Hold of Chiron's Sojourn (SoD's house gear)

By Spatulaodoom, in Rogue Trader House Rules

In centuries of wandering the cruiser Chiron's Sojourn has amassed a surprising collection of vehicles, weapons, and devices from the alien and arcane to the surprisingly mundane. Several of the Rogue Traders who have helmed this ship have treated the cavernous hold as something of a museum, adding to the collection wherever possible.

You, lucky traveler, have a chance to peek through the hold, and see what wonders it contains.

Vehicles (note, all vehicles are created using Rogue Trader vehicles for guidelines more than anything found in Only War or other systems)

Goliath APC: The Goliath is a superheavy hybrid tank/APC commonly used as a command vehicle in the many land wars of Zayeth. It's rarely found elsewhere, but a few have escaped to those with the coin or force to procure one. Most Imperial Guard regiments would consider it lackluster as a tank and slow and limited as an APC, but quite capable as a command vehicle and valuable for it's multi-role capability and ability to take a full platoon into situations that would turn a Chimera into a flaming wreck.

Type: Ground vehicle

Speed: 40Kph / 10m

Maneuverability: -10

Structural integrity: 60

Size: Massive

Armor: 35 front, 30 sides and 25 rear

Crew 6: Commander, Communications officer, Driver, 2 gunners, loader/mechanic.

Cargo/Passengers: Can carry about 40 tons, 50 passengers, one Enormous vehicle, or 4 Hulking vehicles.

Special rules:

Enhanced Communications: (Command rolls in large scale battles receive a +10 bonus)

Ground Vehicle (as per normal rules)

Hardy (repair checks at +10)

Reinforced Hull (as per normal rules)

Super-heavy (most terrain effects are ignored)

Availability: Extremely Rare

Weapons

Main turret long-barreled battle cannon: 3d10+10 per shot Pen 5, rate of fire single, range 1000m, Clip 20, Reload 3 full, blast 3.

Fires in all arcs

Secondary turret: light auto cannon 2D10+5 pen 4, Rof -/4/8, range 200m, ammunition 200 rounds, Fires in all arcs but rear.

Secondary turret also carries a heavy flamer, equivalent to the Locke Heavy Flamer (core rule book pg118) but with a 20 shot fuel tank.

Pintle mount: Heavy stubber or similar heavy infantry weapon.

Fires in all arcs.

Hecaton Autocarriage : Tough rally racing type sports auto-carriage. It makes for a cheaper alternative to a landspeeder, while still being much faster than a tracked vehicle or most other off-road vehicles. This makes it suitable for fast moving mechanized infantry groups. Also popular with frontier and death world types who can afford it.

Type: Ground Vehicle

Speed: 90Kph cruising 18M tactical

Maneuverability: +10

Structural integrity: 20

Size: Hulking

Armor: 16 front, 12 sides and 12 rear

Crew 1: Driver

Cargo/Passengers: 3 passengers with minimal storage

None by default, but can mount a crew served heavy weapon like a heavy stubber on the roof.

Special rules:

Ground Vehicle (as per normal rules)

Hardy (repair checks at +10)

Off road specialist (penalties due to terrain are reduced by 10)

Availability: Average

Carraris Autocarriage : Slick sports autocarriage. Stylish and rare, it's fancy enough to suit the tastes of most Rogue Traders and Imperial nobles.

Type: Ground Vehicle

Speed: 150Kph cruising 22M tactical

Maneuverability: +20

Structural integrity: 15

Size: Hulking

Armor: 10 all facings

Crew 1: Driver

Cargo/Passengers: 1 passenger with minimal storage

Weapons: None

Special rules:

Ground Vehicle (as per normal rules)

Slicks: This vehicle is designed for flat regular roads and any penalties due to rough or difficult terrain are doubled.

Availability: Scarce

Ballista Autocarriage : Blazing fast sports autocarriage. The vehicle's machine spirit is somewhat cranky, and pushing it to it's limits regularly makes for a lot of time undergoing service and rites of repair.

Type: Ground Vehicle

Speed: 200Kph cruising 28M tactical

Maneuverability: +10

Structural integrity: 16

Size: Hulking

Armor: 12 front, 10 sides and rear

Crew 1: Driver

Cargo/Passengers: 1 passenger with minimal storage

Weapons: None

Special rules:

Ground Vehicle (as per normal rules)

Raw Power: This vehicle gains a +20 to the Floor It! maneuver, however regardless of success or failure it's manoeuvrability suffers a -10 penalty for one turn afterwards.

Availability: Scarce

Direstar fighter/bomber

An Eldar multi-role craft used almost exclusively by Eldar corsairs. It doesn't have the sheer maneuverability of the Darkstar or the bomb capacity of the Eagle, but it has the flexibility to fill in on either role or even as a gunship in surface operations. It's best at surprise attacks as every opportunity to increase it's stealth has been taken, from baffled quiet engines to low heat emissions and sensor scattering hull. Often times the first one knows of this craft's presence is the roar of detonating sonic charges. The bays are flexible enough that once they're empty of charges the space can be filled with loot or other cargo.

Type: Spacecraft

Cruising Speed: 2,500kph / 10VU

Tactical Speed: 30m/20AU

Maneuverability: +10

Structural Integrity: 30

Size: Enormous? (have to check on this one)

Armor: 34 front and sides, 26 rear

Crew: 1 pilot, 1 bombardier/gunner

Cargo/passengers: 20 self-propelled sonic charges or 5 tons of cargo

Weapons

2 Pilot operated bright star lance (Facing front, Range 600m (6AU's), S/2/-, dmg 2d10+10 pen 30, clip –, reload -, Reliable)

1 Pilot operated Star blaster (Facing, front left or right, Range 400m(4AU), S/-/5 2d10+15 pen15, clip-, reload-, twin linked)

1 co-pilot operated Star Cannon Cluster (Facing all, Range 400m(4AU), S/-/6, 3d10+10E Pen10, clip-, reload-, twin linked)

Special Rules

Bomber (due to reduced payload bombing runs receive a -5 ballistics penalty)

Holo Field

Pilot operated Linked weaponry

Reinforced hull

Spacecraft (see page 137)

Stealthy: Any roles related to avoiding detection with this vehicle receive a +10 bonus while any roll to detect this vehicle receive a -10 penalty

Availability: not available without special circumstances, effectively unique.

Gargoyle type repair and salvage frame. An ancient walker type vehicle that is considered the template that many walkers after it were built on. It's not exactly lost tech, but due to the high tech nature and great expense of each walker, especially the micro-fusion plant, it is extremely rare. Some consider it not worth the cost, even given it's extraordinary capabilities.

While not intended as a combat machine, it is quite sturdy, and in the past Gargoyles have been modified into potent combat walkers, able to tear their enemies to pieces in hand to hand combat or lay down withering salvos of firepower.

The pilot sits inside a small pilot's compartment in the walker's chest. Despite the cramped conditions the compartment is reasonably comfortable, even for long periods of time. Piloting the walker requires the Drive (walker) skill. The controls are complicated, having to cover the arms, legs, thrusters, tools, sensors, communication etc, and without the use of an MIU the driver suffers a -10 penalty to all tests related to piloting and fighting from the machine.

Type: Walker

Speed: 60Kph cruising 10M tactical

Maneuverability: +10

Structural integrity: 20

Size: Hulking

Armor: 22 all facings

Crew 1: Driver

Cargo/Passengers: can carry up to 2 metric tonnes. Internal is none per-say (glove compartment sized)

Weapons: Melta Drill (Stars of Inequity page 94, but reduce the penalty to attack to -10 and no fatigue concerns obviously)

Servo fist blow (Class: Melee, Damage 2d10+14 pen 0, Unbalanced)

EM Rivet gun ( Class: Basic Range: 6m Damage:1d10+2 RoF: s/2/- Pen: 2 Clip: 30 Reload: 3 full Qualities: Reliable, Availability: Common)

Equipment: MIU interface, Melta-drill/cutter, welding torch, electromagnetic rivet/nail gun, built in multi-tool, Spotlight, vox caster, radiation shielding, auspex, chronometer, life support system with a 3 day duration, zero-g impellers (flier 10 in zero g and no penalties to maneuver), and micro and macro manipulators (able to wield human sized tools and weaponry with a -10 penalty). It's power supply utilizes a micro fusion plant which will last for 1 year of heavy use before requiring refurbishing and refueling, a process that takes a couple of days in appropriate facilitates.

Special rules: Ground vehicle, Walker, Re-enforced Hull, strength rating 70(14) unnatural strength.

Availability: Near Unique

War walker

Modification for war can increase the armor and hull integrity to 25, replace the rivet gun with a pistol or basic weapon, and put a basic or heavy weapon over the shoulder (retobi missile launcher, las cannon, heavy bolter) in place of the spotlight. Mounted heavy weapons do not require bracing before firing and all weapons have ammo hoppers or similar storage to quadruple their normal clip size. The war walker generally keeps the melta drill as a melee weapon.

These modifications reduce the vehicle's maneuverability to 0 and speed to 45mph/8m tactical.

Weapons

Gear

Edited by Spatulaodoom