Fleet

The Lazarus

Like most Turbulent-Class frigates the Lazarus, named after the ancient Terran fable, was built for use in the Angevin crusade. It served proudly in the campaign, even becoming part of the Saint's own fleet at one stage. During a push into the reaches of the Calixus sector the ship was part of a scouting fleet that was set upon by xenos of an unknown classification and the Lazarus crash landed upon the planet, where it would wait for over a millenia. When Torvald Quinn, great-great grandfather of current Rogue Trader Captain Uriah Quinn, found the ship he immediately recognised it for the great warship it once was. Bringing salvage and repair crews at great personal expense he restored the aged ship to her former glory and established her as the flagship of his Warrant, a role it would play until his line ended or the ship was destroyed.

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Name: The Lazarus
Class: Frigate
Sub Class: Planet-Bound for Millenia
Hull: Turbulent-Class Heavy Frigate
Speed: 8
Manoeuvrability: +21
Detection: +26
Armour: 19
Hull Integrity: 36/36
Turret Rating: 1
Void Shields: 1

Crew Population: 100/100
Crew Morale: 90/90
Space:42/42
Power: 42/49
SP: 42+3+1

Starship Traits

  • Fiery Temperament: Any plasma drive installed has its Power Generation increased by +2.
  • Antiquated Communications: All Command Tests on a Turbulent suffer a -5 penalty.
  • Gravity's Harsh Embrace: -4 Hull Integrity (included)
  • Lost relic of the past: Gain a modified drive for no extra cost, may purchase one Archeotech component
  • Dreams of distant worlds: Ship gains +10 manoeuvrability while within 5 VUs of a planet.
  • Wrothful: Whilst in combat gain +1 Speed and +7 Manoeuvrability, when out of combat suffer -1 Speed and -5 to manoeuvrability and detection.
  • Haunted: Reduce morale by 10 (included), +6 detection (included), -5 to to enemy hit and run attacks.

Essential Components

  • Lathe-Pattern 2d Drive: 2SP, 14 Space; +47 Power
  • Strelov 1 Warp Engine: 10 Space; 10 Power
  • Gellar Field: 1 Power
  • Single Void Array: Power 5; Space 1
  • Command Bridge: 1 SP; 2 Power; 1 Space
    • Enhanced Cogitator Relays: As long as the bridge remains undamaged, all Command Tests made by the captain gain +5 and all Ballistic Skill Tests to fire shipboard weapons gain +5. If this Component ever suffers a Critical Hit, it becomes unpowered on a 1d10 roll of 3 or higher.
  • Vitae Pattern Life Sustainer: 4 Power; 2 Space
  • Clan Kin Quarters: 1SP; 1 Power; 4 Space
    • For Hearth and Home! Command tests to defend against boarding and hit and run actions gain +5. Additionally all sources of Moral Loss are reduced by 1, to a minimum of 1.
  • Mark 201b. Auger Array: 4 Power, +5 Detection

Supplemental Components

  • Mezoa Pattern Macrocannons: 4 Power; 4 Space; SP 1
  • Mars Pattern Macrocannons: 4 Power; 2 Space; SP 1
  • Teleportarium: 1 Power; 1 Space; SP 1
  • Munitorium: +1 Damage for Macrocannons, +25 points towards military objectives, If damaged it explodes dealing 2D5 hull damage and setting another component on fire.

Weapons

Type Position Strength Damage Crit Range
Mezoa Pattern Macrocannons Dorsal 4 D10+4 5 5
Mars Pattern Macrocannons Dorsal 3 D10+3 5 6

The Golden Bounty

The Golden Bounty was a pilgrim vessel launched out of Footfall with intent of bringing the Emperor's Light to the galaxy. It served this purpose for many decades before at the urging of Brother Severus and Uther Salamund it left course to track down an ancient relic. While pursuing this the vessel was crippled and left listing before being rescued by Rogal Quinn, who restored it to it's previous glory and inducted it as part of his fleet.

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Name: The Golden Bounty II
Class: Transport
Hull: Jericho-class pilgrim vessel
Speed: 2
Manoeuvrability: -10
Detection: +10
Armour: 12
Hull Integrity: 53/53
Turret Rating: 1
Void Shields: 1

Crew Population: 195/100
Crew Morale: 103/103
Space: 45/45
Power: 40/40

Starship Traits

  • Cargo Hauler: Comes with One Main Cargo Hold component, must provide 2 power to this component.
  • Resolute: -1 Speed, +3 Hull Points, +10 to all Repair Tests.
  • Emissary of the Imperator: Whilst on the ship; Intimidate +15, all other social Skill Tests -5.

Essential Components

  • Lathe Pattern Class 1 Drive: +40 Power, 12 Space
  • Strelov 1 Warp Engine: 10 Power, 10 Space
  • Gellar Field: 1 Power
  • Single Void Shield Array: 5 Power, 1 Space
  • Commerce Bridge: 1 Power, 1 Space, Gain 50 additional achievement points to Trade Objectives.
  • Vitae Pattern Life Sustainer: 4 Power, 2 Space
  • Voidsman Quarters: 1 Power, 3 Space
  • M-201.b Auger Array: 5 Power, +5 to ship's detection.

Supplemental Components

  • Main Cargo Hold: 2 Power, Earn an additional 125 Achievement Points towards completing Trade objectives.
    • Ecclesiarchal Mission
    • Ecclesiarchal Mission
  • Main Cargo Hold: 2 Power, 4 Space, Earn an additional 125 Achievement Points towards completing Trade objectives.
    • Ecclesiarchal Mission
    • Infantry Garrison (1st Treadwater PDF)
  • Barracks: 2 Power, 4 Space, Earn an additional 100 Achievement Points toward completing Military objectives, +20 to all Boarding tests and Hit and Run Actions.
    • Malacite Armoured Infantry: Regiment.
  • Munitorum: 2 Power, 3 Space, Earn an additional 25 Achievement Points toward completing Military objectives, All macrobatteries gain +1 to their listed damage, If this component is damaged it explodes; 2d5 damage to Hull Integrity, one other Component is on fire.
  • Temple-Shrine to the God Emperor: 1 Power, 1 Space, +3 Morale, Earn an additional 100 Achievement Points toward completing Creed objectives.

Weapons

Type Position Strength Damage Crit Range
Nothing Prow 0 0 0 0
Thunderstrike Macrocannons Port 3 1d10+3 6 4
Thunderstrike Macrocannons Starboard 3 1d10+3 6 4
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