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Vlaskiyov

Ship Components

Apr 16th, 2015
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  1. Jovian “War Cruiser” Drive
  2. Power: 85 Generated; Space: 17; Cost 0
  3. Condition: Green
  4. Additional Notes
  5. The Jovian shipyards produce this STC drive sparingly,
  6. reserving it for warships that need to meet the extreme power
  7. draw of extensive lance armaments.
  8.  
  9. Belcane-pattern 90.r
  10. Power:1 Space: 0; Cost:
  11. Condition: Green
  12. Additional Notes
  13. The Forge world Belcane in the Calixis Sector has long been associated
  14. with the construction of proetective barriers, void shields, stasis fields, and Gellar fields.
  15. The 90.r was an experimental type of warp field which offereed enhanced warp-handling capabilities
  16. allowing the ship to slip through the warp like a predatory razorfish.
  17. Unfortunately it was prone to an inexplicable "flicker" during prolonged use which would allow daemonic entities
  18. ingress into the vessel during warp transit, meaning it is rarely used.
  19. Tainted Field:
  20. Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. However, subtract -20 from the result
  21. of any rolls made on the Warp Travel Encounters table on page 186 of Rogue Trader to reflect the increased risk
  22. of warp incident using the type of Gellar Field.
  23.  
  24. Warpsbane Hull
  25. Power: 1; Space: 0; Cost: +2
  26. Condition: Green
  27. Additional Notes
  28. The entire hull of the vessel is covered with silver, handinscribed
  29. hexagramic wards. These reinforce a Geller Field
  30. projected from a 50 metre statue of an Imperial Saint, located
  31. just fore of the bridge.
  32. Shield of Faith: Any Navigation Tests to pilot the ship
  33. through the warp gain a +10 bonus. When rolling on Table
  34. 7-4: Warp Travel Encounters (see page 186), the GM
  35. rolls twice and allows the Navigator to chose which result
  36. is applied.
  37.  
  38. Multiple Void Shields
  39. Power: 7; Space: 2; Cost: 0
  40. Condition: Green
  41. 0 Shields
  42. Additional Notes
  43. Twin, multiple-layered void shields. Provides 2 Void Shields.
  44.  
  45. Bridge of Antiquity
  46. Power: 2; Space: 1; Cost: 2
  47. Condition: Green
  48. This bridge is interlaced with ancient cogitator circuitry and
  49. hololithic technology, granting the Captain and bridge crew
  50. unparalleled control over their vessel.†
  51. Eyes Everywhere: Add +10 to all Command Tests or social
  52. Skill Tests any character makes while on the bridge.
  53. Hololithic Display Tank: Increase the ship’s Manoeuvrability
  54. by +5.
  55.  
  56.  
  57. Vitae Life Sustainer
  58. Power: 5; Space: 3; Cost: 0
  59. Condition: Green
  60. Additional Notes
  61. This life sustainer is of STC origins, and is in common use in
  62. the Calixis Sector.
  63.  
  64. Clan-kin quarters
  65. Power: 2; Space: 5; Cost: +1
  66. Condition: Green
  67. Additional Notes
  68. The ship’s crew is made up of a ‘kin-brotherhood’ of bonded
  69. voidsmen. Tenaciously loyal, they see their ship as no different
  70. than a homeworld, and will die to defend it.
  71. For Hearth and Home!: All Command Tests to defend against
  72. boarding and hit and run actions gain +5. In addition, all sources
  73. of Morale loss are reduced by 1, to a minimum of 1.
  74.  
  75. Deep Void Auger Array
  76. Power: 7; Space: 0; Cost: +1
  77. Condition: Green
  78. Additional Notes
  79. These, quite simply, are the some of the best sensors created
  80. by the Adeptus Mechanicus, and are reserved for their own
  81. ships and Imperial Naval scout vessels.
  82. External: This Component does not require hull space.
  83. Although it is external, it can only be destroyed or damaged
  84. by a Critical Hit.
  85. Eye of the Omnissiah: The exceptional sensitivity of the
  86. array grants +10 to the ship’s Detection.
  87.  
  88. Supplemental Components
  89. (Archeotech) Warp Sextant
  90. Power: 4; Space: 1; Cost: 2
  91. Condition: Green
  92. This massive submersion tank enhances a Navigator's ability to safely sense
  93. the ebb and flow of the warp outside of the vessel.
  94. A broad spectrum of sensors measures the intensities and currents in the warp
  95. outside of the starship.
  96. This information is then relayed safely to the Navigator so that it can be more easily
  97. analysed anddressed.
  98. The Sextant's array of cogitators further aids the Navigator in identifying known routes
  99. and calculating their current stability.
  100. The True Path: When using a Warp Sextant, the Navigator receives a +20 bonus on any Perception Tests
  101. or Navigation (Warp) Tests made to steer the vessel through the warp.
  102.  
  103.  
  104. Cargo Hold and Lighter Bay
  105. Power: 1; Space: 2; Cost: 1
  106. Condition: Green
  107. Additional Notes and Functions
  108. Warships can be converted to haul cargo, but this can often
  109. have an adverse effect on their combat performance.
  110. Hidden Spaces: When working toward a Trade or Criminal
  111. objective, the players earn an additional 50 Achievement
  112. Points toward completing that objective.
  113. Unbalanced: Starships are precisely balanced, something
  114. this modification effects, meaning they suffer –3 to
  115. Manoeuvrability.
  116.  
  117. Compartmentalized Cargo Hold
  118. Power: 2; Space: 5; Cost: 1
  119. Condition: Green
  120. Additional Notes and Functions
  121. Cargo holds have been installed across the ship, spread out to
  122. minimise their effect on the vessel’s handling.
  123. Storage Area: When working toward a Trade objective, the
  124. players earn an additional 100 Achievement Points toward
  125. completing that objective.
  126.  
  127. Medicae Deck
  128. Power: 2; Space: 1; Cost: 1
  129. Condition: Green
  130. A life of exploration invariably leads to encounters with unexpected life
  131. This unexpected life can lead to unexpected injuraies as well as novel diseases.
  132. Every living quarters includes a basic infirmary, but those are not equipped for
  133. every variety of injury or disease. Similarly, an infirmary is not equipped to treat the number of badly injured
  134. survivors from a badly damaged ship or planet-wide epidemic. A Medicae Deck offers the facilities and staff to
  135. address both of these possibilities.
  136. Diagnostics and Treatment: The Medicae Deck adds a +20 bonus to all Medicae Skill Tests performed within this Component.
  137. The number of patients that may be treated without penalty is increased to three times the character's Intelligence bonus.
  138.  
  139. Sensorium
  140. Power:1; Space: 1; Cost: 2
  141. Condition: Green
  142. increase moral permanently by 2
  143. A Sensorium provides a pleasant refuge for any crew
  144. members that can partake of its services. Within its chambers,
  145. the voidfarers may select from a broad array of pleasures or
  146. a combination to satisfy their wildest desires. The presence
  147. of this Component on a vessel is often viewed by official
  148. Imperial Bureaucracies as a sign of moral failing, which may
  149. lead to legal difficulties.
  150. Appease the Masses: Increase Morale permanently by 2.
  151. Extremely Persuasive: The Explorers receive +10 to all
  152. Charm and Commerce tests conducted on the vessel if the
  153. subjects use the Sensorium.
  154.  
  155. Broadband Hymn-casts
  156. Power: 3; Space: 0; Cost: 1
  157. Condition: Green
  158. Broadcast towers flood all frequencies with deafening hymns to the
  159. God-Emperor, jamming communications and terrifying enemies.
  160. Heathen or renegade ships have been known to use similar
  161. systems, though the nature of their ‘hymns’ is very different.
  162. Deafening: If this system is activated, all other ships must make
  163. a Difficult (–10) Tech Use Test in order to use vox or other
  164. broadcast communications while within 30 VUs of this vessel.
  165. Terrifying: When this system is activated, characters aboard
  166. this vessel gain +10 on all Intimidate Tests against all ships
  167. within 30 VUs.
  168. External: This Component does not require hull space.
  169. Although it is external, it can only be destroyed or damaged
  170. by a critical hit.
  171.  
  172.  
  173. Auxiliary Plasma Banks
  174. Power+10; Space: 6; Cost: 1
  175. Condition: Green
  176. A ship’s drive can produce more power if equipped with extra
  177. banks of plasma generation and containment systems. Of
  178. course, there is a danger associated with housing additional
  179. hab-block sized containers of plasma aboard a starship.
  180. Volatile Power: This Component generates power, rather
  181. than requiring it. If this Component is ever damaged, the ship
  182. containing it takes 1d5 damage directly to Hull Integrity, and
  183. its plasma drive is set on fire.
  184.  
  185.  
  186. Librarium Vault
  187. Power: 1; Space: 1; Cost: 1
  188. Condition: Green
  189. An ancient collection of writings and manuscripts has been
  190. collected aboard this vessel.
  191. Accumulated Data: Any Investigation Skill Tests
  192. made aboard this ship gains +10.
  193.  
  194.  
  195. Trophy Room
  196. Power:1; Space: 1; Cost: 1
  197. Condition: Green
  198. increase moral permanently by 2
  199. Few Rogue Traders can resist cataloguing their
  200. accomplishments. This is more than hubris–such trophies can
  201. awe competitors, or may hold secrets long lost.
  202. Past Experiences: When working toward an Exploration,
  203. Trade, or Criminal objective, the players earn an additional
  204. 50 Achievement Points toward completing that objective.
  205.  
  206.  
  207. Luxury Passenger Quarters
  208. Power: 2; Space: 1; Cost: 1
  209. Condition: Green
  210. Comfortable quarters for passengers earn Thrones—and
  211. make for jealous crew.
  212. Paying Customers: When working toward a Trade,
  213. Criminal, or Creed objective, the players earn an additional
  214. 100 Achievement Points towards completing that objective.
  215. Class Division: Decrease Morale permanently by 3.
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