MWOWM-40K

MWOWM

Movement: 1 VU Wounds: over 9000, 92 Hull Integrity

Skills: Awareness (Per), Ciphers (All), Charm (Fel), Deceive (Fel) +10, Lip Reading (Per), Literacy (Int) +30, Logic (Int) +30,

Lore: Forbidden (Adeptus Mechanicus, Archeotech, Daemonology, Psykers, The Warp, Xenos) (Int) +20,

Lore: Scholastic (All) +30, etc see below.

Speak Language (High Gothic, Low Gothic Miscellaneous Blasphemous Tongues, Techna-Lingua), etc.

Tech-Use (Int) +20. MWOWM knows almost everything that man has ever known.

Talents: Combat Master, Feedback Screech, Inspire Wrath, Luminen (All)

Traits: Machine (12), Stuff of Nightmares, Unnatural Intelligence (x6). Unnat. Will (x3) Unnat. Perc. (x2)

Armour, Weapons & Gear: As per a starship

Special Rules

Neural Installation: The MWOWM may control machines upon which its neural pattern has been installed as long as they are

within astropathy range. A device so possessed uses the Intelligence, Perception, Willpower, Fellowship and Skills of this CPU.

It gains all Talents and Traits he possesses, in addition to those the host possesses. Its Weapon Skill and Ballistic Skill

are chosen from the higher number of its own Characteristic and this one's. The maximum number of devices that can be

controlled at any one time is equal to MWOWM's Willpower Bonus.

MWOWM Hull: Unknown (Void Machine).

Class: Unknown (Void Machine).

Dimensions: 1.8 km long 1.5m abeam approx.

Mass: 12 megatons approx.

Crew: Robotics & Nanites

Accel: 1.5 gravities max acceleration

Speed: 3 Manoeuvrability: +10

Detection: +50 Void Shields: 2

Special Rules

Neither Beast Nor Ship: MWOWM is more akin to a space ship than it is to a more mundane planetary creature, and is largely immune to all but the most potent of weapons. To reflect this, the MWOWM is treated as a vessel using the rules from page 212 of the ROGUE TRADER Core Rulebook with the following exceptions:

• MWOWM are largely made of psychic-resistant alloys and have few components that can be damaged by ship weaponry or ordnance, MWOWM does not suffer Critical Hits, but is instead destroyed when reduced to Hull Integrity 0. He will have warped out long before then, however.

Hull Integrity: 50 Armour: 16

Turret Rating: 4 (Tractors)

WEAPONS:

Tractor Beams (Strength 6; Damage 1d5+4; Crit Rating 4; Range 4, Entangle†),

Eyebeam (Strength 3; Damage 1d10+4; Crit Rating 4; Range 0). †

Entangle: If a MWOWM hits a vessel with its Tractor, it can immediately make an attack with its Eye

The crew may also attempt to break free by making a Very Hard (–30) Pilot (Space Craft)+Manoeuvrability Test; the MWOWM, however, he automatically hits with one final Eye attack as the ship disengages.

The MWOWM may perform all extended actions from the Navis Primer.

• MWOWM psychic weapons use the Lance rules.

• MWOWM can hardly be the subject of boarding actions, all boarders suffer -45% penalty on actions.

• MWOWM have no Morale rating like normal ships and are effectively fearless. Whenever a MWOWM suffers damage to its Morale, this damage is ignored.

• MWOWM has little but robotic crew and when called upon to perform an action that requires a Characteristic Test, use a base value of 35.

Has all minor psychic powers, as a combination Navigator, Psyker, Astropath, and Weirdboy.

Has Warp Powers and Tyranid equivalents, but does not have Chaos, Daemon, or Evil powers.

His mastery level is Rating 8, Rank 8.

The vast majority of the linked minds are human. So even as alien as he is, there's a humanocentricity to his outlook. The english he speaks will give him away as the last remnant of the Olamic Quietude

Telepathy: Beastmaster, Compel, Inspire, Mind Scan, Projection, See Me Not, Telepathy, Seed Mind, Soul Killer, Zone of Compulsion

Ascended Powers: Will Unleashed (My Will, Known; My Will, Obeyed; My Will, Manifest)

Biomancy: Enhanced Senses, Regenerate

Divination: Glimpse, Precognitive Dodge, Precognitive Strike, Psychometry, Soul Sight

Telekinesis: Precision Telekinesis, Psychic Blade, Telekinesis, Telekinetic Shield

MWOWM has been reading the minds of men since M16. He has pretty much seen and heard everything. His original purpose was to be the Encyclopedia Galactica.

He is largely chaos-proof, even though other "brains in a jar" often succumb to possession. His hyper-travel does not linger in the evil warp, and is more of an astral movement. ~~~ All the following skills exist in his databanks. The letter refers to which personality will manifest on said skill. So if he is troubled by PCs about astropathic ciphers, he will answer in his Salmonius voice, the conversation will be unpleasant, and if the lore is shared at all, it will be in a condescending manner. On the other hand, he will cheerfully and easily answer questions about Commerce (Gordivia). In any case, info is not free, and the PCs will have to trade PF or other considerations for knowledge.

~~~

MWOWM should be considered as having the benefits of these items on him:

Murder Servitors

Manufactorum

Reinforced Interior Bulkheads

Reinforced Prow

Runecaster

Salvage Systems

Cloudmining Facility

Cogitator Interlink

Compartmentalised Cargo Hold

Crew Reclamation Facility

Defensive Countermeasures

Null Bay

Observation Dome

Phamacia

Pilot's Chamber

Plasma Scoop

Auxiliary Plasma Banks

Broadband Hymn-Casters

Cargo Hold & Lighter Bay

Medicae Deck

Melodium

Micro Laser Defence Grid

Munitorium

Astropathic Choir-Chambers

Augmented Retro Thrusters

Auto-stabilised Logis-targeter

Armour Plating

Asteroid Mining Facility

Sensorium

Suspension Chambers

Warp Antenna

Shadowblind Bays

Ship's Stores

Small Craft Repair Deck

Spacedock Piers

H. Jamming System

Laboratorium

Librarium Vault

Lux Net

Main Cargo Hold

Field Bracing

Teleportarium

Tenebro-Maze

Trophy Room

Variable Figurehead

Fire Suppression System

Flak Turrets

Grav Repulsors

Graviton Flare

Gravity Sails

Gyro-Stabilisation Matrix

Warp Disrupter

Warp Gate Map

Warp Sextant

Witch Augur

Xenos Librarium

Emergency Energy Reserves

Empyrean Mantle

Energistic Conversion Matrix

Evacuation Bay

Extended Supply Vaults