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Quam Mons Gravior

Hull: Light Cruiser Class: Dauntless-class Light Cruiser


Dimensions: 4.5 km long, 0.5 km abeam at fins approx.
Mass: 20 megatonnes approx.
Crew: 65000 crew, approx.
Accel: 4.3 gravities max sustainable acceleration

Speed: 8 (9 out of combat) Manoeuvrability: +20


Detection: +25 Hull Integrity: 60
Armour: 20 Turret Rating: 1
Space: 6/60 Power: 9/65
Weapon Capacity: Prow 1, Port 1, Starboard 1

Essential Components
Modified Jovian-pattern Class 4.5 Warcruiser Drive (power 65 generated, space 10), Best Strelov 2 Warp
Engines (power 11, space 11), Warpsbane Hull (power 1, space 0), Good Single Void Shield Array (power
4, space 1), Best Command Bridge (power 2, space 1), Best Vitae-Pattern Life Sustainer (power 4, space
2), Clan-kin Quarters (power 1, space 4), M-201.b Array (power 4, space 0)

Supplemental Components
Prow Best Sunhammer Lance Battery (power 13, space 6), Port Best Mars Pattern Macrocannon
Broadside (power 4, space 5), Starboard Best Mars Pattern Macrocannon Broadside (power 4, space 5),
Good Cargo Hold & Lighter Bay (power 1, space 1), Best Barracks (power 1, space 3), Best Tenebro-Maze
(power 1, space 2), Best Munitorium (power 2, space 3), Good Augmented Retro-thrusters (power 3,
space 0)

Weapons
Mars Best Pattern Macrocannon Broadside (power 4, space 5) Strength 6, Damage 1d10+4, Crit Rating 4,
Range 6
Mars Best Pattern Macrocannon Broadside (power 4, space 5) Strength 6, Damage 1d10+4, Crit Rating 4,
Range 6
Prow Best Sunhammer Lance Battery (power 13, space 6) Strength 3, Damage 1d10+3, Crit Rating 2,
Range 9

Complications
• Skittish: The ship fears battle, bucking against its masters when entering the fray. When in combat,
reduce the ship’s Speed by 1. However, when not in danger, it runs eagerly and fast. Reduce the
travel time for any long distance (between stars) voyage by 1d5 weeks, to a minimum of 1.
• Wrested from a Space Hulk: The ship has been recovered from a space hulk - a mass of wrecked
ships that drifts intermittently through the warp and realspace. The ship is very old (and thus of high
quality), but those who know of its origins whisper that it is cursed. The ship gains +1 Armour, +1
Speed, and +3 Manoeuvrability. However, every time the crew suffers a Misfortune, the GM rolls
twice and chooses the worse of the two. The curse can have many other effects as well, many ill, but
a truly skilled Rogue Trader can turn any situation to profit...

Notes
• Shield of Faith: Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. When
rolling on Table 7-4: Warp Travel Encounters, the GM rolls twice and allows the Navigator to chose
which result is applied.
• Enhanced Cogitator Relays: As long as the bridge remains undamaged, all Command Tests made by
the captain gain +5 and all Ballistic Skill Tests to fire shipboard weapons gain +5. If this Component
ever suffers a Critical Hit, it becomes unpowered on a 1d10 roll of 3 or higher.
• Sensitive: Increased power draw provides a +5 bonus to the ship’s Detection.
• Hidden Spaces: When working toward a Trade or Criminal objective, the players earn an additional
50 Achievement Points toward completing that objective.
• Unbalanced: Starships are precisely balanced, something this modification effects, meaning they
suffer -3 to Manoeuvrability.
• Soldiers: When working toward a Military objective, the players earn an additional 100 Acheivement
Points towards completing that objective.
• Reinforcements: If the ship is transporting troops, it gains +20 to all Command Tests involving
boarding actions and Hit and Run Actions.
• Agile: These thrusters add +5 to the ship’s Manoeuvrability.
• 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.
• Well Armed: When working toward a Military objective, the players earn an additional 25
Achievement Points toward completing that objective.
• Ordinatus Extremus: All macrobatteries on this ship gain +1 to their listed damage.
• Volatile: If this Component is damaged, it explodes. The ship takes 2d5 damage to Hull Integrity, and
a Component of the GM’s choice is set on fire.
• For Hearth and Home!: All Command Tests to defend against boarding and hit and run actions gain
+5. In addition, all sources of Morale loss are reduced by 1, to a minimum of 1.

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