Relics and Artifacts

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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
Personalities
Peers of the Imperium
Rival Rogue Traders
Utilities
Rogue Trader Timeline
House Rules
Guide and Lore

Acanthus Drake

PlasmaPistol.jpg

Weapons

Plasma Pistol

Drake uses a matched pair of the some of the finest Plasma Pistols ever crafted in the Imperium. Both hail from Ryza, the same as Drake himself, but it is there the similarity ends. One is less then two centuries old, manufactured as part of a project by Ryza's current Fabricator General while he was applying for Archmagos. The other is ancient, a finally crafted weapon that has seen millennium of operation, most recently as a model for the improvement of Lathe's own plasma production.

Rate Range Damage Pen Clip Reload Special
S/2/- 30m 2d10+6 Pen 6 10 3 Full Overheat, Reliable, Maximal Mode*

Maximal Mode: Plasma Weapons may add +2d10 damage and +2 penetration, but gain the Recharge trait.


Captain's Saber

Though not often used, Drake also carries a saber, a common practice among voidship captains. His particular sword sports an ornately wrought, gem studded, basket hilt and a thin, single-edged adimanitum blade.

Damage Pen Special
1d10+1 R 2 Balanced (+15), +10 Attack

Protective

  • Exploration Armor This exceptional example of carapace armor, similar to the style used by imperial commissar lords, though with the extra plates usually only used by stormtroopers. It manages to offer the best defense available in unpowered armor while maintaining an official, commanding appearance. (Armor: All 7)
  • Conversion Field Drake's conversion field generator is a large, ornate band designed to be worn around the upper arm, a position that also allows it to be easily concealed by his clothing. (PR 50, Overload 01-10, Goes off as Photon Grenade if absorbs 12+ damage)

Equipment

Fitzwilliam Norrington-Fairchilde III

Weapons

Protective

Equipment

Mordecai Ben'yam

Weapons

Archeotech Laspistol
Inferno Pistol
Hellpistol


  • Larn Cutter A horrid weapon modified from equipment used to cut starship armor, this rifle deals out egregious amounts of damage when it hits. Thankfully for opponents, it is slow-firing, slow to reload, and short-ranged. (S/2/-; 4d10+6E; Pen 8; Range 20m; Clip 4; Reload 3F; Tearing)
  • Archeotech Laspistol, Best Quality A superb specimen of craftsmanship and artistry of the days of yore, this ancient pistol was inherited by Mordecai on the completion of his Navigator training and assignment to his first posting for his House. It is of a power level and calibration unmatched and unreproducable by the small-minded, incurious, and unimaginative technocrats that call themselves the Adeptus Mechanicus in the 41st Millennium. It has the range and accuracy of a long las rifle and the reliability of the ancients, as well as representing a level of wealth enjoyed only but the highest echelons of the Imperium. Mordecai bears it proudly as a symbol of his status as Chief Navigator for a successful Rogue Trader dynasty. (S/3/-; 1d10+4E; Pen 2; Range 90m; Clip 70; Reload 1F; No Jamming, +10 Atk, +1 Damage, Red Dot)
  • Inferno Pistol A shortened version of an anti-tank energy weapon, this pistol has the potential to do meltingly disgusting damage. Much like the larn cutter, it is slow to fire, short-ranged, and carries a small magazine -- making it unsuitable for sustained fire. But when you've absolutely, positively got to punch through that Chaos Space Marine's armor, accept no substitute. (S/-/-; 5d10+8E; Pen 13; Range 10m; Clip 3; Reload 1F, Melta)
  • Hell Pistol, Best Quality Mordecai's earlier high-energy weapon, this well-crafted pistol served him well in his early period with House Drake. It was certainly adequate for piercing energy attacks, though it has been out-classed by the Inferno Pistol. Still, with its quality, it still serves as a reminder that the owner is powerful and quite wealthy. (S/2/-; 1d10+5E; Pen 7; Range 35m; Clip 40; Reload 2F; No Jamming, +10 Atk, +1 Dam, Red Dot)

Protective

  • Storm Trooper Carapace This armor is highly customized to fit Mordecai's mutated body shape, as well as to accommodate his third eye. It is of standard quality but contains designs and lines of eldar aesthetics which only serve to draw attention to, and frighten, lesser mortals. (Armor: All 6)
  • Xeno Mesh Armor, Best Quality Shimmering silvery-grey robes adorn the Navigator when he is not otherwise preparing to head off the ship, these robes are clearly not of Imperial manufacture. They hide the details, but not the fact that its wearer is mutated underneath. (Armor: All 4)
  • Conversion Field After seeing the Lord Captain Drake with one of these in action, Mordecai spent no time seeking one of these protective fields out during a layover. This armband is curiously shaped like a Ouroboros Warp Eel, and can be concealed by the loose folds of his Xeno Mesh. (PR 50, Overload 01-10, Goes off as Photon Grenade if absorbs 12+ damage)

Equipment

  • Astrae Almanac Divinitus A thick tome containing notes, maps, and other useful information for Navigators working in and around the Expanse. It occupies a position of prominence in the Navigator's chamber off the bridge. (+10 to Navigation, Pilot, Scholastic Lore (Astromancy), Trade (Astrographer))

Caius Tacticus

Pulse Pistol.jpg

Weapons

  • Xeno Plasma Pistol This strange pistol, constructed by some unknown, lost xeno species, produces energy blasts roughly equal to that of an Imperial plasma weapon. How it creates this blast is unknown, as it requires only power, not plasma fuel, to operate. Despite many efforts, the delicately balanced nature of the power release has been unable to be duplicated by Imperial tech priests, limiting the number of magazines available to but the three that Lord Tacticus bought of the Stryxis Trader. (S/2/-; 2d10+6 E; Pen 6; Range 30; Clip 10; Reload 3 Full; Overheat, Maximal Mode)
  • Pulse Pistol This is a fine weapon of exceedingly precise contraction, though it shows none of the hand-worked marks typical of this level of artifice. It fires small accelerated plasma bolts and is comparable in power to an Imperial bolter, but with a significantly higher rate of fire. The strange gyro near the end of the barrol helps compensate for the natural wavering of a persons hand, making distant shots easier. (S/4/-; 2d10+2 E Pen 4; Range 40m; Clip 16; Reload Half; Reliable, Gyro-stabilized)
  • Bolt Pistol A good, honest, Imperial sidearm, the bolt pistol serves both as a symbol of power and an effective weapon for smiting of the enemies of the Emperor. It fires .75 caliber self-propelled explosive round designed to penetrate flesh and flak armor before detonating with devastating (and often limb-removing) results. (S/2/-; 2d10+5 E; Pen 4; Range 30; Clip 8; Reload Full; Alternate Ammo) (Kraken Rounds: +50% range, +2 Pen; Hellfire Rounds: Ignore Natural Armor, Righteous Fury on 9 and 10)

Protective

  • Carapace Armor Caius owns a good, solid suit of Stormtrooper carapace armor for use in dangerous areas (Armor All 6)
  • Refractor Shield An ornate and decretive box about the size of a belt-pouch, this rare device produces a shimmering energy field that can turn aside many attacks. (PR 30, Overload 1-5)

Equipment

Winter Xanatov

Astartes Bolter.jpg
Imperial Chainsword.jpg
Astartes combat knife.jpg
The Armor of the Star Knights.
Space Marine Storm Shield.jpg
Auspex.jpg

Weapons

  • Mk. Vb Godwyn-Ultima pattern Astartes Bolter The model currently used by most Space Marines is designated the 'Astartes MK Vb Godwyn pattern'. The Godwyn-pattern bolter has a built-in ammo counter and uses a Sinister/Dexter locking mechanism with a sickle-shaped magazine carrying 30 rounds. It fires the standard Astartes .75 calibre bolt, composed of a diamantine tip, depleted deuterium core and mass-reactive detonator, typically in bursts of four rounds. Other features include a palm-print sensor for genetic identification, as well as an integral targeter that links with the Space Marine's autosenses for superior accuracy. It can also be upgraded with weapon accessories such as the M40 Targeting System. Like other Space Marine weaponry, Astartes boltguns are designed around their superhuman physique. The weight of each weapon would require most humans to use a supporting brace, with hand-grips larger than any normal human could manage. However, even if a normal human were to fire the boltgun, the resulting recoil would rip their arm from its socket. Normal humans found to be in possession of even a single Astartes bolt round, much less a boltgun, can expect a swift execution for their crimes. Class: Basic. Type: Bolt. Range: 100 meters. Rate of Fire: S/2/4. Damage: 2d10+7 Explosive. Penetration: 5. Magazine: 28. Reload Time: 1/2 action. Special: Tearing, Accurate. Weight: 18 lb.
  • Mk. Xf Hell's Teeth pattern Astartes Chainsword The Chainsword has served many a Battle-Brother during his time in an Assault Squad. These weapons generally have a flat carapace containing the chain with only the forward curved section open where the spinning teeth can bite into flesh and bone. Class: Melee. Type: Chain. Damage: 1d10+15 Rending. Penetration: 4. Special: Balanced, Tearing. Weight: 10 lbs. Master of Arms: 2d10+11 Rending, Pen 9, Tearing, Razor Sharp
  • Astartes Combat Knife When a Battle-Brother's last grenade has been thrown, when his bolt rounds are spent and the enemy tide continues to swell, he can always turn to his combat knife. Ever Space Marine is issued one of these blades as soon as he recovers from receiving his implants, and he carries it up until his final moment of battle. This large knife - easily the size of a normal human's sword - holds a mono-molecular edge that never dulls, even through centuries of service. In some Chapters, combat knives are passed down through the generations, with the deeds of their owners etched upon them. In others, the forging of metal into blade is simultaneous with the forging of a recruit into a Space Marine, and his combat knife is laid to rest when he is. Class: Melee. Type: Traditional. Damage: 1d10+14 Rending. Penetration: 2. Special: N/A. Weight: 2 lbs.
  • Modified Imperial Autocannon
  • Astartes Heavy Bolter
  • Modified Multi-melta

Protective

  • Mk. VII Aquila pattern Astartes Power Armor Astartes Power Armor is the high standard against which other forms of Imperial protection are measured. The commanding sight of the God-Emperor's warriors in their iconic battle gear has routed more than one enemy force without firing a shot. Heavy ceramite plates form the basis for most suits, actuated by electrically motivated fibre bundles that replicate the wearer's movements and enhance his strength. Not only are Adeptus Astartes patterns the pinnacle of power armor technology, a Space Marine's unique interface implants ensure that his armor responds with the speed and precision of his own body. Each Battle-Brother is responsible for the care of his own suit of power armor, the components of which may have served his Chapter for millennia before him. Astartes Power Armor contains many complex sub-systems and it is the synergy of advanced technology with Space Marine physiology that makes a Battle-Brother in power armor so deadly.

Mark VII armour, also know as the “Aquila,” “Imperator” or “Eagle” armour, was developed during the Horus Heresy, and remains in use as the most common form of power armour ten thousand years later. It represents the final major development of Mark VI armour. While the final battle for Mars was underway, the Imperium realised the planet would eventually be lost. Armour development teams were transferred to Earth to continue, incorporating their latest work into the armour type that would become Mark VII. As Mars fell to Horus, the new armour began reaching the Space Marines on Terra and Luna. The Mark VII's main improvement is the newly designed chest plastron which covers the chest and arm cabling. The chest bears the Imperial Eagle, giving the armour its common name of "Armorum Impetor", or Eagle Armour. This mark abandons the studded shoulder armour plate, and replaces the helmet. As the Mark VII is a development of the Mark VI, both have a great deal in common, and parts from one mark are readily interchangeable with parts from the other, such as the helmet.

  • Astartes Storm Shield The storm shield is a power shield used by Space Marines and Daemonhunters. It is a more advanced and bulky version of the combat shield, providing better defence. However it is also much larger and requires use of one hand, preventing the use of two weapons. The shield is often shaped like the Crux Terminatus, although variant shield designs do exist, and is powered by a generator in the user's Power armour or Terminator suit. When the generator is activated the shield shimmers with blue energy and when struck it emits crackling lightning, which gives it its name. It is often paired with a Thunder Hammer. The shield is effective against both melee and against ranged attacks and able to withstand the might of a lascannon or even super heavy weaponry. +4 AP to Body and Left Arm. Protection Rating: 55. Overload: 1-10. Weight: 10 lbs. Special: Defensive, Tearing. Guarded Attack action becomes a 1/2 action. If used to bash an enemy, a Storm Shield does 1d10+12 Impact damage, but suffers a -20 to the roll.

Equipment

  • Archeotech Auspex Scanners (or multi-scanners, or Auspexes) are Imperial short-ranged devices used to detect motion, invisible gases and energy emissions throughout a wide spectrum, such as heat, radiation and most forms of energy given off by vehicles and living troops. Their main tactical use is to reveal otherwise hidden troops and allow them to be fired on. The standard range of a scanner is fifty metres, although walls more than fifty meters thick as well as certain shielding materials are able to block them. Scanners can take the form of separate hand-held devices, or they may be built into a helmet such as in the case of Terminator armour. The Imperial Guard uses scanners known as surveyors. Space Marines and other forces use the auspex. This device in particular is effective out to one-hundred meters. A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gasses, nearby bio-signs, or ambient radiation. While the range for this auspex is one-hundred meters, walls more than a meter thick and certain shielding materials can block the scanner. Special: While in active use, the character using this auspex can act during the Surprise Round.

Dominica La Forge

Weapons

  • Hellgun (S/3/-; Range 110m; 1d10+4 E; Pen 7; Clip 30; Reload 2 Full; 6kg)
  • Hellpistol (S/2/-; Range 35m; 1d10+4 E; Pen 7; Clip 40; Reload 2 Full; 4kg)
  • Stormbolter (S/2/4; Range 90m; 2d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing; 9kg)
  • Kroot Rifle (S/2/-; Range 100m; 2d10+3 E; Pen 4; Clip 12; Reload 2 Full; 6kg)
  • Plasma Welder (S/2/-; Range 30m; 2d10+6 E; Pen 8; Clip 10; Reload 2 Full; Storm; 4kg)
  • Fusion Cutter (S/-/-; Range 20m; 1d10+4 E; Pen 3; Clip 6; Reload Full; Flame; 6kg)
  • Omnissiah Axe (2d10+4 E; Pen 6; Power Field, Unbalanced; 8kg)
  • Servo-Arm (2d10+14 I; Pen 9; Power Field, Unwieldy, No Strength Bonus; 13kg)

Protective

  • Blessed Carapace (All: 7)
  • Servo-harness (+1 Body, +2 Legs; 4 hours operation)
  • Refractor Field (Shield 30; Overload 1-5)

Equipment

Jorin Solarus

Weapons

  • Inferno Pistol (S/-/-; Range 10m; 2d10+8 E; Pen 13; Clip 3; Reload Full; 2.5kg)
  • Wytchblade (1d10+5; Pen 3xPsy; Power Field, Balanced, Triple Strength)

Protective

  • Heavy Power Armor (All: 8)
  • Refractor Field (PR 30, Overload 1-5)

Equipment

  • Psyfocus