 42 (0 remaining), SP 42+
Weapon Capacity: 2 Dorsal

Machine Spirit Oddities:

  • Martial Hubris: +5 to Ballistic Tests, -15 to Pilot (Space Craft) to escape combat

Past History:

  • Veteran of the Angevin Crusade. Ballistics +10, Silent Running -40. Charm/Intimidate Test +10

Essential Components

  • Plasma Drive: Jovian-pattern Class 8.1 Drive (Power 44 generated, space 11, SP -1). Ignores damage, depressurization, or Critical Hit on 4 or higher on 1d10
  • Warp Engines: Miloslav h-616.b Warp engine (Power 8, Space 10). Reduce duration of warp passages by half. Roll Warp Travel Encounters every 3 days instead of every 5.
  • Gellar Field: Gellar Field (Power 1, Space 0)
  • Void Shields: (Archeotech) Castellan Shield (Power 5, Space 1, SP +2). Once per Strategic Turn, the Enginseer Prime may make a Tech-Use -10 check. If successful, shields are doubled for the duration of a single opponent's Strategic Turn.
  • Ship's Bridge: Command Bridge (Power 2, Space 1, SP +1). Command +5, Ballistic +5. If Crit, unpowered on 3 or higher
  • Life Sustainers: Clemency-pattern Life Sustainer (Power 4, Space 4). Morale +1. Reduce Crew Population and Morale losses due to Depressurization by 4, to a minimum of 0.
  • Crew Quarters: Pressed-crew Quarters (Power 1, Space 2). -2 Morale
  • Augur Arrays: (Archeotech) Auto-stabilized Logis-targeter (Power 5, Space 0). Detection +5, Ballistic Skill +5

Power used 25; Space used 29

Weapons:

  • (Archeotech) Staravar Laser Macrobattery (Power 2, Space 2, SP +2). Strength 4, Dam 1d10+2, Crit 4, Range 12
  • Sunhammer Lance (Power 9, Space 4, SP +2). Strength 1, Dam 1d10+3, Crit 3, Range 9

Power used 11; Space used 6
(TOTAL: Power 36, Space 35)

Additional Components

  • Defensive Countermeasures x2 (Power 1 Space 1, SP +2). Apply -20 Ballistic Skill tests to attack ship for 1d5+1 Strategic Turns. Torpedoes suffer -30. Must be refilled with Upkeep Test outside combat at a void yard prior to re-use.
  • Flak Turrets (Power 1, Space 1, SP +2). Increase turret rating by +1, but suffers Detection -10 while in use.
  • Field Bracing (Power 3, Space 1, SP +2). Provides (Power x 2) Hull Integrity. May be powered down or up. Powering up requires Tech-Use check and may offline other components.
  • Fire Suppression System x2 (Power 1, Space 1, SP +2). While Bridge is powered and undamaged, component may be activated to extinguish one Component Fire as an Extended Action with Tech-Use -10 check. May only be used once per Strategic Turn.

(Power used 8, Space used 5)
(TOTAL: Power 44, Space 40)


The Zealous Navigator

Falchion-class Frigate

Dimensions: 2.2km long, 0.3km abeam
Speed 9, Maneuverability +22, Detection +19, Hull Integrity 36 (42 powered), Armor 20 (Prow 22), Turret Rating 1, Shield Rating 1 (see below), Power 45 (0 remaining), Space 34 (2 remaining), SP 54
Weapon Capacity: 1 Prow, 2 Dorsal

Essential Components

  • Plasma Drive: (Archeotech) Modified Jovian Pattern Class 2 Drive (Power 45 generated, space 6, SP +3). Speed +1, space -4 (included)
  • Warp Engines: Miloslav h-616.b Warp engine (Power 8, Space 10). Reduce duration of warp passages by half. Roll Warp Travel Encounters every 3 days instead of every 5.
  • Gellar Field: Gellar Field (Power 1, Space 0)
  • Void Shields: (Archeotech) Castellan Shield (Power 5, Space 1, SP +2). Once per Strategic Turn, the Enginseer Prime may make a Tech-Use -10 check. If successful, shields are doubled for the duration of a single opponent's Strategic Turn.
  • Ship's Bridge: Command Bridge (Power 2, Space 1, SP +1). Command +5, Ballistic +5. If Crit, unpowered on 3 or higher
  • Life Sustainers: Vitae-pattern Life Sustainer (Power 4, Space 2).
  • Crew Quarters: Pressed-crew Quarters (Power 1, Space 2). -2 Morale
  • Augur Arrays: (Archeotech) Auto-stabilized Logis-targeter (Power 5, Space 0). Detection +5, Ballistic Skill +5

Power used 26; Space used 22

Weapons:

  • Voss-pattern Torpedo Tube (Power 1, Space 0). Plasma Guided Torpedoes, Speed 10, Dam 2d10+14, Crit 10, Range 60
  • (Archeotech) Staravar Laser Macrobattery (Power 2, Space 2, SP +2). Strength 4, Dam 1d10+2, Crit 4, Range 12
  • Sunhammer Lance (Power 9, Space 4, SP +2). Strength 1, Dam 1d10+3, Crit 3, Range 9

Power used 12; Space used 6
(TOTAL: Power 38, Space 28)

Additional Components

  • Augmented Retro-thrusters (Power 3, Space 0, SP +2), +5 Maneuverability
  • Field Bracing (Power 3, Space 1, SP +2). Provides (Power x 2) Hull Integrity. May be powered down or up. Powering up requires Tech-Use check and may offline other components.
  • Reinforced Prow (Power 0, Space 2, SP +1). +2 Armor in the front, does 1d5 additional damage when ramming
  • Defensive Countermeasures (Power 1 Space 1, SP +2). Apply -20 Ballistic Skill tests to attack ship for 1d5+1 Strategic Turns. Torpedoes suffer -30. Must be refilled with Upkeep Test outside combat at a void yard prior to re-use.

Power used 7, Space used 4
(TOTAL: Power 45, Space 32)


The Arrowhead

Modified Viper-class Scout Sloop

Dimensions: 0.95km long, 0.25km abeam
Speed 12, Maneuverability +43, Detection +35, Hull Integrity 25, Armor 14, Turret Rating 1, Shield Rating 1, Power 40 (6 remaining), Space 29 (1 remaining), SP 35
Weapon Capacity: 1 Dorsal (None)

Machine Spirit Oddities:

  • Skittish: -1 combat speed, +1 non-combat speed, interplanetary travel -1d5 days

Past History:

  • Wolf in Sheep's Clothing: Three components will not register on scans, or appear to be different. (Power 2). (Shard Cannon Battery appears to be standard Thunderstrike Macrocannons; Empyrean Mantle and Augmented retro-thrusters are hidden)

Essential Components

  • Plasma Drive: (Archeotech) Mars-Pattern 0.9a Drive (Power 40 generated, Space 10, SP +2). Maneuverability +3, Speed +1
  • Warp Engines: Strelov 1 Warp Engine (Power 10, Space 10)
  • Gellar Field: Gellar Field (Power 1, Space 0)
  • Void Shields: Repulsor Shield (Power 6, Space 1). Gives 1 void shield, but does not suffer maneuver penalties when travelling through nebulae, ice rings, plasma clouds, or other celestial phenomenon consisting primarily of small particles.
  • Ship's Bridge: (Archeotech) Bridge of Antiquity (Power 1, Space 1). Command and Social tests +10, Maneuverability +5
  • Life Sustainers: (Archeotech) Ancient Life Sustainer (Power 2, Space 1, SP +2). Morale +2, Population loss reduced by 1, minimum 1.
  • Crew Quarters: Pressed-crew Quarters (Power 1, Space 2). -2 Morale
  • Augur Arrays: Deep Void Augur Array (Power 7, Space 0). +10 Detection

Power used 28; Space used 25

Weapons:

  • (Xeno) Shard Cannon Battery (Power 0, Space 3, SP +2). Strength 4, Dam 1d10+2, Crit 3, Range 6.

Power used 0; Space used 3
(TOTAL: Power 28; Space 28)

Additional Components

  • Augmented Retro-thrusters (Power 3, Space 0, SP +2), +5 Maneuverability
  • Empyrean Mantle (Power 3, Space 0, SP +2). An external component of signature-masking tech. When on silent running, all tests to detect the vessel have their Difficulty raised by 2 degrees. When completing a Criminal objective, earn +50 Endeavor points.

Power used 6; Space used 0
(TOTAL: Power 34; Space 28)