Okay, I have no likelyhood to actually run this anytime soon, sadly, but I'll frame it like I might. I had a thought where the Explorer group found what could be the greatest haul of their Dynasty's career, if not at least their generation of it; a full-fledged battleship, the Emperor's Deliverance. Before this seems way to nice, though, it isn't in the most pristine order (J. Bond's Q =
). Here's a bit of story:
"During the earlier part of the 38th Millennium, one of the Imperium's greatest, most lauded ships of the line was launched; the Battleship Emperor's Deliverance. The Deliverance was exactly what any military force would want; a huge, mighty warship, teaming with macrobatteries, bristling with torpedo tubes, carrying numerous fighters and support craft. What almost everyone didn't know, though, was that it also carried a secret, a prototype superweapon, in the form of a Human-made Warp Cannon (think Activated Blackstone Fortress
). A small group of "renegade" Adeptus Mechanicus had worked tirelessly to forge this component, and integrate it into the vessel without anyone else knowing, as it would not have been cleared by the higher-ups of the Mechanicus. The Deliverance was launched, with its escort fleet in tow, and journeyed to bring about the Emperor's justice upon His enemies, but a tragedy occurred. The forces of Chaos DID know about the Warp Cannon, and they feared what the Imperium's newest ship could do with such a potent weapon, so they launched what might have been the largest single fleet of that whole millennium, and moved to destroy the Deliverance. During the cataclysmic battle, the Deliverance's escort fleet was destroyed, but the Deliverance herself inflicted horrendous casualties to the Ruinous Powers' fleet. Whole cruisers were demolished in single blasts from the mighty Warp Cannon, and it seemed that the ship would win the day, but such was not meant to be. Eventually, one of the Combat Choir psykers powering the WC was possessed, becoming a Daemonhost, and he struck down the other psykers, depriving the Deliverance of most of its remaining defense. It then moved to the plasma generator, tearing a swatch through the ship as it moved, hoping to cripple the vessel, or maybe even destroy it,
while several of the remaining Chaos vessels gave it their all, ramming the Deliverance, and depositing their boarding parties
. Both failed, but the damage was done. Most of the Deliverance's crew was dead, exposed to the void, or killed by Choas boarding parties. Finally, the last of the Chaos forces were neutralized, but the ship was teetering on the brink of oblivion. Deciding to risk it, the Lord Admiral ordered the ship to jump back to its launching site, where the necessary equipment existed to fix his ship. His Astropaths sent a message back saying as much (leaving out the size of the enemy fleet, and the use of the WC), and the ship jumped. That's the last recorded instance of anyone seeing or hearing from the Emperor's Deliverance. Until now."
Somehow, the party will be informed by one of their scouting pickers of a possible super-haul, and they will discover the Emperor's Deliverance, in real space, after almost 2,000 years lost in the Warp, drifting under only maneuvering thrusters. A cursory analysis will show that she has sustained catastrophic damage to many of her systems, including weapons, engines, and internal superstructure. What will make it still a good, worthy haul is that the overall frame of the battleship is still intact,, and most of its systems COULD be repaired, with enough money and care. It also carries numerous small craft of the 38th millennium, which could be useful for any of a handful of reasons. Most importantly of all, though, the Warp Cannon still functions, and is undamaged. If they could hold it, the Deliverance could be a perfect base ship, much like a space station, where they could launch numerous missions from. If various handfuls of systems could be remedied, it could be a potent base, a powerful carrier vessel, or, if they poured tons of money into it (probably over a few generations, but maybe in their own lifetimes, they could even get the ship fully restored, giving them a fully enabled battleship, something that would make any other RT group think twice about challenging them. Of course, they could always choose to sell it back to the Imperium/Adeptus Mech.and make an incredible profit, and some new friends. The hitches, of course, are as daunting as the rewards are miraculous. The Deliverance is in ROUGH shape, and it might take around 100-200 Profit Factor points, over time, to get it fully up and running (maybe a dozen to get a single system back to full power/functionality), and there are potential hazards aboard, such as an Unbound Daemonhost trapped in the primary reactor room, who might try to summon another daemon into the primary core cogitator, given a chance. The area the ship is drifting through is littered with various asteroid fields (as if she hasn't suffered enough exterior damage), and populated by Orks, who would gladly swarm the derelict craft and strip its resources, or make it their own base ship. The Imperium might try to take their ship back (though the RT group could have a pretty strong case for getting to keep it), maybe after letting the Explorer's group pay for a chunk of the repairs. The AM still are in the dark about the Warp Cannon, and should such an apparatus come to their attention, there's no telling how they might respond. Lastly, the ship's captain (the Lord Admiral) has, after a fashion, survived all this time. His body is mostly dessicated, being kept alive by barely-functioning life support apparatus in his command throne, and is comatose, but his mind has been "uploaded" as it were, into the ship, allowing him to walk around the as a holographic-like image. While he has absolutely no objections to the Explorers laying claim to his ship, and will gladly tell them anything they wish to know about it (with so much damage to the ship, he has very little control over it, himself), even sharing details about the Warp Cannon with them, he feared that the ship would not be found by Imperials, or would be passed up as too much work to bother, and has set a course for the Graveyard of Ships (The Procession). Once there, he feels the Deliverance will be beyond anyone's ability to misuse. He'll halt the course for the party, if they think to ask, but only after he is sure that they mean to make some use of the Deliverance, whether it be salvage, or if they plan to partly/fully restore the vessel.
Warp Cannon
The Warp Cannon might need some extra details. A small cadre of the Adeptus Mechanicus thoroughly studied the Blackstone Fortresses, discovering their Eldar-crafted Warp Cannons. Seeking to possess these supreme weapons, they tried to duplicate them, but failed repeatedly. Even fully intact ones, like those on the Fotresses, could not be activated, and only their power sources could be tapped, to power the additional apparatus the Imperium piled onto the Talismans of Vaul. These AM thought to surpass such efforts, and forged a Human-made Warp Cannon, to be powered by a collective of psykers.
The cannon is operated by a group of psykers, with one lead individual channeling the power of the group through the cannon. The cannon's Psy Rating = the head psyker's PR + 1 for each additional psyker (PR 1-3) or 2 (PR 4+). Its damage is 1d10 per PR with a Pen =
Range: LoS; Damage: 2d10 damage x cannon's PR; Pen: 5 x cannon's PR. To calculate PR from turn to turn, each psyker must make a roll to manifest a power, as normal. If they fail, then the cannon's PR doesn't include them. However, the more minds involved, the more likely something bad will happen. For each additional psyker beyond the leader, the range of Psychic Phenomena increases (thus with three psykers, each one rolls for psychic phen. on a roll of 7, 8, or 9 when checking for their addition to the PR). Thus, it can be a powerful weapon, but the lack of understanding of how such a system works shows through.
Warp Shield
When not firing shots of death, the psychic power of the Combat Choir can also be used as a defense. This option grants the ship additional Shield Points equal to the PR of the cannon. Due to the passive nature of the shielding, Psychic Phenomena rolls are not modified for this option. These are in addition to the "regular" shields the Deliverance sports, which are already considerable.
So, what do people think of this long-winded rant? Anyone think it could work?
Those two options don't have game-breaking power, don't break the fluff, and most of all allow you to do creatively evil things to the players when they start mucking about.
). They knew what they wanted to create, a powerful psyker gun, and were able to figure out how to put several psykers together, in sequence, and it neatly emulates a Zoanthrope Warp Lance, on starship scale, but again, they didn't know how the original worked; they couldn't get access to the original, and the AM who previously did have access didn't know what the weapon did, either. Without such, they had to improvise. What they got was a weapon that could harness the collected power of a "psyker battle choir", and channel it together as a beam (again, like a zoanthrope from MotXenos). However, since they didn't know what all they were doing, it's a dangerous gun (Vaul was clever, talented, and knowledgeable; the Mechanicus was trying to duplicate something a god made, to kill other gods, and humorously, the one the Mechanicus worship) to use, with P.Phen/Perils very likely (and in their case, even created a DHost).