here was my jucaya btw:
Juyaca Dreadnought WAR
Designed during the Abbai Juyaie or holy purge against the Drakh this vessel is the largest ship to come from the Abbai shipyards. Only a handful were ever made but wondered through alliance space searching for the Drakh. Using the best technology available to the Abbai this ship is probably the best protected vessel in the galaxy and using hidden away Dilgar technology it is also able to deal out more damage than otherwise would be expected from the Abbai with all round quad bolters in enough numbers to overwhelm Drakh GEGs, fore aft and turret mounted combat laser arrays plus light quad particle arrays for defence from Drakh raiders or other unknown fighters.
The Jucaya is also protected by a new advanced interceptor system making it the most protected vessel in the galaxy.
Speed:5 Damage: 82/18 Craft:none
Turn: 1/45 Crew: 96/18 Special: Advance Interceptors 2x6, Jump Point
Hull: 6 Troops:6 In Service: 2269+
Weapon Range Arc AD Special
Combat Laser 20 T 6 AP, Beam, Precise
Combat Laser 20 F 6 AP, Beam, Precise
Combat Laser 20 A 3 AP, Beam, Precise
Quad Bolter Array 10 F 8 AP, Double Damage, Twin Linked
Quad Bolter Array 10 A 8 AP, Double Damage, Twin Linked
Quad Bolter Array 10 P 8 AP, Double Damage, Twin Linked
Quad Bolter Array 10 S 8 AP, Double Damage, Twin Linked
Light Quad Particle 6 F 14 Weak, Twin Linked, Anti Fighter
Light Quad Particle 6 A 14 Weak, Twin Linked, Anti Fighter
Light Quad Particle 6 P 14 Weak, Twin Linked, Anti Fighter
Light Quad Particle 6 S 14 Weak, Twin Linked, Anti Fighter
Special Rules:
Advanced Interceptors: This vessel has interceptors on a scale with most space stations along with advanced defensive computer systems controlling them. In game terms this means you get 2 lots of 6 interceptor dice but only one set of interceptor dice may be used per enemy weapon being fired and which must be declared before attacker rolls attack dice (so you don't get to see if was worth using the good ones)
e.g.: opponent gets 3 hits, use set 1, roll 6 dice 1,2,3,4,5,6 stops the 1st hit
roll 5 dice, 2,2,3,4,5, stops 2nd hit. roll 3 dice 2,4,6 stops 3rd hit leaving 2 interceptors on 5+s. now next time an enemy declares weapons fire you may choose to use either the 2 interceptors on 5+s or the fresh batch of interceptors kept in reserve.
once all interceptors have been reduced to 1 dice on 6s to intercept then both sets may be combined, which means against attacks susceptible to interceptors you get a minimum 2 dice on 6+s to intercept.