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Torpedo Bay: - P:4 S:6 Sp:2 Str:6 D:1d10+2 Crit: 6 Rng:10 (Light Cruiser, Cruiser)
Many Imperial ships of the line mount an array of torpedo tubes within their massive prows. These
tubes can be used to launch huge torpedoes filled with explosives or assault boats filled with boarders. A
torpedo bay may only occupy a prow mount, and may be mounted even on a ship with the Armored
Prow component. Instead of firing like a standard weapon, the Torpedo Tubes launch a squadron of
torpedoes. See Rogue Trader Small Spacecraft Rules for further information.
Labor Intensive: This weapon component may only be fired every other turn.
A nova cannon is a special type of weapon with the following rules. Nova cannons may only be assigned
to prow weapon mounts, and may only be mounted on cruisers. A nova cannon has a minimum range of
6 VU and a maximum range of 25 VU. When firing a Nova Cannon, select a target space. Make a Ballistic
Skill test modified by -10 for every 5 VU to the target square, rounding up (This means that a nova
cannon shot will receive a -20 Ballistic Skill penalty even at minimum range.) Treat the nova cannon as a
weapon with Blast 1. On a miss, the blast will scatter off-target. Roll on the scatter diagram on p. 248 to
determine direction, and move the blast 1VU plus 1 VU for each degree of failure. Any ship in the center
of the blast takes 4 hits and suffers an automatic critical hit, while ships on the periphery of the blast
take 1 hit. A nova cannon does 1d10+1 damage and ignores armor. Any small spacecraft squadrons
caught in the blast are instantly destroyed.
A series of pneumatic transit tubes run throughout the ship, quickly conveying cargo, materials, and
crewmembers around the ship. During combat, security and repair teams can be rapidly deployed to
where they are needed.
Rapid Response: The ship gains a +10 to Command Tests when defending against boarding actions and
Hit and Run attacks.
Repair Teams: Repair teams can quickly be deployed throughout the ship, granting a +10 bonus to
Emergency Repair tests.
Evacuation: Reduce Crew Population losses due to fires, depressurization, and other component-based
damage by 1, to a minimum of 1.
*This component may not be installed on vessels with a Tenebro-Maze.
Excess Void Plating – P:0 S:2 Sp:2 (Light Cruiser+) P:0 S:3 Sp:2
For some captains, there is no such thing as too much armor. Excess Void Plating layers heavy
adamantine plates over the ship’s existing armor, creating a formidable defense at the cost of speed and
maneuverability.
Dead Weight: Increase the ship’s armor by 3, but reduce its speed by 2 and its maneuverability by 5.
Gilded Hull – P:0 S:1 Sp:2 (Light Cruiser +) P:0 S:2 Sp:3
Some captains prefer style over substance. These gregarious fellows tend to dress flamboyantly, wear
impressive yet impractical armor, and wield weapons more suited to a trophy room than a battlefield.
Such men often gild the hulls of their vessels as well, to the point that they sacrifice protection for
grandeur.
Flashy but Fragile: Decrease the ship’s armor by 2.
Impressive!: The captain and command crew of this ship gain +10 to any fellowship test made while on
it or in sight of it.