Hound of Albion

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Rogue Trader: Drake Dynasty
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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 AlbionAbhorrent
Fortuitous PurposePenance of Iocanthos
Drake Trade Empire
DamarisScintillaKulth
SvardDrossAurum
Sepheris SecundusTennenberg
Killian's Rest
Drake Expeditions
Open Missions
Grand Endevours
Personnel
MagistratesRetainers
Militants
Svard 1stStormtroopers
House Drake Expeditionary Army
Assets
Materiel
Aerospace CraftGround Vehicles
Armoury
WargearRelics and Artifacts
Other
Estate
Secrets and ContactsAwards and Honors
The Galaxy
Locations
Calixis Sector
Koronus ExpansePeriphery Subsector
Personalities
Peers of the Imperium
Rival Rogue Traders
Utilities
Rogue Trader Timeline
House Rules
Guide and Lore

The Hound of Albion is a new name for an old pirate vessel that has been plying the area around Footfall for centuries.

Unknown-class Raider

Wolf Pack.png

Dimensions: 1.3 km long, 0.3 km abeam approx.
Mass: 5 megatonnes approx.
Crew: 20,000 crew, approx.
Accel: 5.6 gravities max sustainable acceleration

Raiders are a broad class of hulls covering everything from privateers to the destroyers used in the Imperial Navy. Typically a “raider” denotes a vessel designed for speed and combat. This makes them popular with the many pirates and buccaneers who raid the space-lanes, preferring to strike lone vessels swiftly, then flee before they should be noticed by a Navy patrol. The Imperial Navy also makes use of raiders (referred to as destroyers), though they prefer to outfit them with heavy ship-crippling munitions such as torpedoes and send them out to hunt larger vessels. Destroyer’s superior speed and maneuverability means they can close the range, launch, and escape before the target can fire on them – most of the time.

Raiders are some of the fastest ships in the Calixis Sector and Koronus Expanse. Their speed and maneuverability is unmatched by other classes, and their firepower is often as good as other vessels of comparable tonnage. To achieve this, however, raiders sacrifice armor and other defenses, along with cargo and stowage space. In essence, they are glass cannons, able to throw out a heavy fire, but unable to take it in return. Instead, they rely on evasive maneuvering and high speed to stay out of the reach of the guns from heavier craft.

Ship's Captain

Redbeard.jpg

Captain Harris Redbeard is an ex-pirate, though in many situations it seems that only his employment under Drake keeps his current activities from falling afoul of the Imperial Peace. Despite his aggressive and underhanded tactics and actions of dubious morality, his great understanding of strike and fade tactics has been an asset to the dynasty's naval actions.

History

Harris Redbeard was born on Footfall, a son to what passes as nobility on that far-flung hive of scum and villainy.

Rules

Smash and Grab Captain Redbeard's piratical experience has given him unique insight on how to grab valuable items off of starships in very short amounts of time. When he performs a Hit & Run action, he provides 1d5x10 Achievement points (max 100/battle). In addition, performing Hit & Run attacks does not count against the number of extended actions his ship may take.

Strike and Fade Captain Redbeard has no stomach for long battles. Starting on the fifth round of combat, his ship suffers a -5 crew rating, and can no longer use the 'Put your backs into it' extended action.

Ship Statistics

Basics

Speed: 9 (11) Maneuver: +23% Detect: +12%
Void Shield: 1 Armor 14 Integrity 32
Turret 1 Crew 100% Morale 100%

Weaponry

  • Thunderstrike Battery
    • Arc: Prow/Port/Starboard, Range: 2/4/8, Str: 3, Dam: 1d10+1
  • Jovian Missile Battery (Best)
    • Arc: Prow/Port/Starboard, Range: 3/6/12, Str: 5, Dam: 1d10+1, Reload (1)

Situational Bonus

  • Increase Morale Losses by 1

Onboard Checks

  • +10% on Repair Tests

Other Modifiers

  • -1d5 days during intersystem travel.
  • Repair 1d10+5 Hull Points during extended repairs.

Endeavor Bonuses

Creed: Trade: 50
Military: Criminal:

Components

Primary: Jovian Rappter Class 2 Drive, Strelov 1 Warp Engine, Standard Gellar Field, Standard Single Void Shield, Command Bridge, M.1.r Life Sustainer, Voidsmen Quarters (Branded), M-100 Auger Array
Weaponry: Prow Thunderstrike Macrocannons, Dorsal Jovian Missile Battery (Best)
Supplemental: Stowage Bays
Inherent Skittish Machine Spirit, Reaver of the Unbeholden Reaches