Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Uncompromising Lack of Integrity; Ship Stats

Uncompromising Lack of Integrity Hull: Raider Class: Infidel Raider Dimensions: 1.5 km long, 0.25 km abeam approx. Mass: 6 megatonnes approx. Crew: 24000 crew, approx. Accel: 9 gravities max sustainable acceleration Fast, tough, and incredibly dangerous the Uncompromising Lack of Integrity 's crack crew has a dire reputation amongst their Imperial Navy opponents across the Eastern Fringe. Its crack crew have a 40% chance to perform actions in ship to ship combat. The vessel is also equipped to a heretical cogitator targeting matrix, from the Iron Pit of Sammech, that allows the vessel to fire its weaponry independently with a Ballistics rating of 30, or assist its gun crews with a +10 bonus. The Uncompromising Lack of Integrity is even capable of navigating the Warp on its own without the aid of a Navigator using precisely calculated jumps, however its temperamental Warp engines make for some very long trips. The voidship's hold contains a gladiatorial arena where its crew bet on death matches between various xenos beasts and professional gladiators, and it provides a +20 bonus to Commerce tests made aboard the ship. Da red wunz go fasta!: The freeboota Snaga Morbad took the time to paint red lightning stripes on port and starboard sides of the voidship while it was docked at the Khazant orbital yards, seemingly as a result as long as Kaptin Morbad spends an hour each day abusing the ships's Viperdrive, engine efficiency increases to 120% but engaging full burn, i.e. Speed 11 or higher for two or more consecutive ship turns deals 2d5 – 5 damage to Hull Integrity and if both dice come up "5s" the ships plasma drive has overheated and the component is damaged. Dreams of Distant Worlds : Superstition claims a planet bound ship maintains a particular affinity for planetary bodies, after having remained on one for so long. This ship gains +10 Maneuverability while within 5 VUs of a planet. Temperamental Warp Engine : The ship suffers a flutter in its Warp Engines, an inconsistency that no amount of maintenance or supplication can eliminate. Whenever the ship travels through the immaterium, the GM should roll 1d10. On a 6 or lower, the journey takes an additional 1d5 weeks, on a 7 or higher, the travel time is reduced 1d5 weeks instead (potentially causing the ship to arrive before it left!). However, once in a great while, the ship will leave the warp to unexpectedly find itself someplace other than its intended destination. (This is at the GM’s discretion, but should not happen on a regular basis.) Wrothful : The ship’s spirit constantly smoulders with anger. In battle, it explodes into a berserk fury, straining and exhausting its systems. During combat, the ship gains +1 Speed and + 7 Maneuverability. Out of combat, the ship suffers –1 Speed and –5 to Maneuverability and Detection. Speed 13 VU; 15 in combat Maneuverability +33, +43 near a planet Detection +0, but +10 in combat Hull Integrity 36; increases to 42 thanks to Field Bracing Armor 18 Turret Rating 1 Space: 36 used of 36 Weapons: 1 Dorsal, 1 Prow Power Generated 45/Used 21 (to 24 with Field Bracing active) Essential Components: Segrazian “Viperdrive” Pirate Engine, Klenova class M Warp Engine, Warpsbane Hull, Command Bridge (Command tests gain a +10 bonus), M-1.r Life Sustainer, M–100 Auger Array, and Slave Quarters Supplemental Components: Banefire Lance Battery: (Prow; Forward firing; Lance; Strength 2; Damage 1d10+2; Crit Rating 3; Range 12), Field Bracing, Forbidden Targeting Matrix, Gladiatorial Arena, Grapple Cannon (Dorsal), and Reinforced Interior Bulkheads x2 Special: Maximum morale is 95%, and the vessel has no void shield. Nor does it contain enough internal space to accommodate one. Grapple Cannon: A grapple cannon is a highly-modified macrocannon that fire magnetized harpoons and hooks attached to foot-thick chain-cables to drag the vessel closer in order to effect a boarding action. The strains placed upon the chain-cables are so great that only the smallest vessels can effectively use these devices, but nevertheless the sight of hundreds of void-armored pirates rappelling down a chain- cable in order to cut their way into the hull of a helpless, tethered transport is enough to chill the blood of even the hardiest spacefarer. These weapons are rare, but as they allow attackers to effect a boarding action in relative safety, they are occasionally used by large pirate squadrons, who can afford to forgo the firepower of one of their ships in order to rapidly subdue a crew and gain a precious voidship and its cargo. Harpoon Cannons : Although these weapons take up a Weapon Capacity Slot, they do not deal damage and do not have regular weapon profiles. Chained together : When effecting a boarding action, a ship equipped with Grapple Cannon may make a Difficult (–10) Ballistic Skill Test rather than a Hard (–20) Operate (Voidship)+Maneuverability test to begin the action. Furthermore, as the ships are effectively tied together, the victim must make an Arduous (-40) Operate (Voidship)+Maneuverability Test in order to escape rather than the normal Hard (-20) test. The ship equipped with Grapple cannon may elect to simply cut its cables and escape at any time from a boarding action. Klenova Class M Warp engine This variant on the warp engine was designed for vessels following well established routes through the Immaterium between relatively nearby systems, and for three centuries the Kormisoshi Shipyards installed a small number of the engines in select starships. The design intent was for these ships to travel without a Navigator. The Navis Nobilite has lodged many formal complaints against the use of these designs, but despite their limitations they remain in common use by Chartist Captains across the galaxy. These vessels can only ride the currents of the warp to follow a calculated jump along well established warp routes with aid of quality charts. Multiple redundant cogitation systems aid in finding safe passage. However, the systems required for a Navigator to interface with the Warp Engine are not present. Mysteries of the Warp : No warp assessment is possible, so the dangers of the Immaterium are unknown. When using this system, the vessel must make a daily test on Table 7-4: Warp Travel Encounters (see Rogue Trader page 185). Static System : The Klenova Warp Engine is not compatible with a Navigator’s Powers or any Components or other systems that modify warp travel. Segrazian Pirate Engine The Segrazian “Viperdrive” Pirate Engine is popular with reavers who value pure speed for extended stern chases and the evasion of naval patrols. Certain Rogue Traders have also (perhaps unwisely) fitted these temperamental drives to their frigates. Over-sized Engines : Increase the Ship’s speed by +2 and Maneuverability by +3 Fragile Engines : Any hits to the finely-balanced plasma drives are likely to incapacitate the entire ship. If an Engines Crippled result is rolled on the Critical Hits table (page 222, Rogue Trader) always treat the engines as wrecked, as if an 8-10 had subsequently been rolled.
Upon accidentally appearing in the Hadex anomaly, the Uncompromising Lack of Integrity found itself in an unknown arrangement of planets. The crew began an intensive scan of the system however due to crude nature of the Ship augury array even after 3 days the system survey is still incomplete. However they have managed to positively identify the presence of an asteroid cloud as well as four planets in the habitat zone, including a world with an ocean of blood that they were in orbit of. The four nearby planets that they detected are... A hive world approximately one week away surrounded by a cloud of apparently organic debris. Your twin astropaths report seeing a vision of corpse balloons hanging in the sky when they look toward this planet. A habitable world approximately three days away inside a radiation field. A habitable world with intense life signs approximately one week away on the edge of a radiation field. Despite the results of the scans, the Dark Mechanicus cultists on board assure Captain Lodd that it should be impossible to detect life signs at this distance. A storm raged world covered in an ocean of what appears to be blood which is teeming with mega organisms, which the Uncompromising Lack of Integrity is currently orbiting. The Uncompromising Lack of Integrity 's twin Alpha-level astropaths have also registered garbled astropathic distress signals being broadcast every two days from a location just below the surface of the blood sea, the source appears to be a Great Crusade era Imperial Cruiser – the Shining Light of Reason if the astropathic signal has been interpreted correctly. Scans of the surface have detected what appears to be a ship graveyard consisting of sunken vessels of mostly Xenos make and manufacture scattered about under the crimson waves, though there are at least two other pieces of ancient Imperial warships. The augury array has also detected what are likely four other planets in the system, which was confirmed by the ships astrographers before they were locked up by Captain Lodd. The system cannot be strictly be called a solar system as it lacks a star, despite this all eight planets are orbiting what appears to be nothing, a zone of empty space: no space dust, no astroids, no radiation, no gravity...nothing. Ships morale is currently at 80% Current Population is at 88% i.e. 21,120 personnel. Current Hull Integrity is at 30 out of 42, and the void ship's Warpsbane hull was damaged by the Daemonic incursion.