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Heart of the Tempest's page

27 posts. Alias of aptinuviel.


About Heart of the Tempest

The Heart of the Tempest

Hull Fluff:

Overlord-class Battlecruiser
Dimensions: 5.3km long,0.85 km abeam at fins approx.
Mass: 31 megatonnes approx.
Crew: 100,000 crew, approx.
Accel: 2.4 gravities max sustainable acceleration.
A successful early illustration of how workable the battlecruiser concept can be, the Overlord is as fine an example of a pure warship as can be found. Most Rogue Traders find the ship is poorly suited to anything other than combat, as its enormous weapons systems place a colossal strain upon the plasma drive.
Some Rogue Traders strip out the extensive macrobatteries, freeing up space for other Components, but others regard this as a foolish and blinkered waste of some of the most elegantly designed and lethally effective weapons systems in the galaxy.
Manufactured in the vast orbital shipyards of Cypra Mundi (as well as at other shipyards in lesser numbers), the Overlord is a difficult vessel to construct, but faithful and fierce in its service to mankind. It does not waste space on massive attack craft hangers or the temperamental nova cannon. Instead, most designs use powerful long-range macrobatteries and lance turrets, backed by prow torpedo tubes. This simple, proven, and effective weaponry plays to the strengths of Imperial Navy tactics and Imperial technology. The design is an ancient but successful one, and new examples of the class are still commissioned every decade or so.

Hull Crunch (base):

Speed: 5
Maneuverability: +10
Detection: +10
Hull Integrity: 70
Armour: 20
Turret Rating: 2
Space: 78
Base SP: 64
Weapon Capacity: Prow 1, Port 2, Starboard 2, Dorsal 1

Battlecruiser: This ship can use “cruisers only” Components

Complication and Machine Spirit Oddity:

Machine Spirit Oddities - Wrothful: The ship’s spirit constantly smoulders 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.
Past Histories - Wrested from a Space Hulk: The ship has been recovered from a space hulk - a mass of wrecked ships that drifts intermittently through the warp and realspace. The ship is very old (and thus of high quality), but those who know of its origins whisper that it is cursed. The ship gains +1 Armour, +1 Speed, and +3 Maneuverability. However, every time the crew suffers a Misfortune, the GM rolls twice and chooses the worse of the two. The curse can have many other effects as well, many ill, but a truly skilled Rogue Trader can turn any situation to profit...

Essential Components:

Plasma Drive: Saturnine-pattern class 4a “ultra” drive
Power Generated: 90, Space: 14

Warp Engine: Miloslav h-616.b Warp engine
Haste of the Damned: Reduce the duration of all warp passages by half. However, roll on the Warp Travel Encounters table every three days rather than every five days.
Power: 10, Space: 12

Geller Field: Geller Field
Power: 1, Space: 0

Void Shields: Dual Void Shield Array
Power: 7, Space: 2

Ship's Bridge: Ship's Master Bridge
Master Plotting Table: All Piloting and Navigation tests by crew on the Bridge gain +5.
Improve Fire Direction: All Ballistic Skill Tests to fire shipboard weapons gain +10.
Power: 4, Space: 3

Life Sustainers: Vitae Pattern Life Sustainer
Power: 5, Space: 3

Crew Quarters: Voidsmen Quarters
Power: 2, Space: 4

Augur Arrays: Mark–201.b Auger Array
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.
Power: 5, Space: 0

Supplemental Components:

Barracks
Soldiers: When working toward a Military objective, the players earn an additional 100 Achievement Points towards completing that objective.
Reinforcements: If the ship is transporting troops, it gains +20 to all Command Tests involving boarding actions and Hit and Run Actions.
Power: 2, Space: 4, SP: 2

Trophy Room
Past Experiences: When working toward an Exploration, Trade, or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective.
Power: 1, Space: 1, SP: 1

Small Craft Repair Deck
Spare Parts: After any starship combat in which fighters, assault boats, or bombers are lost, a character may immediately make a Difficult (–10) Tech Use Test. For every degree of success on the test, two of these craft are recovered.
Power: 2, Space: 2, SP: 1

Energistic Conversion Matrix (Archeotech)
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. Transports and Cruisers can exchange 5 Power for 1 Speed. A ship’s Speed value cannot be increased by more than 5 using this Component. A captain may divert Power being used to power other Components, however, if he does so, the Component becomes unpowered for as long as the conversion matrix is used.
Power: 1, Space: 1, SP: 1

Supplemental Components, Weapons: -
Prow
Macrobatteries: Sunsear Laser Battery
Strength: 4
Damage: 1d10+2
Crit Rating: 4
Range: 9 VU
Power: 6, Space: 4, SP: 1

Port
Macrobatteries: Sunsear Laser Battery
Strength: 4
Damage: 1d10+2
Crit Rating: 4
Range: 9 VU
Power: 6, Space: 4, SP: 1

Landing Bays: Jovian-pattern Landing Bay
Strength: 2
Power: 1, Space: 6, SP: 2

Starboard
Macrobatteries: Sunsear Laser Battery
Strength: 4
Damage: 1d10+2
Crit Rating: 4
Range: 9 VU
Power: 6, Space: 4, SP: 1

Landing Bays: Jovian-pattern Landing Bay
Strength: 2
Power: 1, Space: 6, SP: 2

Dorsal
Macrobatteries: Hecutor Pattern Plasma Broadside
Strength: 5
Damage: 1d10+2
Crit Rating: 4
Range: 11 VU
Vaporization: When this Weapon Component rolls a 1 or 2 on the Critical Hit Chart, it effects two Components instead of one.
Power 12, Space: 5, SP: 2

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Ship Stats-

Speed: 6 (7 combat, 5 non-combat)

Maneuverability: +13 (20 combat, 8 non-combat)

Detection: +15 (10 non-combat)

Hull Integrity: 70/70

Crew Population: 100/100

Crew Rating: Incompetent (Skill 20)

Morale: 100/100

Armour: 21

Turret Rating: 2

Space Remaining: 3 (75/78 Used)

Power Remaining: 17 (73/90 Used)

Weapon Capacity: Port 1 (1 used), Port 2 (2 used), Starboard 2 (2 used), Dorsal 1 (1 used)

General Ship Notes:
Objective Achievement Enhancements: Military +100, Exploration +50, Trade +50, Criminal +50
Wrested from a Space Hulk: Every time the crew suffers a Misfortune, the GM rolls twice and chooses the worse of the two.
Haste of the Damned: Reduce the duration of all warp passages by half. However, roll on the Warp Travel Encounters table every three days rather than every five days.
Master Plotting Table: All Piloting and Navigation tests by crew on the Bridge gain +5.
Improve Fire Direction: All Ballistic Skill Tests to fire shipboard weapons gain +10.
Reinforcements: If the ship is transporting troops, it gains +20 to all Command Tests involving boarding actions and Hit and Run Actions.
Spare Parts: After any starship combat in which fighters, assault boats, or bombers are lost, a character may immediately make a Difficult (–10) Tech Use Test. For every degree of success on the test, two of these craft are recovered.
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. Transports and Cruisers can exchange 5 Power for 1 Speed. A ship’s Speed value cannot be increased by more than 5 using this Component. A captain may divert Power being used to power other Components, however, if he does so, the Component becomes unpowered for as long as the conversion matrix is used.

Acquisitions and Profit Factor:

Current Profit Factor: 22

House Durrani:

Warrant Age: The Age of Rebirth
Fortune & Fate: Fallen From Grace
Acquisition: Reward
Sanction: Age of Plunder
Contacts: Battlefleet
Warrant Renown: Famous

House Durrani is one of the oldest noble families of Imperium, having their hand in many of the worlds in the Coreward planets of Segmentum Tempestus. During the Age of Plunder the House joined many others seeking their fortune in the Calyx Expanse. The House sent a full fleet, often having many nobles serving in the Imperial Navy before commanding House vessels. Many being veterans of the Horus Heresy. It was there that they were rewarded with a Warrant for killing the notorious Dark Eldar pirate Alaryn Ellarion, a target that had eluded even the Ordo Xenos. The Warrant itself is still held in a stasis vault in one of the catacombs beneath the surface of Terra itself.

Long allied with the Battlefleet, House Durrani has been the bane of pirates for centuries. The House's main fleet, led by the Battlecruiser Heart of the Tempest, has brought the Emperor's judgement to raiders and reavers at the far edges of the void. In the last few generations the House has moved more toward smaller trading vessels and keeping open regular trade routes from their traditional planetholds in the Segmentum Tempestus. However, they still maintained several ships exploring the far reaches of the Koronus Expanse, finding new worlds and rooting out dens of scum and villainy.

But tragedy has befallen the House in recent years. Thinking they had found a fortune to be made on a lost world, the overconfident Lord-Captain committed their fleet to exploiting its resources. The destruction of most of its ships, and the near loss of its flagship, almost destroyed House Durrani. Even now, the Heart of the Tempest isn't at full strength and remains the only vessel the House can put towards endeavors to increase what wealth they have remaining.

SP: 70 + 3 (Heinrich von Bastillion)
Starting PF: 22 -1 (Heinrich von Bastillion) +1 (Valerius Fechter)