CHRISTENING | The Revenge | POWER | 57/60 |
CLASSIFICATION | Dauntless-class Light Cruiser (4.5 km long, 0.5 km abeam at fins, 20 megatonnes approx, 4.3 gravities acceleration) | SPACE | 49/60 |
COMPLICATION | Reliquary 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 SPIRIT | Ancient 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
HULL | 56/56 | ARMOR | 7 | SPEED | 7 | MANUEVERABILITY | +25 | DETECTION | +18 | SHIELDS (TR) | 1 (1) |
CREW (CRACK RATING) | 100%/100% (40%) | MORALE | 111%/111% | SUPPLY (Months) | 2/6 |
ESSENTIAL COMPONENTS
NAME | PWR | SPC. | DESCRIPTION |
Jovian Pattern Class 3 Drive | 60 (Gen) | 12 | An 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 Engine | 10 | 10 | An arcane sphere of rapidly rotating techno-sorcery, contained within the bowls of a heavily warded section of the ship. Required for Warp travel. |
Geller Field | 1 | 0 | A collection of emission arrays producing a reality stability field, for the protection of soul and, less importantly, body while traveling the Warp. |
Void Shield Array | 5 | 1 | A dizzyingly potent set of field emitters that jacket the ship in a (usually) invisible field of protective energy. Good against macros and lances! |
Exploration Bridge | 4 | 1 | The normal layout of the Imperial Navy, interrupted: Astrographic projections and plotting tables dominate this bridge, with a focus on surveying. |
Vitae Pattern Life Sustainers | 5 | 3 | The bilge decks are homes to these gurgling, burbling, bubbling machines, producing a fairly breathable atmosphere and recycling water and waste. |
Voidsmen Quarters | 2 | 4 | Captain Vendigroth runs a tight ship - not pressed men, but a carefully selected crew, who have been trained sharp and well. |
R-50 Auspex Multiband | 4 | 0 | A collection of carefully calibrated auspexes, designed for scrying the voids and detecting anything that might be seen. |
SUPPLEMENTAL COMPONENTS
NAME | PWR | SPC | DESCRIPTION |
Weapon Batteries | 20 | 12 | A 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.) |
Barracks | 2 | 4 | A 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 Servitors | 1 | 1 | A...gift...from the wife. |
Teleportarium | 1 | 1 | The pride and joy of the entire ship, even if no one is insane enough to actually enjoy using it. |
Medicae Deck | 2 | 1 | The new horror of Dr. Ventris, populated with hundreds of staff. |
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WEAPON COMPONENTS
NAME | STR | DAM | R | CR | FACING |
Mars Pattern Macrocannon Broadside (60 guns) | 6 | 1d10+2 | 6 | 5 | Port |
Mars Pattern Macrocannon Broadside (60 Guns) | 6 | 1d10+2 | 6 | 5 | Starboard |
Starfire Lance Battery (hits every 2 DOS) | 4 | 1d10+4 (AP) | 7 | 3 | Fore, Starboard, Port |
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ENDEVOURS
MILITARY | CRIMINAL | EXPLORATION | TRADE | CREED |
100 | | 100 | | |
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)
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CHRISTENING | The Tachyon's Demise | POWER | 61/75 |
CLASSIFICATION | Lunar Class Cruiser (5km long, 0.8km abeam, 28 megatonnes approx, 2.5 gravities acceleration) | SPACE | 68/75 |
COMPLICATION | Reaver of the Unbeholden Reaches (despite her new marriage, the Demise remains a fearsome ship that is not well liked by many ports) | | |
MACHINE SPIRIT | Blasphemous Tendencies (this machine spirit prefers the warp to realspace) | | |
MISC MODIFIERS | Self 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
HULL | 70/70 | ARMOR | (12) 8 | SPEED | 5 | MANUEVERABILITY | +10 | DETECTION | +10 | SHIELDS (TR) | 2 (2) |
CREW (LINE) | 100/100 (30%) | MORALE | 100/100 | SUPPLY (Months) | 2/6 |
ESSENTIAL COMPONENTS
NAME | PWR | SPC. | DESCRIPTION |
Jovian Pattern Class 4 Drive | 75 Generated | 14 | A 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 Engine | 12 | 12 | The most terrible and ancient device upon the ship. Allows for transit into the Warp. Survival is your prerogative. |
Geller Field | 1 | 0 | A field that will ensure you arrive with the same number of souls as you left with. Hopefully one. |
Multiple Void Shield Arrays | 7 | 2 | A 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 Bridge | 4 | 3 | A top of the line warship bridge. |
Vitae Pattern Life Sustainer | 5 | 3 | Grox pens and water processors for the entire crew. |
Clan-Kin Quarters | 4 | 2 | The clan-crew of the Demise love their ship and their captain to the same near fanatical degree. |
W-240 Passive Detection Array | 3 | 0 | A long, spindly collection of auspex spines that allow for detection while creeping through the Void. |
SUPPLEMENTAL COMPONENTS
NAME | PWR | SPC | DESCRIPTION |
Power Ram | 2 | 0 | A collection of focused power emitters that add some extra bite to the ram that follows up the Demises' classic boarding action. |
Armored Prow | 0 | 4 | A massive skeletal figurehead provides additional reinforcement and armor - and conceals the forward torpedo bays. |
Mars Pattern Torpedo Tubes | 18 | 28 | A staggering array of weaponry...forward mounted torpedoes, racks of macros...enough to destroy a world. |
Empyrean Mantle | 5 | 0 | A vast collection of spars and riggings that make it easier to conceal even her bulk from the other eyes in the void. |
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WEAPON COMPONENTS
NAME | STR | DAM | R | CR | FACING |
Mars Pattern Torpedo Bay [Loaded with 24 plasma torpedoes] | 6 | 2d10+2 | 60 VU (10 speed per round) | 10 | Fore |
Port Mars Pattern Macrocannon Broadsides | 12 | 1d10+2 | 6 | 5 | Port |
Starboard Mars Pattern Macrocannon Broadisdes | 12 | 1d10+2 | 6 | 5 | Starboard |
Ram | - | 4d10+12 | Melee | None | Prow |
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ENDEVOURS
MILITARY | CRIMINAL | EXPLORATION | TRADE | CREED |
| 50 | | | |
COMPLIMENT
95,000 Souls
SUPPORT CRAFT
10 Aquilla shuttles
4 Heavy Landers
2 Torpedo Haulers
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CHRISTENING | The Colossus | POWER | 45/75 |
CLASSIFICATION | Lunar-class cruiser (5km long, 0.8km abeam, 28 megatonnes approx, 2.5 gravities acceleration | SPACE | 70/75 |
COMPLICATION | Claimed from the Admiralty (This was once a ship of the Imperial Navy, claimed under dubious legalities) | | |
MACHINE SPIRIT | Worthful (a ship bred for war, her machine spirit trembles with an eager rage, but balks at simple patrol and escort duty) | | |
MISC MODIFIERS | Won 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
HULL | 70/70 | ARMOR | 9 | SPEED | 4/6 | MANUEVERABILITY | +17/+5 | DETECTION | +10 | SHIELDS (TR) | 2 (2) |
CREW (Crack 40%) | 100/100 | MORALE | 105/105 | SUPPLY (Months) | 2/6 |
ESSENTIAL COMPONENTS
NAME | PWR | SPC. | DESCRIPTION |
Jovian Class 4 Drive | 75 Generated | 14 | An 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 Engine | 10 | 12 | A much benighted and feared warp engine, known for her unlucky ways. Woe! Woe! Why is our ship cursed with this befouled thing!? |
Warpsbane Hull | 1 | 0 | A mighty shield against fell daemons, focused entirely upon the true jawbone of none other than Saint Helgastram herself! |
Clemency Pattern Life Sustainers | 5 | 5 | A 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 Quarters | 2 | 3 | The 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 Bridge | 2 | 2 | Eschewing 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 Scanners | 6 | 0 | A 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
NAME | PWR | SPC | DESCRIPTION |
Jovian Pattern Nova Cannon | 6 | 7 | Hark! 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 Decks | 4 | 20 | A 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 Chambers | 1 | 1 | From 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 Deck | 2 | 2 | A 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. |
Manufactorum | 2 | 1 | A 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 Deck | 0 | 1 | A set of domes for the observation of stellar phenomenon. Mostly used for the relaxation of the crew. |
Melodium | 1 | 1 | This 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 Bracing | 1-3 | 1 | A set of interstatic shunts that allow for the emplacement of internal void shields for the support and enhancement of ship stability. |
WEAPON COMPONENTS
NAME | STR | DAM | R | CR | FACING |
Jovian Pattern Nova Cannon | Special | 2d5+7 | 6-35 | Special | Fore |
Launch bays | 3/3/2/2 (total: 10) | None | None | None | None |
ENDEVOURS
MILITARY | CRIMINAL | EXPLORATION | TRADE | CREED |
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!