
The Pax Imperialis is based on the hull of an old Iconoclast destroyer,
heavily modified and altered down the years. Over a kilometer and a
half in length and almost half a kilometer at its widest point. Much of
the space once given over to weapons and munitions or to carry assault
troops has since been converted into prison holds, and at any one time
the Pax has the capacity to hold upwards of 10,000 prisoners, with
special solitary stasis caskets reserved for the worst among them. The
vessel was also refitted with extensive interrogation/medicae chambers
where captives could immediately be questioned after bringing them
aboard. With so much space given over to cells, there was little left
for a large contingent of guards and so the vessel has added security in
the form of a complex system of gates and locks between each level as
well as ‘no go’ corridors patrolled by packs of murder servitors,
ensuring that should a prisoner somehow escape his cell he would not get
far. Much of the Pax Imperialis is still under lockdown as a consequence of the mutiny, as Master Iphigenia in his rampant paranoia had installed gene-locked las gates, and triple sealed pressure hatches separating certain sections of the ship. At the first whisper of the word mutiny, Iphigenia took no chances and immediately commanded the 'Warden', the name he had for Pax's Machine Spirit, to arm all of the las gates, seal the hatches, lock the lifts, isolate all the super max prison decks (where such worthies as the Chaos Space Marines, and Xenos were imprisoned), and activate the Murder Servitors on every deck. When, during the course of the mutiny, the captain was killed, his death triggered an interruption to main power and threw the ship into chaos, forcing the Navigator to exit the Warp or face the inevitable Daemonic incursion from a disabled Geller Field. Master Iphigenia had spent the last sixty years connected to the Pax Imperialis via a Mind Impulse Unit, while he floated in an amniotic suspension chamber, and his sudden death angered and traumatized the Machine Spirit, causing cascade overloads in some of the interlink cogitators, sealing off even more of the vessel including the bilges, the catacombs, the datacrypts, the munitions vault, the generatoriums, and disabling lifts all over the ship. Clearing out the sealed sections of the ship, and mastering its secrets will likely be the subject of a Compact. While many doors within the Pax Imperialis only open through manual effort, the most important ones are designed to be operated remotely from a control shrine, sealing upon command during emergencies such as the recent mutiny. Due to the damage to the interlinks many of the auto-bulkheads are shut and lack power, so opening one requires a Hard (–20) Tech-Use test to successfully repower and unseal closed auto-bulkheads. Only one such test can be attempted—the test is as much to determine if the doors still work as to return them to function. If cutting or blasting through is the only option, auto-bulkheads have 32 AP, and Heretics must inflict 10 or more points of Damage after reductions for armor to open a hole large enough for a normal sized Heretic to pass through. Further the Astropathic Choir was killed during the mutiny as some of the prisoners believed that they were alerting the Imperium of the escape, as they desperately tried to defend the Pax Imperialis, the prisoners and crew alike from various Daemonic entities that followed their flight into the Materium, leading to deaths among both the loyalists and the mutineers, as the Daemons ripped them apart or dragged them screaming into the Warp. The Pax carried a complement of 16,500 crew, of them around 600 were combat capable servitors reclaimed from the corpses of dead crewmen, and at least 8,000 were usually in suspension at anytime on the orders of the old captain, Master Iphigenia, a very unpopular decision and one of the reasons that the mutiny succeeded was the hatred the crew felt toward the Master and the 'Warden.' The Competent crew of the Pax Imperialis has a base 30% chance of performing various ship maneuvers in combat, usually with a +20 to +30 bonus. Easy to Repair : When effecting long term repairs, this ship may repair an additional +2 Hull Integrity if the repairs succeed. Haunted : Some nameless horror haunts this vessel’s past, leaving voidsmen to whisper stories of ghosts wandering through the corridors and cells. Reduce Morale permanently by 10. However, strange premonitions flicker on the auger arrays, granting a +6 to the ship’s Detection. Additionally, all Fear tests and Pinning tests aboard the haunted vessel suffer a -10 penalty. The presence of these spirits may cause many other issues, depending on their origins and how they came to haunt the vessel. Rebellious : The Warden does not suffer authority willingly. Perhaps it resents the death of its old master or it may have always been temperamental. At times is seems to take pleasure in interfering with the plans of its 'masters'. During no more than one space combat per game session, the GM should randomly select one of the ship’s Components that becomes unpowered until repaired. However, whenever the ship suffers a critical hit (for any reason) roll 1d10. On a 7 or higher, the critical effect is ignored. Speed 10 VU Maneuverability +20 Detection +16 Hull Integrity 23 Armor 14 Turret Rating 1 Space: 29 used of 32 Weapon: 1 Dorsal, 1 Keel 30 Power Generated, Minimum of 14 Power used (Life Support requires 3 power as does the Augur Array), 16 available when in the Materium, and 1 available in the Immaterium. Notable Components Albanov 1 Warp engine (Drain 10 power): For some vessels, a safe journey is far more important than a timely one. The risks of warp travel are astronomical, and anything that can offset those risks can be of tremendous value because Ships and their cargo are phenomenally expensive assets. Conversely, just supplying a ship is a costly undertaking. The longer the journey, the greater the profit margin must be in order to offset the costs in maintenance, supplies, and crew. Ride the Shallows : Double the base travel time for a journey through the Immaterium. It may be further modified by the results of the Navigation (Warp) Test. Steady as She Goes : The Perception test required to Chart the Course is reduced to Easy (+30) from Ordinary (+10), and is cumulative with any applicable bonus for Assessing Warp Conditions, to any tests made on Table 7–4: Warp Travel Encounters (see Rogue Trader page 186). Quiet Entrance : When leaving the warp, the vessel has ample time to accurately position itself. Any tests the Navigator makes to fix the exit point gain a +10 bonus. Brig (drain 2 power): Though almost any ship has a brig, some vessels have more elaborate facilities. Some brigs are filthy, open chambers where prisoners sit enchained in squalor, their jailers only visiting every few days to hose down the gutters and release the dead bodies into the void. Others are spotlessly efficient walled off oubliettes where the occupants live in maddening solitary confinement for years at a time. Stern Discipline : Increase Morale permanently by 1. In addition, any Intimidate Tests made during Extended Actions gain a +5 bonus. Crew Reclamation Facility (Drain 1 power) : The Mechanicus has no qualms about converting the grievously wounded into servitors...but the rest of the crew may differ in opinion. Recycling : Reduce all losses of Crew Population by 3, to a minimum of 1. Increase all losses to Morale by 1. Disciplinarium : The Pax Imperialis's last captain believed that living in the light of the God-Emperor demands order and vigilance above all else. The crew is expected to maintain the highest standards and the most conscientious of work-ethics at all times. For those instances where failure occurs, the iron fist of corporal punishment solves all problems. Disciplinary chambers are distributed throughout the ship, and under Master Iphigenia saw extensive use. Extreme Discipline : Allows a ship’s captain to sacrifice Crew Population to increase Morale. The ship may reduce Crew Population by 1 to increase Morale by 3. This action may be taken up to once per day. Disruption Macrocannons (Dorsal, 4 power drain): This macrocannon variant fires a “shell” of highly charged, ionized deuterium atoms. These particles cause minimal physical damage to their targets. Instead, they are intended to overload and shut down power transfer systems throughout the target vessels. Master Iphigenia replaced the Thunderstrike Macrobatteries that the Pax Imperialis once sported with Disruption Macrocannons with the intention that they would let him disable anyone foolish enough to attempt to steal his cargo of prisoners rather than having to fight them. Serious threats such as Xenos and pirates would have to contend with his plasma torpedoes. Short the Flow : Disruption weapons compromise the circuitry and wiring required to transfer power from the ship’s engine to her other components. For every five damage that exceeds the target’s Void Shields, one randomly selected Component on the target ship becomes Unpowered. This weapon’s damage is not affected by Armour. Ionic Blast : These weapons never cause critical hits, nor do they deal damage to Hull Integrity. These weapons may only be combined into a salvo with other Disruption Macrocannon weapons. Strength 3, 1d10+1 damage, No crit rating, range 5 VU Flak Turrets (Drain 1 power): Designed to dump as much ammunition into the space surrounding a vessel as possible, Flak Turrets dump a steady barrage of explosive shells that strike incoming craft by chance more than by design. Because of the massive ammunition expenditure and the flak-wall’s interference with ship sensors, these batteries are not always used. The ship’s commander must decide at the start of each strategic turn (as a Free Action) if the Flak Turrets are in use or inactive that turn. Scattershot : When in use, Flak Turrets increase the ship’s Turret Rating by +1. Wall of Fire and Steel : When the ship’s flak turrets are in use, it suffers a –10 penalty to Detection. Gryphonne-pattern Torpedo Tubes (Keel; drain 2 power): This Component is capable of firing four torpedoes in each salvo. It can store 24 torpedoes, plus an additional four if the ship’s captain does not mind keeping four “in the tubes,” however, the Pax Imperialis old captain Iphangenia did mind and so the component currently holds 24 plasma torpedoes. Volatile : If this Component is Damaged or Destroyed (but not Unpowered or Depressurised) while torpedoes are loaded in its tubes, it has a 10 percent chance of exploding. In this event, the Component is destroyed and the ship takes 2d5 Hull Integrity damage. Torpedo Rating of +20, Strength 1-4, Speed 10, 2d10+14 damage, crit rating 10, and range 60 VU ; Terminal Penetration (5). When a torpedo rolls damage, re-roll any dice results equal to or lower than the value given in parentheses. The results of the re-roll stand, they are not re-rolled again. Hold Landing Bay (drain 1 power): This Landing bay can carry four shuttles, although currently it holds a single Bastille pattern Prisoner Transport, and an Inquisitorial Guncutter. However the entire landing bay is still in the hands of a squad of Inquisitorial storm troopers. Jury-Rigged : These adaptations are less than ideal for the craft launched and landed in the makeshift bays. Lighters and shuttles launched from a Hold Landing Bay reduce their movement on the turn launched by –2 VU. Craft attempting to land in a Hold Landing Bay must pass an Ordinary (+10) Operate (Aeronautica) +Maneuverability test to land safely. Success means they land safely. Three degrees of failure or less means they veered off to make another attempt. Failure by four or more degrees indicates that the craft has crashed into the bay. The Component is immediately considered Damaged. Outside of combat, craft can spend more time landing. In this case, there is no a Test, but it takes a half hour for each squadron to land. Retrofit : This Component may only be installed to replace an integral Main Cargo Hold on a transport (which is why it does not have a Space requirement, it takes up the space normally reserved for the Main Cargo Hold). Only one Hold Landing Bay may be equipped on a starship. It does not take up a Weapon Capacity Slot. Structural Impact : The Hold Landing Bay installation requires cutting massive holes in the exterior of the transport’s hull. The vessel’s Hull Integrity is permanently reduced by 5 when this Component is added. In addition, the ship suffers a –5 penalty to its Maneuverability . Interrogator deck ( Drain 1 power): Treatment and Torment : Adds a +20 bonus to all Medicae and Interrogation Skill Tests performed within this Component. The number of victims that may be treated or tortured without penalty is increased to three times the overseer’s Intelligence Bonus. Mezoa-pattern Geller Void Integrant (drain 5 power): In an effort to decrease the number of devices that needed regular maintenance and repair, the adepts of the Mezoa forge world deduced a mechanism to combine the Geller Field with the void shield system. The results of the modification remain controversial. Several of the vessels initially used for testing purposes never successfully completed their tests, and are considered lost forever. Nonetheless, the system has been implemented on a number of vessels used for shorter range transits. Dependent Systems : If the vessel’s void shield is damaged by a Critical Hit, the Geller Field is damaged as well. Poorly Tuned : Because the system serves double duty, it is less effective as a Geller Field. The vessel suffers a +5 penalty to all rolls on the Warp Travel Encounters Table. Murder-servitors (drain 1 power): The ship possesses a stock of ancient, skull-faced killing machines. Sealed in cryo-stasis until absolutely required, a mere dozen can be successfully sent on hit and run raids to maim and kill on enemy vessels. Death-dealers : When used to conduct a Hit and Run Action, this enhancement provides a +20 bonus to the opposed Command Test. Precise : When determining the Critical Hit inflicted by a Hit and Run Action they participated in, the character conducting the raid may select any result between 1 and 6, rather than rolling Suspension Chambers (drain 2 power): Hated by crewmembers and medicae alike, these induced sleep chambers allow a vessel to place a substantial portion of its crew into suspended animation. This can be used to stretch out the ship’s stores for an extended time. There are, however, countless tales of voidfarers trapped in these chambers for centuries after some tragedy befell their vessels. Unlike the cryo-stasis tubes of the so-called “cold quarters,” induced sleep chambers take much longer to activate and deactivate, and are designed to be used with large masses of crew at a time. Therefore, they are not useful for replenishing small instances of crew loss. Slumbering Crew : When active, the vessel’s Crew Population is decreased by 50 and its Morale is decreased by 5. When the device is deactivated, Crew Population recovers the full 50 points, but Morale does not recover. It takes a full day’s work to awaken all the crew who upon awakening suffer 1d5+1 levels of Fatigue which may impair their ability to perform their duties. Stretch the Rations : When in use, a ship may double the time it may remain in the void without suffering Crew Population or Morale Loss. Tenebro-maze (drain 1 power): The interior of the ship is a maze of passageways, blind compartments, and triple-sealed pressure-hatches. Enemy boarding parties become quickly lost and separated, while the defenders spring cunning ambushes from behind hololithic bulkheads. Hidden sally-ports : This ship gains +10 to all Command Tests when defending against boarding actions and Hit and Run Actions. Incomprehensible Layout : When a Component on this ship is selected to be affected from a critical hit, it is chosen by the ship’s controller, not the attacker.