Aurea Albion

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Rogue Trader: Drake Dynasty
Rogue Trader Logo.jpg
GM
Adam
Dynastic Power
Character Level: 31,250 XP / Rank 8
Profit Factor: 43𝖕
Command Crew
Lord-Captain Drake
Navigator Primus Mordecai
Arch-Millitant Winter
Astropath Solarus
House Drake Fleet
Aurea Albion
Hound of AlbionAbhorrent
Fortuitous PurposePenance of Iocanthos
Drake Trade Empire
DamarisScintillaKulth
SvardDrossAurum
Sepheris SecundusTennenberg
Killian's Rest
Drake Expeditions
Open Missions
Grand Endevours
Personnel
MagistratesRetainers
Militants
Svard 1stStormtroopers
House Drake Expeditionary Army
Assets
Materiel
Aerospace CraftGround Vehicles
Armoury
WargearRelics and Artifacts
Other
Estate
Secrets and ContactsAwards and Honors
The Galaxy
Locations
Calixis Sector
Koronus ExpansePeriphery Subsector
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House Rules
Guide and Lore

Archaic Cruiser

Model of the Aurea Albion, pre-Lance

Dimensions: 5.1 km long, 0.7 km abeam approx.
Mass: 28 megatonnes approx.
Crew: 90,000 crew, approx.
Accel: 2.6 gravities max sustainable acceleration

For a Rogue Trader, a cruiser is a vessel filled with both promise and peril. All the problems that come with a light cruiser are multiplied ten-fold here. Even if a Rogue Trader manages to get his hands on a cruiser, he will find a universe of enemies scheming to take it from him. A cruiser is an invaluable treasure, after all. However, a Rogue Trader with the resources, cunning, and ruthlessness to get a cruiser and keep it, it is an unrivaled power beholden to no-one but himself.

A cruiser is a warship through and through. These are the ships of the line of Battlefleet Calixis, the heavy-hitters that fight major naval engagements. Cruisers carry large banks of weapons and are heavily armored. They have huge engines, but due to their size, their speed and maneuvering is typically not spectacular. This is good for a cruiser’s smaller opponents, since their only chance against these behemoths is to flee. Indeed, cruiser designers expect their craft will most often fight other cruisers, and will mount powerful weapons designed specifically to slay these ships.


Ship Statistics

The Aurea Albion, Unknown Pre-heresy Cruiser
Speed: 5/7 Manoeverability: +13/+25 Detection: +5 (Out of Combat), +10 (In Combat)
Hull Integrity: 70 Armour: 21 Turret Rating: 2 Void Shields: 2
Crew: 100 Morale: 106 (-1 Loss) Crew Rating: 30
  • +100 AP vs Exploration
  • +100 AP vs Trade
  • +50 AP vs. Exploration or Trade or Criminal
  • +5 on Pilot & Navigation, Maneuver vs. Phenomena
  • +10 Command, Social on Bridge
  • +15 vs. Being Boarding and Hit & Run, Ballistic Skill
  • Captain choses Critical Hits Taken
  • Mars Macrocannons: Str 6, 1d10+2, CR 5, Rng 6
  • Sunsear Laser Battery: Str 4, 1d10+2, CR 4, Rng 9
  • Titanforge Battery: Str 2, 1d10+3, Cr 3, Rng 9 (Lance)
  • Wolf in Sheep's Clothing: Hidden Systems, -2 Power (Included)
  • Wrothful +1 speed, +7 Maneuver in combat; -1 speed, -5 Maneuver out of combat (Included)
  • Wrested from a Space Hulk +1 Armor, +1 Speed, +3 Maneuver, Cursed (Included)
Remaining Space: 1 Remaining Power: 2 Remaining Weapon Bays: None
(Jovian Pattern Warcruiser Drive, Strelov 2 Warp Engine, Geller Field, Repulser Shields, Ship Master's Bridge (Hidden), Bridge of Antiquity, Vitae Life Sustainer, Clan-Kin Quarters, R-50 Multiband Auspex, Tenebro Maze (Hidden), Teleportarium (Hidden), Compartmentalized Cargo Holds, Observation Dome, Trophy Room, Targeting Matrix, 2x Mars Macrobatteries, 2x Titanforge Lance Batteries, Sunsear Laser Battery)
Notes: Into the Jaws of Hell bonus included from Lord Drake.

The Aurea Albion has bays for 20 'small' lighters and 6 full size lighters.