“Canor Sol”

Habitat: Imperial star fortress
Description: Ancient STC star fortress from the dark age of technology reclaimed by the Imperium.
Population: 75.000
Cultural specialities:
Winterscale dynasty troops
Void born clans
Merchants of the sector

History

Star Fortress Canor Sol, left behind and abandoned by Terran colonists millennia ago, was found  floating derelict among the comet cloud of Nimbus Extern. In a clash of prospector rights, it was claimed by the Winterscale dynasty seeking to gain a foothold in the star system.

The strategic location of Star Fortress Canor Sol, being the nearest station to Mandeville Point, made it a crucial logistical hub for star vessels importing and exporting goods from the system. Immediately the Winterscale dynasty recognized the potential of the fortress and invested in its refurbishment, turning it into a formidable stronghold.

In the year 819.M41, the Winterscale dynasty finished the installation of a space dock pier, further enhancing the capabilities of Star Fortress Canor Sol. This upgrade proved to be a pivotal moment for the fortress, as it became an important maintenance dock for the Imperial Navy patrolling the sub-sector.

The increased Imperial importance of Star Fortress Canor Sol backed up the Winterscale dynasty’s claim to appoint the system governor. With its strategic location, advanced facilities, and military presence, the fortress showcased the dynasty’s strength and influence over the star system.

Over time, the fortress became a center of trade, power and authority, acting as a safe haven for Imperial forces. It also facilitates the flow of trade, commerce, and resources in and out of the star system, cementing the Winterscale dynasty’s position as a one of dominant forces in the region.

Notable characters:

Resources: Archeotech, heavy water, rare minerals, star vessel maintenance

Speed: — Manoeuvrability: -13 Detection: +25
Armour: 25 Void Shields: 1 Hull Integrity: 200
Space:  Power:   Turret Rating: 2
Weapon Capacity: 3 dorsal
Crew rate: 40 Population: 100 Morale: 105 Creed: High

Power output: +62 – Consumption: 62 = +1 Reserves
Space used: 73/80

Essential components

  • Jovian Pattern Class 3 Drive Pow: +60 Space: 12, Configuration Military (High Peak Resistance, Fast Re-routing)
  • Voishield Array Pow: 5 Space: 1
  • Commerce HQ Pow: 3 Space: 1, Extra Stuff whilst doing Trade Objectives
  • Imperial Quarters Pow: 2 Space: 3, +5 to morale checks vs mutiny
  • Deep Void Augur Array Pow: 7 Space: 0, External Component, +10 Detection

Suplemental components

  • Luxury Quarters Pow: 2 Space: 1, Extra Stuff whilst doing Trade/Criminal/Creed Objectives (x2)
  • Precinct-Fortress of Arbitrates Pow: 2 Space: 4, see below
  • Fissio Genatorium Pow: +2 Space: 1, See below, Connected to precinct-fortress to make it independent of power.
  • Arboretum Pow: 2 Space: 3, Increase Crew Population Permanently by 2; x2 Time Ship can remain in Void without Crew/Morale Loss
  • Incarceration Vault Pow: 1 Space: 1, See below
  • Main Cargo Hold Pow: 2 Space: 4, Acquisition +10, Extra Stuff whilst doing Trade Objectives (x2.5)
  • Observation Dome Pow: – Space: 1, Extra Stuff whilst doing Exploration Objectives; Increase Morale Permanently by 1
  • Promenade Pow: 1 Space: 3, See below
  • Spacedock Pier Pow: 7 Space: 14, 4 Smaller Vessels can dock; +10 Acquisition for Repairs; No Broadside Weapons; Extra Stuff whilst doing Trade Objective (x2)
  • Cargo Hold and Lighter Bay Pow: 1 Space: 2, +5 to Acquisition, -3 Manoeuvrability, Extra Stuff whilst doing Trade/Criminal Objectives
  • Astropathic Choir Pow: 1 Space: 1, +10% Focus Power Test for Astro-Telepathy; Increase Psychic Powers by 5VU’s
  • Barracks (Arbites) Pow: 2 Space: 4, Extra Stuff whilst doing Military Objectives (x2), Can station Troops, +20% Command for Boarding/Hit & Run Actions if Troops. ,

Archaotech

  • Ancient Life Sustainer Pow: 2 Space: 2, Increase Morale Permanently by 2; Reduce All Losses to Crew Population (from non-combat sources) by 1
  • Cogitator Interlink, Pow: 1 Space: 1, +5 Crew Rating.
  • Gargantuan Gellar Field, Archeotech, Pow: 15 Space: 0, UNTESTED, UNPOWERED

Upgrades

  • Ostensious Displays of Winterscale dynasty wealth, Plus 10% Social Skills aboard Vessel; Extra Stuff whilst doing Trade/Criminal Objectives (x0.5)
  • Storm Trooper Detachment, On Hit and Run Action, double Hull Integrity Damage; 1d5 Additional Crew Population Damage defending Boarding Action
  • Administrative Data-loom, For shifting through evidence correlations with Imperial data. Scrutiny and Bureaucracy skill checks +10

Weapons

  • Dorsal: Titanforge Lance attery Pow: 13 Space: 6, Str 1 Dam 1d10+4 Crit 3 Range 3/6/12
  • Dorsal: Mezoa Macrocannons Pow:  4 Space: 4, Str 4 Dam 1d10+3 Crit 5 Range 2.5/5/10
  • Dorsal: Mezoa Macrocannons Pow: 4 Space: 4, Str 4 Dam 1d10+3 Crit 5 Range 2.5/5/10

!GM notes!

Precinct-fortress Pow: 2 Space: 4 (+additional components) Very Rare, Ultima Tectum campaign
Though each precinct varies based on the needs and environment of the world it is built on, many include the same basic elements: billets for the Arbitrators, an extensive armoury to ensure they are well-equipped for the job at hand, secure cells in which to detain suspects ready for questioning or trial, and a court of judgement where guilt and punishment is determined.
Data-loom: For shifting through evidence correlations with Imperial data. Scrutiny checks +10
Expanding fortress: Additional components may be attached within the walls of a precinct-fortress.
Armoured: Critical hits to component are nulled on 7+ result from d10.
Independent life-support: Keeps the component habitable in case of damage or destruction to a vessel/habitat life sustainer. Requires power.

Incarceration Vaults Pow: 1 Space: 1 SP 2
While any star vessel has basic brig facilities for troublemakers and prisoners, a vessel with incarceration vaults has an elaborate complex of high-security cells, bio-suspension crypts, and interrogation chambers staffed by clans of skilled questioners and durancers.
Right Tools For The Job: Any Interrogation Skill Test gains +10.
Enforce Authority: When testing to determine if a mutiny has occurred, the captain gains +10 to Command.
Put To The Question: When working toward a Creed, Criminal, or Military objective, the players earn an additional 50 Achievement Points toward completing that objective.

Promenade Pow: 1 Space: 3 SP: 1
While ships may function as space-going cities, most do not have a dedicated spaces to foster this function, instead compartmentalising the crew and limiting commerce to barter and black market. A promenade compartment functions as a ship-board “Main Street,” providing formal gathering spaces for crew commerse and interaction. Here privileged crewmembers can supplement their issued rations and gear and interact with others from all over the ship.
One Gelt for the Master…: With some portion of shipboard trade inevitably ending up in the hands of the Rogue Trader, ships equipped with this component provide +25 achievement points to Commercial and Criminal Endeavors.
Did You Hear?: Wagging tongues spreading rumors from all over the ship can be good or ill. The effects of any morale loss or gain are increased by 1.

Fission Genatorium Pow: +2 Space: 1 SP: 1
Adds a Lathe Pattern Fission Genatorium to your vessel for backup power
Generates an additional 2 points of power. These components also make it possible to survive in a vessel with damaged Enginariums by powering Life Sustainers and some components needed for survival.
Note that this component is volatile if damaged in combat: It will explode for 1d5 hull integrity damage and bathe the interior of the vessel in hard radiation until repaired, doubling casualties sustained by the explosion of the genatorium.