These are a few rough Endeavors connected to…
http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=101&efcid=3&efidt=452429
The first endeavor is designed as something of an introduction to RT. Or, if your players are already somewhat experienced and ready to upgrade, consider changing The Promise of Dawn to a Lunar-class cruiser or other appropriate hull.
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Levin and his magi are putting the finishing touches on a Sword-class frigate that has been outfitted with experimental technology. The ship requires testing, and Levin sees the opportunity to do so and acquire a valuable resource/ally in the process.
As Levin desires those things which only a rogue trader could discreetly acquire, he begins searching for a suitable ally. Besides trustworthiness, his only real criteria are that his partner is someone neither too amoral to stomach, nor too dogmatic to deal with xeno and other proscribed artefacts. Approaching the most candidate, Levin begins negotiations to loan them his vessel, The Promise of Dawn, in exchange for future concessions.
The ship itself is a marvel, but it is cluttered with tech-adepts who are constantly getting underfoot as they race back and forth to monitor and tweak the ship’s temperamental systems. Furthermore, while the ship is of exceptional workmanship (assume that every component is effectively of Good or Best quality) it is prone to erratic and bizarre malfunctions. The majority of these will be merely annoying, but at the wrong moment they could be deadly.
After the shakedown cruise, the Promise returns to drydock where Levin’s adepts perform final adjustments, removing some troublesome components and adding others. During this time, hereteks belonging to the logicians or another appropriate group infiltrate the shipyard with the intent to make off with the ship and its potent technology.
If Levin has come to trust his choice of rogue trader, he may offer a more permanent arrangement. The Promise of Dawn is considered to have the Reliquary of Mars and Finances in arrears traits to represent its design and the missions Levin will send the PCs upon. The ship is not equipped with actual archaeotech, however, but experimental technologies of Levin’s own devising. While the final designs are sound, this could be a serious problem if the ship draws the attention of any ultra-dogmatic tech-priests who might take issue with Levin's activities.
To represent its experimental nature, the Rebellious complication may be appropriate. Alternatively, the GM could select a complication in line with the way the explorers handled the ship’s maiden voyage.
Endeavour: Shakedown cruise
To test the Promise, Levin has set out a relatively simple mission. Sending the explorers into the Expanse or another suitable area, they must locate a world mentioned in an ancient and mouldering data-cant, and if the records are true, bring back a sample of the mysterious substances said to rest there.
Locate the world
The explorers must search a remote stellar cluster for an unusual world mentioned in mechanicus records.
Locate the world quickly
Endure a serious malfunction at a critical moment
Perform an extensive survey of the cluster
Get into a brawl
While combat was not planned for, a battle would provide important data regarding the ship’s performance. Chancing across a pirate vessel or ork freebooter would make an excellent field test of the combat systems.
Engage in ship-to-ship combat
Make extensive and creative use of ship systems (silent running, com jamming)
Endure a serious malfunction during combat
Dredge the ferro-fluid oceans
After locating the lost world, the explorers are confronted with oceans of magnetic fluid possessing inexplicable properties that leave the mechanicus personnel salivating. However, these oceans are inhabited by equally bizarre life-forms resembling terran oceanic predators that react to the presence of any technology brought to the surface and attack. Flying through some kind of natural magnetic levitation, these beasts must be driven off before landers can scoop up the mysterious compounds. While post-battle samples would suffice for now, Levin will be greatly impressed and rewarding if the explorers are able to capture any mag-beasts alive for later study.
Defeat a swarm of mag-beasts
Capture a mag-beast alive and intact
Prevent excessive damage to equipment
Protect the docks and purge the invaders
As the Promise returns to port, Levin’s workers begin frantic examination of the gathered data and begin tuning the ship to perfection. Some components refuse to work properly or are simply impractical, and are replaced with ‘merely’ high-quality versions of well-known, more conventional components.
As the work nears completion, a Heretek reveals his true allegiance and unleashes a swarm of reprogrammed servitors in an attempt to hijack The Promise of Dawn. The explorers, resting and toasting their success, must fight their way through the rioting servitors, slay the traitor and either retake control of the vessel or the world’s defence platforms and destroy a Logician vessel before it can assault the orbital docks.
Retake control of the defence platforms
Access security systems and allow skitarii reinforcements access to the docks
Destroy or block the transmission controlling the servitor workforce
Slay the arch-heretek onboard the Promise of Dawn
Prevent serious destruction and loss of life among mechanicus personnel
Destroy or drive off the heretek vessel
If the explorers are successful and have earned Levin’s trust, they now have access to a potent ship and the resources of a forgeworld opened to them. More importantly, they have a discreet client guaranteed to pay a premium for almost any oddity, archaeotech, xeno, or otherwise, that the explorers can lay their hands on.
The Promise of Dawn is a powerful ship. To represent the fruits of Levin’s experimentation, it should have at least one component that is on the level of archaeotech. A second archaeotech component or even a human-made system that duplicates the function of a xeno component may be included if the explorers performed exceptionally well.
It’s up to the GM just how many goodies are crammed in, but the ship is built primarily for exploration and its components should reflect that. Extended Supply Vaults and enhanced auspexs are a given, along with anything mechanicus-themed. Components to ensure smooth travel in the warp and realspace alike would also be appropriate. Whatever is installed, it will be Good Quality at minimum.