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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.

Cargo Holds, Passenger Compartment and Additional Facilities 
















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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