The Emperor's Horn
The Emperor's Horn
Class: Falchion (Dimensions: 2.2 km long, 0.3 km abeam at fins approx.)
Hull: Frigate (Mass: 6.5 megatons approx.)
Speed: 8 (Accel: 4.6 gravities max sustainable acceleration)
Turret Rating: 1
Hull Integrity: 36
Space Available: 34 Used: 34
Power Available: 45 Used: 44
Crew (27,000 approx.): Competent (30) Population Max: 100% Morale Max: 101%
Plasma Drives: Jovian Pattern Class II
Warp Engines: Sterlov Mark I
Geller Fields: Emergency Field
Void Shields: Repulsor Shield Shield Total: 1
Ship’s Bridge: Command Bridge
Life Sustainers: Clemency-pattern
Crew Quarters: Clan-Kin
Auger Arrays: W-240 Passive Detection Arrays
Prow 1: Voss-pattern Torpedo Tube
Dorsal 1: Ryza Pattern Plasma Battery
Augmented Retro Thrusters
Torpedo Specialist: The Falchion has been designed as a torpedo gunship. The Falchion’s Prow weapon slot is occupied by a Voss-pattern Torpedo Tube Component. This Component may not be removed, and has half the usual ammunition capacity. The space required is already taken into account, but when this ship is constructed, it must provide one power to this Component.
Volatile: If the Torpedo Tube is damaged or destroyed (but not unpowered or depressurised) while torpedoes are loaded, it has a 10% chance of exploding. In this event, the torpedo tube is destroyed and the ship takes 2d5 Hull Integrity damage.
Blasphemous Tendencies: Some unidentifiable aspect of this vessel’s spirit resonates sympathetically with the Immaterium. Captains find this ship swims through the warp more easily, as if it was more at home there… All Navigation Tests made to pilot this vessel through the warp gain a +15 bonus. However, while aboard the ship, all crew suffer –5 to Willpower based Tests.
Emissary of the Imperator: The vessel is a veritable monument to the power and grandeur of the God Emperor’s might. Awe-inspiring and terrible, it lacks subtlety. All Intimidate Tests made by characters from this vessel gain +15, while all other social Skill Tests suffer a –5. These bonuses and penalties only apply if the character is known to be from the vessel. In addition, few will be able to see beyond the symbolism of the vessel—xenos see a threat, faithful Imperial citizens see a symbol of civilization (or possibly chastisement), and heretics and rebels see a hated foe. Their reactions will be colored accordingly.
Enhanced Cogitator Relays: As long as the bridge remains undamaged, all Command tests made by the Captain gain +5 and all Ballistic Tests to fire shipboard weapons gain +5. If the Command Bridge ever suffers a critical hit, it becomes unpowered on a 1d10 roll of 3 or higher.
Lifeline: Increase Morale permanently by +1. This starship reduces Crew Population and Morale losses due to Depressurization by 4, to a minimum of 0.
No Broadcasting: When on silent running this vessel may perform any Detection actions without penalty.
Charged particle repulsion effect: The ship does not suffer penalties to Maneuver Actions when traveling through nebulas, ice rings, plasma clouds or other celestial phenomena consisting primarily of small particles.
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.
Auto-engagement routines: If the ship unexpectedly enters the warp, roll 1d10. On a 3 or higher, the Gellar Field activates automatically, protecting the ship from any warp intrusion that may have taken place.
Vaporization: When this Weapon Component rolls a 1 or 2 on the Critical Hit Chart, it effects two Components instead of one
Shadow in the Void: When traveling on Silent Running, all tests to detect this vessel have their Difficulty increased by two degrees. When completing a Criminal Objective, the players earn an additional 50 Endeavor Points.