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- Jovian “War Cruiser” Drive
- Power: 85 Generated; Space: 17; Cost 0
- Condition: Green
- Additional Notes
- The Jovian shipyards produce this STC drive sparingly,
- reserving it for warships that need to meet the extreme power
- draw of extensive lance armaments.
- Belcane-pattern 90.r
- Power:1 Space: 0; Cost:
- Condition: Green
- Additional Notes
- The Forge world Belcane in the Calixis Sector has long been associated
- with the construction of proetective barriers, void shields, stasis fields, and Gellar fields.
- The 90.r was an experimental type of warp field which offereed enhanced warp-handling capabilities
- allowing the ship to slip through the warp like a predatory razorfish.
- Unfortunately it was prone to an inexplicable "flicker" during prolonged use which would allow daemonic entities
- ingress into the vessel during warp transit, meaning it is rarely used.
- Tainted Field:
- Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. However, subtract -20 from the result
- of any rolls made on the Warp Travel Encounters table on page 186 of Rogue Trader to reflect the increased risk
- of warp incident using the type of Gellar Field.
- Warpsbane Hull
- Power: 1; Space: 0; Cost: +2
- Condition: Green
- Additional Notes
- 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 +10 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.
- Multiple Void Shields
- Power: 7; Space: 2; Cost: 0
- Condition: Green
- 0 Shields
- Additional Notes
- Twin, multiple-layered void shields. Provides 2 Void Shields.
- Bridge of Antiquity
- Power: 2; Space: 1; Cost: 2
- Condition: Green
- This bridge is interlaced with ancient cogitator circuitry and
- hololithic technology, granting the Captain and bridge crew
- unparalleled control over their vessel.†
- Eyes Everywhere: Add +10 to all Command Tests or social
- Skill Tests any character makes while on the bridge.
- Hololithic Display Tank: Increase the ship’s Manoeuvrability
- by +5.
- Vitae Life Sustainer
- Power: 5; Space: 3; Cost: 0
- Condition: Green
- Additional Notes
- This life sustainer is of STC origins, and is in common use in
- the Calixis Sector.
- Clan-kin quarters
- Power: 2; Space: 5; Cost: +1
- Condition: Green
- Additional Notes
- 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
- Power: 7; Space: 0; Cost: +1
- Condition: Green
- Additional Notes
- 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 +10 to the ship’s Detection.
- Supplemental Components
- (Archeotech) Warp Sextant
- Power: 4; Space: 1; Cost: 2
- Condition: Green
- This massive submersion tank enhances a Navigator's ability to safely sense
- the ebb and flow of the warp outside of the vessel.
- A broad spectrum of sensors measures the intensities and currents in the warp
- outside of the starship.
- This information is then relayed safely to the Navigator so that it can be more easily
- analysed anddressed.
- The Sextant's array of cogitators further aids the Navigator in identifying known routes
- and calculating their current stability.
- The True Path: When using a Warp Sextant, the Navigator receives a +20 bonus on any Perception Tests
- or Navigation (Warp) Tests made to steer the vessel through the warp.
- Cargo Hold and Lighter Bay
- Power: 1; Space: 2; Cost: 1
- Condition: Green
- Additional Notes and Functions
- Warships can be converted to haul cargo, but this can often
- have an adverse effect on their combat performance.
- Hidden Spaces: When working toward a Trade or Criminal
- objective, the players earn an additional 50 Achievement
- Points toward completing that objective.
- Unbalanced: Starships are precisely balanced, something
- this modification effects, meaning they suffer –3 to
- Manoeuvrability.
- Compartmentalized Cargo Hold
- Power: 2; Space: 5; Cost: 1
- Condition: Green
- Additional Notes and Functions
- Cargo holds have been installed across the ship, spread out to
- minimise their effect on the vessel’s handling.
- Storage Area: When working toward a Trade objective, the
- players earn an additional 100 Achievement Points toward
- completing that objective.
- Medicae Deck
- Power: 2; Space: 1; Cost: 1
- Condition: Green
- A life of exploration invariably leads to encounters with unexpected life
- This unexpected life can lead to unexpected injuraies as well as novel diseases.
- Every living quarters includes a basic infirmary, but those are not equipped for
- every variety of injury or disease. Similarly, an infirmary is not equipped to treat the number of badly injured
- survivors from a badly damaged ship or planet-wide epidemic. A Medicae Deck offers the facilities and staff to
- address both of these possibilities.
- Diagnostics and Treatment: The Medicae Deck adds a +20 bonus to all Medicae Skill Tests performed within this Component.
- The number of patients that may be treated without penalty is increased to three times the character's Intelligence bonus.
- Sensorium
- Power:1; Space: 1; Cost: 2
- Condition: Green
- increase moral permanently by 2
- A Sensorium provides a pleasant refuge for any crew
- members that can partake of its services. Within its chambers,
- the voidfarers may select from a broad array of pleasures or
- a combination to satisfy their wildest desires. The presence
- of this Component on a vessel is often viewed by official
- Imperial Bureaucracies as a sign of moral failing, which may
- lead to legal difficulties.
- Appease the Masses: Increase Morale permanently by 2.
- Extremely Persuasive: The Explorers receive +10 to all
- Charm and Commerce tests conducted on the vessel if the
- subjects use the Sensorium.
- Broadband Hymn-casts
- Power: 3; Space: 0; Cost: 1
- Condition: Green
- 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.
- Auxiliary Plasma Banks
- Power+10; Space: 6; Cost: 1
- Condition: Green
- 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.
- Librarium Vault
- Power: 1; Space: 1; Cost: 1
- Condition: Green
- An ancient collection of writings and manuscripts has been
- collected aboard this vessel.
- Accumulated Data: Any Investigation Skill Tests
- made aboard this ship gains +10.
- Trophy Room
- Power:1; Space: 1; Cost: 1
- Condition: Green
- increase moral permanently by 2
- Few Rogue Traders can resist cataloguing their
- accomplishments. This is more than hubris–such trophies can
- awe competitors, or may hold secrets long lost.
- Past Experiences: When working toward an Exploration,
- Trade, or Criminal objective, the players earn an additional
- 50 Achievement Points toward completing that objective.
- Luxury Passenger Quarters
- Power: 2; Space: 1; Cost: 1
- Condition: Green
- Comfortable quarters for passengers earn Thrones—and
- make for jealous crew.
- Paying Customers: When working toward a Trade,
- Criminal, or Creed objective, the players earn an additional
- 100 Achievement Points towards completing that objective.
- Class Division: Decrease Morale permanently by 3.
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