The Santa Dimfnah
Combat Viewer

Crew

Captain[Redacted] Morren
First MateGutwrench

Stats

Dimensions 4.5 km long, 0.5 km abeam at fins approx.
Mass 20 megatonnes approx.
Crew 65,000 crew, approx.
Acceleration 4.3 gravities max sustainable acceleration
Morale 110

Weapons

Attachment
Name
Roll
Range
150/300/600
Notes
AP 25, HW
Narrowing the focus aperture on the STC Titanforge allowed the Lathes to boost range without unduly decreasing its power.
A single Sunhammer lance proved successful enough that they have also been constructed in batteries.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.
Damage: Reduce damage caused by this component by 1 die.
Range
75/150/300
Notes
AP 8, HW, Shooting +2
These squat, oversized, and highly insulated macrocannon are designed specifically to fire shells tipped with powerful melta-charges that detonate with furious heat.
Inferno: Whenever this Weapon Component inflicts a Critical Hit, it is automatically a Fire! Critical.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round. Damage: Reduce damage caused by this component by 1 die.
Range
75/150/300
Notes
AP 8, HW, Shooting +2
These squat, oversized, and highly insulated macrocannon are designed specifically to fire shells tipped with powerful melta-charges that detonate with furious heat.
Inferno: Whenever this Weapon Component inflicts a Critical Hit, it is automatically a Fire! Critical.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round. Damage: Reduce damage caused by this component by 1 die.

Components

NameSPPowerSpace
Dauntless-class light cruiser 55 0 -60
Light, scouting cruisers are the eyes and ears of Imperial fleets. They carry enough fuel and supplies for patrols that last months or even years, and enough frepower to dispatch any smaller vessels foolish enough to close with them. The Dauntless is popular because it combines the manoeuvrability of a frigate with a daunting forward lance armament.
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).
Believe in Her, Praise Her, Take Care of Her and She Will Repay
Through all the years this ship as always been on the good side of the engagement, or at least it is what the crew was led to believe. Either through clever manipulation, real feats of war or a given saint's flag ship, the crew as developed a fanatical relationship with the ship. They believe the ship to be an extension or at the very least under the protection of a saint or even the Emperor himself. What can sometime be looked upon as borderline heretical worshiping of the starship as created a fanatical crew that believe the starship immune to the dangers of the galaxy. No captain would refuse such a crew willingly.
The crew goes beyond the call to protect the ship covering critical system with their own body, taking all out suicidal risk to repair critical ship part during combat.
Bonus: +10 crew moral, 30% chance damage to a subsystem is mitigated. If this happens 1d4% crew population loss, crew losses in this way increases morale by the same percentage. Increase all other losses to the crew by an additional 1d4%.
Fleet Bound
The ship as seen long action within the Imperium fleets or Mechanus fleet and as taken habits relative to it. Now on it's own the ship is reactions are sometimes out of sink like a lone soldier doing parade ground march on is own, however if this ship should engage within a fleet action it will take on it's own to dictate the right coordinate to the other ships in the fleet for a proper battle maneuver.
-1 to starship's structure for many battle scars, -5 to all ship combat maneuver action when on its own as the ship is eternaly waiting for is formation to catch up, when acting as par of a fleet +5 to all ship combat maneuver and to other ships it as contact with (scrambling will void the benefit to other vessels but not this vessel as it will still know how to react when in thigh formation). When using the ship as a fleet maneuver assistant, the many ships cogitators interacting cause lots of chatter in between ships, rendering stealth and other such actions virtually useless as the enemy is able to detect the many coded transmissions. The ship will also bring 250 achievement points toward en endeavor made in pair with Imperial fleet.
Jovian-Pattern "Warcruiser" Drive 2 -65 14
The Jovian shipyards produce this STC drive sparingly, reserving it for warships that need to meet the extreme power draw of extensive lance armaments.
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.
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.
Repulsor Shield 0 6 1
These standard void shields have had their frequencies adjusted to better brush aside stellar debris and detritus.
Void Shield: This Component counts as a ship’s Void Shield, giving the ship one void shield.
Charged particle repulsion effect: The ship does not suffer penalties to Manoeuvre Actions when travelling through nebulas, ice rings, plasma clouds or other celestial phenomena consisting primarily of small particles.
Recharge: Shields recharge at a rate equal to your ships size modifier (16) 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 (96) shields if it is currently charged or 3 * Size Modifier (48) 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 (Light Cruisers, Cruisers) 0 4 2
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.
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.
Deep Void Auger Array 1 7 0
These, quite simply, are the some of the best sensors created by the Adeptus Mechanicus, and are reserved for their own ships and Imperial Naval scout vessels.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
Eye of the Omnissiah: The exceptional sensitivity of the array grants +4 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.
Munitorium 2 3 4
Although all ships have a well-armoured room to store their munitions, this facility contains massive stockpiles of weapons, from small arms to macro-cannon warheads.
Well Armed: When working toward a Military objective, the players earn an additional 25 Achievement Points toward completing that objective.
Ordinatus Extremus: All macrobatteries on this ship gain +1 to their listed damage.
Volatile: If this Component is damaged, it explodes. The ship takes 2d5 damage to Hull Integrity, and a Component of the GM’s choice is set on fire.
Damage: Your macrobatteries (Pyros Melta-Cannons) only have 6 more shots each. This component is lost.
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%.
Lathe-pattern Landing Bay 2 1 5
Lathe-pattern Landing Bays are characterised by the huge opening that offers an unobstructed view of the void. Only the occasional crackle of an energy feld disrupts the view of the yawning black. Prior to entering the warp, a vessel equipped with this Component must engage the huge security hatches to seal off this opening from any view of the warp.
Energy Field: The security hatches on this bay must be open during the Strategic Turn when small craft are landing or taking off. If this Component ever loses power when the hatches are open, this Component becomes Depressurised.
Strength: Can hold 2 active squadrins, and an additional 2 in reserve.
Damage: Any damage done to this component over your ships toughness is dealt to individual ships or tanks in the hanger. No ship can enter or leave the hanger unless patched. This component cannot be 'wrecked' and always has 1 health. If this component is damaged, the hull is breached and it looses atmosphere.
Murder-servitors 2 1 1
The ship possesses a stock of ancient, skull-faced killing machines. Sealed in cyro-stasis until absolutely required, a mere dozen can be successfully sent on hit and run raids to maim and kill on enemy vessels.
Death-dealers: When used to conduct a Hit and Run Action, this enhancement provides a +20 bonus to the opposed Command Test.
Precise: When determining the Critical Hit inflicted by a Hit and Run Action they participated in, the character conducting the raid may select any result between 1 and 6, rather than rolling.
Broadband Hymn-Casters 1 3 0
Broadcast towers flood all frequencies with deafening hymns to the God-Emperor, jamming communications and terrifying enemies. Heathen or renegade ships have been known to use similar systems, though the nature of their ‘hymns’ is very different.
Deafening: If this system is activated, all other ships must make a Difficult (–10) Tech Use Test in order to use vox or other broadcast communications while within 30 VUs of this vessel.
Terrifying: When this system is activated, characters aboard this vessel gain +10 on all Intimidate Tests against all ships within 30 VUs.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a critical hit.
Spike: The frequency doesn't just deafen the enemies systems, but actively shuts one down. A successful attack with this system (Repair / Tech Use vs Hack Hardiness) causes the one of the systems to shut down.
Damage: If this component takes damage, it is offline and cannot be re-enabled.
Pyros Melta-Cannons (Broadside) 2 4 3
These squat, oversized, and highly insulated macrocannon are designed specifically to fire shells tipped with powerful melta-charges that detonate with furious heat.
Inferno: Whenever this Weapon Component inflicts a Critical Hit, it is automatically a Fire! Critical.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round. Damage: Reduce damage caused by this component by 1 die.
Pyros Melta-Cannons (Broadside) 2 4 3
These squat, oversized, and highly insulated macrocannon are designed specifically to fire shells tipped with powerful melta-charges that detonate with furious heat.
Inferno: Whenever this Weapon Component inflicts a Critical Hit, it is automatically a Fire! Critical.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round. Damage: Reduce damage caused by this component by 1 die.
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.
Superstructure 0 0 -20
Empyrean Mantle 2 5 0
Most dirt-dwellers would find the idea of hiding something as large as a starship to be ridiculous. Of course, most dirt-dwellers have no idea just how utterly vast space is. With the right energy baffles and screens to diffuse and mask energy signatures, a ship can become nothing more than a hole in the void.
Shadow in the Void: When travelling on Silent Running, all Tests to detect this vessel have their Difficulty increased by two degrees. When completing a Criminal objective, the players earn an additional 50 Endeavour Points.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
Sunhammer Lance Battery 2 13 4
Narrowing the focus aperture on the STC Titanforge allowed the Lathes to boost range without unduly decreasing its power.
A single Sunhammer lance proved successful enough that they have also been constructed in batteries.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.
Damage: Reduce damage caused by this component by 1 die.
Auxiliary Plasma Banks 1 -10 6
A ship’s drive can produce more power if equipped with extra banks of plasma generation and containment systems. Of course, there is a danger associated with housing additional hab-block sized containers of plasma aboard a starship.
Volatile Power: This Component generates power, rather than requiring it. If this Component is ever damaged, the ship containing it takes 1d5 damage directly to Hull Integrity, and its plasma drive is set on fire.
Damage: If this component takes damage, it catches fire, goto fire control rules.
Auxiliary Plasma Banks 1 -10 6
A ship’s drive can produce more power if equipped with extra banks of plasma generation and containment systems. Of course, there is a danger associated with housing additional hab-block sized containers of plasma aboard a starship.
Volatile Power: This Component generates power, rather than requiring it. If this Component is ever damaged, the ship containing it takes 1d5 damage directly to Hull Integrity, and its plasma drive is set on fire.
Damage: If this component takes damage, it catches fire, goto fire control rules.
“Storm” Drop Pod Launch Bays 2 1 3
Honeycomb launch structures cluster along the vessel’s keel, ready to spit drop pods full of assault forces on helpless planets below.
Steel Rain: When working towards a Military objective, the players earn an additional 50 Endeavour Points towards completing that objective.
Drop Pod Deployment: The players may use drop pods (see page 182). The “Storm” design is equipped to hold 20 pods, although it may only launch 10 every 30 minutes or so (in other words, it may launch 10 pods every Strategic Turn). The pods must be recovered from the planet’s surface before being reused.
Damage: Reduce the amount of drop-pods that your ship has by 1d6. This component cannot be 'wrecked' and retains 1 health (unless all pods are destroyed).
Tenebro-Maze 2 2 3
The interior of the ship is a maze of passageways, blind compartments, and triple-sealed pressure-hatches. Enemy boarding parties become quickly lost and separated, while the defenders spring cunning ambushes from behind hololithic bulkheads.
Hidden sally-ports: This ship gains +10 to all Command Tests when defending against boarding actions and Hit and Run Actions.
Incomprehensible Layout: When a component is hit roll 3 times, the Rogue Trader crew can determine which component takes damage.
Crew Reclamation Facility 1 1 1
The Mechanicus has no qualms about converting the grievously wounded into servitors...but the rest of the crew may differ in opinion.
Recycling: Reduce all losses of Crew Population by 3, to a minimum of 1. Increase all losses to Morale by 1.
Total86-90

Support Personnel

DieTypeAmountRolls
Adeptus Mechanicus 200 (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.
Crack Crew 65000 (100%) General
Screeching Sirens (Eldar Pilots) 28 (100%) Piloting, Shooting
These Eldar are the pilots of the Nightwings.
Imperial Guard - Stormhammer Drivers 63 (100%) Piloting, Shooting
These are the drivers of the Stormbreaker tanks.
Imperial Guard - Iznogoud Brigade 71,161 (100%) Shooting, Fighting
Shock Troops 10,484 (100%) Fighting, Shooting
Stormbird Pilots 17 (100%) Piloting, Shooting
Warp Priests 4 (100%) Occult Roll to leave the Warp
Navigator 3 (100%) Navigation
Blessed Autosimulacra 11221 (100%) Repair
Raging Boar Platoon 2869 (100%) Fighting, Shooting
Raging Boar Tank Squad 22 (100%) Fighting, Shooting

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.