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Daemonship; "Shining Light of Reason" ship stats

Shining/Light of Reason The greater daemon that inhabits the ancient voidship tends to frighten and seduce its crew into greater depravity until they are reduced to shell shocked deaf mutes which the daemon devourers to produce food for the crew. Each day that the vessel is in transit, the crew loses 1 point of morale until they mutiny against the current leadership and appoint a new captain, refreshing the ship's morale to 100%. Characters aboard the daemonship suffer from its Daemonic Presence and take a -10 penalty to all Willpower tests. Further every week or so, the vessel loses about 1% of the total crew population and refreshes its food supply. The greater daemon that inhabits the vessel can at any given time take direct control of up to six ship components by making a Willpower test with a -10 penalty for each component after the first, if successful those parts of the ship run themselves for a single hour. The daemon takes pleasure in flooding the ship's air supply in either Hallucinogenic Gas or Soporific Musk, as well as randomly granting the darkest desires of various crew members. Each time its malevolence is curbed by the new leadership, they find the vessel unresponsive in battle suffering a cumulative -5 penalty that can increase up to a -50 penalty to all tests to use shipboard systems which inevitably causes morale to plummet until they are replaced by a new captain more in tune with the daemonships needs. Additionally, while the daemonship is bathing in the warp it can heal 1d10-4 points Hull Integrity damage per week. The vessel will never submit to exposure to a Gellar field. Hull: Cruiser Class: Unknown Class Dimensions: 6 km long, 1 km abeam approx. Mass: 30.5 Megatonnes approx. Crew Needed: 80,000 crew approx. Accel. 2.4 Gravities max acceleration. Speed 13 Crew Rating (50) Daemon Engine (5) Infamy 46 Maneuver +5, Detection +39 Shields 0; Hull Integrity 60, Armor 25-45 Turret Rating 2 Warp Instability: Sacrificing an unaligned crew member to the ship will stabilize the daemonship for a single day, as well as bestow 1 corruption point on all participants of the ritual and reduce crew morale by 1. Rituals that employ sacrifices aligned to Khorne will stabilize the ship for a week. Performing such a ritual requires at least one participant possess Forbidden Lore (Daemonology) or Forbidden Lore (Warp) skill at trained, this individual is called the ritual leader and they must succeed on a test using one of those skills, for each additional sacrifice made add +10 to the test and increase the corruption gained by +1. For every 800 crew members sacrificed in this way reduce crew population by 1%. Alternatively, each time the daemonship slays at least one uncorrupted sentient with any of its shipboard weapons, the daemonship can offset the penalties incurred by its Warp Instability for a single day. Weapon capacity: Prow 1, Port 2, Starboard 2 Willpower 69 Essential components: Alien Geometry, Daemon Eye Augur Array, Scartix Engine Coil Drive (grants the Scartix Coil bonus, see below), Ship Master’s Bridge, Vitae Pattern Life Sustainer, Pressed-crew Quarters, Supplemental components: Port and Starboard "Space Bat" Caves Prow Accursed Radiance (tractor beam/intelligence auto success/corruption equal to degrees of success if rolled a 1 on a Int roll, ships struck by the beam are ensnared) Port and Starboard Devourer Lance Broadsides: (Lance, Strength 2; Damage 1d10+6; Crit Rating 3; Range 10) Barracks: The bonuses for carrying a ship full of crazed killers are included in the modifiers below. Nightmare Mines: The daemonship continually extrudes mines, any round that it doesn't move it is considered to be surrounded by a mine field. Also any vessel engaging the daemonship in a stern chase risks striking a mine. It is possible for the voidship to contain its mines, each hour that it does so its holds fill with mines and it suffers a cumulative -5 penalty to Maneuver tests, after six hours (-30) the holds are full to the brim and the vessel begins to leak the excess mines. During this time, any hits the vessel suffers a midships will set off the mines which deal 1d10 of damage ignoring armor equal to the number of hours that they have accumulated (max 6d10). Sensory Overload: If the daemonship is engaged by any vessel that moves within 2 void units, the pilot of that vessel it must make a Hard (–20) Perception Test or be Stunned for one Ship Round/Hour of narrative time. This applies to each creature that enters this proximity, but can only trigger once per encounter per target. This is a Daemonic Shield. Teleportarium: The bonuses for this Component are included in the modifiers below. Each time the component is used, the travelers gain corruption and risk mutation unless they possess the Daemonic trait. Unless the GM rules otherwise, the traveler must make a Challenging +0 Toughness test with a penalty based on how much corruption they possess, if they fail they gain a mutation, and the mutation defaults to Warped Appearance and cannot be re-rolled (it is not considered to be a gift of the gods) unless the traveler is aligned with Slannesh. Warp Shroud: Once per day, a Psyker or Daemon aboard the Light of Reason within its focusing chamber may attempt to make a Focus test at a penalty of -10 or -20, for each -10 penalty the daemonship gains +1d10 armor until the Psyker ceases to sustain the power or leaves the focusing chamber, falls unconscious, or is slain. This is a Daemonic Shield. Special rules and Modifier summary Daemon Eye Augur Array: Any successful Scrutiny test to employ the Daemon Eye gains one additional Degrees of Success or 1d5 Degrees of Success when using a Focused Augury scan. Failed Scrutiny tests force non-daemonic characters make a Willpower test as if the Daemon Eye had a Fear of (X) where X equals the Degrees of Failure. Daemonic Presence: All those aboard the ship, except those enjoying the Dark Patronage of the daemonship suffer a -10 penalty to Willpower tests. Masque of False Configuration: The daemonship may disguise itself as any vessel of a similar size that it has docked with by rearranging its decks and architecture, the process is horrifying to the crew and inflicts 10 Morale damage and 1d10 population damage each time it is enacted. Scartix Coil: This powerful plasma drive technology means that the daemonship is capable of startling bursts of speed. When performing the Adjust Speed or Adjust Speed and Bearing Maneuver, the daemonship gains one additional Degree of Success (or gains 1 additional VU with the All Ahead Full Order). The following modifiers apply to the daemonship, taking Components into account: • All Command Tests made to defend against boarding and hit-and-run actions gain +10. • All hit-and-run attacks against non-daemonic opponents gain +40, but only +20 against daemonic opponents. • All Operate and Navigation Tests gain +10. • All Ballistic Skill Tests to fire ship board weapons gain +20. • If the daemonship is ever considered crippled, it can still move under its own power as long as it can draw upon the Warp, it does however suffer penalites to its Manuever and Warp Instability tests equal to the amount of Hull Integrity its lost, rounded to the nearest 10.
The Daemonship halves all Warp Travel times and never receives more than one Warp Travel encounter roll per trip. Someone reminded me that Warp Instability shouldn't apply to warp travel, so because of the Khornate sacrifices the ship will be stable for 45 days in the Materium after arrival in the Coil system.
Lesser Daemon: Vesperoculus "Space Bat" BS WS Str Toughness Agility Intelligence Perception Willpower Fellowship -- 60 53 38 60 22 40 27 22 Alignment: Slaanesh Armor 3 + Daemonic 2 + Tb 3 + = 8 Movement: 13/26/39/78 Psychic Powers: Hallucination, Mind Link, and Psychic Shriek. Skills: Awareness, Dodge, Forbidden Lore (the Warp), Intimidate, Linguistics (Chaos Marks), Navigate (Stellar), Psyniscience, Scrutiny Talents: Heightened Senses (Eye), Psy Rating 1 Traits: Bestial, Daemonic (2), Dark Sight, Deadly Natural Weapons, Fear (2), Flyer (13), Mount, Natural Armor (3), Psyker, Size (6/Enormous), Sonar Sense, Undying, Unnatural Perception (+2), Unnatural Strength (+2), Warp Instability, Warp Weapons Weapons: Claws (1d10+7, Pen 3, Special: Proven (3), Razorsharp) Wounds: 20