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Ork Ship Components

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[[Image:Orks Space.jpg|thumb|400px|Ork Spaceship{{Fn|2}}]]
Ork vessels follow the usual tendencies of Ork Technology and vary immensely in the components they are constructed from, being more the result of individual experimentation and patchworks of salvaged parts than of planned starship manufacture. Even the ships built by the same Meks will differ. Ork Spaceships are full of various ramshackle devices, many of which are of unknown purpose. Those that can be identified vary tremendously between different ships and may even be a looted technology of other races. Components are often customised by Ork [[Mekboy]]s, giving them even more unrecognisable and bizzare appearance.{{Fn|2}}
==Essential Components==
While no two Ork ships look alike, most of them feature components, essential to Ork space travel. Similar in purpose, if not the appearance, the following components are found on almost all Ork vessels:{{Fn|2}}
===Drives===
Ork ships use ramshackle drives that likely shouldn’t run at all, and are prone to leaks, flares, and catastrophic “accidents.” Often, great trails of superheated gas pour from the aft of Ork ships, not entirely dissimilar to the greasy black exhaust fumes of their ground vehicles. These reactors are randomly linked to all manner of conduits and cables that feed into systems all over the ship, trailing along floors and dangling from ceilings. It is a rare day that the reactor does not have additional lengths of cabling added to supply some mekboy’s new experiment.
 
===Warp engines===
Ork warp travel is an uncertain and erratic process, and the warp drives that allow it are similarly unstable. Some are rebuilt from the ruins of salvaged warp drives, while others are bizarre contraptions built around the disembodied brains of the Ork psykers known as Weirdboyz. Whatever the manner of their construction, Warp Engines all have the same purpose—to carry a ship into, through, and out of the warp.
 
===Power shields===
Orks seem to have possessed power field technology as long as the Imperium has. Their ships sport protective energy barriers comparable to void shields, though an Ork generator is more likely to be covered in crackling electricity, spew clouds of noxious smoke, or randomly vaporize any Orks that stand too close.
 
===Crew quarters===
Ork vessels teem with greenskins of all kinds, serving as much as transport craft as warships. Many of the smaller craft are capable of planetary landing, unleashing a green tide of roaring, belligerent warriors, while even the bulkiest of cruisers regularly attempt to board enemy vessels.
 
===Ship’s bridge===
The bridges of Ork vessels are dark, dank cavernous chambers, bedecked with trophies and piles of loot and stacked high with machinery of indeterminate purpose.
 
===Life sustainers===
The exact nature of Ork life sustainers is unknown. Boarding parties and Mechanicus salvage teams have observed everything from clanking pneumatic air pumps to giant squigs of unknown breeds used as bellows. The only thing these devices have in common is none of them should work.
 
===Gellar fields===
In place of the flickering Geller fields of Imperial starships, Orks use a variety of adornments, totems, huge hull-plate “teef,” and glyphs to ward off the malign influence of the warp. Whether these actually scare off warp creatures (as Freebooterz have been known to claim) or simply inspire such confidence in their crews that the ships are wreathed in a crackling shield of WAAAGH! energy while in the warp, is unknown. However, they seem to work.
 
===Augur arrays===
While it would be impossible for the Orks to voyage amongst the stars without some form of long-range detection, the nature of the technologies employed are unknown. As with much of Ork technology, a crude and simplistic appearance belies impossible sophistication. Orks simply refer to their myriad scanners as “searchy grubbinz” no matter whether they’re powerful aetheric scanners or gigantic telescopes.
==Upgrades==
No two Ork ships are alikenot only vary in appearance, even ones built by the same Meksbut also have different supplemental components. To represent some of the insane upgrades and “Orky Tech” that goes into making any Every new Ork shipvessel will feature an unusual device, not found on others. While there are many such components, each ship has a number the most common of randomly generated upgrades.them are listed here:{{Fn|2}}
*'''Kustom Enjinz''' - Created from scratch by insane Mekboyz, Kustom Enjinz operate through impossible methods to produce incredible amounts of power. The power they produce is unstable and difficult to contain, but makes for swift vessels. A ship with Kustom Enjinz gains +1 Speed. If the ship’s plasma drives are Disabled or Damaged, the ship loses 1d10 Hull Integrity and one Component of the GM’s choice is set on fire.
*'''Kustom Force Field''' - This field crackles with extra power, sometimes flaring to life to block powerful hits, but sometimes catastrophically failing. When the Void Shield is brought down by enemy fire, roll 1d10. On an 8 or higher, the shield is not brought down and can cancel an additional hit (this can happen multiple times). On a 2-7 it behaves as normal, and on a 1, the Void Shield Component counts as Damaged and must be repaired.
==Capital Ship Upgrades==
Some devices are so massive or rare they can only be found on Ork capital vessels. These fearsome craft become even more deadly when equipped with these unusual devices:{{Fn|2}}
*'''Trakta Field''' - This field projects gravitational forces that draw enemy vessels closer, making it easier to board or ram them. However, the field also attracts enemy ordnance, making it an easier target for torpedoes. The vessel gains a +20 bonus on all Pilot Tests to ram or initiate a boarding action. However, torpedoes gain a +20 bonus to hit the ship.
*'''Throne Room''' - More akin to audience chambers or trophy rooms than command bridges, Throne Rooms are an expression of a kaptain’s power, and Kaptins powerful enough to rule from a Throne Room are often surrounded by a retinue of nobs armed with the finest wargear he leads into combat. When used to conduct a Boarding Action, the Mega-Armoured Boarding Teams deal twice the normal damage to Crew Population, Morale and Hull Damage as appropriate.
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