GM Alpha Vault

11-16+cheyenne+mt+web+pic

Common knowledge

-Ancient STC fallout shelter from the dark age of technology

-Located to temperate continent of Gravis Major

-Upper levels used as burial ground for Huwan shamans, chieftains and spiritual leaders.

-Lower levels sealed by dormant automatons.

817.M41

-Specialist Gödel reroutes power output of one plasma core near Grand Falls. Power cables are connected to Imperial Friendship Bridge, Fortress-manor of Grand Falls and Bastion of Saint Drusus.

-As Emergency protocol was activated 817.M41 vault has stored 2000 eagle tribe huwans in cryochambers. 4th activation of installation. They were executed by Judge Mordechai 819.M41 along other humans stored to cryo-chambers.

Notable characters

  • Adeptus Mechanicus Artesan Necromechanic (Tech-priest lvl1) Kralovics

Machine spirit:

Remnant of dark age of technology: Guidance of the machine spirit makes any mechanical crew member more efficient. Servitor crew rate +10.

Past histories:

Isolation: When acting in void combat +5 to crew rate when alone against several targets and -5 if acting along allies.

Speed: — ManoeuvrabilityDetection: 35
Armour: 30 Void Shields: 3 Hull Integrity: 214
Space: 208 Power: 117/250 Turret Rating: 4
Weapon Capacity:
Crew skill: 55

Main components:

  • Plasma Core Network, archeotech (Distributed), Pow: +250 Space: 100
  • (3) Multiple Void Shield Array, Pow: 9 Space: 2,
  • HQ of Antiquity Pow: 2 Space: 1, +10% Command & Social Skills; +5 Detection
  • Ancient Life Sustainer Pow: 2 Space: 2, Increase Morale Permanently by 2; Reduce All Losses to Crew Population (from non-combat sources) by 1
  • Cold Quarters Pow: 4 Space: 5, Once per Game Session, Reduce one Source of Crew Population loss to 0
  • W-240 Passive Detection Array Pow: 6 Space: 0, +10 Detection, +15 Detection of Ships on Silent Running; +5% Ballistic Skill to hit Vessel; External Component

Additional components:

  • Autonomous Protection Units, archeotech Pow: 2 Space: 1, +20 to boarding and hit&run actions
  • Heavy Lifter Bay Pow: 1 Space: 2, plus 50 AP on trade, +10% on Hit-n-Run
  • Reinforced Gate, archeotech (Compact) Pow: 0 Space: 1, +4 Armour
  • Reinforced Walls, archeotech (Imposing) Pow: 0 Space: 4, +3 Hull Integrity
  • Field Bracing, archeotech (Swirling Energies) Pow: 1-3  Space: 1, Hull Integrity increased by x2 Power Supplied (max +6)
  • Fire Suppression System Pow: 3 Space: 3, If Bridge is powered and undamaged, extinguish one fire in a Component -10% Tech-Use; Once per Strategic Turn
  • Lux Net Pow: +20  Space: 2, Only work on a habitat inside Solar System; 2 hours to deploy, 10 hours to retract; If move whilst deployed, then Destroyed; +1 DoS for Extended Repairs
  • Planetary Atmosphere Control System Pow: 50 Space 25, UNPOWERED, Requires Temple of Knowledge archeotech component
  • Extended Supply Vault Pow: 1 Space: 4, Increase Morale Permanently by 1; x2 Time the habitat can remain self-sustained without Crew/Morale Loss; +1 Habitat integrity when making Repairs
  • Munitorium Pow: 3 Space: 4, Extra Stuff whilst doing Military Objectives (x0.5); +1 Damage to Macrobatteries; If Component Damaged, Explodes (2d5 Hull Integrity, Another Component on Fire)
  • Manufactorum, archeotech (Compact) Pow: 2 Space: 1, +10% Tech Use for Extended Repairs; +10 Acquisition if Buying Hull Integrity; Extra Stuff whilst doing Trade Objectives (x0.5)
  • Factorium (Good quality): Vehicle (Hunter template crane) Pow: 4 Space: 6, Extra Stuff whilst doing Trade Objectives (x3)
  • Factorium (Good quality): Gear (Shade servitor) Pow: 4 Space: 6, Extra Stuff whilst doing Trade Objectives (x3)
  • Factorium (Best quality): Armor Plating (Local variant), Pow: 4 Space: 6, Extra Stuff whilst doing Trade Objectives (x5)
  • Observation Dome, Archeotech (Incalculable precision) Pow: 0 Space: 1, Extra Stuff whilst doing Exploration Objectives; Increase Morale Permanently by 1
  • Murder Servitors, Archeotech (Imposing) Pow: 1 Space: 1,
    +20% Hit & Run Action; When determining Critical Hit, can choose any result between 1 and 6 , DAMAGED
  • Cogitator Interlink, Archeotech Pow: 1 Space: 1, +5 Crew Rating, DAMAGED
  • Auto-logis Targetter, Archeotech Pow: 5 Space: 0, External Component; +5 Detection; +5% Ballistic Skill
  • Recovery Chambers Pow: 3 Space: 1, Lightly Damaged Patients Pass Medicae 1/hour; Heavily/Critically Damaged Patients Pass Medicae 1/day; Next Game Session, if Fate Point spent 1-2 has no effect
  • Aqua Reservoir Pow: 1 Space: 2, water tanks, many benefits, also vs. fires (see below)
  • Pneumatic Arterial Pow: 2 Space: 3, allows quick access to various deck and hold (see below)
  • Fortified Rally-points Pow: 1 Space: 2, makes ship easier to defend
  • Cryo Vaults x 20 Pow: 6/40 Space: 20,  from which 3 chambers are active
  • Flak Turrets, archeotech (Auto-targeting), Pow: 1 Space: 1, +2 Turret Rating when active

Upgrades:

  • Servitor Crew, Replaces Crew with Servitors; -10% Ballistic Skill & Command; Only replenished by Forge/Hive Worlds; Morale always 100, Crew Population losses 1/2; Skill of 40

Weapons:

Archeotech component qualities:

Compact: Its Space requirement is reduced by 4 (to a minimum of 1 if it is Internal or 0 if it is External).

Distributed: Cannot be targeted by critical hit

Imposing: An ancient and overwhelming testament to ages long past and knowledge long forgotten, this Component grants the vault’s commanders a +10 bonus to all Intimidate and Command Tests made inside a habitat upon which it has been installed.

Incalculable precision: This Component is so finely honed that it draws less power than it might otherwise, takes up a minimum of space, and often makes maintenance unnecessary. Decrease its Size and Power Requirements by 1 (to a minimum of 0). Its
presence increases the ship’s Morale by 1, as ratings occasionally find their assigned toil far less onerous than expected.

Swirling energies: If this Component would ever become unpowered or stop generating Power, so long as it is not destroyed in the process, it continues to do so for 1d10
hours after it would normally shut down.

Aqua-Reservoir

All ships have large aqua-reservoirs, but a ship that selects this component devotes a sizeable amount of space to a major water reservoir. As a result, large quantities of coolant can be delivered anywhere on the ship.
Water Supplies: Increase the time a ship may remain at void without suffering Crew Population or Morale loss by +50%.
Fire Suppression: The reservoir can be used to fight fires more effectively, providing a +20% bonus to Command Tests made to put out fires and reduces Crew Population and Morale loss from fires by 2.
Lance Coolant: Increase the damage of all shipboard lances by 1, as the ship’s lance batteries may be more effectively cooled and fired more rapidly.
Unbalanced: A large aqua-reservoir reduces the ship’s Maneuverability by 5%.

Fortified Rally-point

Your vessel’s corridors and passageways have been designed from an early stage to be easily defensible. Bulkheads double as cover for heavy weapons teams. Centrally operated weapons-lockers spring open when battlestations are declared. Airlocks pump deadly nerve gas into sealed sections of the ship that have been captured by the enemy. The bridge is ringed with gunports and murder-holes, keeping the senior command crew safe during the most desperate hand to hand fighting.
Murderous fire: The ship gains a +10 to all Command Tests when defending against boarding actions and Hit and Run actions.

Pneumatic arterial

A series of pneumatic transit tubes run throughout the ship, quickly conveying cargo, materials, and crewmembers around the ship. During combat, armsmen and repair teams can rapidly be deployed around the vessel, directly to where they are needed.
Armsmen Deploment: The ship gains a +10 to Command Tests when defending against boarding actions and Hit and Run attacks.
Repair Teams: Repair teams can quickly be deployed throughout the ship, granting it a +10 bonus to Emergency Repair tests.
Evacuation: Reduce Crew Population losses due to fires, depressurization, and other component-based damage by 1, to a minimum of 1.
This component may not be installed on vessels with a Tenebro-Maze.

Murder servitor

Ancient, skull-faced killing machines. Sealed in cyro-stasis until absolutely required, a
mere dozen can be successfully sent on hit and run raids to maim and kill on enemy vessels.

WS  BS    S     T      Ag    Per  Int   WP   Fel

45   60     65   80    40    45     45    45    45

Armor: 12 Wounds: 40

Skills: Awareness +10

Talents: Machine 6,

Traits:

Weapons:

Heavy arc rifle

Gear:

Force field

Autonomous protection unit

WS  BS    S     T      Ag    Per  Int   WP   Fel

Traits: Hovering

Weapons:

Eradication ray

Heavy 100m S/-/- 2D10+6 E Pen 8 Clip 20 3 Full Disintegrate, Recharge, Blast(3) 55kg Near Unique At short range, Damage increases by 1D10+3 and Pen is doubled but it loses Blast.

Gear: Cloaking field