Omnissiah-class Forge Ship

By vastrix, in Rogue Trader House Rules

Built by the Mechanicum as an aid to the Imperial Navy, the Omnissiah is a mobile ship yard/space station. It travels the galaxy in search of derelict ships and repairs/salvages them. It often travels with a small fleet of mining and salvage vessels to gather raw materials and pull components off of ships that cannot be saved or fit into the cavernous bays of this ship. This ship comes with powerful defenses as it's large size and value make it a target to pirates and heretics alike. There is less than five of these in existence as the time it takes to build these spans generations. If one of these is captured, the Mechanicum will raze worlds in an attempt to find and reclaim them.

Omnissiah-class Forge Ship
Dimensions: 30 kilometers long, 5 km wide
Mass: 120 Megatonnes
Crew: 120,000 crew, 500,000 to 1,000,000 forge workers and/or passengers
Accel: .5 gravities max accelleration
Speed: Manever:
Detection: Hull Integrety:
Armor: Turret Rating:
Space: 144 SP: N/A
Weapon Capacity: 2 Prow, 4 Port/Starboard, 2 Keel

Oversized Monstrosity: This ship's speed cannot be raised by components, if they are installed. They will give no effect.
Bigger Required: Use the largest of any available components

Drydock: This ship has an gigantic dry dock. It can host up to 300 space of other ships either as a super-massive carrier or to do salvage/repair/build new ships. Space is already deducted from the total along with it's own power generator. This includes when the ship is not mobile, Spacedock Pliers for 6 ships.

Forge World: Here lies vast factories where the Mechanicum can forge weapons and armor needed by the Imperium. Space is deducted and again it provides it's own power. This component connects to a landing bay (also included) where ships ferry in supplies from mining ships that often support the Omnissiah-class.

Cargo Holds: This ship has six dedicated Main Cargo Hold Components (often to store finished goods). Space is already deducted, but 12 power must be counted for.

Components:
Mars-Pattern Plasma Drive (Battleship) 145 Power Generated, 22 Space
Strelov-2 warp engine 12 Power, 12 Space
Triple Void Shield Array 9 Power, 3 Space
Bridge of Antiquity 2 Power, 1 Space (+5 Man)
Teleportarium 1 Power, 1 Space
Auto-stabalized Logis-targeter 5 Power, 0 Space (+5 Detection)
Voidsmen Quarters 2 Power, 4 Space
Luxury Passenger Quarters (x10) 20 Power, 10 Space
Barracks (x4) 8 Power, 16 Space
Munitorium 3 Power, 4 Space
Shrine to the Omnissiah 1 Power, 1 Space
Crew Reclaimation Facility 1 Power, 1 Space
Observation Dome 0 Power, 1 Space
Astropathic Choir Chambers 1 Power, 1 Space
Star-flare Lance 2 Prow, 2 Keel 48 Power, 24 Space
Lathe Pattern Landing Bay (2 Port/2 Starboard) 2 Power, 10 Space
Stygies Pattern Macrocannons (2 Port/2 Starboard) 16 Power, 12 Space

Remaining 2 Power, 21 Space

My bad...I didn't finish the stats on this beast before posting. Just glad I got the copy/paste function to finally work.

Omnissiah-class Forge Ship
Dimensions: 30 kilometers long, 5 km wide
Mass: 120 Megatonnes
Crew: 120,000 crew, 500,000 to 1,000,000 forge workers and/or passengers
Accel: .5 gravities max accelleration
Speed: 1
Manever: -15
Detection: +10
Hull Integrety: 130
Armor: 20
Turret Rating: 2
Space: 144
SP: N/A
Weapon Capacity: 2 Prow, 4 Port/Starboard, 2 Keel

Oversized Monstrosity: This ship's speed cannot be raised by components, if they are installed. They will give no effect.
Bigger Required: Use the largest of any available components

Turning? Yeah Right: This beast will do a 45 degree turn, but only every other turn

Drydock: This ship has an gigantic dry dock. It can host up to 300 space of other ships either as a super-massive carrier or to do salvage/repair/build new ships. Space is already deducted from the total along with it's own power generator. This includes when the ship is not mobile, Spacedock Pliers for 6 ships.

Forge World: Here lies vast factories where the Mechanicum can forge weapons and armor needed by the Imperium. Space is deducted and again it provides it's own power. This component connects to a landing bay (also included) where ships ferry in supplies from mining ships that often support the Omnissiah-class.

Cargo Holds: This ship has six dedicated Main Cargo Hold Components (often to store finished goods). Space is already deducted, but 12 power must be counted for.

Components:
Mars-Pattern Plasma Drive (Battleship) 145 Power Generated, 22 Space
Strelov-2 warp engine 12 Power, 12 Space
Triple Void Shield Array 9 Power, 3 Space
Bridge of Antiquity 2 Power, 1 Space (+5 Man)
Teleportarium 1 Power, 1 Space
Auto-stabalized Logis-targeter 5 Power, 0 Space (+5 Detection)
Voidsmen Quarters 2 Power, 4 Space
Luxury Passenger Quarters (x10) 20 Power, 10 Space
Barracks (x4) 8 Power, 16 Space
Munitorium 3 Power, 4 Space
Shrine to the Omnissiah 1 Power, 1 Space
Crew Reclaimation Facility 1 Power, 1 Space
Observation Dome 0 Power, 1 Space
Astropathic Choir Chambers 1 Power, 1 Space
Star-flare Lance 2 Prow, 2 Keel 48 Power, 24 Space
Lathe Pattern Landing Bay (2 Port/2 Starboard) 2 Power, 10 Space
Stygies Pattern Macrocannons (2 Port/2 Starboard) 16 Power, 12 Space

Remaining 2 Power, 21 Space

.... that is big. Also a great big target That things will be bring in Orks like nobodies biz. Still I like the idea, good work.

Thanks. Sort of like the Mechanicum's Interstellar Ice Cream Truck.

"You want what kind of weapons for your Regiment? Well...we are in orbit now. I'll just send the order for that to made and shuttled right down to you."

or

"You know that infamous Imperial Navy battleship? We found it in the warp, sent our troops in to clean it out, and brought it in to fix it up. We have it onboard the Forge ship in orbit and it can be returned to you. For a price..."

It would also make an invaluable addition to any force without access to major manufacturing facilities.

vastrix said:

My bad...I didn't finish the stats on this beast before posting. Just glad I got the copy/paste function to finally work.

Omnissiah-class Forge Ship
Dimensions: 30 kilometers long, 5 km wide
Mass: 120 Megatonnes
Crew: 120,000 crew, 500,000 to 1,000,000 forge workers and/or passengers
Accel: .5 gravities max accelleration
Speed: 1
Manever: -15
Detection: +10
Hull Integrety: 130
Armor: 20
Turret Rating: 2
Space: 144
SP: N/A
Weapon Capacity: 2 Prow, 4 Port/Starboard, 2 Keel

Oversized Monstrosity: This ship's speed cannot be raised by components, if they are installed. They will give no effect.
Bigger Required: Use the largest of any available components

Turning? Yeah Right: This beast will do a 45 degree turn, but only every other turn

Drydock: This ship has an gigantic dry dock. It can host up to 300 space of other ships either as a super-massive carrier or to do salvage/repair/build new ships. Space is already deducted from the total along with it's own power generator. This includes when the ship is not mobile, Spacedock Pliers for 6 ships.

Forge World: Here lies vast factories where the Mechanicum can forge weapons and armor needed by the Imperium. Space is deducted and again it provides it's own power. This component connects to a landing bay (also included) where ships ferry in supplies from mining ships that often support the Omnissiah-class.

Cargo Holds: This ship has six dedicated Main Cargo Hold Components (often to store finished goods). Space is already deducted, but 12 power must be counted for.

Components:
Mars-Pattern Plasma Drive (Battleship) 145 Power Generated, 22 Space
Strelov-2 warp engine 12 Power, 12 Space
Triple Void Shield Array 9 Power, 3 Space
Bridge of Antiquity 2 Power, 1 Space (+5 Man)
Teleportarium 1 Power, 1 Space
Auto-stabalized Logis-targeter 5 Power, 0 Space (+5 Detection)
Voidsmen Quarters 2 Power, 4 Space
Luxury Passenger Quarters (x10) 20 Power, 10 Space
Barracks (x4) 8 Power, 16 Space
Munitorium 3 Power, 4 Space
Shrine to the Omnissiah 1 Power, 1 Space
Crew Reclaimation Facility 1 Power, 1 Space
Observation Dome 0 Power, 1 Space
Astropathic Choir Chambers 1 Power, 1 Space
Star-flare Lance 2 Prow, 2 Keel 48 Power, 24 Space
Lathe Pattern Landing Bay (2 Port/2 Starboard) 2 Power, 10 Space
Stygies Pattern Macrocannons (2 Port/2 Starboard) 16 Power, 12 Space

Remaining 2 Power, 21 Space

Can you change what weapons do we use on this ship?

Outside of the default components can you change what components do you wish the ship to have?

Oh NNNNOOOOO I would have to call the Fantasy Flight Gaming Police Force...

Or rather with the exception of the Dock, the Forge, and the Main Cargo Bays built in? You can change everything else.

I didn't put in a Ship Point Value as I would imagine that it would be beyond the reach of any one power to merely aquire (and the Mechanicum jealously, genocidally guarding each one)

So you've basically created a Universe-class Mass Conveyor... except 30km long instead of 15km. And using a nonexistant plasma drive with ridiculous power generation capabilities. You do realize that after Grand Cruiser is Battleship, and Grand Cruisers only get 95 power generation max. So 90 power for battlecruisers, 95 power for grand cruisers, then.... 145 power for battleships? Really? You have 144 space to fit in some auxiliary power generators, you don't need a base 145 power.

I found some rules someplace and didn't specify where I got them. Sorry. I found a file called the Drives of Mars on the Dark Reign website.

And I did base the design off of the Universe, thanks for noticing. I wanted a mobile Forge/Ship Yard and thought I would share.

Of course if you don't like it, don't use it...and then you may not want to read my next post the Titanic-class Dreadnought! Though I didn't try to specify all of the individual components on this one with the exception of one new component I introduced. Ah heck, you may wanna read it for that cool.gif

Just saying, you could have accomplished all that with a Universe without having to make a whole new ship and break canon. And as for the fan material you found, that was before battlecruisers and grand cruisers were released in into the storm. If you'll notice, I think battlecruiser or grand cruisers, one of them, in that fan supplement, have 120 space. Not quite right, considering into the storm gives them 90.

Hows this breaking cannon? I wouldn't blink twice if AdMech had a few of these thing in the back of beyond looking fer stuff. Course I am only loosely attactched to the hard and fast rules when something big enough catches my interests.

In a few days I find out if I can return to the local factory workforce. If I can't, don't make me spend my idle days at home writing and submitting a story to Black Library so it can become canon gui%C3%B1o.gif

Let's see...the Omnissiah-class Forge ship is not a ship known by the Imperium at large, just a few in the Imperial Navy in frontier areas who have been aided by it's mobile star dock capacity. A fleet is defeated and a Omnissiah-class is captured by an enemy (Orks? Chaos? Pirates?) and a new fleet is built around it going on a rampage for raw materials and slaves to man it. The Mechanicum begins a vicious crusade to find it. We follow a Rogue Trader dynasty that has an alliance with a not-so-well known Space Marine Chapter and both are dealing with attacks from this captured ships, trying to doscover just who exactly they are dealing with while defending their main HQ. We flip back and forth from the heroes to the Mechanicum, who are following the trail of destruction and purging each world so that the secret of their mighty Forge ships remains so (upsetting the Balance of Power and so forth). In the end, the Rogue Trader must confront the Mechanicum to prevent the destruction of his world while joining with them to defeat the enemy fleet (which grows due to captured and/or salvaged ships) and recapture the Omnissiah for the Mechanicum.

Soooooo, it's a Ramilies.

That moves and can fit the ships inside of it and will perform many of the functions of a Forge World and can provide cookies!

Well by cookies I mean a fiery, explosive death, but who doesn't want such a thing. Right?

Something this size and speed needs Civilian decks and hydroculture decks instead of life support and crew quarters lol - its a wanna be craft world - like the idea though

Oh too true. Never crossed my mind. This is essential a mobile Forge World so that would make sense

This is a brilliant ship i would love to use, since our game revolves almost exclusively around the secrets of the AdMech and the Inquisition (focusing more on the AdMech), and it would be just too cool to see a "sixth" ship lumbering around the expanse. I can Imagine the RT and the Explorator seeing one of these:

"Magos Trask!"

"Yes, Lord-Captain?"

"What exactly is that?"

"Oh, that? That's an... that's an...Omnissiah Forge Ship..."

"Is there something wrong, Magos?"

"Well, no, not in the way you might think..."

"Out with it then, Magos!"

"You see, Lord-Captain, There's only five of these, and to my knowledge, NONE of them are near this area..."

"How far away is the nearest one?"

"very far away, Lord-Captain."

"What is 'very far'?"

"The Scarus Sector, Lord-Captain."

"So it's a very real possibility that Mars doesn't know this ship exists?"

"I can almost guarantee they don't"

"Helmsman! Intercept Course for that ship, Now!"

"Exactly what I was thinking, Lord-Captain! We can secure the Ship, and offer it back to-"

"Offer it back? Offer it back? I plan on keeping it! Do you know how much more effective I would be If I had one of those?"

"Lord-Captain! this is priceless Adeptus Mechanicus Technology! We can't just-"

"Whatever it was you think I can't do, I will do."

And die......

Preferably at the hands of said Explorator.

Technology is holy, and knowledge measures the value of a life.

I hope the RT has no problems going to hereteks for the rest of his dynasties existance.

demonio.gif

Hmmm...temptation to control such a vessel and see the glory of the Mechanicum with his own eyes might be a bit much for such an Explorator should the Rogue Trader tempt him with the right words. Now of course is the effort to bring all of the Tech Priests on board his ship over to his way of thinking or there is the very real risk of a mutiny. And then of course there's the need to fill the Forge ship with enough skilled techs to make it work. And yes, once discovered? All the techs with the Rogue Trader will be declared Hereteks and they will have to rely on them forever more.

Oh and expect the Mechanicum to pull out all the stops once they discover that such a ship has fallen from their hands. All of the nice weapons of terrible destruction that the Emperor once forbid because they feel the stakes are just that high.

But I am glad people like it. I even intend on using it one day ;)