Iron Dragon

Rising Sun's page

2 posts. Alias of Swordwhale.


Race

Dictator-Class Cruiser

About Rising Sun

Hull: Dictator-Class Cruiser

Statistics: (Combat)
Speed: 7 (Up to +4 due to Energy Conversion)
Manoeuvrability: 18
Detection: 23
Hull Integrity: 70
Armor: 21
Turret Rating: 3
Space: 16
Energy: 21 (Up to -20 due to Energy Conversion)

Statistics: (Out-of-Combat)
Speed: 5 (Up to +4 due to Energy Conversion)
Manoeuvrability: 6
Detection: 18
Hull Integrity: 70
Armor: 21
Turret Rating: 3
Space: 16
Energy: 21 (Up to -20 due to Energy Conversion)

Machine Spirit Oddities: Wrathful
.. In-Battle: +1 Speed, +7 Manoeuvrability
.. Out-of-Battle: -1 Speed, -5 Manoeuvrability, -5 Detection

Past Histories: Wrested from a Space Hulk
.. +1 Armor, +1 Speed, +3 Manoeuvrability
.. Roll double for every Misfortune Roll, choose the worse

Essentials:

Plasma Drive: Jovian Pattern Class 4
.. Energy: +75
.. Space: -14

Warp Engines: Gellar Field
.. Energy: -1
.. Space: 0

Void Shields: Repulsor Shield Array
.. Energy: -8
.. Space: -1

Ship's Bridge: Flight Command Bridge
.. Energy: -2
.. Space: -2
.. +5 Attack-Craft Command
.. Auto-Succeed Test to prepare flights
.. +25 Trade Objectives (if using lots of small craft for transport runs)

Life Sustainers: Vitae Pattern
.. Energy: -5
.. Space: -3

Crew Quarters: Voidsmen Quarters
.. Energy: -2
.. Space: -4

Augur Arrays: Mark–201.b
.. Energy: -5
.. Space: 0

Total Energy (Essentials): +52
Total Space (Essentials): +41

Additional Components:

Jovian Pattern Launch Bays (Port&Starboard)
.. Energy: -2 (one each)
.. Space: 0 (included in Hull)

Sunsear Las-Broadside (Port&Starboard)
.. Energy: -18
.. Space: -12
.. Strength: 6, Damage: d10+2, Crit: 4+, Range: 9

Bombardment Cannon (Prow)
.. Energy: -5
.. Space: -5
.. Strength: 3, Damage: d10+6, Crit: 2+, Range: 4
.. +1 on all Crit results
.. +20 Intimidate against ground targets while in orbit
.. +50 Military Achievement Points against a planet
.. Increased orbital bombardment damage

Energistic Conversion Matrix (Archeotech)
..Energy: -1
.. Space: -1
.. Spend 5 Energy to increase Speed by 1 up to a max increase of +5

Pilot's Chambers:
.. Energy: -1
.. Space: -1
.. All Attack Craft Rating +2

Small Craft Repair Deck:
.. Energy: -2
.. Space: -2
.. Test Tech-Use –10 to recover lost attack-craft, 2/DoS recovered

Barracks:
.. Energy: -2
.. Space: -4
.. Soldiers: +100 to Military objectives
.. Reinforcements: if transporting Troops, +20 Command for Boarding and Hit&Run

Total Energy Consumption (Additionals): -31
Total Space Consumption (Additionals): -25

Description & History:

The Rising Sun was built mere hundred years after the Horus heresy ended (officially) and was designed and fitted with those events firmly remembered, reflecting the needs of those troubled times.
The ship was not intended to participate as *just* another Cruiser of the line. Instead it should be capable of securing a system quickly and thoroughly, hunting down any low to medium sized assembly of Xeno, heretic or pirate ships in it and press on to secure the next system - all by his own with little to no assist.
In larger fleet engagement, it was intended to stay back, attacking by proxy, using the huge number of attack craft it can hold to support the battle line.
Once the orbital battle would be won, by the grace of the Emperor, the Rising Sun shall be able to support any planetary campaign with its threated Bombardment-Cannons and the flyers, now used as air support and for quick troop repositioning.
The concept proofed itself over countless years in the brutal after-heresy period of instability and uproar, saving countless systems from pirate, traitor and Xeno opportunists, hoping to find easy prey during this time of struggle.
Then, during the siege of Aquatus Tartarus the Rising Sun was lost with all hands. A boarding party of Traitor Marines managed to breach into the main engine room, sabotaging the warp engines while also destroying the ships Gellar field generator, causing an unprotected transition into the warp.
Nearly three millenia passed, before the ship reappeared as part of the Space Hulk "Doomed Destiny" in the Calixis Sector. The Space Hulk, invested by an Ork Waaagh! under Warlord Headsmosha brought doom and war to six systems within as many years until it was finnaly caught by the powerful gravitational forces of the dual-star of the Heplita system. A joint force of Adeptus Mechanicus, Imperial Navy and Adeptus Astartes managed to clear the Space Hulk of its Ork infestation during a sixty year campaign, reclaiming over twenty imperial ships from the hulk, formerly believed lost forever. One of them was the Rising Sun, her hull strangely enforced and hardened, her engines working at 125% without any signs of stress. Archmagos Felian Draxis reported this to be the case, because the machine spirit of the Rising Sun was eager to sail into battle with a human crew again, having spent several eternities in the raw hell of the warp.
It was painstakingly refitted, the Adeptis Mechanicus wondering and praising the Archeotech Energy Transformation Component found deep in her system, enabling the cruiser to catch up with even the fastest if raiders if push comes to shove. Despite their efforts though, the ship is still said to be cursed by the long and unprotected warp voyage. Crewmen tell tales of shifting rooms, appearing on no map of the interior, sudden switches in its grav-generators and creepy music playing in empty corridors, storerooms and crew compartments.
Nevertheless, the ship never failed their various Captains in battle, all her systems exhausting themselves to battle the enemy. Her machine spirit practically (and sometimes even literally) screaming war cries and challenges at the enemy.