Fallen Hand

The former Flagship of the old Fel Dynasty. Now a Hos vessel.

Description:
Description
  • Ship Name: Fallen Hand
  • Class: Cruiser
  • Hull: Amaranth Class Cruiser
  • Speed: 5
  • Manoeuvrability: +8
  • Detection: +15
  • Turret Rating: 2
  • Shields: 2
  • Armour: 21
  • Hull Integrity: 51/70
  • Space Used/Available: 75/75
  • Power Used/Available: 85/85
  • Weapon Capacity: 1 Prow, 2 Port, 2 Starboard
  • Crew %: 62/100
  • Morale: 71/99
Essential Components
  • Jovian Pattern Class 4.5 “Warcruiser” Drive
  • Miloslav H-616.b Warp Engine
  • Gellar Field
  • Dual Void Shield Array: Provides 2 Void Shields.
  • Command Bridge: If bridge remains undamaged, all Command tests made by Captain gain 5, and all Ballistic Skill tests to fire ship guns gain +5. Unpowered on 3 Crit.
  • Clemency Pattern Life Sustainers: Increase Morale by 1. Reduce Crew Population and Morale losses due to Depressurization by 4, to a minimum of 0.
  • Voidsman Quarters
  • M-201.b Auger Array: External.
Weapons
  • Titanforge Lance Battery
    • Location: Prow
    • Damage: 1d10 + 4
    • Strength: 2
    • Crit Rating: 3
    • Range: 6
  • Hecutor Plasma Batteries
    • Location: Port/Starboard (x2)
    • Damage: 1d10 + 4
    • Strength: 3
    • Crit Rating 4
    • Range: 13
    • Special
      • Vaporization. When it inflicts a critical hit of 1 or 2, two components are selected.
      • Amaranth Special: All Port/Starboard weapons must be Plasma macrobatteries. If one battery suffers a critical hit, the other battery on the same side also suffers the same critical hit.
Supplemental Components
  • Armour Plating
    • Increase Armor by 1, and decrease Maneuverability by 2.
  • Compartmentalized Cargo Hold
    • Grants 100 Achievement Points toward Trade objectives.
  • Extended Supply Vaults
    • Double time ship may remain at void without Crew or Morale loss.
    • Get +1 HI when making extended repairs.
    • Gain +1 to Max Morale.
  • Luxury Passenger Quarters
    • Grants 100 Achievement Points toward Trade, Criminal, and Creed objectives. Suffer -3 to Max Morale.
  • Munitorium
    • Gain 25 Achievement Points for Military objectives.
    • All Macrobattery weapons gain +1 damage.
    • If component is damaged, it explodes. Ship takes 2d5 Hull damage and GM’s choice of component is set on fire.
  • Teleportarium
    • Honestly, the Eldar just saved you the trouble of murdering him so you could try to get this.
Upgrades
  • Good-Quality Turbo-Weapon Batteries
    • All Hecutor Plasma Batteries may fire at long range without penalty.
Complications/Past History
  • Skittish
    • *When in combat, reduce the ship’s Speed by 1.
    • Reduce the travel time for any long distance (interstellar) voyage by 1d5 weeks, to a minimum of 1
  • Temperamental Warp Engine:
    • Whenever the ship travels through the Immaterium, the GM should roll 1d10. On a 6 or less, the journey takes an additional 1d5 weeks. On 7+, the time is reduced by 1d5 weeks, potentially arriving before they left. Will occasionally end up somewhere that is not the intended destination.
Bio:

Fallen Hand

Rogue Trader - The Hos Dynasty Erathia Erathia