This is something my players will face this weekend. It is a daemon summoned whole from the Warp rather than a normal starship that has had a daemon bound to it.
Man: +5 Detection +20 Speed: 5 Turret Rating: 2
Shields: none Armor: 20 Wounds: 100 Crew skill: 70
Ship regenerates 1d10 wounds per round unless damage is done by Blessed weapons
Daemonic Hosts +10 to Command tests, Morale losses +1 (to those attacked by Hit and Run/Boarding Actions)
Starboard/Port Batteries (2 each) Eldritch Energies Str: 5 Damage: 1d10+2 Crit: 5 Range: 6
Prow Daemonic Transport Cannon Str: 10 Crit:5 Range:10
No damage done, each hit rolled is a Hit and Run attack to a max of 4. Scoring a Crit changes the Hit and Run to a Full Boarding Action with a Crew Population of 100 as daemons flood the victim ship. Each 10 damage after that is a bonus 10 to Crew Population. Scoring all 10 hits for a double crit raises crew population to 200.
All weapons ignore armor unless it is Warpsbane Hull. Players can make a Tech-Use (-20) to manually turn on Gellar Field which will reinforce armor to allow it to take effect...if this battle is done in the Warp? The Gellar Field is on and armor takes effect. If it fails, the crew has more than just an enemy ship to deal with ![]()
Inside this daemonic ship is far larger than what it appears to be outside as if those entering are also entering the Warp. The insides bend, twist, and break the minds of those who look in or enter. So...
Scanning this ship adds 1d10 Insanity to the scanner (if the crew is doing it, he dies while ripping his eyes out, committing suicide, and generally going mad). Boarding this ship for any reason imposes a -20 to Command tests, +2d10 Insanity and Corruption to all characters involved and any harm done in success does nothing to the ship. Boarding actions go up against 1d10x100 Crew Population.