HOMEBREW PORTFOLIO - Gavin's Best Homebrew Stuff!

By Gavinfoxx, in Rogue Trader House Rules

HOMEBREW PORTFOLIO - Gavin's Best Homebrew Stuff!

Hello there everyone. Here is where I will put all of my best homebrew stuff. For now, I'm going to start with mostly things I've already put on here, but I have written a myriad of homebrew things over time. I will keep on editing this post to make sure it has the most updated versions of things, too. And as the quality of things here varies, I certainly am interested in hearing people's suggestions about my various homebrew things. I'm often very wordy and need help being concise. Mostly, my homebrew stuff is equipment -- mainly ship scale things. Sometimes it's vehicles or personal scale things, but it tends to be 'cool technological thing' more than anything else. To start this is going to just be mostly copying and pasting, I will edit as time goes on.

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Swiftwind Merchant Trader

Description: Designed to be a 'jack of all trades' trader, capable of defending itself against light attack, and more sturdy than a Vagabond, faster than a Carrack, but not have the extreme speed of the Orion, the Swiftwind is a solid investment for any merchant. This design dates back to M37, and it is believed that it was the basis of a custom, improved, albeit slower, design made in M38 in the Kormishoshi shipyards. Alas, that improved design never quite made it to market, so the Swiftwind is as good as this ship type gets for most traders.

Type: Transport
Dimensions: 2.5km long, .5 km abeam approx.
Crew: 21,000 crew approx.
Speed: 6 Manoeuvrability: +15 Detection: +10
Armour: 13 Hull Integrity: 40
Turret Rating: 1 Space: 38
Weapon Capacity: Dorsal 1, Keel 1
Cargo Hauler (1)

SP: 25
Cargo Hauler: This vessel was designed for transport, and no amount of retrofitting can fully change this. This hull comes pre-equipped with a Main Cargo Hold. The hull's Space has already been reduced to account for this, however when constructed the ship must be able to provide 2 Power to this component.



Vaught Class Light Cruiser

Description: Designed to be relativly quick and easy to produce, it was made to rapidly increase the size of new system fleets. The focus of this class was always for easy production, for Frigate-like quantity over quality. Due largely to its ease of construction, upkeep, and common pattern, its not rare to be seen in the hands of a rogue trader. Many admirals consider it a deathtrap, but others insist that they miss the point, it is more correctly thought of as a super heavy frigate and not a light cruiser at all, tonnage notwithstanding.

Speed: 6
Man: +12
Detect: +8
Armor: 19
Hull: 55
Turret Rating: 1
Space: 55
SP: 50
Weapon Capacity: 1 Port 1 Starboard 1 Prow

<Mass, Crew, etc: Light Cruiser range>

Special: Simplicity, due to its simple construction, maintenance is relatively easier than expected for a ship of its class. All repair tests are at a +10 on board



Name: Harvest-class Protected Freighter



Description: The Harvest class transport was designed for hazardous supply runs and for use in planetary assault with the Imperial Guard. To that end, it is heavily armored and very reliable, with redundant systems designed for easy repair in case of battle damage. Some Rogue Traders have chosen Harvest-class vessels for blockade runs and even invasions, as the sturdy vessel can shrug off enemy fire as well as many military frigates. Further, this ship is technically capable of making unassisted planetary landings, and returning to the void unaided, like many frigates can, though this is rarely done.



Class: Transport
Dimensions: 3.4 km and .4 km abeam
Mass: 11 megatonnes
Crew: 27,000
Accel: 2.5 gravities max
Speed: 5
Maneuverability: +0
Detection: +10
Hull Integrity: 45
Armour: 16
Turret Rating: 1
Space: 41
SP: 30
Weapon Capacity: 1 Prow, 2 Dorsal

Cargo Hauler: This vessel was designed for transport, and no amount of retrofitting can fully change this. This hull comes pre-equipped with a Main Cargo Hold. The hull's Space has already been reduced to account for this, however when constructed the ship must be able to provide 2 Power to this component.
Troop Transport: Part of the core hull of this vessel is set aside for transporting troops and their equipment, and this cannot be completely changed. This hull comes equipped with a Barracks Component. The hull's space has already been reduced to account for this, however, when the ship is constructed it must provide 2 Power to this component.





Anvil-class Repair ship



Description: The Anvil-class is the current standard mobile repair vessel of the Calixis and Koronus Battlefleets. The Anvil is designed to tend to the needs of a task force on the move. It has powerfully augmented engines for tug duty which, when unburdened, are capable of matching cruisers at speed and they are armed and armoured enough to take care of itself. It is fully equipped to perform any repair that does not require a full spacedock. Rogue trader dynasties will often try to acquire one of these vessels to service their explorer/trade fleets.

Hull: Transport
Speed: 5 Maneuverability: +0
Detection: +5 Hull Integrity: 52
Armour: 15 Turret Rating: 1
Space: 44 SP: 32
Weapon Mounts: 2 Dorsal
Crew: 30,000
<Mass , Crew, etc.: Light Cruiser range>

Surrogate Power Source: Anvil-classes are routinely called upon to provide power to damaged vessels and are equipped with additional generators; add +10 Power to the ship's drive output.

Service Vessel: This vessel was designed to repair and service navy warships and no amount of retrofitting can change that. This hull comes pre-equipped with one Manufactorum and one Spacedock Piers. This has already been factored into the amount of hull space available but 9 Power must be provided for them. Unlike normal ships which have Spacedock Piers, this ship will often be smaller than the ships it is servicing. While it can service four smaller vessels as normal at a time (ships smaller than a light cruiser in size; use hull integrity as a rule of thumb for 'smaller'. Appreciably smaller ships tend to have a hull integrity equal to or lower than 40.) like normal, it can also service larger ships -- but doing that means it can only service one such ship at a time, and requires the Anvil to make a Challenging (+0) Pilot (Space Craft)+Manoeuvrability Test; failure means the ship waives off or, at high degrees of failure, collides!



Victus-class Heavy Frigate



Description: Created with two duties in mind: heavy escort and exploration, the Victus-class combines heavy firepower with heavy armour to make a tough opponent for any prospective void pirates who would want to prey on the vulnerable transports under the Victus' protection. They were also given powerful augurs, as they were used for deep exploration, often in detached parts of Explorator fleets, as the heaviest generally available, non-Astartes ships that could use the safer and extremely fast Markov warp drives rather than the riskier Miloslav, as well as conceivably land and take off of many worlds under their own power.

Mass: 10 megatonnes
Crew: 26,000
3.3 km and .4 km abeam
Speed: 7
Man: +15
Detect: +18
Armour: 19
Hull: 45
Turret Rating: 2
Space: 43
SP: 40, Weapon Capacity: 2 Dorsal



So what do you all think? Yes, it's overpowered, but Astartes vessels are supposed to be better than other ships, and, after all, this is the hull that Inquisitors use as their suuuper high end Inquisitorial ship of choice, so it must have something that makes it better than other ships, yes? How would you change this?

"Very, very rarely, Rogue Traders of sufficient influence can gain the ownership of the mighty Strike Cruisers, those fast-response vessels of the Astartes. They never come with the actual Astartes that normally crew these vessels (along with innumerable chapter serfs and servitors of course). Normally, most Rogue Traders outfit them similarly to how Astartes outfit Vanguard Cruisers, for extended independent operations. After all, if one has access to the fastest variety of ship in the Imperium, the last thing you will want to do is slow it down with Escorts that can't keep up. Not that this ship would normally need escorts, being built to such generally high standards, with absurdly good armor, being essentially 'a much better Dauntless'."

Adeptus Astartes Strike Cruiser
Light-Cruiser scale vessel
Crew: 50,000
Speed: 7
Maneuverability: 15
Detection: 20
Hull: 60
Armor: 24
Turret: 2
Ship Points: 70
Space: 57
Weapon Mounts: Port, Starbord, Prow, Prow (Slot taken)

Wings of the Angels: The Strike Cruiser is well known as the most reliably fastest ship in the Imperium, at least when traveling through the Immaterium. The exact reason for it's fleetness through the Warp is unknown, but the effects are well-documented. Navigation Tests to pilot the ship through the warp gain a +10, and travel through the warp takes 1d3 less weeks than normal. Reroll all rolls for Blasphemous Tendencies or Temperamental Warp Engine under Past Histories and Machine Spirit Oddities until those results are not chosen. Further, when installed, any Warp drive where the version that would go on a light cruiser is slower than the one that would go on a Frigate or smaller, like the Markov Warp Drive, has the speed of the cruiser variant increased to the speed of the Frigate variant.

Astartes Prow: May not choose any component predicated on having a more traditional prow, such as a Variable Figurehead, a Reinforced Prow, or a Power Ram. In one of the prow slots, the vessel also has an integrated forward-facing Launch Bay and Cargo Hold, which must be provided with a point of power, and can not be removed. This does not impact the ship's ability to have a separate, second Prow weapon mount. This component normally launches Thunderhawks, Stormravens, Storm Eagles, and their void-capable Cutter variants, and carries extra mission cargo as well. Due to being designed into the vessel, this component does not lower the overall maneuverability of the ship. With this component, the cost of the component is already integrated in the ship. Provides 100 Achievement Points to Trade and Criminal objectives, and counts as a strength 1 bay.

Outfitted for war: The Strike Cruiser is designed solely for combat, and in anticipation of this her masters have equipped her with the heavy power couplings and projection arrays required to maintain multiple void shields. The Strike Cruiser can use ‘cruiser only’ Void Shield Components.

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"More common, though less famous, than the Adeptus Astartes Strike Cruiser is the Arbites variant of the ship, the 'Punisher' Class, often seen as the primary Arbites patrol vessel in important sectors. Less heavily armored than the Astartes variant, especially towards the rear, it often has forward-mounted torpedoes or a bombardment cannon. It also often has specialized components for the day-to-day running of a patrol and prisoner transport ship, but none of these components are integral to the ship. This class of Strike Cruiser is more commonly seen in the hands of Rogue Traders than the Astartes variant, being more easy to acquire, but it is still rare."

Adeptus Arbites Punisher-Class Strike Cruiser
Light-Cruiser scale vessel
Crew: 50,000
Speed: 7
Maneuverability: 15
Detection: 20
Hull: 60
Armor: 22, 20 rear
Turret: 2
Ship Points: 63
Space: 57
Weapon Mounts: Port, Starbord, Prow, Dorsal (Taken)

Long Arm of the Law: The Strike Cruiser is well known as the most reliably fastest ship in the Imperium, at least when traveling through the Immaterium. The exact reason for it's fleetness through the Warp is unknown, but the effects are well-documented. Navigation Tests to pilot the ship through the warp gain a +10, and travel through the warp takes 1d3 less weeks than normal. Re-roll all rolls for Blasphemous Tendencies or Temperamental Warp Engine under Past Histories and Machine Spirit Oddities until those results are not chosen. Further, when installed, any Warp drive where the version that would go on a light cruiser is slower than the one that would go on a Frigate or smaller, like the Markov Warp Drive, has the speed of the cruiser variant increased to the speed of the Frigate variant.

Dorsal Precinct: Instead of a dorsal weapon slot slot, this vessel has a Launch Bay and Cargo Hold, which must be provided with a point of power as any other bay and can not be removed. This component normally launches all manner of Cutters, Lighters, Landers, Aeronautica, and Barges, and even some Eagle Interceptors, and carries extra mission cargo as well. Due to being designed into the vessel, this component does not lower the overall maneuverability of the ship. With this component, the cost of the component is already integrated in the ship. Provides 100 Achievement Points to Trade and Criminal objectives, and counts as a strength 1 bay, albeit one incapable of servicing a full wing of bombers or assault boats, beyond the odd prestige one or two.

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Hawking Exploration Cruiser

This ship is essentially the perfect ship for many types of Rogue Traders as well as certain Explorator fleets. Technically sized as a Light Cruiser, albeit a large one, it is extremely fast for it's size, if slightly hard to maneuver compared to other light cruisers. It is highly capable of operating independently, and has very advanced shields and sensors. Larger than a Defiant or Dauntless, smaller than a Dictator or Lunar, these ships can almost act as full Cruisers, with a cost to match. Almost always fitted with Exploration Bridges and Multi-Band Auspexes, the design originally dates back to Macharius's crusades. The ship always has a background package equivalent to a Thulian Explorator Vessel without the Archeotech component, with the benefits and costs already integrated into it's capabilities.

Hull Integrity: 60
Maneuverability: 10
Detection: 32
Armor: 19
Turret Rating: 2
Space: 60
Speed: 7
Ship Points: 68
Weapon Capacity: 1 Prow, 2 Port, 2 Starboard (of these, 1 port and 1 starboard slot are pre-equipped with Components)

Support Carrier: The Hawking comes pre-equipped with bays that act as a specialized variant of Jovian-pattern Escort Bays in the Port and Starboard slots. However, these bays have extra space to store cargo due to the nature of the Ship's mission; each also adds 50 points towards Trade or Criminal objectives. 2 Power must be supplied to these bays in total. These components can not be removed. However, due to the specialized nature of these bays, they are incapable of servicing full wings of Bombers, beyond the odd prestige one or two; they are generally used for the wide variety and massive quantity of utility and scouting and surveying small craft, including some specialized grav-chute-equipped drop vehicles, that an exploration-focused ship, which can not be assumed to have access to full docking facilities, may need.

Exotic Projection Arrays: The Exploration Cruiser, being almost as large as a normal Cruiser, can select Cruiser Only Void Shields. Further, all shields placed in these slots gain the benefits of being Repulsor shields.

Explorer: The vessel adds +75 to all Exploration Endeavours. Add 3 months of emergency supplies. The prow can not have a reinforced prow or a power ram without lowering the detection capability of the vessel by 5.

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I also came up with a homebrew Heavy Frigate Astartes ship, to be a heavy version of a Gladius (whereas the Gladius is the Astartes Sword, this is to be equivalent of an Astartes Turbulent).



Pugna-Class Heavy Frigate
Crew: 26000
Ratings and Stats
Detection 20
Speed 9
Maneuver 19
Armour 20
Hull 42
Turrent Rating 2
Space 41
Weapon 1 Dorsal, Weapon 1 Keel
Ship Points 49

Due to the extra space dedicated to engine and drive, the ship can make more effective and efficient use of the Plasma Drive. This allows for the comparatively greater speed, and also increases the power output of any plasma drive installed on this vessel by 2. May not choose any component predicated on having a more traditional prow, such as a Variable Figurehead, a Reinforced Prow, or a Power Ram. Instead, the vessel also has an integrated forward-facing Good Quality Double-Sized Cargo Hold and Lighter Bay, which must be provided with one point of power as is normal for a lighter hold, and can not be removed, and provides 100 Trade and Criminal endeavors. This component normally launches Thunderhawks, Stormravens, Storm Eagles, and their void-capable Cutter variants, and carries extra mission cargo as well. Due to being designed into the vessel, this component does not lower the overall maneuverability of the ship. As a Heavy Frigate, it is one of the heavier classes of vessels that can still function in the upper atmosphere of some gas giants and make unassisted landings and takeoffs on terran-gravity planets, though this is only done for water landings in appropriately deep oceans, as the keel would be underwater in any landing; otherwise, it would have to land in a prepared landing slip due to the shape of the ship. It is also at roughly the maximum size of an Imperial ship capable of making 90 degree turns.



There is a ship class that was laid down to answer the question, "If the Imperium can no longer make Battleships or Grand Cruisers, or at least doesn't like to make the latter due to their lack of tactical flexibility, what is the heaviest, biggest, most heavily armed, shielded, and armoured ship, built along modern tactical lines, that the Imperium can make?"

The Ifrit-class Heavy Battlecruiser, or affectionately designated "Pocket Battleship" is the answer to this question. Based on the Overlord's design, this ship is slightly larger, and trades the speed, some of the relative low price and relatively rapid construction time of the Overlord, and also the manoeuvrability of a Battlecruiser to have some of the heaviest shielding and armour the Imperium can put together in a new ship. Primarily designed to field Battlecruiser-scale components, it can also handle void shields that are 'Grand Cruiser Only', and place heavier weapons than would be expected in a mere Battlecruiser in the Dorsal slot. Of course, it can mount a Nova Cannon.

Speed: 4
Turret Rating: 2
Space: 80
Detection: 10
Armor: 22
Maneuverability: 8
Hull: 72
Weapon Slots:
Dorsal 1
Prow 1
Port 2
Starboard 2
Ship Points: 68

Heavy Battlecruiser: A Battlecruiser class ship that can field Grand Cruiser scale Void Shields and treats the Dorsal slot as being Grand Cruiser scale as well for purposes of heavy weaponry. It can not mount Grand Cruiser scale drives, only Battlecruiser scale drives and smaller.


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This is a specialized Aeronautica and Drop Troop armoured Transport, named for what many consider the best Drop Troops in the Guard, which do also make use of this ship.

Elysian Class Armoured Drop Transport
Speed: 3
Manoeuvrability: -10
Detection: +5
Hull Integrity: 60
Armour: 17
Turret Rating: 1

Weapon Capacity: Prow
Space: 43

Armored Drop Transport
This ship is designed for void-to-planetary actions, and can not be changed from that task. It has two integrated launch bays (equivalent to specialized Jovian escort bays), taking up the port and starbord weapons bays, which are designed to also be able to launch aircraft, and can launch aircraft (like the Valkyrie) while the ship is flying in an atmosphere, and the bridge is a specialized equivalent to an Invasion Bridge. Further, there are two Barracks and a Main Cargo Hold. None of these components can be removed. The Hull's space has been reduced to account for these additions, but all these components require the full 23 power for these components. Further, this ship is more capable of landing in gravity wells than other ships of it's size, being sized and shaped to do so, though often it simply enters the upper atmosphere, goes to the drop and launch window, and drops and launches it's payload, then goes back to void maneuvers. Finally, as this ship splits the difference between a Heavy Transport and a Light Cruiser, it can hold some comopnents that are novel: the prow is specifically capable of holding Stygies class bombardment cannons, and it can handle Jovian Class 3 and equivalent (Class 8.2, for example) drives.

-Common additions: Stygies Bombardment cannons, Drop pod launch bays (slower than Astartes versions, designed for people without power suits, but with other specialized equipment for the drop, to supplement more traditional grav-chute based drop troopers), Munitorium, BG-15 Assault Scanners, and the cargo bay generally carries hab bases like the jovian-pattern modular hab base and other prefab modular structures to support drop troops.



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Ship components:

Temple of Knowledge

This Temple is a fantastic piece of archeotech and engineering, kept lovingly updated by some of the most powerful members of the imperium, placing what would normally be many more components, usually spread throughout a fleet in anything other than an Ark Mechanicus, in a single area so that a single ship can usefully do a myriad tasks befitting exploration and the obtaining of knowledge. It has a myriad linked components: places of worship of the Emperor in his guise of the guiding light of human knowledge, or as his incarnation as the Omnissiah, as well as various Imperial saints associated with blessings of sanctioned, appropriate individuals working towards tasks of learning and discovery for the greater humanity. It has things such as: a Librarium where, rather than being stocked mainly with books and scrolls, writings can be etched microscopically onto durable disks of sapphire or diamantine for later storage and retrieval, including facilities necessary to transfer traditional media onto this method; a Laboratorium, where small artefacts can be studied; a small-batch rapid prototyping manufactorum, with the curious, lost-to-time name of a 'Skunkworks'; it has a small research hospital where humans can be treated or ailments investigated or upgrades installed to the flesh. Some of the capabilities are less compared to their larger, dedicated equivalents, but the sheer usefulness more than make up for it.

Space 5, Power 5, Ship Points 10, Archeotech
*Can only be put in a Heavy Frigate, sufficiently sized Transport (Space and Hull both of at least 40), Light Cruiser, Cruiser, or Larger ship
*+10 to crafting or repair checks of small items or small batches of items, including via Trade checks, as well as medicae tests, all non forbidden lore investigation tests, as well as forbidden lore archeotech, and, at GM's discretion, any forbidden lores directly associated with sanctioned Imperial technology, like Mechanicum, Astartes, Ecclessiarchy, or Inquisition (when dealing with Mechanicum/Space Marine/Sororitas/Inquisitorial technology, for example, as well as analysis of other obviously non-Chaos, human-created technology in general, such as from a rediscovered Developing World that was not colonized from a descendant of a STC-derived colonization effort). Further, at GM discretion, sometimes extended actions such as Triage may work for more crew than otherwise when making use of this component, and other similar benefits.
*Counts as having Good Quality Superior Damage Control for this component only, even if that component and upgrade are not otherwise on the ship
*Cannot be made Best Quality; is already Archeotech
*+25 to all endeavors due to the multi-faceted utility

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Temple of War
Space 5, Power 5, Ship Points 10, Archeotech

*Counts as having Good Quality Superior Damage Control for this component only, even if that component and upgrade are not otherwise on the ship
*Cannot be made Best Quality; is already Archeotech


This component, a wonder of archeotech miniaturization, acts --at least in some part-- as a Barracks, something like a drop pod bay, a Munitorium, and turbo-weapon batteries. It has several key differences from those components, however, that make it act different than each of those starship components. One major curiosity is that the ancients made a set of apparent compromises.

Munitorium and Turbo-Weapon Function: One would expect a Munitorium to be, primarily, a huge supply of rows upon rows of gigantic explosive shells for Macrocannons. The part of this component which supports the macrocannons, like a normal Munitorium, isn't. Instead, it has place for items intended to support other styles macrocannon-scale armament, many of which have been lost to the Imperium. From what the Mechanicum can determine, this component is intended to support macrocannons that use extreme velocity from gravitic and magnetic accelerators to remove the need for an actual large explosive shell. While many macrocannons do use this sort of method of launching, no common designs in the Imperium achieve sufficient velocities to remove the need for some sort of warhead, be it explosive, plasma, melta, or some more exotic variant, in the shell. Further, it has large amounts of space dedicated to supporting various energy weapons, from plasma (with the containment kept in such a way that the plasma is kept at noinlethal temperatures until being heated milliseconds before it is transferred to the weaponry) and laser to, apparently, even more obscure designs, such as particle accelerators which were apparently in use at Macrocannon scale by humanity in the Dark Age of Technology: Ion Cannons, Neutron Cannons, electron-accelerating Lightning cannons, Graviton-cannons, Conversion Beamers, and more. It even has facilities for improving the functioning of macrocannon-scale Melta cannons, of the more exotic Fusion-based designs that use significantly less amounts of volatile Melta gel in their function! Granted, most of these weapon-racks are empty, but should an appropriate macrocannon be connected and the ancient machine spirits appeased, no doubt the auto-fabbers would begin to awake. If any of the aforementioned weapons are installed on the ship, this component acts as a Munitorium, giving +1 damage, and Best-Quality Turbo-weapon batteries for all appropriate weapons. Due to this component's lack of huge amount of ship-scale explosives, it is not considered 'Volatile' like a normal Munitorium.

Barracks and Drop Function: In addition to the extra infantry and vehicle-scale supplies of the Munitorium, it contains an extensive and space-optimized Barracks, including training and personnel training facilities. However, these facilities are notably optimized with the assumption that troops will have some sort of inherent high altitude drop capability, such as grav-chute dropping or jetpack-assisted drop or perhaps even drop pods, and light, grav-chute capable vehicles, though this component doesn't actually include traditional drop pods. As such, if there are sufficient grav or similar drop-capable materiel and trained personnel on the ship, it can grav-drop, in a method slower to descend than even the human-standard 'Storm' drop pods, five prefabricated hab and defense bases (one every strategic turn), suitable for establishing a beachhead and forward operating base for ground-based military actions, which must be of course recovered after the military operations are over. With a bit of extra training, these can even be used, themselves, as makeshift drop pods, disgorging very light vehicles (nothing heavier than a small collection of drop sentinels or tauros variants, including transport variations, or various bikes, trikes, or quads) and infantry. This is only done when the anti void and anti air weaponry is sufficiently suppressed, however, as the forts are slow enough to target. In addition, the materiel and facilities are not optimized for vehicles significantly heavier than these.

The Business of War: This component gives +100 endeavour points towards a military objective, and also gives +20 to all Command tests involving boarding or hit and run actions. However, if the ship is specifically transporting grav or drop or similar infantry or drop light mechanized infantry, capable of using the specialized facilities, the bonus to endeavor points jumps to +175.

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Starhammer Lance:
Battlecruisers, Grand Cruisers. Power 15, Space 8, Str 3, Dam 1d10+4, Crit 3, Range 10, SP 3, Very Rare, Heavy Weapon.

"Rather than being a lance array, the Starhammer is, quite simply, the single biggest and heaviest laser weapon the Imperium can still reliably produce, albeit only at a handful of forge worlds. Only placeable on Battlecruisers and larger, it must be placed in the Prow slot, where it can only fire directly forward, except on Grand Cruisers and larger, where it can also be placed in a Dorsal slot. It is often favored by many Battlecruiser captains who dislike Nova Cannons due to their lack of reliability, volatile systems, inaccuracy, and arduous use requirements, but which still desire the single heaviest weapon possible."

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Vehicles

Pachyderm

A six-wheeled APC that provides reasonable protection for troops against fire at a reasonable cost. Essentially a poor man’s Rhino, this vehicle is popular across the Calixis sector as a PDF transport. It has also seen use as a riot suppression vehicle, or in civilian applications where a degree of ruggedness is required, though these versions usually have their weapons removed. Normally, it carries a heavy stubber for protection, but some are outfitted for riot suppression will exchange this for a grenade launcher outfitted with choke grenades or a Webber.

Type: Ground Vehicle
Size: Enormous
Armour: Hull 23, Top 17, Rear 16
Structural Integrity: 25
Tactical Speed: 35 kph
Cruising Speed: 70 kph
Maneuverability: +0
Armaments: Pintle (all directions) Heavy Stubber OR Grenade launcher (usually armed with Choke grenades) OR Webber (gunner doesn't gain benefit of enclosed when firing)
Crew: 1 (Driver), 1(Gunner)
Traits: Rugged, Enclosed, Wheeled Vehicle
Passengers: 10
Availability: Average
-Top hatch (which the gunner can't stick half out of to fire the gun, unfortunately), and rear door for access
-Running lights for night operation

Civilian Survey Pachyderm
Type: Ground Vehicle
Size: Enormous
Armour: Hull 23, Top 17, Rear 16
Structural Integrity: 25
Tactical Speed: 35 kph
Cruising Speed: 70 kph
Maneuverability: +0
Armaments: None; can be modified to add Pintle Heavy Stubber OR Grenade Launcher (gunner doesn't gain benefit of enclosed, gunner doesn't count against passenger limit, being completely on top of the vehicle)
Crew: Driver, Technician
Traits: Rugged, Enclosed, Wheeled Vehicle, Command and Control
Passengers: 6+1 on top (takes gunner position if armed)
Availability: Scarce
Other Items of note:
-Multi-spectral surveillance auspex for surveying local area, including life forms, land masses, areas of interest, mechanical objects, etc.
-Several Searchlights and running lights for night operation or spotting objects
-A dedicated generator to run the communications and auspex equipment
-Top hatch (which the gunner can't stick half out of to fire the gun, unfortunately), and rear door for access

Enhanced Civilian Survey Pachyderm
Type: Ground Vehicle
Size: Enormous
Armour: Hull 23, Top 17, Rear 16
Structural Integrity: 25
Tactical Speed: 35 kph
Cruising Speed: 70 kph
Maneuverability: +0
Armaments: None, can be modified to add Pintle Heavy Stubber OR Grenade Launcher (gunner doesn't gain benefit of enclosed or environmentally sealed, gunner doesn't count against passenger limit, being on top of the vehicle)
Crew: Driver, Technician
Traits: Rugged, Enclosed, Wheeled Vehicle, Command and Control, Amphibious, Environmentally Sealed
Passengers: 6+1 on top (takes gunner position if armed)
Availability: Rare
Other items of note:
-Multi-spectral surveillance auspex for surveying local area, including life forms, land masses, areas of interest, mechanical objects, etc.
-Several Searchlights and running lights for night operation or spotting objects
-A dedicated generator to run the communications and auspex equipment
-Top hatch (which the gunner can't stick half out of to fire the gun, unfortunately), and rear door for access
-It is amphibious in that it is sealed and has a propeller for extra aquatic mobility, and can ford streams, but it requires (easily attachable) pontoons to truly float

PDF Hostile Environment Recon Pachyderm

-This Pachyderm is generally located on planets which would have use of it, such as planets with hostile atmospheres that also interfere with sensors, which have fairly extensive PDF forces (for whatever reason, such as recurring minor but hard to stamp out Ork infestations) who need local vehicles with eyes, ears, and a 'voice' on the scene, which are often delivered to hostile locations by sea-ship. These might also be sold to a Developing world with oversized wet-navies and antequated auspex equipment by an enterprising Forge world.

Type: Ground Vehicle
Size: Enormous
Armour: Hull 23, Top 17, Rear 16
Structural Integrity: 25
Tactical Speed: 35 kph
Cruising Speed: 70 kph
Maneuverability: +0
Armaments: Heavy Stubber OR Grenade Launcher (gunner doesn't gain benefit of enclosed or environmentally sealed, gunner doesn't count against passenger limit, being on top of the vehicle)
Crew: Driver, Technician, Gunner
Traits: Rugged, Enclosed, Wheeled Vehicle, Command and Control, Amphibious, Environmentally Sealed
Passengers: 6
Availability: Very Rare (Scarce on appropriate planets)
Other items of note:
-Multi-spectral surveillance auspex for surveying local area, including life forms, land masses, areas of interest, mechanical objects, etc.
-Several Searchlights and running lights for night operation or spotting objects
-A dedicated generator to run the communications and auspex equipment
-Top hatch (which the gunner can't stick half out of to fire the gun, unfortunately), and rear door for access
-It is amphibious in that it is sealed and has a propeller for extra aquatic mobility, and can ford streams, but it requires pontoons to truly float. It comes with the pontoons.

Edited by Gavinfoxx