The Warrant of House Baccharus & the Majestic labour

By Nerd King, in Rogue Trader

Howdo...

I thought I'd share the details of the Warrant of trade and ship I'll be using in a new campaign I'll shortly be running for our group. The Lord_captain (and present holder of the warrant) is a drunken xeno-phile who spends most of his days partying away the Profit Factor, leaving the players to clear up his messes and work out what new "opportunity for excellence" he's dragged them into. Out of interest our group will consist of a Rogue Trader (recently named heir to the Lord-Captain, a Navigator, Arch-Militant and an Ork Freebooter)

The following was written for the players to introduce them to the ship & it's Master...

The Warrant of House Baccharus

"Father never speaks of exactly why the Warrant of Trade was granted but what we do know is that it was given to him to remove him from the Calxis Sector. Although he may look like he is of declining years he is older than he seems, I know that. The Warrant has been his for over a century and I believe he had been in the service of the Emperor for many years before that.
I think he took the Warrant as an alternative to execution, either public, or possibly more likely at the end of an assassin's blade. Suffice it to say that in his own words he has never looked back.
The Halo Stars have been profitable for him and early on he found both suitable trading partners in a Merchant house of some repute and a steady, if illegal, source of income in finding and "importing" ancient and rare Xenos artefacts. His passion for all things alien has been of value to our endeavours thus far but he has been ever careful to stay one step ahead of the Imperial authorities. Keeping a low profile has rendered our Warrant almost unknown to those we do not wish to notice us, but to those who are aware we are considered a force of potential, to monitor and watch for. All in all both an advantageous and risky position in which to dwell..."

[used the origin path from "into the Storm": The Waning -> Rising Star -> Exile -> Halo Artefacts -> Merchant House -> Unknown] Starting Profit Factor: 59

The Majestic Labour - "Flag ship" of the eventual fleet of House Baccharus

The "first of many vessels" according to Master Baccharus, the Majestic Labour was originally a refinery vessel which was later converted into a pilgrim transport. How the family obtained the ship is veiled in the same mystery as the cause of the Master's exile, and depending on the day, time, master's mood and most recent drink the tale he tells will vary. Suffice it to say that since obtaining the ship a number of "personal alterations" have been made.
Her crew numbers in the region of 20,000 and consists mostly of a "Kin-brotherhood" of boned Voidsmen, fanatically loyal to the Master and who consider the ship in the same way as many would view their homeworld. In all likelihood they were resident upon the ship before the Master first received his Warrant.
The Master's connections and "passions" have led to a number of more unorthodox alterations to the ship. Firstly there are a number of cabins and decks configured especially to the needs of a variety of Xenos species. While this can be of benfit for hosting alien personages such "intimacy" with the abhorrent non-human is regarded as a sin my the more "mainstream" Imperial citizen and is often a source of some contention, even with the Clan-kin crew.
Secondly the Master has been able to aquire an enhanced alien defence grid, increasing the quality of the ship's defensive turrets and most astonishingly an Eldar "Ghost Field" generator. While this cannot be used at the same time as the vessel's Void shields it does confound the augur array's of other vessels, allowing the Majestic Labour to evade many a pursuer. That said some say it's very presence onboard invites damnation upon the entire crew...
Another mystery surronding the ship is how the master was able to convince the ship's Magos to install and maintain all manner of Xenotech. Perhaps part of the answer lies in the magnificent observation dome that sits amidships on the vessel's spine. While arguably the most pleasent part of the for dirt dwelling visitors the grand vistas provided have frequently helped the crew to locate new opportunities for exploration and profit. Such activity seems to be relished by the ship's ancient machine spirit, the sensors and augurs seem far more responsive when underway on some endeavour or other but lethargic and sluggish when not.
The ship has retained it's ample cargo hold, which is of particular use on those rare occasions she is carrying legal cargo. Most of the ships general systems (life support, sensors, void shields & Gellar field etc) are standard for a transport of her size, but her engines are somewhat oversized, giving her a good dose of power and a bit more speed than a similar sized bulk transport. Her hull is armoured inside and out and her prow has been especially reinforced. Not to the standard of a Cruiser of the line, of course, but tough enough to risk ramming another vessel, if no other option presented itself. For defence she bears two standard torpeado tubes in the prow, suitable for defence against pirates and raiders (or naval customs ships and overly curious Inquisitors...).

Majestic Labour
JERICHO Class Pilgrim Vessel (Transport)

SHIELDS Single Void Shield

TURRET RATING 3
ARMOUR 13 [ Prow 15 ]
SPEED 4 HULL INTEGRITY 53
MANOEUVRABILITY -9
DETECTION 5

SPACE AVAILABLE 45 POWER AVAILABLE: 40
SPACE USED 43 POWER USED 40
Skill Test Modifiers Weapon Capacity Prow, Port, Starboard
Tech-Use Repair Ship/Emergency Repairs -10, CMD/Hit&Run (Def) 5, CMD/Boarding Action (Def) 5, Forbidden lore (Xenos) -10, Charm/Inquiry Tests wXenos in Ship's Xenos Habitat +10, Crew Disposition: Fanatical
Crew Max 100% Crew Quality Competent (30)
Morale Max 99%
Normal Operations (Morale)

Achievement Bonuses: Trade + 175 Explore + 50

Essential Components
Lathe Pattern, 2a Drive (Transport), Strelov 1 Warp Engine, Geller Field, Commerce Bridge (T), M-1.r Life Sustainer (+1 Morale Loss), Clan-Kin Quarters (All morale loss reduced by 1, minimum 1), M-100 Auger Array
Supplemental Components
Main Cargo Hold, Reinforced Interior Bulkheads, Armour Plating, Observation Dome, Micro Laser Defense Grid (Xenotech), Ghost Field (Xenotech) (Enemy is -20 to to hit, -30 w/lance; -30 on Hit&Run attacks), Reinforced Prow (+1d5 Ramming Damage), Xenos Habitats x1 (Hurts Morale),

Complications / Past Histories
Adventurous, Xenophilous

Weapons
Torpedo Tube(s) (2) [strength: X, Damage:1d5+0, Crit Rating: -, Range: 12/turn] Location:PROW

Neat - any more details about her famous achievements of the past?

Drhoz said:

Neat - any more details about her famous achievements of the past?

Good point - I hadn't really thought - anyone got any suggestions?

Nerd King said:

Drhoz said:

Neat - any more details about her famous achievements of the past?

Good point - I hadn't really thought - anyone got any suggestions?

Was she built in the Calixis Sector, or brought in from elsewhere during the conquest of what was then the Calyx expanse? Were the products she refined instrumental in relieving a siege somewhere, or did she miraculously survive an attack that should have destroyed a mere refinery ship? When did she first enter the Koronus Expanse?

Pardon the nit-pick... Do you realise that ship is not a legal build under the official rules? The Jericho class has only one prow slot, along with a port and starboard slot, so you're only going to be able to fit one set of torpedo tubes. It could still be quite nasty, though: 6x prow torps plus a broadside on each side could do some real damage. With a PC's typical ballistic skill, you can count on hitting with most of the shots in a broadside.

If you're using a house rule, well, whatever floats your boat; I just thought I should flag it.

Cheers,

- V.

Vandegraffe said:


Pardon the nit-pick... Do you realise that ship is not a legal build under the official rules? The Jericho class has only one prow slot, along with a port and starboard slot, so you're only going to be able to fit one set of torpedo tubes. It could still be quite nasty, though: 6x prow torps plus a broadside on each side could do some real damage. With a PC's typical ballistic skill, you can count on hitting with most of the shots in a broadside.

If you're using a house rule, well, whatever floats your boat; I just thought I should flag it.

Cheers,

- V.

You are correct and it's an "error in translation". The armament should be one Voss Pattern Torpedo tube in the prow - my confusion came because it fires two torpedoes/salvo. Also the reinforced Prow has had to go to "balance the books".

The corrected stats are therefore:

SPACE AVAILABLE 45
SPACE Left Over 0
POWER AVAILABLE: 40
POWER USED 39

SP: 35