-Unique STC underground fortress from the dark age of technology
-Located at arctic continent of Gravis major.
-Upper level hacked and occupied by HLF elders.
-Lower levels sealed by dormant automatons.
Remnant of dark age of technology: guidance of the machine spirit makes any mechanical crew member more efficient. Servitor crew rate +10.
Isolation: When acting in void combat +5 to crew rate when alone against several targets and -5 if acting along allies.
Speed: — Manoeuvrability: – Detection: +35
Armour: 30 Void Shields: 3 Hull Integrity: 1??
Space: Power: Turret Rating: 0, DESTROYED
Weapon Capacity: 0, DESTROYED
Crew skill: 0, DESTROYED
Plasma core network, archeotech (Distributed), Pow: +250 Space: 100, COMPROMIZED
(3) multiple void shield array, Pow: 9 Space: 2,
HQ of antiquity Pow: 2 Space: 1, +10% Command & Social Skills; +5 Detection, DESTROYED
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, DESTROYED
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
Autonomous protection units, archeotech Pow: 2 Space: 1, +20 to boarding and hit&run actions, , DESTROYED
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, COMPROMIZED
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), COMPROMIZED
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 Stationary Vessels inside Solar System; 2 hours to deploy, 10 hours to retract; If move whilst deployed, then Destroyed; +1 DoS for Extended Repairs, COMPROMIZED
Planetary biosphere control system Pow: 50 Space 15, UNPOWERED
Gene activation vault Pow: 30 Space: 30 of STC biosphere, UNPOWERED
Extended supply vault Pow: 1 Space: 4, Increase Morale Permanently by 1; x2 Time Ship can remain in Void without Crew/Morale Loss; +1 Hull 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: Housing Pow: 4 Space: 6,
Factorium: Gear Pow: 4 Space: 6,
Factorium: Armor Pow: 4 Space: 6,
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, DESTROYED
Cogitator interlink, Archeotech Pow: 1 Space: 1, +5 Crew Rating, DESTROYED
Auto-logis targetter, Archeotech Pow: 5 Space: 0, External Component; +5 Detection; +5% Ballistic Skill, DESTROYED
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, DESTROYED
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: Space: , from which 3 chambers are active
Flak turrets, archeotech(?), Pow: 1 Space: 1, +1 Turret Rating when active; -10 Detection when active
Temple of Knowledge archeotech Pow: 5 Space: 5, (see below), DESTROYED
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, DESTROYED
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.
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%.
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.
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.
Temple of Knowledge
This Temple is a fantastic piece of archeotech and engineering, kept lovingly updated by some of the most powerful members of the imperium, placing what would normally be many more components, usually spread throughout a fleet in anything other than an Ark Mechanicus, so that a single ship can usefully do a myriad tasks befitting exploration and the obtaining of knowledge. It has a myriad linked components: places of worship of the Emperor in his guise of the guiding light of human knowledge, or as his incarnation as the Omnissiah, as well as various Imperial saints associated with blessings of sanctioned, appropriate individuals towards tasks of learning and discovery for the greater humanity. It has things such as: a Librarium where, rather than being stocked mainly with books and scrolls, writings can be etched microscopically onto durable disks of sapphire or diamantine for later storage and retrieval, including facilities necessary to transfer traditional media onto this method; a Laboratorium, where small artefacts can be studied; a small-batch rapid prototyping manufactorum, with the curious, lost-to-time name of a ‘Skunkworks’; it has a small research hospital where humans can be treated or ailments investigated or upgrades installed to the flesh. Some of the capabilities are less compared to their larger, dedicated equivalents, but the sheer usefulness more than make up for it.
Space 5, Power 5, Ship Points 10, Archeotech *Can only be put in a Heavy Frigate, sufficiently sized Transport (Space and Hull both of at least 40), Light Cruiser, Cruiser, or Larger ship
*+10 to crafting or repair checks of small items or small batches of items, including via Trade checks, as well as medicae tests, all non forbidden lore investigation tests, as well as forbidden lore archeotech, and, at GM’s discretion, any forbidden lores directly associated with sanctioned Imperial technology, like Mechanicum, Astartes, Ecclessiarchy, or Inquisition (when dealing with Mechanicum/Space Marine/Sororitas/Inquisitorial technology, for example). Further, at GM discretion, sometimes extended actions such as Triage may work for more crew than otherwise when making use of this component, and other similar benefits.
*Counts as having Good Quality Superior Damage Control for this component only, even if that component and upgrade are not otherwise on the ship
*Cannot be made Best Quality; is already Archeotech *+25 to all endeavors due to the multi-faceted utility
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,
Heavy arc rifle
Autonomous protection unit
WS BS S T Ag Per Int WP Fel
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