Вы находитесь на странице: 1из 3

Rogue Trader: New Ship Components

Fighter Bay: P4: S4: Sp2 Mounts: Port, Starboard


Larger Imperial ships often contain launch bays filled with squadrons of fighters, bombers, and other
similar small craft. A launch bay may launch one squadron of small spacecraft per strategic turn, and
may support up to two squadrons in space at a time. If this component becomes damaged, it can no
longer launch squadrons, and any squadrons it is supporting are removed from combat when it is time
for them to refuel, unless another source of support is available. A standard Fighter Bay provides pilots
with a rating of 30. Good and Best quality fighter bays provide pilots with 40 and 50 skill, respectively.
See Rogue Trader Small Spacecraft Rules for further information.
Combat Air Patrol: Ships with fighter bays generally have fighters on patrol in the surrounding area any
time they are in hostile territory. A ship with at least one Fighter Bay may make an immediate
Average(+10)Scrutiny + Detection test to detect any ship attempting to ambush it.

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.

Nova Cannon: - P:12 S:8 Sp:3


A Nova Cannon is a huge rail weapon, normally mounted in the prow of a ship so that the massive recoil
it generates can be compensated for by the vessel’s engines. It fires a projectile at incredible velocity,
using gravimetric impellers to accelerate it to close to the speed of light. The building-sized projectile
implodes at a pre-set distance after firing, unleashing a force more potent than a dozen plasma bombs.

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.

Promenade – P:1 S:2 Sp:1


While ships may act as space-going cities, few vessels dedicate much in the way of space to this
function, instead leaving the crew to undertake black-market trade and criminal activities. A promenade
supplants this underground activity by serving as an official ship-board marketplace and recreational
area. Crew members can gather here to trade, supplement their ship-board rations, and enjoy their off-
duty hours.
Rest and Recreation: Increase Crew Morale permanently by 3.
Free Market: This component provides 50 Achievement Points on any Criminal or Trade endeavor.
Apothecarium– P:2 S:1 Sp:1
All vessels have medical facilities, but a ship with a full Apothecarium is equipped with major surgical
facilities, resucatrix chambers, and clinics to tend to the crew. Experienced tech-priests and medicians
work to heal the sick, install augmetics, and treat the wounded in battle.
Triage: Reduce all losses to Crew Population by 1.
Chiurgeon Chamber: This component provides a +20 bonus to all shipboard Medicae tests.

Void Cathedral– P:1 S:3 Sp:2


Many ships have shrines to the Emperor aboard. Some, however, transform their entire vessels into
glorious acknowledgements of the Emperor’s will by building massive Void Cathedrals into their very
core. A Void Cathedral sits at the heart of a vessel, a mighty structure that incorporates ancient
reliquaries, monastic chambers, and a massive sermon-hall that can accommodate a significant portion
of the ship’s crew.
Reliquary of the Saints: When working towards a Creed objective, the players earn an additional 125
Achievement Points towards completing that objective.
Ecclesiarchal Blessing: Characters from the vessel gain a +10% bonus to all Interaction Tests made with
members of the Ecclesiarchy.
Demonstrable Faith: Increase Crew Morale permanently by 5, and reduce all losses of Crew Morale by 1
to a minimum of 1.
Suffer Not The Alien: Any interaction with xenos species causes 1d5 points of Crew Morale loss per day,
and characters from the vessel suffer a -10% penalty to Interaction Tests made with xenos.

Aqua-Reservoir– P:0 S:3 Sp:1


All ships have ample water supplies, but a ship that selects this component devotes a sizeable amount of
space to a major water reservoir.
Water Supplies: Increase the time a ship may remain at void without suffering Crew Population or
Morale loss by +50%.
Fire Suppression: The reservoir can be used to fight fires more effectively, providing a +20% bonus to
Command Tests made to put out fires. Crew Population and Morale loss from fires is reduced by 2, to a
minimum of 1.
Lance Coolant: Due to the excessive amount of water aboard, a ship’s lance components may be cooled
and fired more rapidly. Increase the damage of all shipboard lances by 1.

Pneumatic Arterial– P:1 S:2 Sp:2

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.

Dorsal Castellum– P:0 S:0 Sp:2


A castellum is a massive tower that extends from the ship’s dorsal region, expanding the space available
for shipboard components.
Expanded Space: This component increases a ship’s available space by 2.
Integrity Loss: Adding massive external substructures reduces the ships ability to take hits, reducing hull
integrity by 3 points.
*This component may not be installed on vessels with a Reinforced Bulkheads.

Compact Plasma Core – P:-8 S:-5 Sp: 2


Most Imperial ships have massive plasma generators to feed their ravenous appetites for power, but
such huge generators take up a great deal of space. A Compact plasma core can free up space on the
ship by removing unneeded generators and plasma containment systems. A Compact Plasma Core is a
modification to an existing engine, reducing power output by 8, but taking up 5 less space.
*This component may not be installed on vessels with Auxiliary Plasma Banks.

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.

Вам также может понравиться