Blind Faith
Combat Viewer
Ship Management

Crew

Captain[Redacted] Morren
First MateGutwrench

Stats

Dimensions 2.2 km long, 0.3 km abeam at fins approx.
Mass 6.5 megatonnes approx.
Crew 27,000 crew, approx.
Acceleration 4.6 gravities max sustainable acceleration.
Morale 101

Weapons

Attachment
Name
Shooting
Roll
The Voss Forge world is known for the “Voss Triumvirate” three different designs of light cruisers designed as heavy escorts for ships of the line and large convoys, as well as the smaller Falchion-class escort. Most Voss-pattern ships are armed with a pair of Torpedo Tubes to complement their other weaponry. These tubes are capable of fring two torpedoes in each salvo. It can store 12 torpedoes, plus an additional two if the ship’s captain does not mind keeping two “in the tubes.”
Volatile: If this Component is Damaged or Destroyed (but not Unpowered or Depressurised) while torpedoes are loaded, it has a 10 percent chance of exploding. In this event, the Component is destroyed and the ship takes 2d5 Hull Integrity damage.
Torpedo Specialist: The Falchion has been designed as a torpedo gunship. The Falchion’s Prow weapon slot is occupied by a Voss-pattern Torpedo Tube Component. This Component may not be removed, and has half the usual ammunition capacity. The space required is already taken into account, but when this ship is constructed, it must provide one power to this Component.
Range
50/100/200
Notes
AP 6, HW
The most common macrobattery, these are reliable, hardhitting weapons fring kilo-tonne ordinance, mounted along the vessel’s dorsal ridge or in broadside. Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.
Range
50/100/200
Notes
AP 6, HW
The most common macrobattery, these are reliable, hardhitting weapons fring kilo-tonne ordinance, mounted along the vessel’s dorsal ridge or in broadside. Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.
Torpedo
0
8d12
Range
300/600/1200
Notes
AP 40, HW, LBT
These explosives are the standard armament for Imperial torpedoes. These systems are designed to blast through a spaceship’s armoured hull, using their high speed to punch deep into the target vessel. The plasma reactor that powers a torpedo’s drive forces it deep into the bowels of the ship and then overloads, contributing to the fury of the warhead’s detonation. This reduces complexity, making their manufacture comparatively simple. Thus, these torpedoes are the staple of Imperial Navy warships.

Equipment

#
Type

Components

NameSPPowerSpace
Falchion-class Frigate 42 1 -34
The Falchion is considered a new class, having only been laid down in 261.M41. Given the Imperial Navy’s deference towards the truly ancient ships in its arsenal, the class (given its mere 550 years of service) is regarded as an untried and untested pretender to the throne of more established ships like the venerable Sword. As such, it has engendered some undisguised and unfair hostility from the more hidebound and traditional sections of the Battlefleet Calixis offcer class.

This is a pity, for the Falchion, like all Voss Forge world ships, is a thoroughly well-constructed and innovative design. It is more flexible than many frigates, having, unusually, the capacity to carry torpedoes. This has led to the class being used in a more aggressive capacity than perhaps suits it, more reactionary offcers tending to treat it as an upgunned heavy destroyer. This ignores its abilities as an escort vessel for larger craft, its original purpose.

Battlefleet Calixis currently has only one squadron of these ships, the three-vessel Broadsword Squadron patrolling a long loop around the Scintilla/Iocanthus/Sepheris Secundus triangular trade route. There is, however, talk of diverting the squadron to conduct long-range scouting patrols into the Halo Stars.

Rogue Traders, being freethinking innovators, are less likely to adopt the Navy’s unsympathetic approach to the new class, and it is not surprising that some Falchions have already been sighted within the Koronus Expanse.

Damage: Every time your ship takes a wound to the hull, your ship's toughness is reduced by 5. Your crew population is reduces by 1d6% (this is not recovered with patching).
Jovian Pattern Class 2 Drive 0 -45 10
The STC standard drive for escort-grade warships.
Spike: Double your ships movement this turn.
Strelov 1 Warp Engine 0 10 10
Allows the vessel to enter and remain in the immaterium.
Offline: In combat, the Warp Engine can be taken offline to prevent overload. This also will prevent the crew from using it.
Voss-pattern Torpedo Tube (Falchoin) 0 1 0
The Voss Forge world is known for the “Voss Triumvirate” three different designs of light cruisers designed as heavy escorts for ships of the line and large convoys, as well as the smaller Falchion-class escort. Most Voss-pattern ships are armed with a pair of Torpedo Tubes to complement their other weaponry. These tubes are capable of fring two torpedoes in each salvo. It can store 12 torpedoes, plus an additional two if the ship’s captain does not mind keeping two “in the tubes.”
Volatile: If this Component is Damaged or Destroyed (but not Unpowered or Depressurised) while torpedoes are loaded, it has a 10 percent chance of exploding. In this event, the Component is destroyed and the ship takes 2d5 Hull Integrity damage.
Torpedo Specialist: The Falchion has been designed as a torpedo gunship. The Falchion’s Prow weapon slot is occupied by a Voss-pattern Torpedo Tube Component. This Component may not be removed, and has half the usual ammunition capacity. The space required is already taken into account, but when this ship is constructed, it must provide one power to this Component.
Plasma Warhead 0 0 0
These explosives are the standard armament for Imperial torpedoes. These systems are designed to blast through a spaceship’s armoured hull, using their high speed to punch deep into the target vessel. The plasma reactor that powers a torpedo’s drive forces it deep into the bowels of the ship and then overloads, contributing to the fury of the warhead’s detonation. This reduces complexity, making their manufacture comparatively simple. Thus, these torpedoes are the staple of Imperial Navy warships.
Mark-100 Augar Array 0 3 0
The Imperial Navy’s standard sensor array.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit. Sensitive: Increased power draw provides a +2 bonus to the ship’s Detection. Damage: All attacks are reduced by 4. If this system is wrecked, reduce all attacks by a 8 and firing can only be done at the weapon, not in the bridge.
Geller Field 0 1 0
Protects the vessel from the myriad dangers of the Immaterium.
Vitae Pattern Life Sustainer (Transports, Raiders, Frigates) 0 4 2
This life sustainer is of STC origins, and is in common use in the Calixis Sector
Damage: Your ship is no longer cycling air. Increase any population loss by 1d10% for future wounds.
Clankin Quarters 1 2 5
The ship’s crew is made up of a ‘kin-brotherhood’ of bonded voidsmen. Tenaciously loyal, they see their ship as no different than a homeworld, and will die to defend it.
For Hearth and Home!: All Command Tests to defend against boarding and hit and run actions gain +5. In addition, all sources of Morale loss are reduced by 1, to a minimum of 1.
Luxury Passenger Quarters 1 2 1
Comfortable quarters for passengers earn Thrones—and make for jealous crew.
Paying Customers: When working toward a Trade, Criminal, or Creed objective, the players earn an additional 100 Achievement Points towards completing that objective.
Class Division: Decrease Morale permanently by 3.
Observation Dome 0 1 1
A gigantic observation dome made of diamond panes and armoured glass adorns this vessel’s spine, allowing an unrestricted view of the surrounding void.
Engraved Star-charts: When working towards an Exploration objective, the players earn an additional 50 Achievement Points towards completing that objective.
Cure for Claustrophobia: Increase Morale permanently by 1.
Trophy Room 1 1 1
Few Rogue Traders can resist cataloguing their accomplishments. This is more than hubris–such trophies can awe competitors, or may hold secrets long lost.
Past Experiences: When working toward an Exploration, Trade, or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective.
Medicae Deck 1 2 1
A life of exploration invariably leads to encounters with unexpected life. This unexpected life can lead to unexpected injuries as well as novel diseases. Every living quarters includes a basic infrmary, but those are not equipped for every variety of injury or disease. Similarly, an infrmary is not equipped to treat the number of badly injured survivors from a badly damaged ship or planet-wide epidemic. A Medicae Deck offers the facilities and staff to address both of these possibilities.
Diagnostics and Treatment: The Medicae Deck adds a +20 bonus to all Medicae Skill Tests performed within this Component. The number of patients that may be treated without penalty is increased to three times the character’s Intelligence Bonus.
Melodium 1 1 1
For the Rogue Trader who desires only the finest in shipboard accoutrements, a Melodium is ideal. Most are fashioned as grandiose chambers covered with all manner of gilded pipes, horns, and other instruments which can produce an endless variety of musical tunes. The room itself alters shape via clever brass sidings and panels as it plays, the better to accompany the melodies and vox-repeaters throughout the ship carry selected tunes into its farthest depths.
A Melodium provides uplifting tones designed to instil feelings of duty and loyalty throughout the vessel, from the lowly ratings and voidmen to the offcers. That sometimes this is due to subliminal infra-harmonics lacing the melodies is kept a guarded secret. The hall itself can be confgured in a variety of ways to produce the desired internal music and background effects, greatly aiding in many a diffcult negotiation.
Songs in the Void: Increase Morale permanently by +1 and gain +10 to all social Skill Tests.
Extended Supply Vaults 2 1 4
Extensive supply stowage allows the vessel to make longer journeys and better repair damage.
Extensive Stores: Double the time a ship may remain at void without suffering Crew Population or Morale loss. When making Extended Repairs, repair 1 additional Hull Integrity.
Plenty for All: Increase Morale permanently by 1.
Temple-Shrine to the God Emperor 1 1 1
A section of this ship has been set aside to offer prayer and praises to the Master of Mankind.
Inspiration: Increase Morale permanently by 3.
Awe of the God Emperor: When working toward a Creed objective, the players earn an additional 100 Achievement Points toward completing that objective.
Xenos Habitats 1 2 1
Dealing with xenos is dire heresy to the Imperium—not that a Rogue Trader would let that stand in the way of profit. Quarters that can simulate the environments of alien worlds can further facilitate relations.
Comfortable atmosphere: All Charm and Inquiry Tests made with xenos aboard this vessel gain a +10 bonus. All Objectives for Endeavours involving non-hostile dealings with xenos races gain an additional 50 Achievement Points.
Suspicious: Most Imperial citizens are taught from birth to distrust the xenos. Decrease the ship’s Morale permanently by 2.
Librarium Vault 1 1 1
An ancient collection of writings and manuscripts has been collected aboard this vessel.
Accumulated Data: Any Investigation Skill Tests made aboard this ship gains +2.
Damage: This component is lost if damaged.
Single Void Shield Array 0 5 1
A single double-layered void shield. Provides 1 Void Shield.
Recharge: Shields recharge at a rate equal to your ships size modifier (12) per round as long as they are not taking damage. If shields are depleted it takes a full round of no damage to start the recharge.
Spike: Increasing power to this system immediately causes it to regain 6 * Size Modifier (72) shields if it is currently charged or 3 * Size Modifier (36) shields if it is not.
Mars Pattern Macrocannon 1 4 2
The most common macrobattery, these are reliable, hardhitting weapons fring kilo-tonne ordinance, mounted along the vessel’s dorsal ridge or in broadside. Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.
Mars Pattern Macrocannon 1 4 2
The most common macrobattery, these are reliable, hardhitting weapons fring kilo-tonne ordinance, mounted along the vessel’s dorsal ridge or in broadside. Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.
Skittish
The ship fears battle, bucking against its masters when entering the fray. When in combat, reduce the ship’s Speed by 1 step. However, when not in danger, it runs eagerly and fast. Reduce the travel time for any long distance (between stars) voyage by 1d5 weeks, to a minimum of 1.
Temperamental Warp Engine
The ship suffers a flutter in its Warp Engines, an inconsistency that no amount of maintenance or supplication can eliminate. Whenever the ship travels through the immaterium, the GM should roll 1d10. On a 6 or lower, the journey takes an additional 1d5 weeks, on a 7 or higher, the travel time is reduced 1d5 weeks instead (potentially causing the ship to arrive before it left!). However, once in a great while, the ship will leave the warp to unexpectedly and itself someplace other than its intended destination. (This is at the GM’s discretion, but should not happen on a regular basis.)
Total5400

Support Personnel

DieTypeAmountRolls
Crack Crew 27000 (100%) General
Navigator 3 (100%) Navigation
Warp Priests 4 (100%) Occult Roll to leave the Warp
Adeptus Mechanicus 100 (100%) Tech Use / Repair
Members of the Adeptus Mechanicus can attempt to patch segements of your ship that have recieved damage. This does not remove wounds, but can mitigate other penalties from systems being offline.
Patch: Once per round, the Adeptus Mechanicus and patch a damaged subsystem. Patching additional systems will reduce the dice they recieve by 1 tier per additional system, to a minimum of a d4.

Actions

The following are actions that can be performed during combat. Each player can perform 1 action unless otherwise specified. A character can only be at 1 station on each round, each station can only be used by 1 character.
Action Name Skill Station
Default
At the start of a turn, Pilots act first in reverse initiative order. This gives pilots with the highest initiative the most time to determine their actions.
If a joker is dealt everyone on the ship with the character with the Joker gains the +2 modifier.
Capital Ships have a turn radius of 45°s per turn over their full movement.
Heretek Repair / Tech Use Techpriest or Seneschel
A successful Tech Use check will establish you in the enemies system. Once this happens you will start the Heretek procedure on a seperate page (provided by the GM).
Quelling the Spirits Repair / Tech Use Techpriest
If you system has been infiltrated, you might need to remedy your ships machine spirits to remove the outside presence. Please see the Heretek page for your ship.
Lobotomize the Machine Repair / Tech Use Component
Techpriests can turn to this option as a last resort because it goes against the very teaching of the Omnissiah. If a subsystem has been infiltrated and you cannot quell the machine spirits, you could choose to kill them and force complete manual control over the system. This essentially disconnects the system from your bridge and forces you to take direct control over it. Using the system becomes far more difficult (-4) as it no longer responds the same.
Patch Repair / Tech Use Component
Whether through combat or not, your ship may take damage. While full repairs of the ship (restoring wounds) will require time and might require a drydock, you can remedy the machine spirits in the subsystems on your ship to get them operational. See the damage sheet for your ship for more information.
Each component that can be damaged has a damage tag in its description. If the component has no health remaining, it cannot be patched in combat. Even if a component is patched, it does not regain its wound until combat is resolved (and then you take the time to repair the system fully). Patching only removes some of the negative consequences of the damaged system.
Wrecked: If a system has no more health, it is offline until combat is over, you cannot get it running again.
Spike System Repair / Tech Use Techpriest
By divirting auxillery power into one system, you can cause it to overperform on the next use. See 'Spike' in a system's entry for information on how it can over perform.
Chicken Pilot Pilot
Can only initiate if both ships are facing each other. You lock your ship into a head on collision with the opposing ship, seeing who will pull off first.
Duel: You make an opposed Piloting check with the enemy vessel. Additionally the larger ship gets a bonus in the difference of the ship sizes. Each player then gets dealt 2 cards, the winning pilot gets an additional card and any raise above that gets an additional card. Deal 3 cards to the center. Whoever has the higher hand, 'wins'. They immediately can make 2 attacks (Prow + either Broadside) with a +4 advantage.
Push: If the poker hand is resolved as a push, your ships collide head on.
Evasive Pilot Pilot
You fly erratically to prevent the enemy vessel from getting a clean shot. For each success + raise, the enemy takes a -4 modifier to their shooting die. Additionally anyone on your vessel trying to fire also takes the same penalty.
Tactical Pilot Pilot
You attempt to give your weapons a clean shot, while minimizing the change you get hit. Make an opposed piloting roll. The winner gains +2 shooting and the loser takes a -2 shooting penalty.
Handbrake Turn Pilot Pilot
Make a Pilot roll. For each success and raise, you can turn your ship an additional 45°s.
Defensive Roll Pilot Pilot
You spin your ship in order to minimize damage to essential components. If damage is taken, an additional 2 component are rolled and you can choose which component takes the damage.
Covering Fire Shooting Weapons (Broadside)
Instead of attempting to hit the enemy ship, you direct your weapons into an area. If the enemy ship enters the space, they take damage. You can affect a line of up to 1/4 of your ships size (4), in the firing arc of the weapon, at your weapons range.