Orion Class Star Clipper "Fortunes Fool"

By player359820, in Rogue Trader

Fortune's Fool is an ancient Orion Class Star Clipper. She has been in the service of one family since the Age of Rebirth. Due to an unforeseen stellar phenomenon, Fortune's Fool was forced to land on a planetary surface, and was lost for over 1,000 years. Fortune's Fool was rediscovered and repaired, and brought back into service by the Dynasty. Fortune's Fool is Ancient and Wise and a Reliquary of Mars, as well as having been Planet Bound for Millenia.

Class= Orion-Class Star Clipper

Speed= 11 (+5 with Energistic Conversion Matrix engaged)

Manoeuverability= 40 (50 within 5 VU of a planet)

Detection= +15

Hull Integrity= 31

Armour= 12

Space= 40 (39 used)

Turret Rating= 1

Weapons=

1 Keel Mounted Turbo-Staravar Laser Macrobattery

1 Dorsal Mounted Turbo- Sunsear Laser Battery

Shields=

Warpsbane Hull

Repulsor Shield

Plasma Drive=

Modified Jovian Pattern Class 1 Drive (35 Power)

Auxiliary Plasma Banks (8 Power)

Energistic Conversion Matrix (5 non-essential power : 1 speed/max 5)

Warp Drive=

Markov 1 Warp Engine

Auger Arrays=

M-201b

Life Support=

Ancient Life Sustainer

Crew Quarter's=

Clan-kin Quarter's, Best Craftsmanship Crew Improvements

Additional Components=

Observation Dome

Astropathic Choir-chambers

Librarium Vault

Trophy Room

1 Best Craftsmanship Atomic Warhead

Notes= I designed the Fortune's Fool to be fast, both in combat and in the Void. It has 1 more piece of Archeaotech than it would normally have through ship generation rules; however, I deducted 10 SP for it, and in game the previous Rogue Trader spent much of his time hunting down Archeaotech components and squandered much of his Dynasty's fortune on them.

The Best Craftsmenship Crew Improvements in the Clan-kin Quarters are also a by-product of the previous Rogue Traders preoccupation with keeping the vessel as true to its origins as possible. The crew do not seem to mind this. The Best Craftsmanship Atomic Warhead was purchased by the previous Captain to ambush and wipe out a rival; sadly, he succumbed to poison before he could nuke his enemy, so now it sits on the Fortune's Fool awaiting a time when it will be needed.

Because of the vessels time on the surface of a planet, it has lost Hull Integrity.

If you choose to use Fortune's Fool, try to steer clear of any and all enemies. She can hide in celestial phenomenon if need be, and she can outrun most enemies. In figuring the power for the Energistic Conversion Matrix, all non-essential systems can be shut down and will provide the +5 to speed needed. The systems left operating are the Warpsbane Hull, the Repulsor Shield, the Bridge, the Life Sustainer, the Crew Quarters, and the Auger Array. The Staravar Laser Macrobattery can be engaged, but this will reduce the ECM to +4. To keep all weapons engaged, the ECM will provide +3. If the Warp Engine is engaged, the ECM will provide a +1, but if you are engaging the Warp Engine, you probably do not need the ECM on any longer.

The weapons are all Turbo upgraded. These are Best Craftsmanship, providing a +1 to range and +5 to BS. The Staravar will be able to fire on opponents 26 VU away with no penalty (if I am reading the rules correctly for long range fire. The Sunsear hits at 20 VU. It is still best to run if you come up against an opponent you are not certain you can defeat.

I would like to have put a Teleportarium on the Fortune's Fool, but this device did not really fit in with her past. She was originally built to deliver precious cargo as fast as possible. At one time she had Luxury Passenger Quarters, but these were stripped out to make way for more weaponry and the Turbo upgrades. Additional Luxury Quarters were altered into Crew Quarters.

If anyone sees any math issues here, please let me know.

I don't have Into the Storm, but this seems very very cool and I can't wait to get a copy of this book. Sorry if I couldn't be more help, but I did want to comment on how awesome your ship is!

Thanks Talkingmuffin. I am pretty sure she is rules correct. I wrote the relevent rules with her, but here is a run down=

You can power down the weapons and the warp engine, as well as some obvious non combat items, to boost her speed by +5.

Her Turbo enhanced weapons eliminate range penalties and give a +5 to BS, and increase the basic range by +1.

Her Markov Warp Engine reduces Warp travel time by 1d5 weeks in addition to other reductions from Nav tests.

The Atomic must be fired from a macrobattery which fires shells. Fortune's Fool does not have any of these, so I was just going to load it on a lighter and kamikaze it into an enemy, OR it behind the ship as she is running away and when it is in proximity of the pursuer, detonate it. This will do 10 hits at 1d10+6 each. Of course, your GM has to allow you to do this.

I forgot to add in the BRIDGE OF ANTIQUITY to the Fortune's Fool. I figured it into the stats, just forgot to post.

Looks nice but why the bother to add turbo batteries to her? With a snip like this you want to avoid combat at all cost. You could try to go for the new sprint engines and improved thrusters to make sure that you outrun everything. If you get into a fight, any fight, you are in for a world of pain.

I like to have an defense ability, and this mix of weapons will keep the enemy at extreme range. So the Fortune's Fool can outrun an enemy and if that enemy has a normal mix of weapons, the 4-6 range ones, she can pummel them. Could not use the Sprint Engines, as part of the background requires the use of a modified drive.

Speed 16, keel mounts, range 9 guns and paper thin armour:

Your Eldar Escort is missing it's holofield.

Well, I always liked Eldar ships. Last night I was looking at the Starburst cannons in Lure of Expanse, considering using them as a Xenos device in a new design.

So is it a bad thing that a ship would be designed to be fast and keep its foes at range? I think not. The Fortune's Fool can keep its enemies at range and blast away at them; that is what I designed her for. Now I am going to have to get out the grid map and some standard enemy templates and test her out.

However, the only Eldar ship seen so far in the game system has all Prow mounts, no keel mounts. So where are you getting keel mounts from? Battlefleet Gothic?

In BFG, Eldar ships do have keel mounts but iirc they are torpedoes only and prow weapons were terribly short ranged.

It was just the combination of speed, armament and armour that screamed Eldar snipe and run tactics to me.

It has to be said that BFG and RT differ as much as W40k and DH

" You may as well try to catch starlight as bring Eldar to battle ."

+++ Naval saying +++

Thats true. I would like to see more Eldar ships.

If this ship does what I want it to do when I test run her, I will be happy. If she can keep the enemy at extreme distance and just hit and hit, she might do well. However, I think to keep an enemy at the distance you want is going to require a test every turn, and if one of these fails, she could come under fire.

I'd like to see stats for a Fra'al battlecruiser (I'll take obscure BFG Ships for 100, Alex), since they're appearently from this region, and have been mentioned a few times in the rule books.

Is their any info on them at all?

Two things:

1) It seems like I should remake "The Lucky Prince" when this book's out. It sounds like it has some bitchin' tech!

2) How viable is it to make a ship that runs away from combat? I mean, it just seems to be so...cowardly! LOL We're going for a ridiculously fast ship with a lot of ancient tech and slick amenities, but we don't want it to be a pushover.

You dont have to run away. Just start blasting when they reach your extreme range. I gave the Fortunes Fool a Repulsor Field so that she can hide in an asteroid field or ice cloud at Silent Running, and ambush a juicy target if need be. However, her backstory is she was a super fast luxury liner 21k years ago. Stripping out her luxury quarters and facilities made room for cargo spaces and weapons. If she stays and fights, it has to be on favorable terms. This is why the crew live in such excellent conditions, by using the remainder of the old luxury quarters. The Theater became the Imperial Shrine, the Casino became the Trophy Room, etc.

Send me the info on your ship and I will see what might work for you. I definitely recommend Auxiliary Plasma Banks.

Grand Inquisitor Fulminarex said:

Is their any info on them at all?

Eh, from Planet Killer Issue 01, we know that Fra'al have weaponry that ignors AND disables ship shields. Their ships regenerate damage though some means. Thier battleships tend to raid worlds in pairs.

BTW: not sure if there's any art for them in the book, mine isn't here yet, but clippers in BFG used to be represented with the old space fleet Thunderbolt. BFG stats for fast clippers can be found in BFGM, though I forget what issue.