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Marathon; ship stats, etc.

The Orions are something of a rarity amongst the Imperium’s starships—a fast transport or star-clipper. Though they are designed for cargo, their lean forms, raked bows, and powerful drive tubes are less optimized for cargo hauling and more designed for traveling at speed. Orion-class starships are constructed to transport smaller, high-value cargoes that must reach their destination quickly or through hostile territory. Rather than rely on armed escorts, Orions travel alone. They trust in their speed to see them clear of most predators, and count on their weapons to send off those quick enough to keep up. Often they are successful, but Orions do have one major drawback. The redundant internal bulkheads and exterior armor that would normally be added to human ships has been forgone in order to increase speed and cargo capacity. As a result, a few stiff hits can easily cripple an Orion. The Marathon dates back to the Age of Redemption, and served the Olivares Dynasty for thirty centuries as a sprint trader carrying luxury cargoes between Pleasure worlds with all haste. Roughly a decade ago the Marathon was contracted by the Tül Dynasty to transport rare radioactive fissionable fuel isotopes extracted from the Tül established and Mechanicus governed mining colony of Rymer, and rush them to Castobel for processing before the half-life of the isotope rendered them useless for industrial processes. At least that was the plan, as documented by the ship's log until the courier ship was set upon by the dreaded race of Xenos psykers exactly five years ago. The Xenos psykers attacked and crippled the Marathon, before systematically abducting its crew, leaving the vessel to drift into an ancient Imperial minefield. Discovered by the Heretics of the prison barge, Pax Imperialis, the star-clipper was explored, salvaged, and ultimately claimed. Rebuilt by alien hands, the vessel now is mostly automated, with most of its subsystems controlled by a Xenos Machine Spirit which refers to itself as Mesme . Mesme 's associated data-crypts, logi-stacks, and cogitator interlinks bestow an equivalent crew rating of 35%, a 40% to hit when the shipboard weapons fire themselves, and a 70% when the Marathon performs its own maneuver actions. Additionally, the Marathon never suffers morale losses. After its restoration by the spaceborne Xenos suspected to be the Demiurge, the Marathon can function with a much reduced crew complement of only 10,000 most of whom are short stocky synthetic non-humanoid robots that propel themselves using some sort of maglev technology, similar in many ways to the mythical Men of Iron in composition if not appearance while a skeleton crew of the still living Heretics dwell in comparative luxury, their every need seen to by heretical Xenos machines. The areas of the Marathon that were rebuilt by the Xenos feature surprisingly cramped decks dominated by conveyor belts instead of corridors, pressure doors that iris open and close by themselves, as well as unnervingly self-aware ship components despite that the parts of the Marathon that remained untouched feature vaulted ceilings, gold plating, and House Olivares dynastic iconography. Each member of the command crew has his or her own ostentatious stateroom on the upper decks, while the mechanical devices installed to function as crew dwell in dark crypts in the bilges when not active. Speed 10 VU Maneuverability +35 Detection +10 Hull Integrity 26 Armor 12 Turret Rating 1 Space 40/40 used Weapons: Xenos Ion Lance (Prow), Missile Battery (Keel), and Cutting Beams (Dorsal) 40 power produced, 0 power free. Jovian pattern Missile Battery : Labor Intensive : This Weapon Component may only fire every other turn. Missile Storm : The missile battery gains a +10 to Ballistic Skill tests to hit a target within 4 VU, and a +20 to Ballistic Skill tests to hit a target within 2 VU. (Range 6 VU, Strength 5, Damage 1d10+1, Crit Rating 6) Xenos Cutting Beam : (Range 3, Strength 3, Damage 1d10+2, Crit Rating 3; Special: Damage from the cutting beams reduces the ships Armor by a number of points equal to the degrees of success on the attack [maximum reduction of 3] and any Critical Hits scored always inflict the Holed result) Xenos Ion Lance : Charge Capacitors : This Weapon Component requires a full strategic turn to power up, afterward it may be fired twice before requiring another full turn to recharge. While it is charging or recharging high powered non-essential ship components must be deactivated and cannot be used (such as the Warp Engine). Overcharge (6): The Marathon's gunnery crew can decide to push the Ion Lance past safe limits and discharge all the energy stored in both of the Ion Capacitors, increasing the damage dealt by 6 points but if the Ballistics Skill test is a 91+ the Ion Lance backfires and inflicts a hit on the Marathon instead. (Lance; Range 11, Strength 3, Damage 2d10, Special: For every 4 damage inflicted, one randomly selected Component on the target ship becomes Unpowered; Special: As long as the Marathon's A.I. Bridge and Targeting Matrix are functional the Ion Lance can maintain a target lock from one strategic turn to another. The Ion Lance cannot score Critical Hits) Essential Components : Abominable Intellect Bridge (1 Power; while functional the vessel can make one maneuver test, and one shooting test each strategic turn freeing the "crew" to take whatever extended actions they choose), Modified Lathe Pattern Class 1 Drive (+40 Power), Clemency Pattern Life Sustainer (3 Power), Miloslav G-616.b Warp Engine (8 Power, halves travel times through the Warp), Repulsor Shield Array (6 Power, 2 Void Shields; automatically repels mines), Servitor Crew Crypts (1 Power), and Warpsbane Hull (1 Power; Navigator may force a Warp Encounter to be re-rolled once per trip, and gains a +10 to all Navigate: Warp tests). Supplemental Components : Arboretum (Power 2; the bionic trees function as a backup life sustainer for just the upper decks), Cogitator Interlink (Power 7), Distributed Smuggler Holds (-40 to Scrutiny tests to find even with Augur scans but -10 to Extended Repair tests), Prow mounted Xenos Ion Lance (Power 10), Hold Landing Bay (Power 1; can manage as many as twenty seven spacecraft or equivalent cargo, and has been modified to jettison whatever it contains in an emergency), Keel mounted Jovian pattern Missile Battery (Power 3), Mark-100 Augur Array (Power 1), Mechanicus Auto-Temple, Observation Dome, Ostentatious Displays of Wealth (instead of lifts, the Marathon employs two jewel encrusted maglev trams that carry passengers throughout the voidship along golden plated rails, the corridors are equipped with mass conveyor belts, and every room has dozens of statues and fountains extolling the wealth and power of the Olivares Dynasty), Plasma Scoop (5 Power; instead of the standard Imperial Figurehead, the Demiurge installed a magnetic ramscoop intended to allow the Marathon to distill the upper atmosphere of a gas giant into fuel for the Lathe Pattern Plasma Drive), Dorsal mounted Demiurge Cutting Beams (Power 1), Good craftsmanship Servitor Crew, Best craftsmanship Superior Damage Control (Power 2; automatically seal and vent a burning Component to space when it is consumed by fire, so that the fire cannot spread to any additional Components), Best craftsmanship Targeting Matrix (Power 1; allows the ship to retain a target lock for up to two strategic turns and gives a +5 to shooting tests with shipboard weapons), Vaulted Ceilings, and Xenos Habitats (Power 1; +10 to Charm and Commerce attempts with the Demiurge). Special Rules : Ancient and Wise : included in above stats. Fuel Gathering : The Marathon is equipped with a Plasma Scoop and may conduct attempt mining operations on gas giant planets. This requires a Challenging (+0) Operate (Voidship)+Maneuverability Test; failure means the ship takes 1d5 hull integrity damage for every degree of failure, ignoring Void Shields (the deadly embrace of gravity does not care about shield barriers!). Success grants the ship a month’s operations without needing to refuel Servitor Crew : Having a servitor crew imposes a –10 to any Ballistic Skill Tests when non-servitors attempt to fire the ship’s weapons, as well as a –10 to all Command Tests made aboard the ship. In addition, the ship may not initiate boarding actions. Finally, the ship’s Crew Population can only be replenished by trading with the Demiurge for replacements, and cannot be replenished through pressgangs or emptying a world’s prisons. In exchange, however, the ship always counts Morale as 100 as long as it has a Servitor Crew, and all Crew Population losses are reduced by half (to a minimum of 1). The Heretics must also make a Tech Use Test (as opposed to a Medicae Test) when performing a Triage action. A good craftsmanship servitor crew has a Skill Characteristic rating of 35. Skeleton Crew : The Marathon automatically fails opposed Tests in boarding actions with 1d5+1 degrees of failure. Xenophile : Any Tech-Use Tests to repair the ship suffer a –40, due to the strange and blasphemous nature of the machinery. Should the character attempting the repairs have Forbidden Lore (Xenos), the penalty is only –20. Also, the forces of the Ordo Xenos will likely develop an unhealthy interest in the vessel and those who command it.
The Solo-pattern Arvus Lighter is a utility shuttle designed to transport personnel and goods from a planet to a ship in orbit. It is slow, unwieldy, and unarmed, but very useful for transporting cargo, and its previous owners the Olivares Dynasty painted it purple and gold and equipped it with a Teleport homer, an auxiliary plasma bank, and a vehicle Power Field (Protection Rating 80; Overloads on a 1-5) that was initially mistaken for a full voidshield. The Power Field has been tuned to passively screen out the radiation prevalent in the Gamma Quindecimus system. Type : Spacecraft Tactical Speed : 20 m / 22 AUs Cruising Speed : 2,500 kph/10 VUs per Strategic Turn in Space Maneuverability : –15 Structural Integrity : 30 Size : Enormous Armor : Front 24, Side 22, Rear 22 Carrying Capacity : 12 people or equivalent in cargo. Crew : Pilot, Co-Pilot Weapons : None
Demiurge "Servitor" Unit The Xenos autopiloting and repair units, appear to be squat blocky pepperpot shaped devices with rope like tubes of nanomachines that extend from its ventral or dorsal sensor clusters, and anti-gravity lift plates installed along its body. They tend to be silver with a mirror like finish. WS BS S T Ag Int Per WP Fel 20 20 30 45 40 15 30 30 08 Armor : Machine (4 all); Movement: 6/12/18/36 Gear : Nano-tool (+20 to all repair tests, whether using Common Lore or Tech-Use), Phalanx Field Generator (Protection Rating 50; Overloads on doubles; can be combined with other Phalanx Fields to produce a Field Wall with a Protection Rating equal to 50 +10 for each additional Generator present, maximum of 80 for a group of four Units working in concert) Skills : Awareness, Common Lore (Tech), Dodge +10, Forbidden Lore (Xenos), Operate (Aeronautica, Voidship), and Tech-Use +10 Talents : Fearless, Guardian, Hard Target Traits : Dark Sight, Hoverer (6), Machine (4), Programmed Intelligence, Size (Scrawny) Wounds : 10 Programmed Intelligence : A Demiurge "Servitor" not on board the Marathon can only perform one Half Action on each of its turns and cannot make Reactions.
A dedicated search of the Marathon reveals that it had a teleportarium, several crew journals refer to it, as do references to its inaccuracy (unless used to target a Teleport homer) and long recharge times, upwards of 12 hours between uses. Materialization was often accompanied by a concussive blast of blinding light. However the Dark Age component was located in a forward compartment near the prow which was lost, when the Marathon was crippled by its unknown Xenos attackers. The Demiurge, despite their incredible Xenos tech, were unable to recreate it. It is possible however that the forward compartment could be found by the Heretics as it is likely somewhere in the system, if not the starship graveyard, and the teleportarium could be reinstalled in the Marathon. The Marathon's logs also suggest that the crew was searching for an ocean planet in this system believed to house Xenos relics related to the mythical language of Enuncia, having just visited Xenos ruins on Yanris Secondus, after leaving the dead world of Coil in the pirate haven system of KX-26237. According to those logs one of the smuggling compartments holds a stasis casket containing a human from the pre-Imperial Dark Ages that the ship master believed was connected to their mission but the ship master was unwilling to revive out of fear that the crew might mutiny if they discovered the nature of the occupant. The casket was evidently acquired from an archaeological dig on Jove's Descent 27 months ago. The smuggling holds contain three other pre-Imperial relics and scraps of data related to Enuncia recovered from the deep spiral formation on Coil, as well as a cask of spores from Yandris Secondus that was recovered on commission for an Inquisitor who paid for it to be delivered to the Arkhas system, and who provided a Vermillion level Imperial code crystal to bypass the defenses they might encounter, the ship master hoped to use it to access the Xenos ocean planet which was rumored to have been sequestered in some way, the crystal was effectively a Unique item and the code it contained was assured to stay good for at least another year after it was issued which was five years ago. A detailed inventory of the Marathon's smuggler holds reveal that they also a handful of Exotic Xenos weapons contain a Xenos Gravition Hammer, a Xenos Fusionblade, some sort of Xenos Displacer Fist, a metal shod lump of living Xenos Psychic Coral in a nutrient solution, and a few Tau Pulse Pistols that were recovered while the crew was investigating the Coil.
Corruption: 46; Insanity: 82 Disgrace: Rampancy Motivation: Perfection Pride: Logic Talents: Cold Hearted, Combat Sense, Fearless, Foresight, Independent Targeting, Infused Knowledge, Polyglot, Target Selection, Total Recall Traits: Auto-Stablized, Fear (1), Machine, Machine Contagion, Targeting Matrix, Undying, and Unnatural Intelligence (+4) Machine Contagion: With a Difficult (–10) Willpower Test, the abominable intelligence can convert any machine spirit linked to a cogitator designed to listen to data broadcasts. It may also attempt to convert machine spirits through a dataline cable. Conversion takes 1d5+4 Rounds to complete, minus the degrees of success, after which the machine spirit becomes an echo of the abominable intelligence, capable of creating further echos of itself. Each echo suffers a -10 penalty for each generation removed it is from the original abominable intelligence. Machines that are not governed by a cogitator (such as doors, weapons, or vox–casters) instead fall under the abominable intelligence’s control; the abominable intelligence may control two machines per point of Intelligence bonus, provided that the target machine is within 10 meters of a machine inhabited by the abominable intelligence or one of its echos. A starship component counts as one machine. It is left to the GM’s discretion to decide whether or not a given piece of technology is cogitator–operated. Against a character with cybernetic implants, abominable intelligences engage in an opposed Willpower Test with any target they can reach through data broadcast or dataline cable. The abominable intelligence continues these tests until it has achieved four degrees of success, at which time the abominable intelligence is in complete control of the character’s cybernetic implants. A character can banish a abominable intelligence with the aid of the correct data-cants, incense, and a successful Hard (-20) Tech- Use Test. Each Tz1a pattern Xenomechanical Silica Animus has essentially the following stats: WS BS S T Ag Int Per Wil Fel Inf 30 50 70 50 20 60 or less Corruption: 0 Cybernetics: Good craftsmanship blade-tines, good craftsmanship cerebral implants (see Logic below), good craftsmanship cybernetic "eyes" include dark sight, heightened sense: sight, and +20 bonus to resist being blinded by bright lights, Mechanicus Assimilation x10, and any two Mechadendrites. Equipment: Nano-tool (+20 to all repair tests, whether using Common Lore or Tech-Use), Phalanx Field Generator (Protection Rating 50; Overloads on doubles) Movement:8/16/24/48 Skills: Awareness, Common Lore (Tech), Dodge +10, Forbidden Lore (Xenos), Linguistics (Bentusi, Low Gothic, Tech-Lingua, Tau), Logic +20, Medicae +20, Navigate (Surface), Operate (Surface), Scrutiny, and Tech-Use +20 Talents: Chirurgeon, Cold Hearted, Combat Sense, Foresight, Independent Targeting, Infused Knowledge, Initiated Maintenance, Jaded, Master Engineseer, Mechadendrite Use (Utility, Weapon), Paranoia, Polyglot, Resistance (Fear), Target Selection, Total Recall, and Weapon Training (Las,Low Tech, Integrated) Traits: Auto-Stablized, Fear (1), Hoverer (2), Machine (10), Machine Contagion, Octoped, Size (6): Enormous, Targeting Matrix, Undying, and Unnatural Intelligence (1-6**) Weapons: Integrated Double Missile Pods (Integrated, 200m, -/-/4, 2d10+3 X, Pen 6, Clip 20, Rld 2 Full, Blast (2), Twin-Linked) located in the chest, Integrated Lascannon (Integrated 300m, S/-/-, 5d10+5E, Pen 0, Rld N/A, Recharge, Proven (3)) built into left arm, Integrated Plasmagun (Integrated, 120m, S/-/-, 2d10+10E, Pen 9, Rld N/A, Clip N/A, Blast (1), Maximal, Overcharge (6)) built into right arm. Wounds: 10 Availability: Near Unique, after acquiring one please roll 1d5 to determine how many generations removed it is. Note: That for each generation removed from the original, the Silica Animus has 10 less Intelligence and 1 less Unnatural Intelligence. They also don't typically have access to the originally's Infamy score. Generally, while the original or prime Abominable Intelligence can spend Infamy points while inhabiting one of its bodies those bodies can't spend Infamy points at-will. When damaged these synthetic bodies can be repaired using Tech-Use or Trade (Armorer) modified by Forbidden Lore (Xenos), characters that aren't trained in Forbidden Lore (Xenos) suffer a -20 penalty while those that are trained either suffer no penalty or can add the bonus from expert training to the test. If the Tez1a pattern body suffers Critical damage replace any results of 6+ with the following Roll Result 6 The Silica's flight system is damaged causing it to engage, the Animus rockets 3d10+20 meters in a random direction use the grenade scatter chart to determine where it lands. The flight system then explodes destroying one (odd) or both (even) of the Animus legs. 7 The hit tears through the Silica's armor and destroys a vital system, if this was a body shot it sets off 1d5 missiles, if it was a shot to one of the arms any connected integrated weapon is destroyed, otherwise the body loses 1d10 from one random characteristic, if a 10 is rolled roll twice more. 8 The hit glances off the Silica Animas internal plasma conduits causing a temporary power surge shutting it down until someone repairs it. The Abominable Intelligence can override the safety system with a Challenging +0 Willpower test but all integrated energy weapons lose power and the fuel core begins to destabilize, each time the Animus takes a Full Action or two Half actions there is a 10% chance that its power supply explodes. 9 The blow smashes into the Animus's internal mechanisms disabling 2d5 traits. If the Machine trait is disabled, the Animus is destroyed. 10 The hit strikes the bodies fuel core, destabilizing it, and causing it to explode catastrophically. The Silica Animus immediately explodes into a fireball of azure lighting and nuclear blue fire for 3d10+6E with a Penetration of 10 to everything within a 1d5+9 meter blast.
Did the Heretics want to rename the ship? It still has its old transponder identifying it as the Marathon, thought lost 5 years ago.
I think it would be a smart move on our part.