Eldridge

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Rogue Trader: Drake Dynasty
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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
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Calixis Sector
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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.