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Thunderfall

Armor: 8     Speed: 4/6*     Ship Points: 60
  Detection: +10/+15*     Maneuverability: +5/+17*
  Turn Radius: 45°     Hull Integrity: 70
  Space: 69/75     Power: 56/74     Turret Rating: 2
 

Versatile Design

The Lunar-Class is an immensely popular design across the Imperium, and due to its relatively uncomplicated design and widespread use, repairs to these ships always gain a +10 bonus.

Wrothful*

The ship’s spirit constantly smolders' with anger. In battle, it explodes into a berserker fury, straining and exhausting its systems. During combat, the ship gains +1 Speed and + 7 Maneuverability. Out of combat, the ship suffers –1 Speed and –5 to Maneuverability and Detection.

Temperamental Warp Engine

The ship suffers a flutter in its Warp Engines, an inconsistency that no amount of maintenance or supplication can eliminate. Whenever the ship travels through the immaterium, the GM should roll 1d10. On a 6 or lower, the journey takes an additional 1d10 days, on a 7 or higher, the travel time is reduced 1d10 days instead. However, once in a great while, the ship will leave the warp to unexpectedly find itself someplace other than its intended destination. (This is at the GM’s discretion, but should not happen on a regular basis.)

Power Generation

Jovian-Pattern Class 8.3 Drive

Third in the “Class 8” series of drives produced by the Jovian shipyards, the 8.3 is designed for cruisers.   Reliable Construction: If this Component becomes damaged, depressurized, or suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On a 4 or higher, the effect is ignored.

Propulsion

Strelov 2 Warp Engine

Allows the vessel to enter and remain in the immaterium.

Weapons & Armament

Prow Mars-Pattern Torpedo Tubes

Plasma Torpedoes (42/42)
Strength: 6 Speed: 10 Damage: 2d10+2 Crit Rating: 10 Range: 60 Terminal Penetration (3): Re-roll any damage dice results of 3 or lower. The results of the second roll stand.   Larger vessels are capable of supporting far more massive installations of torpedo tubes. In addition to a larger ammunition capacity, these Components are also capable of firing six torpedoes in each salvo. It can store 42 torpedoes, plus an additional six if the ship’s captain does not mind keeping six “in the tubes.”   Volatile: If this Component is Damaged or Destroyed (but not Unpowered or Depressurized) while torpedoes are loaded, it has a 10 percent chance of exploding. In this event, the Component is destroyed and the ship takes 2d5 Hull Integrity damage.  

2x Starboard Mars-Pattern Macrocannon Broadside

Strength: 6 Damage: 1d10+2 Crit Rating: 5 Range: 6   The most common macrobattery, these are reliable, hard-hitting weapons firing kilo-tonne ordnance, mounted in a warship’s extended broadside.   Broadside: These weapons must occupy a Port or Starboard Weapon Capacity slot.  

Port Sunsear Las-Broadside

Strength: 6 Damage: 1d10+2 Crit Rating: 4 Range: 9   With enough power, a ship of the line can mount entire broadsides of long ranged laser weaponry, giving it impressive offensive reach.   Broadside: This weapon Component must occupy a Port or Starboard Weapon Capacity slot.  

Port Jovian-Pattern Landing Bay

Strength: 2   Active   1x Fury Interceptors (Fighters; +10 CR, Speed 10; Durable: When checking for Squadron losses, a Fury squadron reduces its losses by one to a minimum of zero or gains a +5 bonus on the Upkeep Test.)   1x Shark Assault Boats (Assault Boats; +5 CR, Speed 10)   Reserves: None   Jovian-pattern Landing Bays are equipped with dedicated launch ports for launching attack craft and magnetic guidance coils for steering them safely back on board after a mission. The absence of an outer exposed landing bay is believed to make the Jovian pattern less prone to damage or catastrophic depressurization than other patterns such as those preferred by other Forge worlds.

Armor and defense

Multiple Void Shield Array

Twin, multiple-layered void shields. Provides 2 Void Shields.  

Geller Field

Protects the vessel from the myriad dangers of the Immaterium.

Communication Tools & Systems

Command Bridge

This bridge has been modified to give the ship’s master greater control over his vessel.   Enhanced Cogitator Relays: As long as the bridge remains undamaged, all Command Tests made by the captain gain +5 and all Ballistic Skill Tests to fire shipboard weapons gain +5. If this Component ever suffers a Critical Hit, it becomes unpowered on a 1d10 roll of 3 or higher.

Sensors

Mark–201.B Auger Array

A modified version of the Imperial Navy’s standard sensor array, with boosted wideband gain.   External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.   Sensitive: Increased power draw provides a +5 bonus to the ship’s Detection.

Additional & auxiliary systems

Clan-Kin Quarters

The ship’s crew is made up of a ‘kin-brotherhood’ of bonded voidsmen. Tenaciously loyal, they see their ship as no different than a homeworld, and will die to defend it.   For Hearth and Home!: All Command Tests to defend against boarding and hit and run actions gain +5. In addition, all sources of Morale loss are reduced by 1, to a minimum of 1.

Mark 1.r Life Sustainer

The life-support system was designed for reliability and does little to remove the stink of oil and warp engine discharge.   Stale Air: Increase all Morale loss by 1.

Power Ram

Whereas some traders desire the obvious intimidation of a huge armored prow, others prefer a more subtle approach and sheath an otherwise unremarkable ram beneath their ship’s prow with power-field generators. When activated, the ship’s ram glows with hazy light and is often the last thing an enemy captain will see before impact.   External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.   Power Field: This Component allows a starship to do an additional 1d10 damage when ramming.

Trophy Room

Few Rogue Traders can resist cataloguing their accomplishments. This is more than hubris–such trophies can awe competitors, or may hold secrets long lost.   Past Experiences: When working toward an Exploration, Trade, or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective.
Owner
Owning Organization
Width
0.8 km
Length
5 km
Weight
28 megatonnes approx.
Speed
2.5 gravities max sustainable acceleration
Complement / Crew
95,000 crew

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