The Blue Arrow

Light Cruiser, Flagship of the Fleet

Description:

Ship Name: The Blue Arrow
Class: Light Cruiser
Hull: Dauntless Class Light Cruiser
Speed: 8
Manoeuvrability: +10
Detection: +30
Turret Rating: 1
Shields: 1 (Castellan)
Armour: 19
Hull Integrity: 60/60
Space Used/Available: 47/60
Power Used/Available: 53/60
Weapon Capacity: 1 Prow, 1 Port, 1 Starboard
Crew %: 100/100
Morale: 40/98

Essential Components
Jovian Pattern Class 3 Drive [Modified/Archeotech]
The STC standard drive for this vessel is much older than anything ever seen before. Mechanicus sources believe it is unknown archaeotech.
Overcharged: The strange and exotic nature of the materials used in the drive’s containment domes allows for a hotter plasma ‘burn,’ while taking up less space. This adds +1 to the ship’s Speed, decreases the space the drive takes up by 4, and is of extreme interest to agents of the Mechanicus.

Strelov 2 Warp Engine
Allows the vessel to enter and remain in the immaterium.

Warpsbane Hull
The entire hull of the vessel is covered with silver, hand-inscribed hexagramic wards. These reinforce a Geller Field projected from a 50 metre statue of an Imperial Saint, located just fore of the bridge.
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 (see page 186), the GM rolls twice and allows the Navigator to chose which result is applied

Bridge of Antiquity
This bridge is interlaced with ancient cogitator circuitry and hololithic technology, granting the Captain and bridge crew unparalleled control over their vessel.
Eyes Everywhere: Add +10 to all Command Tests or social Skill Tests any character makes while on the bridge.
Hololithic Display Tank: Increase the ship’s Manoeuvrability by +5.

Ancient Life Sustainer (Archeotech) (Reduce Non-Combat Crew Losses by 1)
This life sustainer uses extensive conduits and purifiers to do a thorough job of cleaning the air and water through methods lost to the Mechanicus.
The Air is Sweet: Increase Morale permanently by 2, reduce all losses to Crew Population due to non-combat sources by 1

Deep Void Auger Array
These, quite simply, are the some of the best sensors created by the Adeptus Mechanicus, and are reserved for their own ships and Imperial Naval scout vessels.
Eye of the Omnissiah: The exceptional sensitivity of the array grants +10 to the ship’s Detection.

Voidsmans Quarters
Standard living quarters for the voidsmen of a long-distance trader.

Weapons

  • Sunsear Las-Broadside
    • Location: Port/Starboard (x2)
    • Damage: 1d10 + 2
    • Strength: 6
    • Crit Rating 4
    • Range: 9

Supplemental Components
Luxury Passenger Quarters
Comfortable quarters for passengers earn Thrones – and make for jealous crew.
Paying Customers: When working toward a Trade, Criminal, or Creed objective, the players earn an additional 100 Achievement Points towards completing that objective.
Class Division: Decrease Morale permanently by 3.

Barracks
For a truly enterprising Rogue Trader, a war is just another business venture. These barracks allow him to attempt just that – by filling his ship with thousands of troops.
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.

Observation Dome
A gigantic observation dome made of diamond panes and armoured glass adorns this vessel’s spine, allowing an unrestricted view of the surrounding void.
Engraved Star-charts: When working towards an Exploration objective, the players earn an additional 50 Achievement Points towards completing that objective.
Cure for Claustrophobia: Increase Morale permanently by 1.

Energistic Conversion Matrix (Archeotech) [ PWR to SPD 4 for 1],
Ancient technology from mankind’s dark past, the conversion matrix allows raw power to be diverted directly into a ship’s drive tube when required, giving the ship an increase in thrust.

Murder Servitors
The ship possesses a stock of ancient, skull-faced killing machines. Sealed in cyro-stasis until absolutely required, a mere dozen can be successfully sent on hit and run raids to maim and kill on enemy vessels.
Death-dealers: When used to conduct a Hit and Run Action, this enhancement provides a +20 bonus to the opposed Command Test.
Precise: When determining the Critical Hit inflicted by a Hit and Run Action they participated in, the character conducting the raid may select any result between 1 and 6, rather than rolling.

Mining Laser
Big Frickin’ Laser

Ship Upgrades
Stormtrooper detachment
When a ship with a Storm Troopers detachment conducts a hit and run raid, the raid doubles the amount of Hull Integrity damage dealt. When a ship with a Storm Troopers detachment wins an opposed Command Test while defending in a boarding action, it adds 1d5 to the damage inflicted to Crew Population.

Complications / Past Histories
Adventurous
The vessel is eager to seek new horizons, to turn its bow from civilisation and delve into the darkness of the unknown. When participating in an Endeavour the ship gains +10 Detection, when not participating in an Endeavour it suffers –10 Detection.

Reliquary of Mars
Somehow, this vessel has been outfitted with ancient archaeo-tech systems from mankind’s
forgotten past. When constructing this vessel, players must select 1 Archeotech Component of their choice. However, any Tech-Use Tests to repair the ship suffer a –20, due to the highly complex nature of the machinery. Additionally, the tech priests of Mars regard the vessel as holy, or at least having holy components. Some may petition to visit the vessel, others may want it for themselves.

Skill Test Modifiers

Tech-Use Repair Ship/Emergency Repairs -20,
Navigation/Warp 10,
Social 10,
Command 10,
CMD/Hit&Run 50,
CMD/Boarding Action 20,
CMD/Hit&Run (Def) 50,
CMD/Boarding Action (Def) 30

Achievement Bonuses

Achievement Bonuses:
Trade + 100
Crime + 100
Creed + 100
Military + 100
Explore + 50

Bio:

The Blue Arrow was given as a gift along with the Charter to the Kvaas dynasty roughtly 8000 years ago. It’s technological oddities makes it a favored stop for explorators and members of the machine cult. There have been several sanctions to have it expropriated by the Adeptus Mechanicus. This has been avoided, as it is mentioned by name in the charter, as part of the prize bestowed on the Kvaas dynasty after their aiding the machine cult.

The Blue Arrow

The Blue Arrow Crew prkrstnhaugen DarthSmeg