Eternal Praetorium

Name: Eternal Praetorian
Class: _Lathe -Class Monitor Cruiser
Max Population: 52000
Length: 4.3km
Width: 0.5km
Weight: 20Megatonnes
Speed: 5
Armour: 19
Turret Rating: 1
Void Shields: 1
Detection: +41
Maneuver: +9
Ballistic: N/A

Weapon Capacity: Prow 1, Port 1, Starboard 1

Space: 60/60 used
Power:60/60 used
Hull: 63/63
Crew: 100/100
Morale: 91/91
Crew Rating: (+50

Essential Components

Strelov 2 Warp Engine, Warpsbane Hull, Jovian Pattern Class 3 Drive, Void Shield, Exploration Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, Deep Void Auger Array

Supplemental Components

Prow Titanforge Lance Battery, Port Mars Pattern Macrocannon Broadside, Starboard Mars Pattern Macrocannon Broadside, Crew Reclamation Facility, Extended Supply Vaults, Cargo Hold & Lighter Bay, REALLY GOOD SERVITORS

Weapons

Name Location Strength Damage Crit Range
Titanforge Lance Battery Prow 2 1d10+4 3 6
Mars-Pattern Broadside Port 3 (Storm) 1d10+14 5 6
Mars-Pattern Broadside Starboard 3 (Storm) 1d10+14 5 6

History:
A Nose for Trouble: Something about this ship quivers at the thought of battle, always probing the cosmos for a new victim. Add +5 to the ship’s Detection, and reduce this ship’s Armour by 1, due to its many battles. Occasionally, the crew may find themselves in fights they might have preferred to avoid.

Haunted: Some nameless horror haunts this vessel’s past, leaving voidsmen to whisper stories of ghosts wandering through the corridors and cabins. Reduce Morale permanently by 10. However, strange premonitions flicker on the auger arrays, granting a +6 to the ship’s Detection. Additionally, all non-crew members suffer –5 to Command Tests involving boarding actions or hit and run actions against the haunted vessel. The presence of these spirits may cause many other issues, depending on their origins and how they came to haunt the vessel (something the GM should determine).

Special Abilities:

Overcharged (Strelov 2 Warp Engine): Reduce the base travel time for a journey through the Immaterium by 1d5 days per full week of travel. If the voyage is shorter than 1 week before this reduction, it has no tangible effect. It may be further modified by the results of the Navigation (Warp) Test.

Shield of Faith (Warpsbane Hull): 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.

Long Range Scanning (Exploration Bridge): This ship gains +5 Detection when using Active Augury.

Navigation Records (Exploration Bridge): When working towards an Exploration objective, the players earn an additional 50 Endeavour Points.

Recycling (Crew Reclamation Facility): Reduce all losses of Crew Population by 3, to a minimum of 1. Increase all losses to Morale by 1.

Hidden Spaces (Cargo Hold & Lighter Bay): When working toward a Trade or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective.

Extensive Stores (Extended Supply Vaults): Double the time a ship may remain at void without suffering Crew Population or Morale loss. When making Extended Repairs, repair 1 additional Hull Integrity.

Eternal Praetorium

Tyrannous Stars theendcat