Additional Machine Spirit Oddity and ship past

By crisaron, in Rogue Trader Gamemasters

Machine Spirit Oddity

Fleet Bound - The ship as seen long action within the Imperium fleets or Mechanus fleet and as taken habits relative to it. Now on it's own the ship is reactions are sometimes out of sink like a lone soldier doing parade ground march on is own, however if this ship should engage within a fleet action it will take on it's own to dictate the right coordinate to the other ships in the fleet for a proper battle maneuver.

-1 to starship's structure for many battle scars, - 5 to all ship combat maneuver action when on its own as the ship is eternaly waiting for is formation to catch up, when acting as par of a fleet +5 to all ship combat maneuver and to other ships it as contact with (scrambling will void the benefit to other vessels but not this vessel as it will still know how to react when in thigh formation). When using the ship as a fleet maneuver assistant, the many ships cogitators interacting cause lots of chatter in between ships, rendering stealth and other such actions virtually useless as the enemy is able to detect the many coded transmissions. The ship will also bring 250 achievement points toward en endeavor made in pair with Imperial fleet.

ship past

Void Bound (Cold) - The ship as spent a great amount of time floating in the void of space. A lifeless and cold, without any warp incursion for decades if not more but moslty intact when found, the story of this ship is unknown or said to be lost with all hands a long time ago. The crew is always fearing that it could happen again and for strange reason this ship as dead cold places that no matter how much heat is poured in it's vents, never seam to warm up as if the cold of the deep void as stuck to the ship. The Machine spirit is also a cold and somber thing not showing any odd behavior sometimes associated with them.

Permanent -5 crew moral because of the low heat. +5 to running silent. One thing is sure the ship as an old relationship with the void, all test for Void/ depressurisation/ fire based damage to the crew are reduce by 2. The machine Spirit and the different bulkhead are all extremely well timed, robust and sometimes very helpful. Ship crew have said bulkhead would stop moving to allow the few crew members to making the dash runs or even to reopen when they where able to "secure" enough dome section to close as soon as they had passed through without having to override securities.

Machine Spirit Oddity

Xenophobic (race) - The ship as had many encounter with a given race many times over was it damaged by that race's ship and many times over as it destroyed ships of that race. A veteran of conflict with that race it holds a definitive grudge against that race. Accordingly this ship brings fear/hatred/indignation (and many other nasty feeling from members of the race as this ship is a know bane to their race).

-2 to structure, - 25 ship maneuver when fleeing or working with, initial reaction when sighted, interacting peacefully or any other non warlike interaction around ships of the hated race or any ship displaying technology of that race. Should the ship be refitted with any technology from that race, it will take the -25 penalty on all action as the Spirit Machine rebels against such an affront. +10 to maneuver when engaging battle with ship of the race, +2 to damage on all hits against the race's ship as is knows the weak spot of those ships. The ship damage (dealt and recieved by the race) is subject to righteous fury when battling ships of the enemy race, as hatred runs very deep on both side.

ship past

Believe in her, praise her, take care of her and she will repay - Through all the years this ship as always been on the good side of the engagement, or at least it is what the crew was led to believe. Either through clever manipulation, real feats of war or a given saint's flag ship, the crew as developed a fanatical relationship with the ship. They believe the ship to be an extension or at the very least under the protection of a saint or even the Emperor himself. What can sometime be looked upon as borderline heretical worshiping of the starship as created a fanatical crew that believe the starship immune to the dangers of the galaxy. No captain would refuse such a crew willingly.

Per +2 ship structure, per + 10 crew moral, +10 to all crew related rolls involving the ship (boarding action, moral, etc) except those involving damages, the captain may always make a free charisma based crew aquisition roll when docking and allowing crew planet leave, the crew spreading the famous ship history and pushing adventure seekers to enroll with the ship.-1 damage from incoming attack but -5 to crew rolls involving damages, the crew goes beyond the call to protect the ship covering critical system with their own body, taking all out suicidal risk to repair critical ship part during combat.

Should the ship ever go under 15%(aka 14.9%) of total ship crew . Believe in her, praise her, take care of her and she will repay is lost unless the captain can roll a hard charisma roll when aquireing new crew to keep the benefit (most fo the fanatics are dead and the new crew are hard to convince and bring to the same fervor again), should the roll succeed, the ship will keep the Believe in her, praise her, take care of her and she will repay , should the captain fail, the ship will loose the Believe in her, praise her, take care of her and she will repay and suffer -5 to all roll for the next encounter as the crew finds corpse of the fanatics within critical systems and be uneasy. Should the captain come out (very) successful (les then 15 - 20% crew loss during engament) of such an encounter he can attempt to make one last very hard charisma roll to reignite the crew, if this test should also fail the Believe in her, praise her, take care of her and she will repay is permanently lost else he as re inspired the crew.