STV Wandering Minstrel: Difference between revisions
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|Faction=House Machariel | |Faction=House Machariel | ||
|Hull=Cruiser | |Hull=Cruiser | ||
}} | |||
{{Rtshipstats | |||
|rthull= Cruiser | |||
|class= ''Lunar''-class | |||
|rtshiplength= 5km | |||
|rtshipwidth= .8km | |||
|mass= 280 Megatonnes | |||
|crew= 95,000 approx | |||
|accel= 2.5 gravities max sustainable acceleration | |||
|speed= 5 | |||
|maneuverability= +5 | |||
|detection= +15 | |||
|armour= 20 | |||
|void shields= 2 | |||
|hull integrity= 70 | |||
|space= | |||
|total power= | |||
|turret rating= 2 | |||
|weapon capacity= 5 | |||
|crew population= 100 | |||
|crew morale= 102 | |||
|crew rating= 40 (Crack) | |||
|essential components= Jovian Pattern Class 4 Drive, Strelov 1 Warp Engine, Gellar FIeld, Multiple Void Shield Array, Command Bridge*, Vitae Pattern Life Sustainer, Voidsmen Quarters, Mark 201.b Augur Array. | |||
* ''Minstrel's'' bridge is laid out to improve the efficiency of her officers and bridge crew in and out of battle. The enhanced cogitator relays and other accoutrement grant the ship's captain +5 to all Command Tests, and her gunners +5 to all Ballistic Skill Tests to fire her guns. | |||
|supplemental components= | |||
*'''Main Cargo Hold:''' ''Minstrel's'' main hold is typically packed to the bulkheads with every imaginable ship part as she shuttles to and from various Machariel holdings. When working toward a Trade Objective, this component grants an additional 125 Achievement Points. | |||
*'''Extended Supply Vaults:''' These vast holds contain the ship's stores, giving her longer legs and allowing her to stay at void for longer than is usual. This component doubles the time a ship can stay at void without suffering Crew Population or Morale loss, and all Extended Repairs grant an additional 1 point of Hull Integrity. | |||
*'''Salvage Systems:''' This Component allows a ship to attach itself to vessel which has been reduced to space hulk status. The clamps can strip apart the wreck; for every week spent in salvage the crew may make a Difficult (-10) Tech-Use Test to attempt to safely remove a named Component from the hulk (a Focused Augury Extended Action to scan the wreck is needed to determine Components). If successful, a single working Component can be removed and stored on the host vessel if there is Space for it (or externally secured to hull for towing); if it fails then that Component is lost. Successfully salvaged Components can be sold as part of a constructed Trade Endeavour or even refitted to the ship at a stardock as if it had been acquired normally. Salvage Clamps are gigantic and unwieldy affairs, however, and a vessel equipped with them suffers –5 Manoeuvrability. | |||
*'''Spacedock Piers:''' ''Minstrel'' has a series of extendable slips and docking rings that allow a number of smaller ships to dock with her. When not moving, the huge attachments covering the ship allow up to four smaller vessels to dock. The stationary ship acts as a space station for purposes of making full repairs or replenishing Morale, and grants a +10 to the Acquisition Test when making full repairs. Due to their size, station fittings prevent any weapons with the Broadside rule from being installed (although smaller weapons may still be installed in Port and Starboard weapon capacity slots). When working towards a Trade objective, the Explorers earn an additional +100 Achievement Points towards completing that objective. | |||
*'''Manufactorum:''' In her role as a fleet support ship, ''Minstrel'' has a small manufactorum aboard to fabricate parts. These small construction facilities are capable of synthesising additional parts required to perform Extended Repairs for a damaged starship. These parts are synthesised from raw materials—generally obtained by mining a nearby asteroid. '''Manufacturing:''' If attempting extended repairs, each Manufactorum adds a +10 bonus to the weekly Tech-Use Test. If paying for repairs, each Manufactorum adds a +10 bonus to the Acquisition Test to restore Hull Integrity. '''Additional Templates:''' Manufactorums are equipped with a variety of templates for construction, so each Manufactorum adds an additional 10 Achievement Points for any Trade objectives. In addition, the Manufactorums may be able to manufacture small numbers of personal items. The GM is final arbiter of what can and cannot be manufactured, but generally it should not be more than a few dozen of a Common item. | |||
|weapons= | |||
|complications= | |||
}} | }} |
Revision as of 01:19, 20 April 2011
Ship Summary | |
Ship Name | STV Wandering Minstrel |
---|---|
Faction | House Machariel |
Hull Type | Cruiser |
Ship Class | Lunar-class cruiser |
Brief Description | Ship Talfore Machariel travelled on when Marneus was born |
Campaign | Rogue Trader: After the Gold Rush |
Ship Details
Hull: | Cruiser |
---|---|
Dimensions: | 5km long, .8km abeam |
Mass: | 280 Megatonnes |
Crew: | 95,000 approx |
Accel: | 2.5 gravities max sustainable acceleration |
Game Stats
Speed | 5 | Maneuverability | +5 | ||
---|---|---|---|---|---|
Detection | +15 | Armour | 20 | ||
Void Shields | 2 | Hull Integrity | 70 | ||
Space | Total Power | ||||
Turret Rating | 2 | ||||
Weapon Capacity | 5 | ||||
Crew Population | 100 | Crew Morale | 102 | Crew Rating | 40 (Crack) |
Essential Components
Jovian Pattern Class 4 Drive, Strelov 1 Warp Engine, Gellar FIeld, Multiple Void Shield Array, Command Bridge*, Vitae Pattern Life Sustainer, Voidsmen Quarters, Mark 201.b Augur Array.
- Minstrel's bridge is laid out to improve the efficiency of her officers and bridge crew in and out of battle. The enhanced cogitator relays and other accoutrement grant the ship's captain +5 to all Command Tests, and her gunners +5 to all Ballistic Skill Tests to fire her guns.
Supplemental Components
- Main Cargo Hold: Minstrel's main hold is typically packed to the bulkheads with every imaginable ship part as she shuttles to and from various Machariel holdings. When working toward a Trade Objective, this component grants an additional 125 Achievement Points.
- Extended Supply Vaults: These vast holds contain the ship's stores, giving her longer legs and allowing her to stay at void for longer than is usual. This component doubles the time a ship can stay at void without suffering Crew Population or Morale loss, and all Extended Repairs grant an additional 1 point of Hull Integrity.
- Salvage Systems: This Component allows a ship to attach itself to vessel which has been reduced to space hulk status. The clamps can strip apart the wreck; for every week spent in salvage the crew may make a Difficult (-10) Tech-Use Test to attempt to safely remove a named Component from the hulk (a Focused Augury Extended Action to scan the wreck is needed to determine Components). If successful, a single working Component can be removed and stored on the host vessel if there is Space for it (or externally secured to hull for towing); if it fails then that Component is lost. Successfully salvaged Components can be sold as part of a constructed Trade Endeavour or even refitted to the ship at a stardock as if it had been acquired normally. Salvage Clamps are gigantic and unwieldy affairs, however, and a vessel equipped with them suffers –5 Manoeuvrability.
- Spacedock Piers: Minstrel has a series of extendable slips and docking rings that allow a number of smaller ships to dock with her. When not moving, the huge attachments covering the ship allow up to four smaller vessels to dock. The stationary ship acts as a space station for purposes of making full repairs or replenishing Morale, and grants a +10 to the Acquisition Test when making full repairs. Due to their size, station fittings prevent any weapons with the Broadside rule from being installed (although smaller weapons may still be installed in Port and Starboard weapon capacity slots). When working towards a Trade objective, the Explorers earn an additional +100 Achievement Points towards completing that objective.
- Manufactorum: In her role as a fleet support ship, Minstrel has a small manufactorum aboard to fabricate parts. These small construction facilities are capable of synthesising additional parts required to perform Extended Repairs for a damaged starship. These parts are synthesised from raw materials—generally obtained by mining a nearby asteroid. Manufacturing: If attempting extended repairs, each Manufactorum adds a +10 bonus to the weekly Tech-Use Test. If paying for repairs, each Manufactorum adds a +10 bonus to the Acquisition Test to restore Hull Integrity. Additional Templates: Manufactorums are equipped with a variety of templates for construction, so each Manufactorum adds an additional 10 Achievement Points for any Trade objectives. In addition, the Manufactorums may be able to manufacture small numbers of personal items. The GM is final arbiter of what can and cannot be manufactured, but generally it should not be more than a few dozen of a Common item.