Hellknight ShipsFew vessels inspire more dread than a Hellknight ship. Built to be both technologically superior and fiercely intimidating, these craft are sleek, black, and festooned with forbidding horns, infernal insignia, and spikes—much like the armor and gear of their crew. More often than not, those who find themselves facing off against the Hellknights surrender before even a single shot is fired, hoping to curry favor with the ruthless law-keepers.
Above all else, the Hellknights use their vessels as a means of maintaining order in the vast depths of space. The majority of their ships are constructed by the Hellknight-owned Infernex Inc., which has a massive shipyard near the sun that some say is directly connected to Hell, with enslaved devils enchanting ship components at the whim of Hellknight signifer technicians.
If the situation is truly dire and supreme order is called for, the Hellknights can bring one of their Citadels to bear. These massive battle stations are the mobile headquarters of each Hellknight order, larger than almost any other vessel found in the Pact Worlds and capable of docking with up to four mighty battleships at once. Even more terrifying, these Citadels are Drift-capable, although only after a lengthy period of running their reactors at maximum capacity. To many Pact Worlds governments, the mere existence of these vessels is a dangerous provocation, but the Hellknights insist that they are necessary in light of recent threats to the system, and few who remember the onslaught of the Swarm or the war with the Veskarium can bring themselves to argue the point. Source Pact Worlds pg. 157 Gargantuan battleship Speed 6; Maneuverability average (turn 3); Drift 1 AC 31; TL 30 HP 440; DT 10; CT 88 Shields heavy 360 (forward 100, port 80, starboard 80, aft 100) Attack (Forward) linked particle beams (16d6), hellfire torpedo launcher (2d10×10) Attack (Port) heavy laser cannon (4d8), heavy laser cannon (4d8), micromissile battery (2d6) Attack (Starboard) heavy laser cannon (4d8), heavy laser cannon (4d8), micromissile battery (2d6) Attack (Turret) heavy laser net (5d6), heavy laser net (5d6) Power Core Gateway Light (300 PCU), Nova Heavy (200 PCU); Drift Engine Signal Basic; Systems advanced long-range sensors, crew quarters (common), mk 5 duonode computer, mk 9 armor, mk 10 defenses; Expansion Bays escape pods, guest quarters (luxurious), hangar bay, medical bay, tech workshop; Modifiers +5 any two checks per round, +4 Computers, +1 Piloting; Complement 200CrewCaptain (plus 2 officers) Computers +32 (16 ranks), Diplomacy +33 (16 ranks), Engineering +28 (16 ranks), gunnery +25, Intimidate +33 (16 ranks), Piloting +29 (16 ranks) Engineers (6 officers, 12 crew each) Engineering +33 (16 ranks) Gunners (8 officers, 8 crew each) gunnery +30 Pilot (1 officer, 10 crew) Piloting +34 (16 ranks) Science Officers (6 officers, 5 crew each) Computers +37 (16 ranks)DescriptionBristling with weapons—not to mention wicked-looking barbs—a Hellknight Keep Diabolical is among the most feared starships both within the Pact Worlds system and in deep space.
Source Pact Worlds pg. 156 Tiny fighter Speed 10; Maneuverability good (turn 1); Drift — AC 16; TL 15 HP 35; DT —; CT 7 Shields basic 20 (forward 10, port 4, starboard 4, aft 2) Attack (Forward) light particle beam (3d6), light plasma torpedo launcher (3d8) Attack (Aft) coilgun (4d4) Power Core Micron Ultra (80 PCU); Drift Engine none; Systems basic short-range sensors, mk1 mononode computer, mk 2 defenses, mk 3 armor; Expansion Bays none; Modifiers +1 any one check per round, +2 Computers, +1 Piloting; Complement 1CrewPilot Computers +7 (1 rank), gunnery +5, Piloting +10 (1 rank)DescriptionA standard fighter in the Hellknight navy, an Infernex Burning Nail offers both speed and firepower, though its lack of port and starboard weapons is a known weakness. Burning Nail pilots are trained to compensate for this flaw by employing daring piloting maneuvers.
Source Pact Worlds pg. 156 Huge cruiser Speed 8; Maneuverability average (turn 2); Drift 2 AC 28; TL 25 HP 255; DT 5; CT 51 Shields heavy 280 (forward 100, port 60, starboard 60, aft 60) Attack (Forward) super x-laser cannon (3d4×10) Attack (Port) light plasma cannon (2d12) Attack (Starboard) light plasma cannon (2d12) Attack (Turret) gravity gun (6d6) Power Core Nova Heavy (200 PCU), Nova Light (150 PCU);; Drift Engine Signal Booster; Systems advanced mid-range sensors, crew quarters (common), mk 4 duonode computer, mk 5 defenses, mk 7 armor; Expansion Bays brigs (2), cargo holds (2), Drift shadow projector, medical bay; Modifiers +4 any two checks per round, +4 Computers;; Complement 42CrewCaptain Computers +27 (13 ranks), Diplomacy +28 (13 ranks), gunnery +20, Intimidate +28 (13 ranks), Piloting +23 (13 ranks) Engineers (2 officers, 6 crew each) Engineering +28 (13 ranks) Gunners (3 officers, 4 crew each) gunnery +25 Pilot (1 officer, 3 crew) Piloting +28 (13 ranks) Science Officers (2 officers, 3 crew each) Computers +32 (13 ranks)DescriptionThe Hellknights send in an Infernex Interdictus when they wish to stop other vessels in their tracks and bring in their crews alive. The combination of gravity gun and Drift shadow projector makes an Interdictus difficult to escape from.
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