
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.