The Well-Dressed Vagabond (formerlly the Filthy Vagabond)
Combat Viewer
Ship Management

Crew

Captain[Redacted] Morren
First MateGutwrench

Stats

Dimensions 1.6 km long, 0.4 km abeam approx.
Mass 6 megatonnes approx.
Crew 24,000 crew, approx.
Acceleration 5 gravities max acceleration
Morale 100

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.
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
Havoc-class merchant raider 35 0 -40
The Havoc class is a heavy raider whose origins date back to before the reconquest of the Calixis Sector. A typical Havoc has fast engines, sizeable cargo space, and a battery strength to rival many frigates. However, their armour is relatively weak, meaning that these ‘glass cannons’ have a hard time going toe-to-toe with a comparable naval vessel.
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).
Death Cult
Amongst the low-decks indentured crew, strange perversions of the Imperial Creed have arisen, glorifying death to celebrate the Emperor. Reduce Crew Population permanently by 8. However, reduce all Morale loss from any source by 2, due to the crew’s unwavering faith. Additionally, ship offcers and members of the Ministorum will have to deal warily with the cult and its leaders. Death cults do produce skilled assassins...
Resolute
There is little in the universe that can stagger this vessel. No matter the foe, it will advance slowly but surely to meet it. The ship suffers –1 Speed, but gains +3 Hull Points and grants a +10 bonus to all Repair Tests.
Jovian Pattern Class 2 Drive 0 -45 10
The STC standard drive for escort-grade warships.
Spike: Double your ships movement this turn.
Strelov 2 Warp Engine 0 12 12
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.
Geller Field 0 1 0
Protects the vessel from the myriad dangers of the Immaterium.
Warpsbane Hull 2 1 0
The entire hull of the vessel is covered with silver, handinscribed hexagramic wards. These reinforce a Geller Field projected from a 50 metre statue of an Imperial Saint, located just fore of the bridge.
Shield of Faith: Any Navigation Tests to pilot the ship through the warp gain a +2 bonus. When rolling on Table 7-4: Warp Travel Encounters (see page 186), the GM rolls twice and allows the Navigator to chose which result is applied.
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.
Armored Command Bridge 0 3 2
The bridges of warships are often reinforced with additional armour plating, to ensure the survival of their occupants.
Reinforced Armour: If this Component takes a Critical Hit or becomes damaged or unpowered, roll 1d10. On a 4 or higher, the component is unharmed.
Bridge: Any excess damage done to this component over the ships toughness is dealt to everyone on the bridge. This component always has 1 health and cannot be 'wrecked'.
M-1.r Life Sustainer (Transports, Raiders, Frigates) 0 3 1
The life-support system was designed for reliability and does little to remove the stink of oil and warp engine discharge.
Stale Air: Increase all Morale loss by 1.
Damage: Your ship is no longer cycling air. Increase any population loss by 1d10% for future wounds.
Fast Repair: This component can be repaired while your ship is in combat.
Voidsmen Quarters 0 1 3
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.
M-201.b Augar Array 0 5 0
A modifed version of the Imperial Navy’s standard sensor array, with boosted wideband gain.
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.
Barracks 2 2 4
For a truly enterprising Rogue Trader, a war is just another business venture. These barracks allow him to attempt just that—by flling his ship with thousands of troops.
Soldiers: When working toward a Military objective, the players earn an additional 100 Acheivement Points towards completing that objective.
Reinforcements: If the ship is transporting troops, it gains +20 to all Command Tests involving boarding actions and Hit and Run Actions. Damage: If this section is damaged, reduce the population of your soldiers by 1d4%.
Voss-pattern Torpedo Tube 2 2 2
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.
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.
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.
Total42-6-3

Support Personnel

DieTypeAmountRolls
Crack Crew 24000 (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.