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.