Eldridge: Difference between revisions

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TBD
TBD


==Rules==
==Ship Statistics==


'''Jovian Class 2 Plasma Drive'''
{| width=95% bgcolor="#f9f9f9" style="border: 1px dashed #2f6fab;" cellpadding="5px"
The STC standard drive for escort-grade warships.
| colspan=3 | '''The ''Eldridge''''', ''Sword'' Class Escort Frigate
 
|-
'''Strelov-1 Warp Engine'''
| width=33% | '''Speed:''' 9
Allows the vessel to enter and remain in the immaterium.
| width=33% |'''Manoeverability:''' +33
 
| width=33% | '''Detection:''' +20
'''Gellar Field'''
|-
Protects the vessel from the myriad dangers of the Immaterium.
| '''Hull Integrity:''' 35 || '''Armour:''' 19 ||'''Turret Rating:''' 2 || '''Void Shields:''' 1
 
|-
'''Single Void Shield Array'''
| '''Crew:''' 100 || '''Morale:''' 98 (+1 Loss) || '''Crew Rating:''' 45
A single double-layered void shield. Provides one Void Shield.
|-
 
|
'''Combat Bridge'''
*+25 AP vs Military
A holdover from the ship's Navy days, this bridge was laid out and equipped with combat in mind. '''Damage Control Station:''' As long as the bridge remains undamaged, all Tech-Use tests to repair the ship gain +10.
|
 
*-15 Escape Combat
'''Vitae Life Sustainer'''
*+5 Ballistics Skill if Lock On
This life sustainer is of STC origins, and is in common use in the Calixis sector.
*+10 Ballistics Skill, Intimidate vs. Ships, Evasive Maneuvers
 
*+10 All Extended Actions ''except'' Hit & Run, Lock on Target, Jam Communications
'''Pressed-crew Quarters'''
*+20 on Command Checks (Do not suffer Morale Penalties), Jam Communications
The Eldridge is a Navy ship, and is so equipped. '''Cramped:''' Decrease Morale permanently by 2.
|
 
*Sunsear Laser Batteries: Str 4, 1d10+3, CR 4, Rng 9
'''Mk. 100 Auger Array'''
*Sunsear Laser Batteries: Str 4, 1d10+3, CR 4, Rng 9
The Imperial Navy's standard sensor array. '''External:''' This component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
|-
 
|colspan=3|
'''Brig'''
*'''Martial Hubris:''' +5 BS, -15 escape combat (Included)
Though almost any ship has a brig, some vessels have more elaborate facilities. This one is spotlessly efficient with walled-off oubliettes where the occupants live in maddening solitary confinement for years at a time. '''Stern Discipline:''' Increase morale permanently by 1. In addition, any Intimidate tests made during Extended Actions gain a +5 bonus. '''Prison Space:''' When working towards any objective in which the capture, storage or transport of prisoners could be useful (such as the creation of a penal colony or holding prisoners of war during a military campaign), the Explorers earn an additional 25 Achievement Points towards completing that objective.
*'''Vessel of the Fleet:''' Good Reputation (Navy), +10 Command (included), When Crippled, +0 Command test to ignore for 1 turn
 
|-
'''Flak Turrents'''
| '''Remaining Space:''' 0 ||'''Remaining Power:''' 0 || '''Remaining Weapon Bays:''' Prow
Designed to dump as much ammunition into the space surrounding a vessel as possible, Flak Turrets dump a steady barrage of explosive shells that strike incoming craft by chance more than by design. Because of the massive ammunition expenditure and the flak-wall's interference with ship sensors, these batteries are not always used. The ship's commander must decide at the start of each strategic turn (as a Free Action) if the Flak Turrets are in use or inactive that turn. '''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.
|-
 
| colspan=3 | ''(Lathe 2b Drive, Strelov 1 Warp Drive, Void Shield, Command Bridge (ignore unpowered on 1 or 2), Mark 1.1 Life Sustainer, Pressed Crew Quarters, M-201.b Auger Array, 2x Sunsear Laser Batteries, Munitorium, Armour Plating, Retrothrusters x2, Broadband Hymn Casters)''
'''Medicae Deck'''
|-
A life of exploration invariably leads to encounters with unexpected life. This unexpected life can lead to unexpected injuries as well as novel diseases. Every living quarters includes a basic infirmary, but those are not equipped for every variety of injury or disease. Similarly, an infirmary is not equipped to treat the number of badly injured survivors from a badly damaged ship or planet-wide epidemic. A Medicae Deck offers the facilities and staff to address both of these possibilities. '''Diagnostics and Treatment:''' The Medicae Deck adds a +20 bonus to all Medicae Skill Tests performed within this Component. The number of patients that may be treated without penalty is increased to three times the character's Intelligence Bonus.
| colspan="3" | '''Notes:''' Difficult (-10) Tech-Use for others to use Vox (30VU) while Hymn Casters are active, Captain's bonus included. May travel for a year without Long Voyage penalty.
 
|}
'''Two Sunsear Laser Batteries'''
 
 
Strength: 4
 
Damage: 1d10+2
 
Crit Rating: 4
 
Range: 9

Revision as of 14:50, 8 June 2012

Rogue Trader: Drake Dynasty
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GM
Adam
Dynastic Power
Character Level: 31,250 XP / Rank 8
Profit Factor: 43𝖕
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Lord-Captain Drake
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Sword frigate.jpg

Sword-class Frigate

Dimensions: 1.6 km long, 0.3 km abeam approx.

Mass: 6 megatonnes approx.

Crew: 26000 crew, approx.

Accel: 4.5 gravities max sustainable acceleration

The Sword frigates have been a mainstay escort vessel for Battlefleet Calixis ever since it's founding. Every system aboard one of these frigates has been tried and tested in innumerable engagements. It's laser-based weapons and turrets are accurate and hard-hitting, it's plasma drives are rugged and reliable in extreme conditions. Few task forces do not include at least a pair of Swords to guard the flanks of larger vessels or pursue smaller, faster raiders. More than a few Rogue Traders have noticed the stellar performance of these vessels and obtained one. With a few minor conversions to increase holds, Swords suit their needs quite well.

Speed: 8

Maneuverability: +20

Detection: +15

Hull Integrity: 35

Armor: 18

Turret Rating: 2

Space: 37/40

Power: 41/45

Weapon Capacity: 2 Dorsal

Machine Spirit Oddities: Stoic

The vessel behaves like a beast of burden, plodding but reliable. Due to it's plodding behaviour, whenever the crew would gain Profit Factor, reduce the amount gained by 1. However, whenever one of the ship's Components becomes damaged or unpowered, roll 1d10. On a 7 or higher, the ship shrugs off the damage and is ignored.

Ship's Captain

TBD

History

TBD

Ship Statistics

The Eldridge, Sword Class Escort Frigate
Speed: 9 Manoeverability: +33 Detection: +20
Hull Integrity: 35 Armour: 19 Turret Rating: 2 Void Shields: 1
Crew: 100 Morale: 98 (+1 Loss) Crew Rating: 45
  • +25 AP vs Military
  • -15 Escape Combat
  • +5 Ballistics Skill if Lock On
  • +10 Ballistics Skill, Intimidate vs. Ships, Evasive Maneuvers
  • +10 All Extended Actions except Hit & Run, Lock on Target, Jam Communications
  • +20 on Command Checks (Do not suffer Morale Penalties), Jam Communications
  • Sunsear Laser Batteries: Str 4, 1d10+3, CR 4, Rng 9
  • Sunsear Laser Batteries: Str 4, 1d10+3, CR 4, Rng 9
  • Martial Hubris: +5 BS, -15 escape combat (Included)
  • Vessel of the Fleet: Good Reputation (Navy), +10 Command (included), When Crippled, +0 Command test to ignore for 1 turn
Remaining Space: 0 Remaining Power: 0 Remaining Weapon Bays: Prow
(Lathe 2b Drive, Strelov 1 Warp Drive, Void Shield, Command Bridge (ignore unpowered on 1 or 2), Mark 1.1 Life Sustainer, Pressed Crew Quarters, M-201.b Auger Array, 2x Sunsear Laser Batteries, Munitorium, Armour Plating, Retrothrusters x2, Broadband Hymn Casters)
Notes: Difficult (-10) Tech-Use for others to use Vox (30VU) while Hymn Casters are active, Captain's bonus included. May travel for a year without Long Voyage penalty.