Aurea Albion
Rogue Trader: Drake Dynasty | |
---|---|
GM | |
Adam | |
Dynastic Power | |
Character Level: 31,250 XP / Rank 8 | |
Profit Factor: 43𝖕 | |
Command Crew | |
Lord-Captain Drake Navigator Primus Mordecai Arch-Millitant Winter Astropath Solarus High Factorum August | |
House Drake Fleet | |
Aurea Albion Hound of Albion • Abhorrent Fortuitous Purpose • Penance of Iocanthos | |
Drake Trade Empire | |
Damaris • Scintilla • Kulth Svard • Dross • Aurum Sepheris Secundus • Tennenberg Killian's Rest | |
Drake Expeditions | |
Open Missions | |
Grand Endevours | |
Personnel | |
Magistrates • Retainers Militants Svard 1st • Stormtroopers House Drake Expeditionary Army | |
Assets | |
Materiel Aerospace Craft • Ground Vehicles | |
Armoury Wargear • Relics and Artifacts | |
Other Estate Secrets and Contacts • Awards and Honors | |
The Galaxy | |
Locations Calixis Sector Koronus Expanse • Periphery Subsector Personalities Peers of the Imperium Rival Rogue Traders | |
Utilities | |
Rogue Trader Timeline House Rules Guide and Lore |
Archaic Cruiser
Dimensions: 5.1 km long, 0.7 km abeam approx.
Mass: 28 megatonnes approx.
Crew: 90,000 crew, approx.
Accel: 2.6 gravities max sustainable acceleration
For a Rogue Trader, a cruiser is a vessel filled with both promise and peril. All the problems that come with a light cruiser are multiplied ten-fold here. Even if a Rogue Trader manages to get his hands on a cruiser, he will find a universe of enemies scheming to take it from him. A cruiser is an invaluable treasure, after all. However, a Rogue Trader with the resources, cunning, and ruthlessness to get a cruiser and keep it, it is an unrivaled power beholden to no-one but himself.
A cruiser is a warship through and through. These are the ships of the line of Battlefleet Calixis, the heavy-hitters that fight major naval engagements. Cruisers carry large banks of weapons and are heavily armored. They have huge engines, but due to their size, their speed and maneuvering is typically not spectacular. This is good for a cruiser’s smaller opponents since their only chance against these behemoths is to flee. Indeed, cruiser designers expect their craft will most often fight other cruisers and will mount powerful weapons designed specifically to slay these ships.
Notable Crew of the Albion
- Bishop Raphael DeCarto: is the head of the Imperial Cult on the Aurea Albion as well as the leader of the Crew-Clan Lightbringers.
- Father Stawon Holtshelm: is a fiery if somewhat unorthodox preacher recruited from Tannenburg.
- James ‘Jimmy’ is the first officer of the Aurea Albion and is the usual command replacement during away missions.
- Doctor Michael Garrson is the Chief Churgen on the Aurea Albion. He has proved to be particularly adept at reattaching limbs.
Crew Clans
The Albion is fairly unique among the clannish Rogue Trader ships, having formed and coalesced into only a handful of large clans, rather than the plethora of smaller clans that are more commonly found. There are currently nine crew clans on the Albion, each similar in size. Although they do have general congregations and concentrations across the ship, nearly every segment of the ship has at least a few members of every clan. Like all good clan-based societies, there is a healthy amount of competition between them, from the sports arenas to collecting trophies during boarding actions. When large numbers of new crewmen are brought on board (like after a major battle), the clans will often get together and hold a "Clan Games", a multi-day event that serves as a recruiting and sorting procedure, as well as at time for each clan to show off its talents and skills.
- Iron Brotherhood The Iron Brotherhood is the youngest of all the clans on the Albion, having absorbed a smaller clan in the wake of the Light of Terra exploration. They are unique in that the entire clan follows the Cult of the Machine, venerating both the Machine God and the Albion herself.
- Voidwalkers The Voidwalkers are one of the more mysterious clans, as they intentionally congregate near the ship's skin, rather than deeper in her armored core. As a rite of passage, every Void Walker must stride the surface of the ship, unprotected by her adamantine skin, and call to the abyss that they are named for.
- Lightbringers The Lightbringers consider themselves the most pious of the ship's clans, though that is not a terribly difficult accomplishment. The Lightbringers do, however, produce the majority of the ship's chaplains and confessors, including the Albion's Bishop.
- Balistum The Balistum clan is unusual in being the most location focused of all the clans. The Clan of Balistum claims the ship's great cannons as their own, effectively splitting the clan in numerous septs’ based around individual guns or batteries.
- Adiutrix The Adiutrix, like many clans, are spread across the ship and among all the different occupations. One thing they strive for above others, however, is valor and success in boarding actions. The Adiutrix clan hall is well decorated with trophies from the Colossus among others.
- Cuncta Considered something of a ‘catch-all’ clan, the cuncta have little connecting them other than their clan ties. Even still, or perhaps because of this, they are one of the tighter knit clans, emphasizing clan loyalty and aid.
- Librarius Containing mostly scribes and other functionaries, the Librarius are both some of the most secretive of the clans. Claiming the ship's massive scriptoriums and libraries, the Librarius is composed of a number of levels and secret circles based around particular lores and records.
- Religiosa Considering themselves among the most skillful of the clans, the Religiosa seek out the more cerebral or technically difficult positions on the ship, priding themselves on their ability to handle complex situations.
- Draconis The smallest of the clans, and the only one that still requires blood to be a member, consists of those who can draw lineage back to the Rogue Trader line. They’ve dwindled to almost nothing over the years as they’ve suffered more their share of misfortunes.
Ship Statistics
Base Statistics
Speed: 6 | Maneuver: +13% | Detect: +3% |
Void Shield: 2 | Armor 21 | Integrity 60 |
Turret 2 | Crew 102% | Morale 108% |
Weaponry
- Sunsear Laser Array:
- Arc: Prow/Port/Starboard, Range: 4.5/9/18, Str: 4
- Dam: 1d10+2, Crit: 4, Battery Fire
- Mars Macrocannon Broadside:
- Arc: Port, Range: 3/6/12, Str: 6
- Dam: 1d10+2, Crit: 5, Battery Fire
- Mars Macrocannon Broadside:
- Arc: Starboard, Range: 3/6/12, Str: 6
- Dam: 1d10+2, Crit: 5, Battery Fire
- Paired Thunderforge Lances:
- Arc: Port, Range: 3/6/12, Str: 2
- Dam: 1d10+4, Crit: 3, Lance
- Paired Thunderforge Lances:
- Arc: Starboard, Range: 3/6/12, Str: 2
- Dam: 1d10+4, Crit: 3, Lance
- Overcharge 1 Energy Weapon for +1d5 damage (1/session)
- ReRoll Mars Pattern Cannon Damage Dice (1/Session ea)
(Battery: +1 hit/DoS, Combine before Armor)
(Lance: +1 hit/3 DoS, Ignore Armor)
Situational Bonus
- +2 Speed in Combat
- +12 Maneuver in Combat
- +5 Detection in Combat
- +5% Maneuver vs. Phenomena
- No Maneuver Penalty from Small Particles
Onboard Checks
- -10% Tech-Use to Repair
- +10% Command & Social Tests on Bridge
- +15% Command in Performing Boarding Actions
- +30% Command in Defending Boarding Actions
- +5% Piloting & Navigation on Bridge
- +15% Ballistics Skill for Ship Weapons
- +30% Hit & Run
- +20% Medicae on Ship
- +5% to Stearing the Vessel phase of Warp Navigation
Other Modifiers
- Reduce Non-Combat Crew damage by 1.
- Reduce Morale damage by 1.
- Hit and Run: No Pilot Check, Double Integrity damage, +1d5 Crew Damage
- For each Misfortune, Roll twice and take worst
- Tanibro Maze, Shipmaster's Bridge and Teleportarium are Hidden
- Halve Warp Journey Times, Encounter every 3 days
- 70% chance to activate Gellar in Emergency
- May use Drop Pods (10/turn)
- Captain chooses critical hit locations on own ship
- Only 1d5-1 Crew Loss on Depressurization
- Automatically Seal & Vent Fire
- Long Voyage Misfortune starts at 1 year
Endeavor Bonuses
Exploration: 150 | Trade: 150 |
Military: 100 | Criminal: 50 |
Components
Primary: Refined Jovian Warship Drive, Miroslav G-616.b Warp Engine, Emergency Gellar Field, Repulser Void Shield, Bridge of Antiquity, Shipmaster's Bridge (secondary), Ancient Life Sustainer, Clan-Crew Quarters, R-50 Multi-band
Weaponry Titanforge Lance Battery (x2), Mars Pattern Macrocannon Battery (x2), Sunsear Prow Battery
Supplimental: Tenebro Maze, Teleportarium, Compartmentalized Cargo Hold, Observation Dome, Trophy Room, Cargo Hold & Lighter Bay, Barracks, Drop Pod Launch Bay, Medicae Deck, Arboredum
Upgrades: Crew Improvements, Superior Damage Control, Targeting Matrix, Scartix Engine Coil, Stormtrooper Detachment