WARHAMMER 40,000: ROGUE TRADER: THE CITADEL OF SKULLS (Roleplaying on the Farthest Frontiers)

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IT IS THE 41st MILLENIUM

AND THERE IS ONLY PROFIT...



Welcome to the 41st millennium as you've never seen it before! You are not a stolid space marine, tied by duty and ancient oaths to a life of quiet solitude and blistering war. You are not a guardsman, born to die in the mud and muck of a thousand worlds. You are not one of the teeming billions that labor in the endless, grinding gears of the Imperium.

You...are a bearer of an ancient writ - the Warrant of Trade, a document penned by He On Earth, granting special dispensation to travel beyond the border of the Imperium and to do as you will. To find ancient troves of treasure, long lost human colonies, and worlds ripe for conquest. To conduct diplomacy and espionage on the xeno powers that don't yet threaten the Imperium.

By hook, crook or divine inheritance, you have acquired the most vaunted possession that a citizen of the Imperium can ever find: Freedom.

You are a Rogue Trader.

***

Welcome to a Rogue Trader quest! I STILL LIKE ROGUE TRADER AND YOU CAN'T STOP ME AHAHA.

Rules

1) Standard democratic voting!
2) Write ins are a-okay!
3) We're going to be using the Rogue Trader tabletop rules!

Warnings

THIS IS A QUEST BY ME, DRAGON COBOLT, MEANING THAT THERE MAY BE SEX SCENES. THEY WILL BE SPOILERED IF THEY HAPPEN.
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CHARACTER SHEET
NAMEThe Lady Amaranthine Scourge
AGE24 actual date of birth 4.241.518.m41 (approximate realspace age: 294)GENDERFemaleRANKFiveXP (U)XP (T)
WOUNDS10/10FATE5/5PROFIT79%023,100
HOMEWORLDChild of a DynastyBIRTHRIGHTVauntedCALLINGMutantInsanityCorruption
TRAILSA Product of Her Upbringing: DecadenceMOTIVATIONDutyLINEAGENone06


CHARACTERISTICS
WEAPON SKILL (x3)BALLISTIC SKILL (x1)STRENGTH (x2)TOUGHNESS (x2)AGILITYINTELLIGENCEPERCEPTION (x2)WILLPOWER (x2)FELLOWSHIP (x3)
6035(16) [80] (8) 40324043374668


SKILLS
SKILLBAT+10+20SPECILIZATION?
Acrobatics (A)XX
Awareness (P)XY
Barter (Fel)X
Blather (Fel)XX
Carouse (Fel)XY
Charm (Fel)XY+10
Chem-Use (Fel)XX
Ciphers (Int)XX
Climb (Str)X
Command (Fel)X
Commerce (Fel)XX
Common Lore (Int)XXYImperial Creed, Imperium
Concealment (Agi)XY
Deceive (Fel)XY+10+20
Demolitions (Int)XX
Dodge (Agi)XY
Drive (Agi)XX
Evaluate (Int)X
Forbidden Lore (Int)XXYHeresy, Psykers, Archeotech, The Warp, Daemonology
Gamble (int)XY
Inquiry (Fel)X
Interrogation (Will)X
Intimidation (S/Fel)XY
Invocation (Will)XX
Literacy (Int)XXY
Logic (Int)X
Medicae (Int)XXY
Navigation (Int)XX
Performer (Fel)XX
Pilot (Agi)XX
Psyniscence (Per)XXY
Scholastic Lore (Int)XXYImperial Creed, Imperial Warrents
Scrutiny (Per)X
Search (Per)X
Secret Tongue (Int)XXYHouse Scourge, Lowdeck Cant of the Scourge Fleet
Security (Agi)XX
Shadowing (Agi)XX
Silent Move (Agi)XX
Sleight of Hand (Agi)XX
Speak Language (Int)XXY*+10Low Gothic, High Gothic*
Survival (Int)XX
Tech-Use (int)XXY
Tracking (Per)XX
Trade (Int)XX
Wrangling (Int)XX


TALENTS AND TRAITS
NameDescription
Dynastic Warrant+3 to the ship points for the construction of the ship. Since the Tachyon's Demise and the Revenge are already built, this shall be applied to the Colossus refit.
Honor amongst One's Peers+5 to fel checks with noble and important people.
Unseen EnemyThey've been in the background of two adventure paths so far. You remember these guys!
DecadenceCan endure twice as much drugs, sex, or other fun times as anyone else without penalties. +10 to resisting addiction and sex.
WyrdlingGains a Psy Rating of 2 and 2 psy techniques.
A Product of Her Upbringing+5 to Charm checks.
Unshakable FaithShe re-rolls failed fear checks!
Talented: CharmDue to getting Decadence twice, she gets this! +10 to Charm checks.
Talented: DeceiveDue to getting Unshakable Faith twice, she gets this! +1 to Deceive checks.
Weapon TrainingBasic (Universal), Melee (Universal)
Pure FaithShe is utterly immune to Daemonic Possession! It just does not happen.
Sound Constitution (x1)She gains +1 wound!
AutosanguineShe always counts as being lightly wounded and heals 2 points her day.
Binary ChatterShe can speak to servitors, getting +10 to any roll involving servitors. Any ship she's on gets +1 morale.
Electro Graft UseCan use her subtly concealed electroos to get +10 to Tech Use, Common Lore and Inquiry checks using any cogitation system.
Infused KnowledgeShe's very, very, very well read. All Common Lore and Scholastic Lores count as basic skills, and she gets +10 to any test for a Common or Scholastic Lore that she has already learned.
Logis ImplantBy using her reaction, she can get +10 to WS or BS for her attacks (requires a tech-use check and may cause fatigue.)
ProsanguineHer autosanguine implants can be communed with - a tech use check + 10 minutes will heal 1d5 damage.
Physical Perfection (x2)She looks soft, but she's more machine now, than woman! She can survive in a vacuum, doesn't need to eat, is immune to fire, and gets +2 AP to her entire body.
Heightened Senses (All)She has augmented perceptions, giving her +10 to all her Perception checks.
Two Weapon WeilderMelee AND Ballistic
PolyglotShe can speak and read all standard languages and can make herself understood with a new one with a -10 Int check.
Warp AffinityShe may re-roll a psy-phenomenon in exchange for 1d5 CP.
Light SleeperShe never counts as being asleep for the purposes of being stabbed.
BlademasterShe can roll twice when swinging her sword to see if she can hit!
Die HardHer chances of dying from blood loss are significantly reduced.
Paranoia+2 to initiative and she can make awareness checks to make sure she's not being watched or attacked.
Peer (Nobility, Underworld)She gets along well with nobility and the lower class, remarkable! +10 fellowship checks with them.
Divine MinistrationWhen testing medicae, she may spend a WP to restore damage equal to her WB instead of the normal amount, which is then multiplied or modified by normal medicae rules. When healing a lightly wounded character, she uses WB and IB too! She may spend a FP to remove fatigue from a number of characters equal to her WB. She may burn a fate point to bring someone back to life.
The Emperor ProtectsBy spending a FP, Tine and a number of her allies equal to her WB become immune to Fear and Pinning, and all enemies get -10 to target them. by burning a FP, she can NEGATE a single attack to an ally.
Blessed RadianceWhen spending a FP on pure faith talents, those talents extend to every ally in WBx2 meters. As a free action, she can bestow an FP to an ally. Upon burning an FP, a number of allies equal to twice her WB become immune to daemonic presence, fear tests, corruption points, takes half damage from daemons and psychics, and gets +10 to resist such evil.
Hatred: Pirates+10 to WS checks against pirates of various kinds.
Resistance: Psy+10 vs psi powers!
Counter AttackAfter a successful parry, she may make a -20 counter attack!


WEAPONS

Witchblade
Damage: 1d10+55 E (Pen 2)
Power Field: 75% to destroy normal weapons​
Balanced: +10 to parrying​
Parrying Blade
Damage: 1d5+16 E (Pen 3)
Power Field: 75% to destroy normal weapons​
Defensive: +20 to parrying, -10 to attacking​

Twin Ripper Autogun Gauntlets
Range: 35m | ROF: -/-/6
Damage: 1d10+3I (Pen 3)
Ammo: 200/200 (2 Full)
Storm: 2 hits per DOS​
Micro: Pistol sized​
Gauntlet: Can be used without filling the hand.​
Maglev Impeller: Improves Damage​
Prognosticator: +10 to BS checks when full auto bursts.​


ARMOR

Artisanal Power Armor
Strength Enhancement: +20 to strength
Hulking Size: Enemies get +10 to hit you
Auto-Sense: +10 to perception, called shots are half action and without penalties
Osmotic Life Support: Continual life support
Vox Link: Cameras, recording systems, and biomorphic feedback systems

HEAD (0-10%) [15 AP]
R.ARM (11-20%) [15 AP]BODY (31-70%) [15 AP]L.ARM (21-30%) [15 AP]
R.LEG (71-85%) [15 AP]L.LEG (86-100%) [15 AP]


EQUIPMENT

Charm:
Void Suit: Your void suit.
Micro-bead: A small communication device.
Chameleoline Cloak: +20 to stealth checks
Medica Kit: +20 to doing the doctor stuff!


Best Quality Jovian Pattern Hab Base: A deployable barracks (40 people), comissary, medicae facility, command and communication hub complete with vox and auspex arrays, two storage sheds, a generatoria, and a prefab landing pad. Furthermore, this upgraded variation comes with a deployable bulwark with bunkers and heavy stubber turrets, with an adjacent labratoria for field survey and research.

PSYCHIC POWERS

In Harm's Way

Foreshadow
Action: Half | FT: +0 Willpower
Range: Personal | Sustain?: No
Effect: Gain a +30 until the end of her next turn to a single skill roll.

In Harm's Way
Action: Free | FT: +0 Willower
Range: Personal | Sustain?: No
Effect: +20 to hit, enemies get -20 to hit until her next turn.

Spectral Hands
Action: Half | FT: WP (+20, +10, +0)
Range: 5m/PR | Sustain?: Half
Effect: Various kinds of minor TK.
+20: Move 10kg/PR in a way that can never cause damage.
+10: Throw a target backwards PR meters, +1 per DOS on an opposed check.
+0: Throw a 5kg/PR object and throw it at them, doing 1d10+1/5kg.

Precision Telekinesis
Action: Half | FT: +0 Willpower
Range: 5m/PR | Sustain?: Half
Effect: Can manipulate objects as precisely as if with her hands - using Willpower as the basic statistic, and PR as the strength modifier.

Force Bolt
Action: Half | FT: +0 Willpower
Range: 10m/PR | Sustain?: No
Effect: Fires a bolt, dealing 1d10+2/PR Impact damage, Pen 0. On 4 DOS, launch the enemy back 1d5 meters and knock them prone as well.

Telekientic Shield
Action: Half | FT: +0 Willpower
Range: Self | Sustain?: Free
Effect: Creates an invisible 1 AP per Psy Rating shield around herself, which blocks warp weapons too!

CYBERNETICS

Baleful Eye: Has the baleful eye weapon.
Subskin Armor: +3 to AP to all areas of the body
Synthetic Muscle Graft: Gain Unnatural Strength (x2)
Pain Ward: Become able to shift around sensations to feel pain as other things, ignoring penalties from Stun, pain, or being on fire. Also, when used on other sensations (like pleasure) makes sex amazing.
Vitae Supplacement: When killed, can survive for twelve hours before fully dying. Double the effectiveness of autosanguine and prosanguine talents.
Psy Spars: Can push by +1 and get -10 to Psy Phenomenon rolls!

SCARS

Stigmata: A perfect replica of the sacred wounds on the Emperor caused by the fabled Claws of Horus
 
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FLEET SHEET
CHRISTENINGThe RevengePOWER57/60
CLASSIFICATIONDauntless-class Light Cruiser (4.5 km long, 0.5 km abeam at fins, 20 megatonnes approx, 4.3 gravities acceleration)SPACE49/60
COMPLICATIONReliquary of Mars - the Revenge is home to several pieces of ancient technology, making it difficult for the average priest to maintain. But, it does have archeotech. So, things balance out.
MACHINE SPIRITAncient and Wise - the Revenge is a stolid and sturdy Dauntless, one that has seen immense time pass before her auspexes. She opens her doors before you come to them, and sings to herself as she sails. She's a good ship, if a bit worn.
MISC MODIFIERS-20 to Tech-Use checks to repair the ship | +5 when using Active Auguries | +5 to Maneuverability to evade celestial dangers | +20 to boarding actions | +60 to hit & run actions (choose a crit between 1-6 rather than rolling, can do so without making a piloting check) | Medicae Deck: +20 to all medicae checks aboard, can treat 120 patients at once without penalty

STATISTICS
HULL56/56ARMOR7SPEED7MANUEVERABILITY+25DETECTION+18SHIELDS (TR)1 (1)

CREW (CRACK RATING)100%/100% (40%)MORALE111%/111%SUPPLY (Months)2/6


ESSENTIAL COMPONENTS
NAMEPWRSPC.DESCRIPTION
Jovian Pattern Class 3 Drive60 (Gen)12An immense housing of metal and ceremite that contains ravening plasma engines - also contains the rigging for setting the ship up for any kind of sailing.
Strelov 2 Warp Engine1010An arcane sphere of rapidly rotating techno-sorcery, contained within the bowls of a heavily warded section of the ship. Required for Warp travel.
Geller Field10A collection of emission arrays producing a reality stability field, for the protection of soul and, less importantly, body while traveling the Warp.
Void Shield Array51A dizzyingly potent set of field emitters that jacket the ship in a (usually) invisible field of protective energy. Good against macros and lances!
Exploration Bridge41The normal layout of the Imperial Navy, interrupted: Astrographic projections and plotting tables dominate this bridge, with a focus on surveying.
Vitae Pattern Life Sustainers53The bilge decks are homes to these gurgling, burbling, bubbling machines, producing a fairly breathable atmosphere and recycling water and waste.
Voidsmen Quarters24Captain Vendigroth runs a tight ship - not pressed men, but a carefully selected crew, who have been trained sharp and well.
R-50 Auspex Multiband40A collection of carefully calibrated auspexes, designed for scrying the voids and detecting anything that might be seen.

SUPPLEMENTAL COMPONENTS
NAMEPWRSPCDESCRIPTION
Weapon Batteries2012A terrifying array of heavy weaponry, one that makes the ship strike like a cruiser - or at least...almost: A full broadside and a double set of the long milleniums (heavy lances, to use groundling parlance.)
Barracks24A holdover from her days in the Navy as a "flag shower", this barracks contains a regiment that was traded to the Navy several centuries ago.
Murder Servitors11A...gift...from the wife.
Teleportarium11The pride and joy of the entire ship, even if no one is insane enough to actually enjoy using it.
Medicae Deck21The new horror of Dr. Ventris, populated with hundreds of staff.

WEAPON COMPONENTS
NAMESTRDAMRCRFACING
Mars Pattern Macrocannon Broadside (60 guns)61d10+265Port
Mars Pattern Macrocannon Broadside (60 Guns)61d10+265Starboard
Starfire Lance Battery (hits every 2 DOS)41d10+4 (AP)73Fore, Starboard, Port



ENDEVOURS
MILITARYCRIMINALEXPLORATIONTRADECREED
100100

COMPLIMENT

68,000 Souls

SUPPORT CRAFT

2 Brigs (carries 12 men each, no weapons)
1 Courier (fast vehicle, 1 passenger, no weapons)
4 Haulers (slow vehicle, carries immense cargo)
3 Landers (fast vehicle, carries 12 men each, 1 heavy bolter)
1 Lighters (fast vehicle, carries 6 men each, 2 heavy bolters)
1 Captain's Yacht (fast vehicle, carries 2 in style)
2 Escort Pinnaces (medium speed vehicles, las-cannons and missiles, heavily armored)
1 Landing Attack Craft (slow vehicle, carries 150 men, 2 heavy bolters)


---


CHRISTENINGThe Tachyon's Demise POWER61/75
CLASSIFICATIONLunar Class Cruiser (5km long, 0.8km abeam, 28 megatonnes approx, 2.5 gravities acceleration)SPACE68/75
COMPLICATIONReaver of the Unbeholden Reaches (despite her new marriage, the Demise remains a fearsome ship that is not well liked by many ports)
MACHINE SPIRITBlasphemous Tendencies (this machine spirit prefers the warp to realspace)
MISC MODIFIERSSelf Reliant: When affecting long term repairs repair 1d10+5 Hull instead of 1d5 | Strike and Fade: +10 to silent running checks | Pirate Vessel's: -10 to all social checks | Nose for Heresy: +15 to Navigation checks, -5 to Willpower checks | +5 to Piloting and Navigation Checks | +10 to BS checks to fire ship guns | For Hearth And Home: +5 to defend against hit & run and boarding checks | Morale Reduction: -1 to morale loss to a minimum of 0 | No Broadcasting: Can use detection actions without signaling location while Running Silent | Shadow in the Void: Enemies get -20 to detect her while Running Silent.

STATISTICS
HULL70/70ARMOR(12) 8SPEED5MANUEVERABILITY+10DETECTION+10SHIELDS (TR)2 (2)

CREW (LINE)100/100 (30%)MORALE100/100SUPPLY (Months)2/6


ESSENTIAL COMPONENTS
NAMEPWRSPC.DESCRIPTION
Jovian Pattern Class 4 Drive75 Generated14A vast collection of plasma banks, capacitators and similar, simmering devices, created for the singular aim of producing the amounts of power that a ship requires to function
Strelov 2 Warp Engine1212The most terrible and ancient device upon the ship. Allows for transit into the Warp. Survival is your prerogative.
Geller Field10A field that will ensure you arrive with the same number of souls as you left with. Hopefully one.
Multiple Void Shield Arrays72A double decked set of shield emitters, capable of producing vast amounts of defensive energies. Double the strength of her sister ship, the Revenge.
Ship's Master's Bridge43A top of the line warship bridge.
Vitae Pattern Life Sustainer53Grox pens and water processors for the entire crew.
Clan-Kin Quarters42The clan-crew of the Demise love their ship and their captain to the same near fanatical degree.
W-240 Passive Detection Array30A long, spindly collection of auspex spines that allow for detection while creeping through the Void.

SUPPLEMENTAL COMPONENTS
NAMEPWRSPCDESCRIPTION
Power Ram20A collection of focused power emitters that add some extra bite to the ram that follows up the Demises' classic boarding action.
Armored Prow04A massive skeletal figurehead provides additional reinforcement and armor - and conceals the forward torpedo bays.
Mars Pattern Torpedo Tubes1828A staggering array of weaponry...forward mounted torpedoes, racks of macros...enough to destroy a world.
Empyrean Mantle50A vast collection of spars and riggings that make it easier to conceal even her bulk from the other eyes in the void.

WEAPON COMPONENTS
NAMESTRDAMRCRFACING
Mars Pattern Torpedo Bay [Loaded with 24 plasma torpedoes]62d10+260 VU (10 speed per round)10Fore
Port Mars Pattern Macrocannon Broadsides121d10+265Port
Starboard Mars Pattern Macrocannon Broadisdes121d10+265Starboard
Ram-4d10+12MeleeNoneProw



ENDEVOURS
MILITARYCRIMINALEXPLORATIONTRADECREED
50

COMPLIMENT

95,000 Souls

SUPPORT CRAFT

10 Aquilla shuttles
4 Heavy Landers
2 Torpedo Haulers



---




CHRISTENINGThe ColossusPOWER45/75
CLASSIFICATIONLunar-class cruiser (5km long, 0.8km abeam, 28 megatonnes approx, 2.5 gravities accelerationSPACE70/75
COMPLICATIONClaimed from the Admiralty (This was once a ship of the Imperial Navy, claimed under dubious legalities)
MACHINE SPIRITWorthful (a ship bred for war, her machine spirit trembles with an eager rage, but balks at simple patrol and escort duty)
MISC MODIFIERSWon By Prize: +1 armor, +1 speed, +3 maneuverability, might cause offense to other naval captains | Rage Filled: +1 speed, +7 Maneuverability in combat, -1 speed, -5 out of it | Haste of the Damned: 1/2 warp travel speed when leading a formation, roll for warp encounters once per 3 days | Lifeline: reduce crew and morale loss from depressurization by 4 to a minimum of 0 | Living in Squalor: Reduce all crew loss from depressurization by 2, to a minimum of 0. | Flight Command: +5 to all wing tests, and rolls to ready squadrons are automatically passed | Incoming!: All BS or command checks against planetary targets get +5 | Energy Field: If the lathe bays have their hatches open for combat and lose power, they immediately become depressurized | Hull Support: Increase the ship's hull integrity by twice the power supplied to the field bracing component | Manufacturing: +10 to repair checks, can manufacture small items | Song in the Void: +10 to all social checks | Combat Ready: All Strike Craft get +2 to Attack Rating | Spare Parts: After any battle with Strike Craft losses, make a -10 tech use check and repair 2 craft per DOS | Unstable Ammunition: If the Jovian Pattern Cannon is ever Damaged it is Destroyed Instead, and then deals 1d10 damage ignoring armor | Warpsbane Hull: +10 to navigation checks, roll twice and take the better on encounters

STATISTICS
HULL70/70ARMOR9SPEED4/6MANUEVERABILITY+17/+5DETECTION+10SHIELDS (TR)2 (2)

CREW (Crack 40%)100/100MORALE105/105SUPPLY (Months)2/6


ESSENTIAL COMPONENTS
NAMEPWRSPC.DESCRIPTION
Jovian Class 4 Drive75 Generated14An immense, furious power plant that generates the energies required to sail the void. Known aboard ship as Big Red due to the paint job on the hull.
Miloslav H-616.B Warp Engine1012A much benighted and feared warp engine, known for her unlucky ways. Woe! Woe! Why is our ship cursed with this befouled thing!?
Warpsbane Hull10A mighty shield against fell daemons, focused entirely upon the true jawbone of none other than Saint Helgastram herself!
Clemency Pattern Life Sustainers55A standard life sustainer, augmented by countless thousands of bolt holes, vac-suits, and breather units. Oh! And excess bulkheads. While sneered at for being cowardly and womanly by the majority of the navy, crews that are cosseted by this needless, entirely unrequired concern for their life and limb tend to be happier than crews without.
Bilge Rat Quarters23The majority of the cabins, rather than being at the men's posts (which is the tradition) have been shifted to near the foremast. While this is "safer" and "less likely to kill them in the case of a breach", the crew despise the cramped conditions, poor light quality, and proximity of other, rival work shifts.
Flight Command Bridge22Eschewing throne and fore/aft lectern and servitor placement, this bridge is a dizzying, encircling hole of flight control shrines and work stations for the extra hundred or so officers it takes to coordinate wing upon wing of strike craft. Affectionally referred to as the See-Eye-See (as it is somewhat akin to a Arbiter's Panoptic jail), it serves as a coordination point for entire fleets during wartime.
BG-15 Assault Scanners60A set of phased forward mounted antenna sniffer and scrying aparatus, designed primarily for the identification of ground based targets, made to assist the coordination of invasions. When hooked in to a nova cannon, it becomes a terrifying example of what the Imperial Guard refer to as 'glassing'

SUPPLEMENTAL COMPONENTS
NAMEPWRSPCDESCRIPTION
Jovian Pattern Nova Cannon67Hark! Hark, void-dogs! Hark! You see those shells? You see the purity seals upon their spherical casons? You see the incense burning, the stink of pyretree? Those warn that these are no mere macro-cannon shells, lads! These are for the Great Gun, Old Jackson Hate, the nova cannon we have strapped to the prow. They say he spat but three times in the whole life of this ship - and each time, wrecked a whole fleet! Happy day to be on this ship, eh, lads?
Flight Decks420A quartet of Lathe Pattern launch bays, these decks are arranged into two levels. The first level - called the Tops - is widely known as being where the crack squads and finer fliers are posted, while the second level - called the Belly - is the somewhat less prestigious posting. This distinction is lost on most non-flight crew, but is hotly contested between wings, often leading to brawling.
Pilot Chambers11From port-corridor C9 to the aft-port junction C98 there is a space on the Colossus that would make Lord Admiral Bastille (may he rot in hell) openly weep. It is known as the Vice Decks - an odd name for a collection of sensorium simulacration spheres and briefing rooms. But the reason has little to do with the actions going on within Vice and everything to do with the crew that dwell there. The entire flight crew come here to train, hone their skills, and practice between their realspace battles. And once they are off shift, oh! The rest of the ship knows it!
Strike Craft Repair Deck22A bustling mini-forge that sprawls along the belly of the ship, these decks are actually akin to and a part of the manufactorum detailed later. But it is here that the general purpose fabrication systems, overseen by Enginseer Bellos Ghast, give way to the specific construction of strike craft, overseen by Technowight Gillian Bright. Needless to say, Bright's half of the manufactury decks are the most important.
Manufactorum21A a bustling mini-forge that sprawls along the belly of the ship, these decks are actually akin to and a part of the strike craft repair deck detailed above. But it is here that the specialized tools for repairing strike craft, overseen by Technowight Gillian Bright, give way to the general purpose fabrication tools, overseen by Enginseer Bellos Ghast. Needless to say, Ghast's half of the manufactury decks are the most important.
Observation Deck01A set of domes for the observation of stellar phenomenon. Mostly used for the relaxation of the crew.
Melodium11This is less a component than it is a simple fact that this entire ship has an incredibly popular and long running tradition towards music and musical entertainments.
Field Bracing1-31A set of interstatic shunts that allow for the emplacement of internal void shields for the support and enhancement of ship stability.

WEAPON COMPONENTS
NAMESTRDAMRCRFACING
Jovian Pattern Nova CannonSpecial2d5+76-35SpecialFore
Launch bays3/3/2/2 (total: 10)NoneNoneNoneNone



ENDEVOURS
MILITARYCRIMINALEXPLORATIONTRADECREED
250*250*50+250*35+250*250*
*requires the deployment and use of your support craft

COMPLIMENT

95,000 Souls (crew)
9,812 Souls (support craft pilots, approx)

SUPPORT CRAFT
200 Fury Class Interceptors
100 Starhawk Bombers
40 Aquilla shuttles
50 Brigs (carries 12 men each, no weapons)
125 Courier (fast vehicle, 1 passenger, no weapons)
50 Haulers (slow vehicle, carries immense cargo)
60 Landers (fast vehicle, carries 12 men each, 1 heavy bolter)
50 Lighters (fast vehicle, carries 6 men each, 2 heavy bolters)
1 Captain's Yacht (fast vehicle, carries 2 in style)
50 Escort Pinnaces (medium speed vehicles, las-cannons and missiles, heavily armored)

SPECIAL STORES
20 Vortex Rounds (each hit by this weapon causes an additional 1d5 morale damage)

STRIKE CRAFT MECHANICS
Here's a quick tutorial!
You have 10 fighter squadrons, 10 bomber squadrons, and 10 "support craft" squadrons. Support Craft help narratively - you can deploy them in massive numbers to help with Endeavors. Each squadron you deploy adds +25 to your AP totals, making the Colossus an extremely profitable ship...but if those squads are destroyed during operations, then you get NOTHING, good SIR! YOU LOSE! GOOD DAY TO YOU!

Ahem.

Actual use of squadrons in combat, though, works as follows!

You can launch 10 squads per round. Fighters can either CVP or Escort. CVP (Combat Void Patrol) means they shoot down incoming fighters, torpedoes, bombers, assault boats. Escort means they escort a bomber run and engage any fighters that attack the bombers, and also impart -10 to turret attacks per squad.

Bombers can only Bomb. They effectively act like extremely powerful macrocannons that ignore void shields and always target the weakest part of the ship. The only problem is that they can be shot down!

Characters can be assigned to lead fighters or bombers directly.

This is my tutorial

Put. Riya. In. A. Fury. Interceptor.

That is all.

NOVA CANNON MECHANICS

To fire a nova cannon, your ship MUST
Have only traveled forward and turned at minimum 45 degrees.​
Have 1+ Hull Point​
Have not fired the nova cannon last round​

If these criteria are met, you may nominate a point in space that is no LESS than 60,000 kilometers away and no MORE than 360,000 kilometers away. You then fire at -20 BS. Success means you have hit on target. Failure means your shot detonated too soon or too late: On evens, it detonated away from your point, on odds it detonated towards your ship, and it is by an amount equal to the DOS. So, if you rolled a 72 to hit with a 20% chance to hit, it'd be 5 VU away from the hit location.

Wherever the shell lands, any ship within 10,000 kilometers around the hit location takes 1d5 hits, each doing 2d5+7 damage. Any damage dice that rolls a 5 does a critical hit (this can stack.) Any ship at ground zero takes 1d5+2 hits.

You have 20 shots.
Have fun!
 
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