[WH40k RT] Shadows of Forgotten Past | ходы игроков | Корабль

 
DungeonMaster UnholyKnight
17.05.2020 15:14
  =  
Aethersprite, Orion-class Star Clipper
Dimensions: 3 km long, .4 km abeam at fins approx.
Mass: 8 megatons
Crew: 14000 crew, approx.
Accel: 5.4 gravities max. sustainable acceleration
The Orions are something of a rarity amongst the Imperium’s starships—a fast transport or star-clipper. Though they are designed for cargo, their lean forms, raked bows, and powerful drive tubes are less optimised for cargo hauling and more designed for travelling at speed.
Orion-class starships are constructed to transport smaller, high-value cargoes that must reach their destination quickly or through hostile territory. Rather than rely on armed escorts, Orions travel alone. They trust in their speed to see them clear of most predators, and count on their weapons to send off those quick enough to keep up. Often they are successful, but Orions do have one major drawback. The redundant internal bulkheads and exterior armour that would normally be added to human ships has been forgone in order to increase speed and cargo capacity. As a result, a few stiff hits can easily cripple an Orion.
Speed: 10
Manoeuvrability:+25+5+10(5VU of planet)
Detection: +10
Hull Integrity: 35
Armour: 12
Turret Rating: 1
Space: 40
SP: 25
Weapon Capacity: 1 Dorsal, 1 Keel
Cargo Hauler: This vessel was designed for transporting goods, and no amount of retrofitting can fully change this. This hull comes pre-equipped with one Main Cargo Hold Component (see ROGUE TRADER page 203). The hull’s Space has already been reduced to account for this, however, when the ship is constructed it must be able to provide two Power to this Component.
Fast Ship: Due to the precisely calibrated nature of this ship, it cannot be equipped with Components that increase its Armour.


Ship Background Package
Planet-bound for Millennia
It is common for the Imperium’s starships to be extremely ancient. In fact, since much of the technology used to create the ships of yesteryear has since been lost, individuals and organisations often go to great length to recover and restore ancient void ships to use. All-too often, these ancient vessels are simply better in almost every way than their modern counterparts. Therefore, those in the Imperium of Mankind often goes to extraordinary lengths to recover them.
Space hulks are a common source for ancient vessels, and salvage operations can make space hulks as profitable as they are dangerous. Other ancient starships may be recovered as derelicts in orbit around a forgotten planet, or some may even have been in continuous use for the ten millennia of the Imperium. Far less common, though by no means unheard of, are starships that have been buried on a planet’s surface.
The starship may have ended up on the planet in any number of ways. Most often, a starship suffers some catastrophic mechanical failure in orbit around a world. Unless it wants to suffer a fiery descent to the world below, it may be forced to attempt a more controlled descent. Making such a landing is extremely difficult. Imperial starships are not designed to enter an atmosphere, and it will take every bit of skill from the ship’s captain and tech-priest to ensure such a large vessel does not succumb to gravity’s embrace. A small few are able to reach the surface, however, and there they stay. Over the centuries, they often become covered with soil, plant life, and even forests, so that only small parts of the ship are visible. Sometimes they even become the nucleus of towns or cities—the population could even be the descendants of the ship’s original crew.
For most of these ships, the flight to the surface proves to be their last. Crippling gravity crushes their spines and vital systems, and they remain planet-bound forever. Some, however, remain largely intact, and sleep away the millennia beneath their earthy cocoon. Eventually, an enterprising captain may find one of these forgotten treasures, and with grav-lifts and bulk tenders, pry it from its prison to sail the stars once more.
Cost: 3 Ship Points. All ships may take this.
Gravity’s harsh embrace: Decrease Hull Integrity by 1d5-1 for frigates, transports and raiders, and 1d5 for light cruisers, cruisers, and larger vessels.
Lost relics of the past: This ship begins play with a Modified Drive (see page 206 of Rogue Trader) for no extra cost in Ship Points. This ship also gains access to one additional archeotech component of the players’ choice.
Dreams of distant worlds: Superstition claims a planetbound ship maintains a particular affinity for planetary bodies, after having remained on one for so long. This ship gains +10 Manoeuvrability while within 5 VUs of a planet.


Essential Components
Plasma Drive
Archeotech Segrazian "Viperdrive" Pirate Engine, Raiders, Frigates, Power 45, Space 16, SP 2
Best, Power +0, Space -2, SP +2, Morale +3
Oversized Engines: Increase the Ship’s speed by +2 and Manoeuvrability by +5
Fragile Engines: Any hits to the finely-balanced plasma drives are likely to incapacitate the entire ship. If an Engines Crippled result is rolled on the Critical Hits table (page 222, Rogue Trader) always treat the engines as wrecked, as if an 8-10 had subsequently been rolled.
Overcharged: The strange and exotic nature of the materials used in the drive’s containment domes allows for a hotter plasma ‘burn,’ while taking up less space. This adds +1 to the ship’s Speed, decreases the space the drive takes up by 4, and is of extreme interest to agents of the Mechanicus.

Warp Drive
Miloslav H-616.b Warp Engine, Cruisers, Power 8, Space 10, SP 0
Best, Power -0, Space -2, SP +2, Morale +3
Haste of the Damned: Reduce the duration of all warp passages by half. However, roll on the Warp Travel Encounters table (page 186 of Rogue Trader) every three days rather than every five days.

Gellar Fields
Emergency Field, All, Power 2, Space 0, SP 0
Good, Power -1, SP +1, Morale +1
Auto-engagement routines: If the ship unexpectedly enters the warp, roll 1d10. On a 3 or higher, the Gellar Field activates automatically, protecting the ship from any warp intrusion that may have taken place.

Warpsbane Hull, All, Power 1, Space 0, SP +2
Shield of Faith: Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. When rolling on Warp Travel Encounters table (page 186 of Rogue Trader), the GM rolls twice and allows the Navigator to chose which result is applied.

Void Shields
Castellan Shield, All, Power 5, Space 1, SP +2
Good, Power -1, SP +1, Morale +1
Void Shield: This Component counts as a ship’s Void Shield, giving the ship one void shield.
Fail-safes: Once per Strategic Round, during one opponent’s Strategic Turn, the ship’s Enginseer Prime may make a Difficult (–10) Tech-Use Test. This does not count as the Enginseer’s Extended Action. If he succeeds, the ship doubles its number of Void Shields for the duration of a single opponent’s Strategic Turn

Ship’s Bridge
Smugglers Bridge, All, Power 1, Space 1, SP +0
Shady Business: When working towards a Criminal objective, the Explorers earn an additional 50 Achievement points towards completing that objective.

Life Sustainers
M-1.r Life Sustainer, Transports, Raiders, Frigates, Power 3, Space 1, SP +0
Stale Air: Increase all Morale loss by 1.
Good, Power -1, SP+1, Morale +1

Crew Quarters
Slave Quarters, Transports, Raiders, Frigates, Power 1, Space 1, SP +0
Dangerously Cramped: A vessel using these quarters decreases Morale permanently by 5.

Augur Arrays
W-240 Passive Detection Arrays, All, Power 3, Space 0, SP +1
Good, Power -1, SP+1, Morale +1
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
No Broadcasting: When on silent running (Rogue Trader, page 218) this vessel may perform any Detection actions without penalty


Supplemental Components
Macrobatteries
Staravar Laser Macrobattery, All Ships, Power 4, Space 4, SP 2, PF 1, Str 4, Dam 1d10+2, Crit 4, Range 12 – Dorsal, Keel
Best, Space -2, SP +2, Morale +3
Macrobattery: Except where specified otherwise, this weapon Component follows all rules for Macrobatteries.

Lances
None

Landing Bays
None

Torpedo Tubes
None

Cargo and Passenger Compartments
Main Cargo Hold, Transports, Power 2, Space 0, SP 0
Best, Space +2, SP +2х2, Morale +3
Stowed and Secured: When working towards a Trade objective, the players earn an additional 125 Achievement Points towards completing that objective.

Luxury Passenger Quarters, All, Power 2, Space 1, SP +1
Good, Power -1, SP +1, Morale +1
Paying Customers: When working toward a Trade, Criminal, or Creed objective, the players earn an additional 100 Achievement Points towards completing that objective.
Class Division: Decrease Morale permanently by 3

Shadowblind Bays, All, Power 3, Space 4, SP +2
Best, Power -1, Space -1, SP +2, Morale +3
Mirror Bays: When working towards a Trade objective, the players earn an additional 50 Achievement Points. When working towards a Criminal objective, the players earn an additional 75 Achievement Points. Location of these bays when their systems are engaged requires an Arduous (–40) Scrutiny Test.

Augments and Enhancements
Tenebro-Maze, Transports, Raiders, Frigates, Power 1, Space 2, SP +2
Good, Space -1, SP+1, Morale +1
Hidden sally-ports: This ship gains +10 to all Command Tests when defending against boarding actions and Hit and Run Actions.
Incomprehensible Layout: When a Component on this ship is selected to be affected from a critical hit, it is chosen by the ship’s controller, not the attacker.

Empyrean Mantle, Transports, Raiders, Frigates, Power 3, Space 0, SP +2
Good, Power -1, SP +1, Morale +1
Shadow in the Void: When travelling on Silent Running, all Tests to detect this vessel have their Difficulty increased by two degrees. When completing a Criminal objective, the players earn an additional 50 Endeavour Points.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.

Flak Turrets, All, Power 1, Space 1, SP +1
Scattershot: When in use, Flak Turrets increase the ship’s Turret Rating by +1.
Wall of Fire and Steel: When the ship’s flak turrets are in use, it suffers a –10 penalty to Detection.

Energy Matrix, All, Power 1, Space 1, SP +1, PF 1
Redirect Power to Engines: The ship’s captain can choose to activate the conversion matrix at any time as a free action. When he does so, he decreases the amount of Power generated by the ship and increases its Speed value. Frigates and raiders can exchange 3 Power for 1 Speed. Light cruisers can exchange 4 Power for 1 Speed. Transports and Cruisers can exchange 5 Power for 1 Speed. A ship’s Speed value cannot be increased by more than 5 using this Component. A captain may divert Power being used to power other Components, however, if he does so, the Component becomes unpowered for as long as the conversion matrix is used.

Additional Facilities
Crew Reclamation Facility, All, Power 1, Space 1, SP +1
Recycling: Reduce all losses of Crew Population by 3, to a minimum of 1. Increase all losses to Morale by 1. Also you can replenish crew losses with Servitor Crew upgrade from all sources, and not only from Hive and Forge Worlds.

Temple-Shrine to the God Emperor, All, Power 1, Space 1, SP +1
Inspiration: Increase Morale permanently by 3.
Awe of the God Emperor: When working toward a Creed objective, the players earn an additional 100 Achievement Points toward completing that objective.

Librarium Vault, All, Power 1, Space 1, SP +1
Accumulated Data: Any Investigation Skill Tests made aboard this ship gains +10.

Trophy Room, All, Power 1, Space 1, SP +1
Past Experiences: When working toward an Exploration, Trade, or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective.

Observation Dome, All, Power 0, Space 1, SP +1
Engraved Star-charts: When working towards an Exploration objective, the players earn an additional 50 Achievement Points towards completing that objective.
Cure for Claustrophobia: Increase Morale permanently by 1.

Murder Servitors, All, Power 1, Space 1, SP +2
Death-dealers: When used to conduct a Hit and Run Action, this enhancement provides a +20 bonus to the opposed Command Test.
Precise: When determining the Critical Hit inflicted by a Hit and Run Action they participated in, the character conducting the raid may select any result between 1 and 6, rather than rolling.

Laboratorium, All, Power 2, Space 1, SP +3
Good, Power -1, SP +1, Morale +1
Research Facility: This Component grants a +20 bonus to all tests to identify, analyse, and repair artefacts of ancient or xenos origin, or to any tests to craft single items (such as a single weapon or piece of armour). This could include Scholastic Lore, Forbidden Lore, Tech-Use, and Trade Tests (as well as others at the GM’s discretion).

Upgrades
Servitor Crew, Very Rare - Best Craft
Having a servitor crew imposes a –10 to any Ballistic Skill Tests to fire the ship’s weapons, as well as a –10 to all Command Tests made aboard the ship. In addition, the ship may not initiate boarding actions. Finally, the ship’s Crew Population can only be replenished by forge or hive worlds, and cannot be replenished through pressgangs or emptying a world’s prisons. In exchange, however, the ship always counts Morale as 100 as long as it has a Servitor Crew, and all Crew Population losses are reduced by half (to a minimum of 1). An Explorer must also make a Tech Use Test (as opposed to a Medicae Test) when performing a Triage action.
A servitor crew has a Skill Characteristic rating of 30. Poor Craftsmanship Servitor Crews have a Skill Characteristic rating of 20. Good and Best Craftsmanship Servitor Crews have a Skill Characteristic rating of 35 and 40, respectively. At the GM’s discretion, certain Components such as a Temple-shrine or Clan-kin Quarters may no longer provide their benefits to a Servitor Crew, while other Components — such as a Servitor Reclamation Bay — may not impose their usual penalties

Storm Trooper Detachment, Extremely Rare - Best Craft
It is not common for a civilian vessel to have a contingent of Imperial Storm Troopers — an elite regiment of soldiers trained in the Schola Progenium and assigned across the Imperium.
However, those Rogue Traders with connections amongst the Imperium can sometimes requisition such soldiers from friends in the Imperial Guard. Shipboard Storm Troopers are specially trained in boarding activities and ship security. To obtain Storm Troopers, a captain must have a Contact or Good Reputation with the Imperial Guard, in addition to the usual Acquisition requirements. A Storm Troopers detachment has too few numbers to launch full-scale boarding actions against other ships. However, when it comes to hit and run raids, Storm Troopers are deadly efficient, and when put in charge of defending against boarders, they are likewise skilled and ruthless. When a ship with a Storm Troopers detachment conducts a hit and run raid, the raid doubles the amount of Hull Integrity damage dealt. When a ship with a Storm Troopers detachment wins an opposed Command Test while defending in a boarding action, it adds 1d5 to the damage inflicted to Crew Population.
There are no Poor Craftsmanship Storm Troopers; a Storm Trooper is by nature extremely well-trained. Good and Best Craftsmanship detachments have even better training in shipboard and zero-gee tactics, and grant a +5 and +10 bonus to opposed Command Tests, respectively.


Achievement points
Criminal +50 - Bridge
Trade +125 - Cargo Hold
Trade, Criminal or Credo +100 - Luxury Passenger Quarters
Trade +50, Criminal +75 - Shadowblind Bays
Criminal +50 - Empyrean Mantle
Credo +100 - Temple-Shrine to the God Emperor
Exploration, Trade or Criminal +50 - Trophy Room
Exploration +50 - Observation Dome

Criminal +325
Trade +325
Credo +200
Exploration +100
Отредактировано 20.10.2020 в 23:54
1

DungeonMaster UnholyKnight
07.01.2021 12:12
  =  
Отредактировано 07.01.2021 в 12:15
2

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