![]() About Dark TideAbout Dark Tide
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.??
Essentials:
Weapons:
Starboard 2: Disruption Macrocannon Broadside 1d10+2, ST 6, Range 6
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
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:
Empyrean Mantle:
Broadband Hymn-casters:
Tenebro-Maze:
Reinforced interior bulkheads Advanced Energistic Conversion Matrix:
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:
Life Sustainers:
Cogitator Interlink:
Ship Facilities:
Manufactorum: Medicae deck: Teleportarium:
Astropathic Choir-chambers Runecaster: Star Chart: Librarium: |