Machariel Station

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Ship Summary
Ship Name Machariel Station
Faction Unspecified
Hull Type  
Ship Class Hostel-class
Brief Description Space Station discovered by PCs.
Campaign Rogue Trader: After the Gold Rush


Ship Details

Hull: Space Station
Dimensions: 1.5 km long, 3 km abeam
Mass: 225 megatonnes
Crew: 10000 approx
Accel:

Game Stats

Speed - Maneuverability -
Detection +20 Armour 20
Void Shields 2 Hull Integrity 65
Space 80 Total Power 50
Turret Rating 2
Weapon Capacity 4
Crew Population 0 Crew Morale 0 Crew Rating {{{crew rating}}}

Essential Components

Station Genatorium, Multiple Void Shield Array, Clemency Life Sustainer*, Station Master's Bridge*, Flight Command Bridge*.

  • Damage Control: As long as the Stationmaster's Bridge remains undamaged, all Tech-Use Tests to repair the station gain a +10 bonus.
  • Redundant Safety: This sustainer augments the traditional water filters and air purifiers with thousands of individual emergency-oxygen tanks and void suits stored in pressure-sensitive lockers at regular intervals throughout the ship. Such extensive redundancies as well as multiple pressure bulkheads reduce the impact of hull breaches upon a ship, allowing the crew to rush to patch them before too many are lost to the void. Lifeline: Increase Morale permanently by +1. This starship reduces Crew Population and Morale losses due to Depressurization by 4, to a minimum of 0.
  • Traffic Control: Coordinating multiple wings of attack craft requires constant updates and extensive tactical resources. This bridge adds constantly updated read outs, plotting systems, and vox networks so that multiple attack wings may be directed at once. Flight Command: As long as the bridge remains undamaged, all Command Tests dealing with attack craft gain +5, and tests to ready new squadrons are automatically passed. Flight Control: All Trade objectives involving ground to orbit or small craft operations gain +25 Achievement Points.

Supplemental Components

  • Civitas Decks(3): These decks house the civilian population of the station, and all of the commercial and industrial facilities that serve both civilian and military populations.
  • Medicae Deck: The Medicae Deck adds a +20 bonus to all Medicae Skill Tests performed within this Component. The number of patients that may be treated without penalty is increased to three times the character’s Intelligence Bonus.
  • Pilot Chambers: The station's Launch bays are equipped with ready rooms that allow the pilots to maintain constant readiness for the next mission, training sensoria systems allow them to constantly hone their skills, and Ministorum chapels allow them to ready their souls. Combat Ready: Pilot Chambers grant a +2 bonus to the Attack Craft Rating of all squadrons aboard a starship.
  • Spacedock Piers: Up to six ships of Cruiser size or smaller can dock with the station at one time.
  • Small Craft Repair Deck: The station's launch bay has the capability to perform routine maintenance and basic repairs upon the vessels for which it is used. However, combat vessels are regularly subjected to damage that far exceeds the scope of basic repairs and routine maintenance. 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.
  • Flak Turrets: Designed to dump as much ammunition into the space surrounding a vessel as possible, Flak Turrets dump a steady barrage of explosive shells that strike incoming craft by chance more than by design. Because of the massive ammunition expenditure and the flak-wall’s interference with ship sensors, these batteries are not always used. The ship’s commander must decide at the start of each strategic turn (as a Free Action) if the Flak Turrets are in use or inactive that turn. Scattershot: When in use, Flak Turrets increase the ship’s Turret Rating by +1. Wall of Fire and Steel: When the ship’s flak turrets are in use, it suffers a –10 penalty to Detection.
  • Field Bracing: The station's hull and structural supports are ribbed with power field generators, which can greatly reinforce the its structural integrity as long as they are powered. Hull Support: As long as Power is supplied to his Component, the station's Hull Integrity is increased by twice the Power supplied, up to +6. Should this Component be Damaged or supplied with less Power, the hull loses this bonus value proportionally. This cannot bring the station's Hull Integrity below 0. 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 at the GM’s discretion.
  • Tenebro Maze: The interior of large portions of the station are a twisting maze of passageways, blind compartments, and triple-sealed pressure hatches. Invading boarding parties quickly become lost and separated, while the station's defenders spring ambushes from behind hololithic bulkheads. Hidden Sally-Ports: The station gains +10 to all Command Tests when defending against Boarding and Hit and Run Actions. Incomprehensible Layout: When a component on the station is selected to be affected from a critical hit, it is chosen by the Stationmaster, not the attacker.
  • Munitorium: The station has numerous large magazine, weapons lockers, and weapons training facilities. Ordinatus Extremus: All macrobatteries on the station gain +1 to damage. Volatile: If this component is damaged it explodes. The station takes 2d5 damage directly to Hull Integrity, and a component of the GM's choice is set afire. The station's Munitoria are currently not stocked, and the bonuses granted by this component will not kick in until acquisition tests are made to stock the station.
  • Cogitator Interlink: The station has a number of enhancers and logic engines that amplify its core cogitator and considerably enhance operations aboard. Sophisticated Cogitation Operation: The station's crew gains +5 bonus to Crew Rating.
  • Hydroponics Deck: The station has numerous decks dedicated to the growing of food via hydroponic systems. This supplies not only fresh fruit and vegetables, but much of the stations' oxygen. Sustaining: The station suffers no penalties to Crew Population or Morale for remaining in space for extended periods.

Weapons

Pyros Melta Cannon: Location: 2, Str: 3, Dam: 1d10+4, Crit: 4, Range: 4
Jovian Missile Batteries: Location: 2, Str: 5, Dam: 1d10+1, Crit: 6, Range: 6
Jovian-pattern Launch Bay*: Location: 1, Str: 2, Dam: -, Crit: -, Range: -

  • Machariel Station currently has no Small Craft

Complications

  • Space Station: By its nature a space station is completely immobile, and does not require the same components as a voidship. In combat a space station does not move or perform Manoeuvre Actions. Otherwise, the station is treated as a ship in combat.
  • Wolf in Sheep's Clothing: All of the station's offensive systems, including its launch bays, are obfuscated in such a way that they don't show up as weapons on scans. When scanned or subjected to anything other than a thorough internal inspection, the launch bay shows up as a simple landing bay, and the weapons don't show up at all.