<em><strong>Reliquary of Alexander</strong></em><br/>Class: Viper Class Scout Sloop.<br/>Background: Haunted<br/>Machine Spirit Personality: Stoic<br/><br/>Speed: 13,  Maneuverability: +35, Detection: +36<br/>Hull Integrity: 25  Armor: 14  Turret Rating: 1  Void Shields: 1<br/>Crew Population: 100  Morale: 90   Crew Quality: Average (30)<br/>Weapon Capacity: Dorsal 1<br/>Space: 29   Shuttle Capacity: 5  (4 Lighters, 1 Gun-Cutter)<br/>Astropaths: 1<br/>Navigators: 0<br/><br/>Background: About 400 years ago, there was an Ultramarine named Alexander Raizenkov.  He was a pretty good Devastator Marine, but he was crushed into the dirt by an Ork stompa after his lines were compromised.  His remains were sent back to his family, and they commisioned a starship built to honor his memory.  A mere few decades later, the Reliquary of Alexander was the result; a light warship disguised as a simple transport vessel.  The ship served the Ultramarines faithfully, but ultimately, they simply found it too morbid.  The ship was unceremoniously dumped on the open market.  It was briefly owned by a chartist captain who tried to use it as an escort ship before he went bankrupt, enabling the crew of the<em>Kobras Aquairre</em>to acquire the ship for an incredibly low price.  How exactly the ship got into the Calaxis sector in the first place, however, remains a mystery.<br/><br/>Description: The<em>Reliquary of Alexander</em>is a sleek scout sloop, laid out like other navy ships, but on a smaller scale, almost like a model starship.  The entire ship is painted a bright shade of blue, and bears the heraldry of the Ultramarines.  Its gun decks are a silver contrast against the blue and white of the ship, ready to unleash hell at a whim.  When in flight, the ship's engines make a notable roar and leave a massive thruster trail.<br/><br/><br/>Starship Components:<br/><br/><strong>Mezoa Pattern Theta-7 Drive:</strong>The engine of the Reliquary of Alexander is a deliberately unstable plasma drive which gives it incredible speed and maneuverability, at the cost of being able to do more or less anything else.  The ship's engines are fragile and easily crippled, causing the component to automatically catch on fire when it suffers "thrusters damaged" or "engines crippled" criticals.  Power Generated 44  Space 12<br/><br/><strong>Strelov I Warp Engine:</strong>The warp engines of the ship are filled to the brim with servitors, who seem to be at the root of why nobody on the ship will ever explain how it got on this side of the galaxy.  Inspections of the ship often lead to completely deserted plasma chamber decks and teeming warp engines.  The precarious nature of the engines suggests a reason, but the truth could easily be something darker...  Power 10 Space 9<br/><br/><strong>Belcane Pattern 90 Gellar Field:</strong>The gellar fields of the Reliquary of Alexander are maintained with the normal level of obsessiveness, projecting from a central 90 foot statue of Alexander Raizenkov, still wielding his heavy bolter against the demons of the warp.  Rumor has it that the cremated remains of the Space Marine "hero" are in the center of the statue.  It doesn't work quite as well to keep demons out as one might hope.  Power 1 Space 0<br/><br/><strong>Voss "Glimmer" Pattern Void Shield Array:</strong>The void shields of the ship were built by the lowest bidder, and it shows.  They're prone to random and catastrophic failure, though at least the horseshoe shaped projectors will still look really cool and shiny while the ship is being ripped to shreds.  power 3 space 1<br/><br/><strong>Combat Bridge:</strong>The Bridge of the Reliquary of Alexander is a spectacularly appointed affair in blue and white, bearing many massive paintings of the Devastator Marine Alexander overcoming the foes of the Imperium.  At the center of the chamber is the very heavy bolter wielded by Alexander himself, suspended in a stasis field and allowed to touch air for only one hour each year, on the anniversary of his death, when it is ritually removed from stasis by the captain and cleaned and reloaded.  The crew considers the gun their lucky charm, and will fight to the death to defend it.  The captain, Servitor Murphe, doesn't feel one way or another about it, but that's perfectly natural, since he's a lobotomized drone.  The crew fanatically follows him without question because he once served in the retinue of an Ultramarine, even though he doesn't actually remember.  (much of anything, really)  The techpriests who maintain him are the ones really running the show, but they take care to make themselves scarce.  power 1  space 1<br/><br/><strong>M-1.r Life sustainer:</strong>The life sustainers of the ship are built by the lowest bidder, just like everything else.  They fill the ship with musty and unpleasant scents.  Much of the rations on the ship are simply recycled biological material, thanks to a lack of storage space.  The crew seems to eat them perfectly willingly if they're colored blue, though.  power 3  space 1<br/><br/><strong>Communal Quarters:</strong>The quarters of the ship are... blue.  That's the only real way to describe them.  Blue beds, blue sheets, blue lights, blue walls, blue floors...  Somehow, the crew seems to get deep pleasure from the color blue.  Some suspect drugs in the food or hypnotic conditioning might be the source.  Crew members do spend inordinate amount of times watching incredibly boring propaganda vids, and they unanimously say that their "proudest moment" was during the apocalypse war, when the ship was sent to deliver a 5 man scout marine squad to an outlying planet to see if the enemy was hiding there.  (they weren't)  The quarters of the five scout marines are still revered like temples, and offerings are even regularly brought there.  Very few of the ship's crew have any privacy whatsoever, with most sleeping in vast open bunks that take up entire decks of the ship.  power 3  space 3<br/><br/><strong><br/>M-201.b Auger Array:</strong>The auger antennae of the ship are located just above the bridge, and have very little exciting about them, aside from their size.  One of the chief techpriests makes his lair in an insulated knot of metal among the antennae, living directly in the void to isolate himself from humanity.  Power 4  Space 0<br/><br/><strong>Mars Pattern Macrocannons:</strong>The gun decks of the reliquary of Alexander take up a signifigant portion of its tiny hull, and are filled with patriotic warriors ready to die to defend the ship.  Many of the ship's turrets are heavy bolters and assault cannons that were rejected by the ultramarines, while its macrocannons are proud products of Ultramar.  Not neccisarily fine products, but weapons made with pride nonetheless.  Power 4  Space 2<br/><br/><br/>Modifier Summary:<br/><br/>+10 to repair rolls<br/>+10 to defend against boarding actions.<br/>+10 to Navigation (Warp) tests<br/>subtract 20 from rolls on the warp encounters table<br/>Whenever the void shields block a hit, roll 1d10.  On a 3 or lower, the void shields don't block the hit<br/>Whenever the ship suffers a critical hit, roll 1d10; on a 7 or higher, the critical is negated<br/>Increase all morale loss by 1<br/>+25 points to exploration goals<br/><br/>Weapons:<br/><br/>Dorsal Macrocannons: Strength 3, Damage 1d10+2, Crit Rating 5, Range 6<br/><br/><strong><br/>Current Status</strong><br/><br/>Hull Integrity: 100%  (25/25)<br/>97% of crew ready for duty<br/>Morale Rating 100