Water Elemental

Dark Tide's page

2 posts. Alias of BayouSnowman.


About Dark Tide

About Dark Tide
Based on a modified Dictator-Class Cruiser Hull and ancient wreckage found inside a space hulk.
Speed: 7, Maneuverability: 15
Detection: 20, Hull Integrity: 75
Armor: 21, Turret Rating:3+2 Micro-Laser
Space:65

Weapon Capacity: Prow 1, Port 2, Starboard 2, 1 Keel

Machine Spirit Oddities: Adventurous, +10 Detection w/ Endeavor, -10 without Endeavor.

Past Histories: A: Wolf in Sheeps clothing, Choose 3 components: 1. Landing bays hidden, 2. ?? 3.??
B. Wrested from a Space Hulk: +1 Armor, +1 Speed, +3 Maneuverability

Essentials:
Drive: Modified Jovian Pattern Class 3 Drive
Warp Engine: Modified Miloslav h-616.b Warp engine
Gellar Field: Emergency Field
Void Shields: Castellan Shield Array
Bridge: Bridge of Antiquity
Life Sustainer: Ancient Life sustainer
Crew Quarters: Clan-kin Quarters
Auger Array: Auto-stabilised Logis-targeter

Weapons:
Dorsal: Modified Jovian Landing Bays hidden and lined across the top.
Prow: Star-flare Lance, ST 3, 1d10+3, Crit Rating 3, Range 8
Port 1: Shard Cannon Battery Broadside, 1d10+3, Crit Rating 3, Range 7, ST 5
Port 2: Disruption Macrocannon Broadside 1d10+2, ST 6, Range 6
Starboard 1: Shard Cannon Battery Broadside, 1d10+3, Crit Rating 3, Range 7, ST 5

Starboard 2: Disruption Macrocannon Broadside 1d10+2, ST 6, Range 6
Keel: Hecutor-pattern plasma Battery, 1d10+2 Crit Rating 4, Range 11, ST 3

Weapon Details::

Star-flare Lance, ST 3, 1d10+3, Crit Rating 3, Range 8

The Star-flare Lance is a dangerous relic constructed at the pinnacle of mankind’s technical prowess during the Dark Age of Technology. The massive lance is powered by an ill-understood power source that keeps the beam focused on its target for a sustained period of time, raking across enemy ships.Pinpoint accuracy: This weapon scores an additional hit for every two degrees of success, rather than every three.Large: This weapon may only be placed on ships of light cruiser size and larger.Lance: Except where specified otherwise, this weapon Component follows all rules for Lances.

Disruption Macrocannon Broadside 1d10+2, Strength 6, Range 6

These larger variants of the Disruption Macrocannon must be mounted on a warship’s extended broadside. Short the Flow:Disruption weapons compromise the circuitry and wiring required to transfer power from the ship’s engine to her other components. For every five damage that exceeds the target’s Void Shields, one randomly selected Component on the target ship becomes Unpowered. This weapon’s damage is not affected by Armour. Ionic Blast: These weapons never cause critical hits, nor do they deal damage to Hull Integrity. These weapons may only be combined into a salvo with other Disruption Macrocannon weapons. Broadside:These weapons must occupy a Port or Starboard Weapon Capacity slot.

Shard Cannon Battery, 1d10+3, Crit Rating 3, Range 7

The xenos race that created these weapons has long since vanished from the galaxy. Many examples of their technology remain, however. Designated ‘shard’ weaponry by xenotech scholars, their shipboard cannons do not seem to require power or even ammunition. Theories abound as to how they operate but none has been proven, as every attempt to disassemble one has resulted in catastrophic failure. Unknown energy source: This Component may not become unpowered for any reason. If it is ever destroyed, its ship takes 2d5 additional Hull Integrity damage, with no reduction from Armour or Shields.

Hecutor-pattern plasma Battery, 1d10+2 Crit Rating 4, Range 11

The Hecutor Pattern plasma battery is an ancient variant of plasma macroweaponry that refocuses the power of the plasma “blast,” concentrating it into a compressed photonic packet that can be fired over extremely long distances. It is rare to see these on any but the oldest vessels, meaning many are found on heretic vessels lost to the forces of Chaos millennia ago.

Notable Mods: :

Dampened Drives: This Component grants a +15 bonus to the Silent Running Manoeuvre. Any attempts to detect the vessel (any actions that use a ship’s Detection, such as the Active Augury Extended Action) suffer a –15 penalty. Engines: 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.

Haste of the Damned: Reduce the duration of all warp passages by half. However, roll on the Warp Travel Encounters table (page 186 of Rogue TRadeR) every three days rather than every five days
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.

Auto-engagement routines: If the ship unexpectedly enters the warp, roll 1d10. On a 3 or higher, the Gellar Field activates automatically, protecting the ship from any warp intrusion that may have taken place.

Eye of the Warp: Navigators using this Component to pilot a ship through the empyrean gain a +20 bonus to all Navigation Tests. Additionally, any journeys made using this Component take half their normal time. Fuelled by Fate: This Component never becomes unpowered for any reason Image of the Void: Increase the ship’s Detection by +5.

Targeting Matrix: All Ballistic Skill Tests to fi e the ship’s weapons gain +5

Eyes Everywhere: Add +10 to all Command Tests or social Skill Tests any character makes while on the bridge.

Hololithic Display Tank:Increase the ship’s Manoeuvrability by +5.

Agile: These thrusters add +5 to the ship’s Manoeuvrability.

Upgrades and Additional Components::

Defensive countermeasures

Augmented retro-thrusters

Hydraphurian KL-247 Jamming system:
his device creates a violent and constantly shifting energy field that interferes with the scanners of nearby ships. External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.White noise: While this Component is active, this ship may not perform Silent Running, but any Focussed Augury Tests made to scan it suffer a –20 penalty.

Empyrean Mantle:
Most dirt-dwellers would find the idea of hiding something as large as a starship to be ridiculous. Of course, most dirt-dwellers have no idea just how utterly vast space is. With the right energy baffles and screens to diffuse and mask energy signatures, a ship can become nothing more than a hole in the void. Shadow in the Void: When travelling on Silent Running, all Tests to detect this vessel have their Difficulty increased by two degrees. When completing a Criminal objective, the players earn an additional 50 Endeavour Points. External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.

Broadband Hymn-casters:
Gyro-stabilisation Matrix Ancient stacks of gilded calcu-logi cogitators aid in the computations of the starship’s manoeuvres, compensating for human error and ensuring maximum performance. Aid of the machine-spirit: When this ship performs the Adjust Speed and Bearing, Come to New Heading, and Evasive Manoeuvres Manoeuvre Actions, its Pilot (Space Craft) + Manoeuvrability Test counts as Challenging

Tenebro-Maze:
The interior of the ship is a maze of passageways, blind compartments, and triple-sealed pressure-hatches. Enemy boarding parties become quickly lost and separated, while the defenders spring cunning ambushes from behind hololithic bulkheads. Hidden sally-ports: This ship gains +10 to all Command Tests when defending against boarding actions and Hit and Run Actions. Incomprehensible Layout: When a Component on this ship is selected to be affected from a critical hit, it is chosen by the ship’s controller, not the attacker

Reinforced interior bulkheads

Advanced Energistic Conversion Matrix:
Ancient technology from mankind’s dark past, the conversion matrix allows raw power to be diverted directly into a ship’s drive tube when required or hull for integrity. Can also direct additional power to weapons for damage and range.
Redirect Power to Engines: The ship’s captain can choose to activate the conversion matrix at any time as a free action. When he does so, he decreases the amount of Power generated by the ship and increases its Speed value. This ship can exchange 3 power for +1 Speed.

Redirect Power to the Hull (Field Bracing): Free action. The ship’s hull and structural supports are ribbed with powerfield generators, which can greatly reinforce the vessel’s structural integrity as long as they are powered. Hull Support: As long as Power is supplied to his Component, the ship’s Hull Integrity is increased by twice the Power supplied. Should this Component be Damaged or supplied with less Power, the hull loses this bonus value proportionally. This cannot bring the ship’s Hull Integrity below 0.

Power to weapons: Free action (explained below). For every 5 energy directed, increase dmg by +1 or range +1.

The amount of power supplied to this Component may be increased with a Challenging (+0) Tech Use Test (this counts as a Free Action in starship combat) and may Unpower other Components to redirect power to weapons more precisely.

Micro Laser Defence Grid

Void Shield Ghost Projection:
The Captain may choose at the beginning of each combat turn to dedicate a number of Void Shield Ghostly Echoes of the ship. Each ghost gives a -10 Penalty to enemy BS tests. If the ship is firing a lance weapon, it suffers a –15 instead for each projection. Any piloting
tests to perform Hit and Run attacks suffer a –15 per ghost. Energetic Interference: A ship with a Ghost Field must choose whether it is using its Void Shields or Ghost Field projection at the beginning of each combat round.

Life Sustainers:
The Air is Sweet: Increase Morale permanently by 2, reduce all losses to Crew Population due to non-combat sources by 1.

Cogitator Interlink:
Though the creation of true artificial intelligence is one of the darkest heresies of the Adeptus Mechanicus, this was not always so. The Men of Iron were the most infamous example of such technology, but the Dark Age of Technology generated many others. The cogitator interlink is designed to amplify the starship’s core cogitator, enhancing the ship’s operations considerably. Sophisticated cogitation operation: This starship’s Crew Rating gains a +5 bonus.

Ship Facilities:

Manufactorum:

Medicae deck:

Teleportarium:
Surprise Strike: Characters may make Hit and Run Attacks without a piloting test, as they travel directly to the heart of the enemy vessel. When using the teleportarium to perform such an attack, the attacker receives +20 to his Command Test. (The teleportarium may be used in any number of other ways, such as guaranteeing escape from sticky situations on a nearby planet, at the GM’s discretion.)

Astropathic Choir-chambers

Runecaster:

Star Chart:

Librarium: