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![]() Rogue Trader Ship Components
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Essential Components
Component Hull Power Space SP Plasma
Drive Jovian Pattern Class 1 T +35 8 Lathe Pattern Class 1 T +40 12 +1 Stygian Pattern Class 1 T +40 10 +2 Jovian Pattern Class 2 R,F +45 10 Jovian Pattern Class 3 LC +60 12 Ryza Pattern Class 1 LC +70 16 +2 Jovian Pattern Class 4 C +75 14 Ryza Pattern Class 2 C +85 18 +2 Warp
Engines Strelov 1 T,R,F 10 10 - Strelov 2 LC,C 12 12 - Geller
Fields Geller Field All 2 0 - Warpsbane Hull All 1 0 +2 Void
Shield Single Void Shield Array All 5 1 - Multiple Void Shield Array LC, C 7 2 +1 Light Capital Void Shield Array C 9 3 +2 Ships
Bridge Combat Bridge T,R,F 1 1 Combat Bridge LC,C 2 2 Command Bridge R,F 2 1 +1 Command Bridge LC,C 3 2 +1 Commerce Bridge T 1 1 Armored Command R,F 2 2 Armored Command LC,C 3 2 Ship Master’s Bridge C 4 3 Life
Sustainer M-1.r Life Sustainer T,R,F 3 1 M-1.r Life Sustainer LC,C 4 2 Vitae Pattern Life Sustainer T,R,F 4 2 Vitae Pattern Life Sustainer LC,C 5 3 Genesis IX Life Sustainer LC, C 5 2 +1 Crew
Quarters Pressed-crew Quarters T,R,F 1 2 Pressed-crew Quarters LC,C 2 3 Voidsmen Quarters T,R,F 1 3 Vodsmen Quarters LC,C 2 4 Spacious Quarters LC, C 2 4 Auger
Array M-100 Auger Array All 3 0 M-201.b Auger Array All 5 0 R-50 Auspex Multi-band All 4 0 Deep Void Auger Array All 7 0 +1 New Component Descriptions Light Capital Void Shield Array:
Provides 3 Void Shields. Spacious Quarters: Reduce Population
by 2, increase Morale by 3 Genesis IX Life Sustainer: Reduce
Crew loss from depressurization by half.
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Component Hull Power Space SP Requirement Unit Main Cargo Hold T 2 4 1 Compartmentalized Cargo Hold R,F,LC,C 2 5 1 Cargo Hold and Lighter R,F,LC,C 1 2 1 Heavy Lifter or Shuttle Cargo Hold and Guncutter Bay R,F,LC,C 1 2 2 Gun Cutter Luxury Passenger Quarters All 2 1 1 Isolated Passenger Quarters All 2 1 2 Fighting Pits All 1 2 1 Pit Scum Beast Holds All 1 2 1 Beast Master Slave Holds All 1 2 1 Slaves + Pleasure Hold All +1 - +1 Narco Den All 1 1 1 Juicers Basilica All 2 4 2 Penal Troops Barracks All 2 4 2 Arch Militant Mercenaries + Vehicle Bay All +1 +2 +1 Barracks Armored Vehicles Armory All 1 1 1 Arch Militant + Secured Vault All +1 - +1 Armory Security Officer Securitas All 1 - 1 Enforcers Extended Supply Vaults All 1 4 2 Crew Reclamation All 1 1 1 Explorator Servitors Librarium Vault All 1 1 1 + Xeno Vault All - +1 +2 Seneschal Trophy room All 1 1 1 Temple Shrine All 1 1 1 Missionary Priest Observation Room All 0 1 1 Munitorium T,R,F 2 3 2 Void Master Gunnery Officer Munitorium LC,C 3 4 2 Void Master Gunnery Officer Foundry T,R,F 2 3 2 Explorator Tech Priest, Servitors Foundry LC,C 3 4 2 Explorator Tech Priest, Servitors Apothecarium All 1 1 1 Medic + Surgical Theater All +1 - +1 + Vivisection Theater All +1 - +1 Astropath Choir All 1 2 2 Weapon
Components Torpedo Tube (1) F 1 1 1 Keel Torpedo Tubes (2) LC 2 2 2 Prow Torpedo Tubes (4) C 3 3 2 Prow Torpedo Tubes (6) C 4 4 3 Prow Launch Bay (1) LC 4 4 2 Broadside Craft Launch Bay (2) C 8 8 3 Broadside Craft Main Cargo Hold Stowed and Secured:
For the completion of Trade objectives gain 100 Advancement Points. Compartmentalized
Cargo Hold Hidden Spaces:
For the completion of Trade or Criminal objectives gain 50 Advancement Points Cargo Hold and
Lighter Bay Heavy Lifter or Shuttle Storage Area:
For the completion of Trade objectives gain 50 Advancement Points Unbalanced:
Reduce maneuverability by 3. Cargo Hold and
Gun-cutter Bay Gun-Cutter Storage Area:
For the completion of Trade and Military objectives gain 25 Advancement Points Unbalanced:
Reduce maneuverability by 3. Luxury Passenger
Quarters Passengers:
The passenger Population is only affected by certain circumstances. It can range from 0-100 Paying Customers:
For the completion of Trade Creed and Criminal objectives gain 0-100 Advancement Points based on the passengers that assist
in the endeavor. Class Division:
Decrease morale by 3. Isolated Passenger
Quarters The perfect place to hide a delegation of Xenos, a member
of the Inquisition or a Chaos Sorcerer, the Isolated Passenger Quarters are one of the most secure and least visited areas
on the ship. The crew passes by whispering of the dark secrets behind the heavy mag sealed portals. Passengers:
The passenger Population is only affected by certain circumstances. It can range from 0-50 Hushed Whispers:
The whispers and rumors of the crew about the secrets behind the prohibited area leads to superstitious fear; reduce morale
by 2. Secured: Any
attempts to locate the quarters or its inhabitants by an enemy Boarding Party suffer a -20 penalty. Paying Customers:
For the completion of Trade Creed and Criminal objectives gain 0-50 Advancement Points based on the passengers that assist
in the endeavor. Apothecarium The Apothecarium is a much more improved version of the
Vessel’s Medicae Bay. It is also a base for a few other specialized labs and facilities thus removing the reliance for
civilized worlds for certain medical needs. Expert Care:
As long as the character is not in combat, whenever aboard the vessel and spending a Fate Point to heal, they may opt to not
roll the dice and heal 3 wounds instead. All First Aid tests aboard the vessel gains a +10% bonus. + Surgical Theater This component further expands an Apothecarium to include
the necessary resources to perform cybernetic implants and other delicate procedures. This does not allow the enhancements
to be made, just implanted within the body. All the Instruments…This
is all the necessary tools and space for performing complex surgical procedures including implanting Cybernetics. All Extended
Care tests receive a +10% bonus aboard the ship. + Vivisection Theater This component is used when examining deceased creatures,
performing autopsies and if needed performing torture. Wicked Looking:
This device has a tendency to impose feelings of fear and dread amongst a crew as they often allow their fear laden imaginations
to run wild with the visions of horrible and macabre torture at the appendages of this terrible machine. Morale on the Vessel
is permanently lowered by 1. Does it Hurt?:
A character skilled in the arts of Medicae can use this device to assist or conduct a Torture session. A Routine (0) Medicae
test inflicts 1d5 + degrees of success damage on the victim and provides a +20% bonus to any attempts to question, coerce
or influence. A failed Test inflicts 2d10 wounds plus degrees of failure. Useful Tool:
This component provides a +10% bonus to all Diagnose actions aboard the ship. Fighting Pits Not many ship captains would put a fighting arena aboard
their Vessel despite the positive effect it has on ship morale. Of course, sending your boarding parties to the pits to train
has a positive effect on their fighting abilities. Time in the Pits:
All Basic units have the Assault Training ability while fighting a standard Boarding Action or Defensive Action. We who are about
to die…: Reduce crew by 1, increase morale by 2. Slave Holds The Slave Holds are a dark and miserable place, located
in the deepest bowels of the vessel many of those interred die here before reaching their intended destination. Slaves are
in high demand on Forge Worlds and other less savory places. Better than nothing…:
The most fit and able can be culled from the holding cells if a Captain is desperate. The ship can replenish 1d10+5 crew at
the cost of an equal amount of Morale. Doing this lowers the Crew experience by one stage to a minimum of Incompetent (20).
Mustered Soldiers:
The occupants of the Slave Holds can be mustered into a large horde and used to weaken an enemy. The Holds provides 100 Slave
Population which is reduced by Population and Morale damage to a Basic slave Unit. Free Labor:
For the completion of Criminal or Trade Objectives gain 0-50 Advancement Points based on the number of slaves invested in
an endeavor as workers. + Pleasure Holds This is a lavish upgrade to the dank and desolate Slave
Holds is a welcome addition to the ship, especially on those cold silent nights in space. A Happy crew…:
It doesn’t take much to make a crew happy…Increase Morale by 2. Regulars: Every
time you put into port a number of customers somehow end up on your crew, increase crew by 1. Narco Den Dazed and Confused:
Increase Morale by 3, reduce Experience of the Crew by one level to a minimum of Incompetent. (20) Regulars: Every
time you put into port a number of customers somehow end up on your crew, increase crew by 1. Beast Holds The trafficking of dangerous Xeno Beasts is a lucrative
endeavor for those knowing the right people; however it takes some specialized equipment to transport them safely. Beasts!: The
presence of such dangerous creatures within an environment as claustrophobic as a Starship has a detrimental effect on the
crew. Reduce Morale by 1. Mustered Forces:
The Beast Holds provides 10 Beast Population, these can only be used in the formation of an Exotic squad. Deep Holds:
For the completion of a Criminal objective gain 25 Advancement Points. Barracks Reinforcements:
The Barracks provide 100 Troops Population, the Population is used in Ground Assaults and mustered into Special or Elite squads
for Boarding Actions and Hit and Run Actions. They share the same Morale as the Vessel’s Crew in a Boarding Action,
not in a Ground Action. Soldiers: For
the completion of Military objectives gain 0-100 Advancement Points based on the number of Troops garrisoned. + Vehicle Bay Mechanized:
The Vehicle Bay is usually only used in Landing Assaults, there are 4 Vehicle spots which may be filled. Blitzkrieg!:
For the completion of Military objectives gain 50 Advancement Points. Trophy Room Past Experiences:
When working toward an Exploration, Trade, or Criminal objective, the players earn an additional 50 Achievement Points towards
completing that objective. Librarium Vaults Accumulated Data:
Any Common or Scholastic Lore test gains a +10% while aboard the ship. + Private Librarium
Vault Accumulated Xeno
Data: One Forbidden Lore gains a +10% bonus while aboard the ship. Foundry All the Tools,,,:
This is all the necessary tools and space for the Tech Priests to manufacture their own goods aboard the vessel. They
still need the materials, skill and/or plans for the items to be constructed. Despite the size of this Component is still
dwarfed in comparison to the Foundries found on Forge Worlds and is not able to mass produce complex items. Damage Control:
When performing extended repairs, repair 1d3 additional Hull Integrity. Basilica Ship of Lost Souls:
It is unnerving to have a hold full of hardened criminals and it has an adverse effect on the morale of the crew. Permanently
reduce the Morale of the crew by 5 though when adding more crew from a prison world there is no morale hit. Secure Holding Cells:
Prisoners kept in the Basilica often remain here for life because of its secure nature. Any Special Operation targeting this
location or its inhabitants suffers a -10 penalty. Penal Legions:
The prisoners are easily conscripted for war. A Basilica provides a Prison Population of 100 points. These are only reduced
by Population or Morale damage done to a Penal unit. Last Chancers: For the completion of Military or Trade objectives gain 0-50 Advancement Points based on the number
of garrisoned penal legionnaires or workers. Securitas Very Secure Holding
Cells: Prisoners kept within the well guarded Securitas do not find it easy to escape nor is it easy for rescuers to free
them. Any Special Operation (except Location) has a -20 penalty. Deterrent: The
presence of the additional enforcers aboard the vessel root out most seditious behavior making an example of transgressors.
This heavy handed tactic reduces Crew Total by 1 and but increases Morale by 2. Just doing our job:
All Inspection (Search) tests aboard the vessel receive a +10% bonus. Armory Secure Holds:
The Armory is even more secure against being penetrated than a normal Hold. Any Special Operation (except Location) targeting
this location or an item located within suffers a -10 penalty. Well stocked:
Having a larger armory allows a unit to store additional ammunition, spare parts and other gear. All Upkeep tests for equipping
a mustered Unit receive a +10% bonus. Volatile: If
this component is damaged it explodes. The ship takes 1d5 Hull Damage and a component chosen by the GM is on fire. + Secured Vaults Very Secure Holds:
A Secured Vault is even more secure against being penetrated than an Armory. Any Special Operation (except Location) targeting
this location or an item located within suffers a -20 penalty. Restricted Access:
If a crew should mutiny any attempt to end the encounter gains a +10% bonus as the crew is unable to get to the weapons, however
any “Prepare to repel Boarders” action suffers a -10% due to the extra time it takes to hand out the weapons Munitorum Well Armed:
For the completion of Military objectives gain 25 Advancement Points. Oridnatus Extremis:
All Macrobatteries on the ship gains 1 additional damage and gain a +10% bonus to Orbital Bombardments. Volatile: If
this component is damaged it explodes. The ship takes 2d5 Hull Damage and a component chosen by the GM is on fire. Temple Shrine Inspiration:
Increase Morale by 3 Awe of the god-Emperor:
the completion of Creed objectives gain 100 Advancement Points Crew Reclamation
Facility Recycling: Reduce
all losses of crew population by 3, to a minimum of 1. Increase all losses to morale by 1. All losses recovered with this
Component should be tallied with the crew population. Extended Vaults Extensive Stores:
Double the time a ship may remain at void w/o suffering crew or morale damage. Plenty for All:
Increase Morale by 1. Astropath Choir Astropathic Choir: For each Astropath
in the choir assisting the sending Astropath, that astropaths Psy Rating is increased by +1, to a maximum of +5. If the signal
is sent at the push psychic strength, the Astropath suffers a +20 on any rolls on the Psychic Phenomena or Perils of the Warp. |
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