STV Wandering Minstrel

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Ship Summary
Ship Name STV Wandering Minstrel
Faction House Machariel
Hull Type Transport
Ship Class Journeyman-class Fleet Support Ship
Brief Description Ship Talfore Machariel travelled on when Marneus was born
Campaign Rogue Trader: After the Gold Rush


Ship Details

Hull: Transport
Dimensions: 7.5km long, 1.1km abeam
Mass: 390 Megatonnes
Crew: 117,000 approx
Accel: 1.8 gravities max sustainable acceleration

Game Stats

Speed 7 Maneuverability +15
Detection +15 Armour 21
Void Shields 2 Hull Integrity 65
Space Total Power
Turret Rating 2
Weapon Capacity 5
Crew Population 100 Crew Morale 102 Crew Rating 40 (Crack)

Essential Components

Modified 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

  • 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.
  • Main Cargo Hold (2): 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.
  • 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.
  • 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.
  • Small Craft Repair Deck: Every 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.
  • 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.

Weapons

Jovian pattern Escort Bay*: Location: (1 Prow), Str: 1, Dam: -, Crit: -, Range: -

Mars Pattern Macrobatteries: Location: (2 Port and 2 Starboard), Str: 3, Dam: 1d10+2, Crit: 5, Range: 6

  • Minstrel's Escort Bay carries one squadron of Salvage Boats, that can be used as assault boats in a pinch.

Complications

  • Wrested from a Space Hulk:
  • Ancient and Wise: