Machine Spirit Oddity Ship Past Components Unique Items Hulls
NameTypeShip PointsPowerSpaceDescription
Damaged Warp DriveHindrance This ship's warp drive has sustained damage over the course of its lifetime. Unless the Warp Drive is replaced, the ship is only able to travel in the warp for 24 hours, before having to leave the warp and cooling the drive for at least 24 hours.
ComplicatedHindrance Ship was repaired many many times and its subsystems are interlaced and confused.
Complicated: Repair checks are at a -2 penalty and all multi-action penalties are doubled when using the ship.
Heavy Flamer (Power Armor Mount)Power Armor Weapon0 HW, may set targets on fire.
Notes: 1/2 damage penetrates all armor.
Notes: A flame weapon can be directed at an armored foe to ablate the armor.
Ablative: Make a shooting roll against an individual, instead of dealing damage, the target's armor is reduced by 1/2 of the damage done.
Light Auto-Cannon (Power Armor Mount)Power Armor Weapon1 AP 4, HW, Reaction Fire. Up to 20mm rounds. Vehicular
Light Lance (Power Armor Mount)Power Armor Weapon1 AP 5, HW, Reaction Fire. Vehicular
Storm Bolter (Power Armor Mount)Power Armor Weapon0 HW, SA
Ammo 10, all same type, assumed Rocket unless otherwise told.
Armor Piercing (Kraken Pattern Penetrator Rounds): Damage 2d6, AP 10, HW.
Boomer (Metal Storm Frag Shells): Damage 5d6, LBT, HW. Boomers have a minimum arming distance of 20” (40 yards) and can only be used in rifles.
Heat Seeker: Damage 3d6. Use the rules for missiles (see Savage Worlds), except the attacker uses Shooting and the defender uses Agility.
Hellfire Rounds: Damage 2d6, AP 4. An organic defender must make a vigor check at a -4. A failure increases the damage to 6d6.
Inferno Bolts: Damage 3d6, AP 4. The weapon has the “Fire” trapping.
Fatigue: A heat trapping on an attack forces the victim to make a Vigor roll or suffer Fatigue.
Flammable: With a hit by a fire power, roll for any potentially flammable objects to catch fire (see page 83). For a heat trapping, liquids on the target (water, potions, etc.) evaporate on a 6 on a d6 with a success or a 4–6 on a raise.
Odysseus Bolts: Damage 2d6, AP 8, HW, Trackable.
Psycannon Bolts: Damage 2d6, AP 4. Against Psychic or Daemonic Targets 8d6 AP 6.
Rocket: Damage 3d6, HW. The basic line-of-sight projectile tipped with a microexplosive warhead.
Standard Bolts: Damage 4d6, AP 4
Stalker Silenced Shells: Damage 2d6, AP 4, HW. The attack can fire these weapons while hidden without a penalty to her stealth check.
Grenade Launcher (Power Armor Mount)Power Armor Weapon0 20 shots, assumed all are Fragmentation unless otherwise specified.
EMP: Electromagnetic pulse grenades knock out all electronic devices in a Medium Burst Template. For constructs, power armor, or shielded devices, roll 3d6 nonlethal damage against base Toughness (no Armor).
Fragmentation: Damage 3d6. HW, LBT.
Smoke: Creates an area of smoke in a LBT that obscures vision (–4). For double the price, the smoke also contains particles that halve the damage from energy weapons.
Thermal: Damage 3d10. HW, SBT, may set targets on fre. Ignores all but sealed armor.
Destroyer Power Armor (Read First)Power Armor Mod1 This armor contains customizable weapon slots. The armor only has 2 weapons at a time. Only one weapon can be vehicular.
Brothers Fists Power Armor (Read First)Power Armor Mod1 This armor contains customizable weapon slots. The armor only has 2 weapons at a time. Only one weapon can be vehicular.
Inferno Power Armor (Read First)Power Armor Mod0 This armor contains customizable weapon slots. The armor can only have 1 weapons at a time.
Anti-Personnel SystemPower Armor Weapon1 When activated (a free action via voice command), detonation packs atached to the suit explode in a Large Burst Template around the armor, causing 5d6 damage (the blast is shaped away from the suit so the wearer suffers only half damage). Wearers are advised to use this only as a last resort. Shrapnel pack reloads cost $1000, weigh 10 lb, and take one hour to install.
Armor (Power Armor)Power Armor Mod1 Adds +2 Heavy Armor each time this Modifcation is taken.
Power Armor: All armor is considered heavy.
Command PackPower Armor Mod1 A well-designed suite of HUD apps and sensors to constantly monitor up to 100 team members within twenty miles. This extends the user’s Command Range to all those in contact. The Command Pack requires the Sensor Suite Modifcation frst.
FlightPower Armor Mod3 The suit has expandable wings and thrusters for VTOL flight at a Pace of 6” and a Climb of 0. Each time it’s taken doubles previous Pace or increases Climb by 1.
Jump PackPower Armor Mod2 The user can jump up to 2× the suit’s Pace horizontally or 1× Pace vertically.
Magnetic PadsPower Armor Mod1 The soles and palms of the suit are fited with powerful magnets, allowing the wearer to walk up or cling to metal surfaces at full Pace. These are most often used in zero-g to allow marines to atach to ship’s hulls or walkways.
PacePower Armor Mod1 Powerful motors in the leg joints combine with gyroscopic stabilizers to increase Pace by +2 and the running die to d10. Each enhancement after the first only increases Pace by +2.
Power PackPower Armor Mod1 Additional power cells add another 72 hours of energy.
Propulsion JetsPower Armor Mod1 Small propulsion jets allow the character to move in vacuum or water at 6”. The jets provide no benefts outside these environments.
Self-SealingPower Armor Mod1 The suit automatically seals minor breaches (the user suffers one or two wounds) with a fast-hardening sealant. This is critical when operating in a vacuum. If the wearer suffers three or more wounds from a single atack, however, the suit cannot seal and is breached.
Sensor Suite (Power Armor)Power Armor Mod1 An array of various sensors extends the suit’s +2 bonus to visual and aural Notice rolls to 500 yards.
Signal BoosterPower Armor Mod1 Increases communication range to 500 miles.
Stealth System (Power Armor)Power Armor Mod3 This thin and pliable piezoelectric material combines chameleon-like visual skin with heat bafes, radar scramblers, and other devices to make the suit difcult to detect by vision or sensors. Those trying to atack or detect the suit subtract 4 from their rolls against it. The effect is triggered as a free action, but is negated any round in which the user fres a weapon or emits some other non-cloakable signal such as radio broadcasts or active sensor searches.
Strength EnhancementPower Armor Mod1 Increases Strength by one die type each time it's taken. After d12, add +1 per servo (d12+1, d12+2, etc).
Targeting SystemPower Armor Mod1 An integrated system connects to all personal and weapon mounts to compensate for movement, range, multi-actions, and the like. This negates up to two points of the user's Shooting penalties.
Trauma SystemPower Armor Mod1 Automated systems within the suit are loaded with minor antibiotics, stimulants, and anesthetics designed to keep a soldier alive after suffering trauma. It has a d8 Healing and adds +2 to recover from being Shaken and resisting Bleeding Out.
Weapon MountPower Armor Mod1 A single mount can hold any one personal weapon up to 100 pounds, or one Mod point of vehicular weaponry. Two shoulder mounts can be combined into a central weapon mount over the user’s head to hold a vehicle weapon with a Mod cost of 2. The user may fire mounted and personal weapons at standard multi-action penalties (but see Targeting System). Weaponry is purchased separately.
Weapon Mounts are additional to weapons held in hands.
Tellyport BlastaVehicle Weapon2 Roll 1d6. On a 1 or 2, you choose a location within 30 feet to place the target. On a 3 or 4, the location is random. On a 5, the location is choosen by the target. On a 6 the target doesn't move, add one heat token.
Self DestructPower Armor Weapon0 Sometimes things go wrong. You are not sure what it was, but something broke, and now it is too late to make a difference. Everything in the blast radius takes the damage. This is not activated.
Kombi-Weapon (Shoota)Vehicle Weapon1
Kombi-Weapon (Rokkit Launcha)Vehicle Weapon0 Armor Piercing: Damage 2d6, AP 10, HW.
Boomer: Damage 5d6, LBT, HW. Boomers have a minimum arming distance of 20” (40 yards) and can only be used in rifles.
Hellfire Rounds: Damage 2d6, AP 4. An organic defender must make a vigor check at a -4. A failure increases the damage to 6d6.
Rocket: Damage 3d6, HW. The basic line-of-sight projectile tipped with a microexplosive warhead.
Standard Bolts: Damage 4d6, AP 4
Power KlawVehicle Weapon2 Raises: A raise on the attack adds additional d10s instead of d6s.
Aircraft, Anti-GravMod2 Ultra Tech. The vehicle is an aircraft powered by anti-gravitic propulsion. It can hover or fly, and has a Acc/TS of 30/100 and Climb of 2.
Aircraft, HelicopterModHalf Size The vehicle is a helicopter. It can hover or fly, and has a Acc/TS 10/80 and a Climb of –1.
Aircraft, Jet PlaneModHalf Size Jet planes are Acc/TS 50/600, Climb 2. They must move at least half their Top Speed each round or go Out of Control (they stall). The Speed Mod increases Acc by 10 instead of 5 and Top Speed by 100 instead of 10.
Aircraft, Propeller PlaneModHalf Size A traditional prop plane. Acc/TS 20/150, Climb 1. Planes must move at least half their Top Speed each round or go Out of Control (they stall). The Speed Mod increases Top Speed by 50 instead of 10.
AMCMMod1 Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Driving, Piloting or Knowledge (Electronics) rolls made to evade missile atacks (and Tractor Beams).
AmphibiousMod1 The vehicle may move at half Acc/Top Speed while in water.
ArmorMod1 Increases a vehicle’s Armor value by +2. Armor +4 and higher is considered Heavy Armor. Vehicular Armor can also be front-loaded if desired. If so, each level of Armor increases the front armor by +3, side and top armor by +2, and rear and botom Armor by +1. In the Chase rules, an atacker with Advantage and a Jack or higher can target the side armor, and one with a King or higher can target the rear.
Starships: All armor is considered heavy.
Artificial IntelligenceMod* The vehicle’s AI can operate all systems— from driving to weapons. It has a skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the driver’s Action Card. Giving the AI a short verbal command is a free action.
AtmosphericModHalf Size Allows the ship to enter planetary atmospheres. This includes heat shielding and additional work to handle the stress and strain of entry. All starships have vertical take-off and landing (VTOL) capability.
Bomb BayMod1 Each bomb bay may drop up to four Small, 2 Medium, or 1 Large (or larger) bomb per round at no penalty. All use the same atack roll. Dropping bombs uses the Knowledge (Bombardier) skill.
BoostersMod1 Nitrous oxide or other propellants double a vehicle’s Acceleration and Top Speed for a round. Each booster has six uses before it must be replaced. Their effects do not stack. Reflls cost $100 per booster.
ClimbMod1 Aircraft only. The vehicle’s Climb is increased by 1.
Crew ReductionMod* Add 1 Mod slot for every four crewman deducted (round up).
Crew SpaceMod1 Space for four additional crew or passengers.
Deflector Screens (Vehicle)Mod2 The vehicle is protected by an energy feld that deflects incoming ballistic atacks (it has no effect against lasers). Atackers must subtract –2 from their Shooting rolls.
Deflector Screens (Small to Large)Mod2 The vehicle is protected by an energy feld that deflects incoming ballistic atacks (it has no effect against lasers). Atackers must subtract –2 from their Shooting rolls.
Deflector Screens (Huge to Gargantuan)Mod3 The vehicle is protected by an energy feld that deflects incoming ballistic atacks (it has no effect against lasers). Atackers must subtract –2 from their Shooting rolls.
HangerMod4 A small hangar (or garage or external lift-hooks) that can carry up to 8 Size points of ships, vehicles, or walkers; but each item can be no larger than half the ship’s Size.
Ejection SystemModHalf Size Should a vehicle suffer a Wrecked result, crew members may make Agility rolls at –4 (or no penalty if an individual was on Hold or hasn’t acted yet that round). Failure results in damage as usual and failure to eject that round. Those who succeed are launched into the air and descend safely via parachute. The system covers all passengers and crew.
Electromagnetic ShieldingMod2 Adds +6 to the vehicle’s effective Toughness from EMP missiles (see page 25, Savage World Science Fiction Compendium).
Hack Resistant: Add 5 to the vehicles Hack Hardiness.
Exposed CrewMod0 Motorcycles and other “ridden” vehicles offer no protection for their passengers. Crew get no Armor bonus should it sustain a Crew critical hit.
FixedMod0 “Fixed” weapons cannot rotate. On the table-top, they have a 45° fring arc. In the Chase rules, fxed weapons may only fire when the vehicle has Advantage and an Action Card of Jack or higher. Total all like Fixed weapons first, then halve their combined Mod cost.
Four Wheel DriveMod1 Ignore Driving penalties for difcult terrain. On the table-top, treat each inch of difcult terrain as 1.5” instead of 2”.
HandlingMod1 The vehicle is precision crafted and very maneuverable. This adds +1 to Driving rolls per level.
Hover VehicleModSize The vehicle uses hover fans instead of wheels. It ignores difcult terrain modifers and obstacles less than a yard tall. Round Mod cost up. The Ultra Tech version uses anti-grav. It doubles the cost but halves the Mod cost.
LinkedMod0 Weapons of the same type may be dual or quad linked and fred as one (triple linked is ineffective). Dual linked weapons add +1 to hit and +2 damage; quad linked weapons add +2 to hit and +4 damage. Total all Linked weapons in a set frst, then halve their required Mods. (If Linking Fixed weapons, halve the total.)
Living SpaceMod3 Living Space (Special): Large or greater vehicles only. The vehicle has an extended superstructure with bunk beds, personal storage bins for up to four individuals, and one shared bathroom and kitchenete (regardless of how many times this is taken) for longterm travel. The superstructure decreases overall Toughness by 1 each time it’s taken. The limit is half the vehicle’s base Toughness.
Luxury FeaturesMod1 Typically reserved for civilian vehicles, luxury features include music systems, minibars, video screens, and other comforts. The larger the vehicle, the more extravagant the features.
Missle LauncherMod1 Allows up to four Light or two Heavy (or AT) missiles to be fred at once.
Missle LauncherMod1 Allows up to four Light or two Heavy (or AT) missiles to be fred at once.
Reinforced ChassisMod1 Increases Toughness of the chassis by +1.
Sensor SuiteMod1 Optical, chemical, motion, and other active sensors ignore illumination penalties and add +2 to Notice rolls made to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion. Range of 500 yards.
Sensor Suite, GalacticMod2 Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a Knowledge (Electronics) roll. Within 10K miles, the sensors add +2 to the roll. Illumination penalties are ignored. Targets don’t have to be in direct line of sight, but asteroid or powerful energy felds may cause inaccurate or false readings at the GM’s discretion.
ShieldsModHalf Size The vehicle is protected by an ablative energy feld that absorbs 10 x Size points of damage before it’s depleted. Apply all damage to the shield first. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A vehicle may regenerate its Size in shield points if it makes no atacks in a round.
Sloped ArmorMod2 The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Atackers subtract 2 to hit with direct-fire, non-energy weapons.
SpeedMod2 Increases the vehicle’s Acceleration by 5 and Top Speed by 10. (This cannot be taken with Speed Reduction.)
Speed ReductionMod* The vehicle sacrifces power and speed for additional room. Subtract 1 from Acceleration and 2 from Top Speed each time this is taken to gain half Size in Mod slots.
Stealth SystemModSize Radar-absorbing paint, heat bafes, scramblers, and other devices make the vehicle difcult to detect by vision or sensors. Those trying to atack or spot the vehicle subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the vehicle fres a weapon or emits some other noncloakable signal such as radio signal, movement, or active sensor search.
Targeting SystemMod1 The vehicle's computer is linked to all atached weapons. This compensates for movement, range, multi-actions, and the like, negating up to two points of Shooting penalties. This does not assist the firing of passenger's personal weapons.
TrackedMod* The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Acc by 2 and TS by 5, and ignores Driving penalties for difcult terrain. On the table-top, every inch of movement is treated as 1.5”.
WatercraftMod* The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Acc by 2 and TS by 5, and ignores Driving penalties for difcult terrain. On the table-top, every inch of movement is treated as 1.5”.
Vindicator LancerVehicle Weapon5
Medium AutocannonVehicle Weapon1
Flame ThrowerVehicle Weapon2
Bike Autocannon (Primary Weapon)Vehicle Weapon1
Bike Cannon (Secondary Weapon)Vehicle Weapon2
Heavy D-ScytheWeapon4 D-Scythes or Distortion Scythes are advanced Eldar Vortex Weapons. Considered a sinister and taboo weapon, D-Scythes can rip the soul of an enemy from their body and banish it to the Warp. When fired, a D-Scythe emits no visible blast and leaves behind no damage, save the motionless corpse of those targeted. D-Scythes are normally wielded by Wraithguards in place of their Wraithcannons.
The Eldar call the act of separating the spirit from its body 'Cutting of the Crone's Cord', for in Eldar lore a strand ties the soul of a being to its material form. Tradition has it that only the Crone Goddess Morai-Heg herself has the right to sever this connection, for a mortal doing so is merely playing god. However as the desperate situation for the Eldar continues, more militant Autarchs are calling for more frequent deployment of these taboo weapons.
Fixed Scatter Laser (Linked)Weapon3
Fixed Scatter Laser (Rapid Fire)Weapon0 This is an alternate fire for the Fixed Scatter Laster.
Twin Linked Pulse LaserWeapon4
4 x Ship Missile TubesWeapon2
RangeDamageNotes
Missile, Heavy / AT 200/400/800 8d6 AP 15, HW, MBT.
Missile, Anti-Tank 100/200/400 6d6 AP 25, HW, MBT.
Allows up to four Heavy (or AT) missiles to be fired at once.
Believe in Her, Praise Her, Take Care of Her and She Will RepayShip Past Through all the years this ship as always been on the good side of the engagement, or at least it is what the crew was led to believe. Either through clever manipulation, real feats of war or a given saint's flag ship, the crew as developed a fanatical relationship with the ship. They believe the ship to be an extension or at the very least under the protection of a saint or even the Emperor himself. What can sometime be looked upon as borderline heretical worshiping of the starship as created a fanatical crew that believe the starship immune to the dangers of the galaxy. No captain would refuse such a crew willingly.
The crew goes beyond the call to protect the ship covering critical system with their own body, taking all out suicidal risk to repair critical ship part during combat.
Bonus: +10 crew moral, 30% chance damage to a subsystem is mitigated. If this happens 1d4% crew population loss, crew losses in this way increases morale by the same percentage. Increase all other losses to the crew by an additional 1d4%.
Reliquary of MarsShip Past Somehow, this vessel has been outftted with ancient archaeo-tech systems from mankind’s forgotten past. When constructing this vessel, players must select 1 Archeotech Component of their choice. However, any Tech-Use Tests to repair the ship suffer a 4, due to the highly complex nature of the machinery. Additionally, the tech priests of Mars regard the vessel as holy, or at least having holy components. Some may petition to visit the vessel, others may want it for themselves.
HauntedShip Past Some nameless horror haunts this vessel’s past, leaving voidsmen to whisper stories of ghosts wandering through the corridors and cabins. Reduce Morale permanently by 10. However, strange premonitions flicker on the auger arrays, granting a +6 to the ship’s Detection. Additionally, all non-crewmembers suffer –5 to Command Tests involving boarding actions or hit and run actions against the haunted vessel. The presence of these spirits may cause many other issues, depending on their origins and how they came to haunt the vessel (something the GM should determine).
Emissary of the ImperatorShip Past The vessel is a veritable monument to the power and grandeur of the God-Emperor’s might. Awe-inspiring and terrible, it lacks subtlety. All Intimidate Tests made by characters from this vessel gain +4, while all other social Skill Tests suffer a –2. These bonuses and penalties only apply if the character is known to be from the vessel. In addition, few will be able to see beyond the symbolism of the vessel—xenos see a threat, faithful Imperial citizens see a symbol of civilisation (or possibly chastisement), and heretics and rebels see a hated foe. Their reactions will be coloured accordingly.
Turbulent PastShip Past Over the years this ship has been used to perform deeds dastardly to some and heroic to others. The GM selects a social group (pirates, heretics, the Imperial Navy, the Inquisition, or inhabitants of an important locale like Footfall). All ship’s crew suffer a –4 to social Skill Tests when interacting with that group. The GM then selects a second group naturally opposed to the frst. All ship’s crew gain +4 to social Skills when interacting with that group. The additional problems that could arise from being hated by a particular group of people are limitless.
Wrested from a Space HulkShip Past The ship has been recovered from a space hulk - a mass of wrecked ships that drifts intermittently through the warp and realspace. The ship is very old (and thus of high quality), but those who know of its origins whisper that it is cursed. The ship gains +2 Toughness, +1 Speed, and +3 Manoeuvrability. However, every time the crew suffers a Misfortune, the GM rolls twice and chooses the worse of the two. The curse can have many other effects as well, many ill, but a truly skilled Rogue Trader can turn any situation to proft...
Temperamental Warp EngineShip Past The ship suffers a flutter in its Warp Engines, an inconsistency that no amount of maintenance or supplication can eliminate. Whenever the ship travels through the immaterium, the GM should roll 1d10. On a 6 or lower, the journey takes an additional 1d5 weeks, on a 7 or higher, the travel time is reduced 1d5 weeks instead (potentially causing the ship to arrive before it left!). However, once in a great while, the ship will leave the warp to unexpectedly and itself someplace other than its intended destination. (This is at the GM’s discretion, but should not happen on a regular basis.)
Finances in ArrearsShip Past The ship was purchased with borrowed funds. The money could have come from a criminal organisation, influential noble, or even a member of the Inquisition—but no matter the source, the debt must be repaid. Whenever the crew attempts to complete an Endeavour’s Objective, they must accumulate an additional 50 Acheivement Points to accomplish the Objective. However, the ship’s financier supports his investment by providing aid and information. All crew can count their financier as a reliable contact. Additionally, their creditor may require the crew to perform specifc missions that they are in no position to refuse.
XenophilousShip Past Xenophilous: Through dealings with some xenos race, this vessel has been outftted with examples of their blasphemous technology. When constructing this vessel, players must select 1 Xenotech Component of their choice. However, any Tech-Use Tests to repair the ship suffer a -4, due to the strange and blasphemous nature of the machinery. Should the character attempting the repairs have Forbidden Lore (Xenos), the penalty is only –2. Also, the forces of the Ordo Xenos have an interest in the vessel and who controls it.
Death CultShip Past Amongst the low-decks indentured crew, strange perversions of the Imperial Creed have arisen, glorifying death to celebrate the Emperor. Reduce Crew Population permanently by 8. However, reduce all Morale loss from any source by 2, due to the crew’s unwavering faith. Additionally, ship offcers and members of the Ministorum will have to deal warily with the cult and its leaders. Death cults do produce skilled assassins...
Wolf in Sheep’s ClothingShip Past2 Beneath this vessel’s unassuming exterior is a dangerous spacefaring predator. The captain selects three Components. When scanned or subjected to anything but a thorough internal inspection, these components will either not register on the scans, or appear to be a different Component of the same type. Thus, the ship might hide additional armour plating, or a small macrobattery may be much more powerful than it appears. However, the ship suffers –2 Power to maintain the systems creating the illusion. The ship may also have concealed smuggling compartments, unseen passageways, hidden cogitation-override programming, or other secrets.
A Nose for TroubleMachine Spirit Oddity Something about this ship quivers at the thought of battle, always probing the cosmos for a new victim. Add +5 to the ship’s Detection, and reduce this ship’s Toughness by 3, due to its many battles. Occasionally, the crew may fnd themselves in fights they might have preferred to avoid.
Martial HubrisMachine Spirit Oddity The ship has a glorious legacy of warfare and triumphant combats. It is always eager to fght, and unwilling to back down. The ship gains +2 to all Shooting Skill Tests to fire its weapons, but suffers –4 on any Pilot (Space Craft) Tests made to escape combat.
Blasphemous TendenciesMachine Spirit Oddity Some unidentifable aspect of this vessel’s spirit resonates sympathetically with the Immaterium. Captains fnd this ship swims through the warp more easily, as if it was more at home there... All Navigation Tests made to pilot this vessel through the warp gain a +4 bonus. However, while aboard the ship, all crew suffer –2 to Willpower based Tests.
RebelliousMachine Spirit Oddity This vessel does not suffer authority willingly. At times is seems to take pleasure in interfering with the plans of its masters. During no more than one space combat per game session, the GM should randomly select one of the ship’s Components that becomes unpowered until repaired. However, whenever the ship suffers a wound (for any reason) roll 1d10. On a 10, the wound effect is ignored.
StoicMachine Spirit Oddity The vessel behaves like a beast of burden, plodding but reliable. Due to its somewhat plodding behaviour, whenever the crew would gain Proft Factor from an Endeavour, reduce the amount gained by 1. However, whenever one of the ship’s Component’s becomes damaged or unpowered, roll 1d10. On a 7 or higher, the ship shrugs off the damage and it is ignored.
SkittishMachine Spirit Oddity The ship fears battle, bucking against its masters when entering the fray. When in combat, reduce the ship’s Speed by 1 step. However, when not in danger, it runs eagerly and fast. Reduce the travel time for any long distance (between stars) voyage by 1d5 weeks, to a minimum of 1.
AdventurousMachine Spirit Oddity The vessel is eager to seek new horizons, to turn its bow from civilisation and delve into the darkness of the unknown. When participating in an Endeavour the ship gains +10 Detection, when not participating in an Endeavour it suffers –10 Detection.
Ancient and WiseMachine Spirit Oddity This ship is of a bygone age, having survived many millennia of voyages and adventures. It’s hull has weakened over the centuries, but it anticipates the needs of its crew, and will move as one with a competent master. The ship suffers –5 Toughness but gains a +4 bonus to any Pilot Actions it performs (including out of combat and ramming).
Fleet BoundMachine Spirit Oddity The ship as seen long action within the Imperium fleets or Mechanus fleet and as taken habits relative to it. Now on it's own the ship is reactions are sometimes out of sink like a lone soldier doing parade ground march on is own, however if this ship should engage within a fleet action it will take on it's own to dictate the right coordinate to the other ships in the fleet for a proper battle maneuver.
-1 to starship's structure for many battle scars, -5 to all ship combat maneuver action when on its own as the ship is eternaly waiting for is formation to catch up, when acting as par of a fleet +5 to all ship combat maneuver and to other ships it as contact with (scrambling will void the benefit to other vessels but not this vessel as it will still know how to react when in thigh formation). When using the ship as a fleet maneuver assistant, the many ships cogitators interacting cause lots of chatter in between ships, rendering stealth and other such actions virtually useless as the enemy is able to detect the many coded transmissions. The ship will also bring 250 achievement points toward en endeavor made in pair with Imperial fleet.
ResoluteMachine Spirit Oddity There is little in the universe that can stagger this vessel. No matter the foe, it will advance slowly but surely to meet it. The ship suffers –1 Speed, but gains +3 Hull Points and grants a +10 bonus to all Repair Tests.
WrothfulMachine Spirit Oddity The ship’s spirit constantly smoulders with anger. In battle, it explodes into a berserker fury, straining and exhausting its systems. During combat, the ship gains +1 Speed and +7 Manoeuvrability. Out of combat, the ship suffers –1 Speed and –5 to Manoeuvrability and Detection.
Jovian Pattern Class 1 DriveEngine0-358 The STC standard drive for escort-grade warships.
Spike: Double your ships movement this turn.
Lathe Pattern Class 1 DriveEngine1-4012 The STC standard drive for transports has been extended to provide additional power in exchange for less available space.
Spike: Double your ships movement this turn.
Jovian Pattern Class 2 DriveEngine0-4510 The STC standard drive for escort-grade warships.
Spike: Double your ships movement this turn.
Jovian Pattern Class 3 DriveEngine0-6012 The STC standard drive for smaller capital-grade warships.
Spike: Double your ships movement this turn.
Jovian Pattern Class 4 DriveEngine0-7514 The STC standard drive for cruiser-grade warships.
Spike: Double your ships movement this turn.
Jovian-Pattern "Warcruiser" DriveEngine2-6514 The Jovian shipyards produce this STC drive sparingly, reserving it for warships that need to meet the extreme power draw of extensive lance armaments.
Spike: Double your ships movement this turn.
Jovian Pattern Class 4 Drive - Viper InstallEngine4-6014 The STC standard drive for cruiser-grade warships. As such, this engine should not be installed onto a ship of this size, but it has been.
Spike: Double your ships movement this turn.
Strelov 1 Warp EngineWarp01010 Allows the vessel to enter and remain in the immaterium.
Offline: In combat, the Warp Engine can be taken offline to prevent overload. This also will prevent the crew from using it.
Strelov 2 Warp EngineWarp01212 Allows the vessel to enter and remain in the immaterium.
Offline: In combat, the Warp Engine can be taken offline to prevent overload. This also will prevent the crew from using it.
Experimental Mars Mark VIII Warp EngineWarp3025 The design of the Warp Engine is unlike any other seen in the Imperium. The components that make up the drive is of highest quality and it is much larger than most Warp Engines and consumes much more power.
Slow Bootup: Due to the large power requirements this drive takes 3 times as long to enter the warp.
Precise: The drive can make extremely precise calculations (at a -8 penalty), but allowing the ship to exit the warp in areas that are normally not safe, such as in low orbit of a planet or close to the star. The ship can exit warp into the atmosphere of a planet (at a -10 penalty), but it would be catostrophoc for the area around the ship.
Fast: This engine allows extremely fast Warp travel, or travel over extreme distances. It can reduce the warp travel time to the destination by 2 (no penalty) or by 4 (-8 penalty).
Rare Components: This engine is exceedingly rare. If the engine is knocked offline, it will take an Acquisition roll (at -30%) to acquire the parts to repair the engine.
Offline: In combat, the Warp Engine can be taken offline to prevent overload. This also will prevent the crew from using.
Geller FieldGeller010 Protects the vessel from the myriad dangers of the Immaterium.
Warpsbane HullGeller210 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 +2 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.
Single Void Shield ArrayShield051 A single double-layered void shield. Provides 1 Void Shield.
Recharge: Shields recharge at a rate equal to your ships size modifier (12) per round as long as they are not taking damage. If shields are depleted it takes a full round of no damage to start the recharge.
Spike: Increasing power to this system immediately causes it to regain 6 * Size Modifier (72) shields if it is currently charged or 3 * Size Modifier (36) shields if it is not.
Frequency Modulated Shield ArrayShield051 A single double-layered void shield. Provides 1 Void Shield.
This shield array was specially modified by Torbjab to modulate the frequency to adjust the shields to filter out lance attacks. Once per round, as an action, you can attempt to modulate the frequency to filter out the next rounds lance attacks. Each success on the roll filters out 1 of the lance batteries.
Recharge: Shields recharge at a rate equal to your ships size modifier (12) per round as long as they are not taking damage. If shields are depleted it takes a full round of no damage to start the recharge.
Spike: Increasing power to this system immediately causes it to regain 6 * Size Modifier (72) shields if it is currently charged or 3 * Size Modifier (36) shields if it is not.
Repulsor ShieldShield061 These standard void shields have had their frequencies adjusted to better brush aside stellar debris and detritus.
Void Shield: This Component counts as a ship’s Void Shield, giving the ship one void shield.
Charged particle repulsion effect: The ship does not suffer penalties to Manoeuvre Actions when travelling through nebulas, ice rings, plasma clouds or other celestial phenomena consisting primarily of small particles.
Recharge: Shields recharge at a rate equal to your ships size modifier (16) per round as long as they are not taking damage. If shields are depleted it takes a full round of no damage to start the recharge.
Spike: Increasing power to this system immediately causes it to regain 6 * Size Modifier (96) shields if it is currently charged or 3 * Size Modifier (48) shields if it is not.
Castellan ShieldShield251 Some of the oldest Imperial vessels are blessed with “Castellan” class void shields. These shields are far superior to current void shields, and their multiple banks of fail-safe circuit breakers means they can remain up under far-greater stresses.
Void Shield: This Component counts as a ship’s Void Shield, giving the ship one void shield.
Recharge: Shields recharge at a rate equal to your ships size modifier per round as long as they are not taking damage. If shields are depleted it takes a full round of no damage to start the recharge.
Fail-Safes: Once per Strategic Round, during one opponent’s Strategic Turn, the ship’s Enginseer Prime may make a -2 Tech-Use Test. If he succeeds, the ship doubles its number of Void Shields for the duration of a single opponent’s Strategic Turn. This spends 2 spikes.
Spike: Increasing power to this system immediately causes it to regain 6 * Size Modifier shields if it is currently charged or 3 * Size Modifier shields if it is not.
Armored Command BridgeBridge032 The bridges of warships are often reinforced with additional armour plating, to ensure the survival of their occupants.
Reinforced Armour: If this Component takes a Critical Hit or becomes damaged or unpowered, roll 1d10. On a 4 or higher, the component is unharmed.
Bridge: Any excess damage done to this component over the ships toughness is dealt to everyone on the bridge. This component always has 1 health and cannot be 'wrecked'.
M-1.r Life Sustainer (Transports, Raiders, Frigates)Life031 The life-support system was designed for reliability and does little to remove the stink of oil and warp engine discharge.
Stale Air: Increase all Morale loss by 1.
Damage: Your ship is no longer cycling air. Increase any population loss by 1d10% for future wounds.
Fast Repair: This component can be repaired while your ship is in combat.
M-1.r Life Sustainer (Light Cruisers, Cruisers)Life042 The life-support system was designed for reliability and does little to remove the stink of oil and warp engine discharge.
Stale Air: Increase all Morale loss by 1.
Damage: Your ship is no longer cycling air. Increase any population loss by 1d10% for future wounds.
Fast Repair: This component can be repaired while your ship is in combat.
Vitae Pattern Life Sustainer (Transports, Raiders, Frigates)Life042 This life sustainer is of STC origins, and is in common use in the Calixis Sector
Damage: Your ship is no longer cycling air. Increase any population loss by 1d10% for future wounds.
Vitae Pattern Life Sustainer (Light Cruisers, Cruisers)Life053 This life sustainer is of STC origins, and is in common use in the Calixis Sector
Damage: Your ship is no longer cycling air. Increase any population loss by 1d10% for future wounds.
Voidsmen QuartersQuarters013 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.
Pressed-crew QuartersQuarters012 The masters of this vessel have done little to improve the quarters left from this ship’s Navy days. Cramped: Decrease Morale permanently by 2.
Bilge-rat QuartersQuarters012 Most ratings bunk near their posts. However, some captains insist upon their crew using hammocks and camp beds to sleep near the core of the vessel, where they are more protected from the vulnerable decks abutting the cold void. This somewhat reduces crew casualties in the event of hull breaches, but the squalid, rat-infested conditions are unpopular with the crew.
Living in Squalor: Reduce Morale permanently by 3. However, reduce all Crew Population losses due to depressurisation by 2, to a minimum of 0.
Clankin QuartersQuarters125 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.
Mark-100 Augar ArraySensor030 The Imperial Navy’s standard sensor array.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit. Sensitive: Increased power draw provides a +2 bonus to the ship’s Detection. Damage: All attacks are reduced by 4. If this system is wrecked, reduce all attacks by a 8 and firing can only be done at the weapon, not in the bridge.
M-201.b Augar ArraySensor050 A modifed version of the Imperial Navy’s standard sensor array, with boosted wideband gain.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit. Sensitive: Increased power draw provides a +2 bonus to the ship’s Detection. Damage: All attacks are reduced by 4. If this system is wrecked, reduce all attacks by a 8 and firing can only be done at the weapon, not in the bridge.
Deep Void Auger ArraySensor170 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 +4 to the ship’s Detection.
Damage: All attacks are reduced by 4. If this system is wrecked, reduce all attacks by a 8 and firing can only be done at the weapon, not in the bridge.
Spy Field Auger ArraySensor1140 The sensors are extremely finely tuned and extremely sensitive. Operating in a distant orbit the Augar Array can scan the surface of every planet in the system and be able to identify specific features on each down to the meter scale, although performing this action would take several hours to days depending on how dense the system is. Additionally this vessel is not more detectable when it is scanning, unlike all other Imperium ships. The sensor can also be specifically tuned to detect Eldar frequencies.
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 +4 to the ship’s Detection.
Eldar Stealth Sensor: This vessel is at a +4 bonus to detect Eldar ships.
Damage: All attacks are reduced by 4. If this system is wrecked, reduce all attacks by a 8 and firing can only be done at the weapon, not in the bridge.
BarracksBarracks224 For a truly enterprising Rogue Trader, a war is just another business venture. These barracks allow him to attempt just that—by flling his ship with thousands of troops.
Soldiers: When working toward a Military objective, the players earn an additional 100 Acheivement Points towards completing that objective.
Reinforcements: If the ship is transporting troops, it gains +20 to all Command Tests involving boarding actions and Hit and Run Actions. Damage: If this section is damaged, reduce the population of your soldiers by 1d4%.
MunitoriumMunitorium234 Although all ships have a well-armoured room to store their munitions, this facility contains massive stockpiles of weapons, from small arms to macro-cannon warheads.
Well Armed: When working toward a Military objective, the players earn an additional 25 Achievement Points toward completing that objective.
Ordinatus Extremus: All macrobatteries on this ship gain +1 to their listed damage.
Volatile: If this Component is damaged, it explodes. The ship takes 2d5 damage to Hull Integrity, and a Component of the GM’s choice is set on fire.
Damage: Your macrobatteries (Pyros Melta-Cannons) only have 6 more shots each. This component is lost.
Lathe-pattern Landing BayHanger215 Lathe-pattern Landing Bays are characterised by the huge opening that offers an unobstructed view of the void. Only the occasional crackle of an energy feld disrupts the view of the yawning black. Prior to entering the warp, a vessel equipped with this Component must engage the huge security hatches to seal off this opening from any view of the warp.
Energy Field: The security hatches on this bay must be open during the Strategic Turn when small craft are landing or taking off. If this Component ever loses power when the hatches are open, this Component becomes Depressurised.
Strength: Can hold 2 active squadrins, and an additional 2 in reserve.
Damage: Any damage done to this component over your ships toughness is dealt to individual ships or tanks in the hanger. No ship can enter or leave the hanger unless patched. This component cannot be 'wrecked' and always has 1 health. If this component is damaged, the hull is breached and it looses atmosphere.
Cargo hold and Lighter bayCargo112 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 modifcation effects, meaning they suffer –3 to Manoeuvrability.
Damage: Any damage done to this component damages whatever is in the hold.
Murder-servitorsSpecial211 The ship possesses a stock of ancient, skull-faced killing machines. Sealed in cyro-stasis until absolutely required, a mere dozen can be successfully sent on hit and run raids to maim and kill on enemy vessels.
Death-dealers: When used to conduct a Hit and Run Action, this enhancement provides a +20 bonus to the opposed Command Test.
Precise: When determining the Critical Hit inflicted by a Hit and Run Action they participated in, the character conducting the raid may select any result between 1 and 6, rather than rolling.
Trophy RoomSpecial111 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.
Broadband Hymn-CastersHymn-Casters130 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.
Spike: The frequency doesn't just deafen the enemies systems, but actively shuts one down. A successful attack with this system (Repair / Tech Use vs Hack Hardiness) causes the one of the systems to shut down.
Damage: If this component takes damage, it is offline and cannot be re-enabled.
Librarium VaultLibrarium Vault111 An ancient collection of writings and manuscripts has been collected aboard this vessel.
Accumulated Data: Any Investigation Skill Tests made aboard this ship gains +2.
Damage: This component is lost if damaged.
Empyrean MantleSpecial250 Most dirt-dwellers would find the idea of hiding something as large as a starship to be ridiculous. Of course, most dirt-dwellers have no idea just how utterly vast space is. With the right energy baffles and screens to diffuse and mask energy signatures, a ship can become nothing more than a hole in the void.
Shadow in the Void: When travelling on Silent Running, all Tests to detect this vessel have their Difficulty increased by two degrees. When completing a Criminal objective, the players earn an additional 50 Endeavour Points.
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 BanksPlasma Banks1-106 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.
Damage: If this component takes damage, it catches fire, goto fire control rules.
“Storm” Drop Pod Launch BaysLaunch Bays213 Honeycomb launch structures cluster along the vessel’s keel, ready to spit drop pods full of assault forces on helpless planets below.
Steel Rain: When working towards a Military objective, the players earn an additional 50 Endeavour Points towards completing that objective.
Drop Pod Deployment: The players may use drop pods (see page 182). The “Storm” design is equipped to hold 20 pods, although it may only launch 10 every 30 minutes or so (in other words, it may launch 10 pods every Strategic Turn). The pods must be recovered from the planet’s surface before being reused.
Damage: Reduce the amount of drop-pods that your ship has by 1d6. This component cannot be 'wrecked' and retains 1 health (unless all pods are destroyed).
Tenebro-MazeSpecial223 The interior of the ship is a maze of passageways, blind compartments, and triple-sealed pressure-hatches. Enemy boarding parties become quickly lost and separated, while the defenders spring cunning ambushes from behind hololithic bulkheads.
Hidden sally-ports: This ship gains +10 to all Command Tests when defending against boarding actions and Hit and Run Actions.
Incomprehensible Layout: When a component is hit roll 3 times, the Rogue Trader crew can determine which component takes damage.
Crew Reclamation FacilitySpecial111 The Mechanicus has no qualms about converting the grievously wounded into servitors...but the rest of the crew may differ in opinion.
Recycling: Reduce all losses of Crew Population by 3, to a minimum of 1. Increase all losses to Morale by 1.
Luxury Passenger QuartersCargo121 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.
Temple-Shrine to the God EmperorSpecial111 A section of this ship has been set aside to offer prayer and praises to the Master of Mankind.
Inspiration: Increase Morale permanently by 3.
Awe of the God Emperor: When working toward a Creed objective, the players earn an additional 100 Achievement Points toward completing that objective.
Observation DomeSpecial011 A gigantic observation dome made of diamond panes and armoured glass adorns this vessel’s spine, allowing an unrestricted view of the surrounding void.
Engraved Star-charts: When working towards an Exploration objective, the players earn an additional 50 Achievement Points towards completing that objective.
Cure for Claustrophobia: Increase Morale permanently by 1.
Medicae DeckSpecial121 A life of exploration invariably leads to encounters with unexpected life. This unexpected life can lead to unexpected injuries as well as novel diseases. Every living quarters includes a basic infrmary, but those are not equipped for every variety of injury or disease. Similarly, an infrmary 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.
Extended Supply VaultsSpecial214 Extensive supply stowage allows the vessel to make longer journeys and better repair damage.
Extensive Stores: Double the time a ship may remain at void without suffering Crew Population or Morale loss. When making Extended Repairs, repair 1 additional Hull Integrity.
Plenty for All: Increase Morale permanently by 1.
MelodiumSpecial111 For the Rogue Trader who desires only the finest in shipboard accoutrements, a Melodium is ideal. Most are fashioned as grandiose chambers covered with all manner of gilded pipes, horns, and other instruments which can produce an endless variety of musical tunes. The room itself alters shape via clever brass sidings and panels as it plays, the better to accompany the melodies and vox-repeaters throughout the ship carry selected tunes into its farthest depths.
A Melodium provides uplifting tones designed to instil feelings of duty and loyalty throughout the vessel, from the lowly ratings and voidmen to the offcers. That sometimes this is due to subliminal infra-harmonics lacing the melodies is kept a guarded secret. The hall itself can be confgured in a variety of ways to produce the desired internal music and background effects, greatly aiding in many a diffcult negotiation.
Songs in the Void: Increase Morale permanently by +1 and gain +10 to all social Skill Tests.
Xenos HabitatsCargo121 Dealing with xenos is dire heresy to the Imperium—not that a Rogue Trader would let that stand in the way of profit. Quarters that can simulate the environments of alien worlds can further facilitate relations.
Comfortable atmosphere: All Charm and Inquiry Tests made with xenos aboard this vessel gain a +10 bonus. All Objectives for Endeavours involving non-hostile dealings with xenos races gain an additional 50 Achievement Points.
Suspicious: Most Imperial citizens are taught from birth to distrust the xenos. Decrease the ship’s Morale permanently by 2.
Reinforced Prow (Transports, Raiders, Frigates)Special102 Though not as imposing as the titanic adamantium beaks of cruisers, a reinforced prow can offer crucial protection to smaller vessels, or any ship that wishes to mount forwardfacing weaponry.
Adamantine Plates: This ship gains +2 Toughness in its front arc only. This ship also does 1d5 additional damage when ramming.
Reinforced Prow (Light Cruisers, Cruisers)Special103 Though not as imposing as the titanic adamantium beaks of cruisers, a reinforced prow can offer crucial protection to smaller vessels, or any ship that wishes to mount forwardfacing weaponry.
Adamantine Plates: This ship gains +2 Toughness in its front arc only. This ship also does 1d5 additional damage when ramming.
Reinforced Interior Bulkheads (Transports, Raiders, Frigates)Special202 Additional adamantine plates in key locations make this vessel hard to destroy.
Hard to Breach: Add +2 to Toughness
Reinforced Interior Bulkheads (Light Cruisers, Cruisers)Special103 Additional adamantine plates in key locations make this vessel hard to destroy.
Hard to Breach: Add +2 to Toughness
Minelayer BaySpecial114 An often-used tactic among pirate fleets is to strew a heavily trafficked shipping lane with mines, and then pounce on any unfortunate ship crippled by their massive explosions. Starship mines are huge and can explode with catastrophic effect. Most are automatically triggered via an on-board passive auspex to home in on nearby vessels, but some can be remotely operated to achieve greater effectiveness. For starships plying common transit lanes through a system, they are a frequent worry that requires constant vigilance.

Minefield Ahead!: When acquired, the Minelayer Bay Component contains enough mines for 3 deployments, with an Upkeep Test at a suitable port required to re-equip with a new complement of mines. A successful -4 Tech Use Test can deploy mines in a spread covering an area 4 VUs wide, deep, and high behind the ship; this can also be done as an Extended Action while in combat (such as in a Stern Chase!). To prevent mines from accidentally setting each other off, the fields cannot be set to overlap.

Minefields:
A minefield reacts to a vessel inside its boundaries by making a Notice Test with 1d6!+2 for every size category above an 8. The mines suffer a –4 penalty if the vessel is on Silent Running. If the mines detect a vessel, they strike it with 1d6!+2 explosive hits, with this test being done each round the vessel is in the feld. Each hit deals 6d10 damage, and the hits are combined as though from a macrobattery salvo. Armour and void shields protects against mines as normal.
Mines are too small to be located via normal Detection; an Active Augury Extended Action reveals any minefelds in within 10 VUs but immediately causes 1d6!+2 detonations if the vessel is already within a field.
Mines can also be detonated remotely with a Tech-Use Test if the activating ship is no more than 10 VUs distant. This instantly causes all mines to explode, causing 1d10! hits to any vessel within 1 VU of the minefeld and emptying the field, but revealing the activating vessel even if the test fails. If the Minelayer Bay contains unused mines and is Damaged, there is a 50% chance the bay is Destroyed. The vessel takes one Critical Hit; roll 1d10 to determine the result.
Hydraphurian KL-247 Jamming SystemSpecial140 This device creates a violent and constantly shifting energy field that interferes with the scanners of nearby ships.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
White Noise: While this Component is active, this ship may not perform Silent Running, but any Focussed Augury Tests made to scan it suffer a -4 penalty.
Plasma Scoop (Raider, Frigate)Special323 These devices are usually only found on the specialised mining vessels designed purely for entering the atmospheres of gas giants to collect fuel for plasma drives. They can be fitted on other craft with suitable hull bracing to withstand the additional strain they place on atmospheric entry.
Fuel Gathering: A ship equipped with a Plasma Scoop may conduct attempt mining operations on gas giant planets. This requires a Manoeuvrability Test -4; failure means the ship takes 1d6 component damage for every degree of failure, ignoring Void Shields (the deadly embrace of gravity does not care about shield barriers!). Success grants the ship a month’s operations without needing to refuel, and +5 Achievement Points on any Endeavour Objective that requires the ship to move or transport something (Trade Endeavours or Exploration Endeavours are obvious examples), as the ship saves Thrones on refuelling.
Plasma Scoop (Light Cruiser, Cruiser)Special334 These devices are usually only found on the specialised mining vessels designed purely for entering the atmospheres of gas giants to collect fuel for plasma drives. They can be fitted on other craft with suitable hull bracing to withstand the additional strain they place on atmospheric entry.
Fuel Gathering: A ship equipped with a Plasma Scoop may conduct attempt mining operations on gas giant planets. This requires a Manoeuvrability Test -4; failure means the ship takes 1d6 component damage for every degree of failure, ignoring Void Shields (the deadly embrace of gravity does not care about shield barriers!). Success grants the ship a month’s operations without needing to refuel, and +5 Achievement Points on any Endeavour Objective that requires the ship to move or transport something (Trade Endeavours or Exploration Endeavours are obvious examples), as the ship saves Thrones on refuelling.
SuperstructureSuperstructure00-20
Port Pyros Melta-Cannons (Broadside)Weapon243 These squat, oversized, and highly insulated macrocannon are designed specifically to fire shells tipped with powerful melta-charges that detonate with furious heat.
Inferno: Whenever this Weapon Component inflicts a Critical Hit, it is automatically a Fire! Critical.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round. Damage: Reduce damage caused by this component by 1 die.
Starboard Pyros Melta-Cannons (Broadside)Weapon243 These squat, oversized, and highly insulated macrocannon are designed specifically to fire shells tipped with powerful melta-charges that detonate with furious heat.
Inferno: Whenever this Weapon Component inflicts a Critical Hit, it is automatically a Fire! Critical.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round. Damage: Reduce damage caused by this component by 1 die.
Sunhammer Lance BatteryWeapon2134 Narrowing the focus aperture on the STC Titanforge allowed the Lathes to boost range without unduly decreasing its power.
A single Sunhammer lance proved successful enough that they have also been constructed in batteries.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.
Damage: Reduce damage caused by this component by 1 die.
Torbjab-Pattern Nova CannonWeapon1714 A Nova Cannon is a weapon of great size and destructive power used by ships of the Imperial Navy which propels explosive projectiles close to the speed of light.
Inaccurate: This component takes a -4 to shooting rolls. Slow: Due to the enormous power requirements, this weapon can only fire every third round.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired next round round.
Damage: Reduce damage caused by this component by 1 die.
Titanforge Lance BatteryWeapon2136 The Titanforge Lances are an STC standard for lance weaponry, found on naval warships throughout the Calixis Sector. On larger vessels, multiple lances may be mounted in a set of gargantuan turrets (not to be confused with the smaller defence turrets).
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.
Damage: Reduce damage caused by this component by 1 die.
Mars Pattern MacrocannonWeapon142 The most common macrobattery, these are reliable, hardhitting weapons fring kilo-tonne ordinance, mounted along the vessel’s dorsal ridge or in broadside. Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.
Shard Cannon BatteryWeapon203 The xenos race that created these weapons has long since vanished from the galaxy. Many examples of their technology remain, however. Designated ‘shard’ weaponry by xenotech scholars, their shipboard cannons do not seem to require power or even ammunition. Theories abound as to how they operate but none has been proven, as every attempt to disassemble one has resulted in catastrophic failure.
Unknown Energy Source: This Component may not become unpowered for any reason. If it is ever destroyed, its ship takes 2d6! component damage, with no reduction from Armour or Shields.
Macrobattery:
Torpedo Tube (4 x Fixed-Linked)Weapon222 While it is cheap to build Torpedo Tubes you still need to acquire Torpedos. See the specific Torpedo components for damage and range.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.
4 x Medium Linked-Fixed Ion Cannon4
4 x Medium Dual-Linked Auto-Cannon (Turret)2
Plasma WarheadTorpedo000 These explosives are the standard armament for Imperial torpedoes. These systems are designed to blast through a spaceship’s armoured hull, using their high speed to punch deep into the target vessel. The plasma reactor that powers a torpedo’s drive forces it deep into the bowels of the ship and then overloads, contributing to the fury of the warhead’s detonation. This reduces complexity, making their manufacture comparatively simple. Thus, these torpedoes are the staple of Imperial Navy warships.
Voss-pattern Torpedo TubeWeapon222 The Voss Forge world is known for the “Voss Triumvirate” three different designs of light cruisers designed as heavy escorts for ships of the line and large convoys, as well as the smaller Falchion-class escort. Most Voss-pattern ships are armed with a pair of Torpedo Tubes to complement their other weaponry. These tubes are capable of fring two torpedoes in each salvo. It can store 12 torpedoes, plus an additional two if the ship’s captain does not mind keeping two “in the tubes.”
Volatile: If this Component is Damaged or Destroyed (but not Unpowered or Depressurised) while torpedoes are loaded, it has a 10 percent chance of exploding. In this event, the Component is destroyed and the ship takes 2d5 Hull Integrity damage.
Las-burnersWeapon273 Las-burners are a scaled down version of true lances, utilising focused, high power las beams to cut through a ship’s armoured plating. Though these weapons do far less damage, the turrets are smaller as well, allowing smaller ships to carry them. However, their relatively small size also allows them to be used in boarding actions, cutting open the outer adamantium hull to allow armsmen access to an opponent’s vitals.
Small Weapon: Las-burners may be installed in Dorsal or Keel weapon capacity slots in ships of frigate size or smaller.
Versatile: A ship with Las-burners gains +5 to the opposed Command Test made to resolve boarding actions.
Voss-pattern Torpedo Tube (Falchoin)Weapon010 The Voss Forge world is known for the “Voss Triumvirate” three different designs of light cruisers designed as heavy escorts for ships of the line and large convoys, as well as the smaller Falchion-class escort. Most Voss-pattern ships are armed with a pair of Torpedo Tubes to complement their other weaponry. These tubes are capable of fring two torpedoes in each salvo. It can store 12 torpedoes, plus an additional two if the ship’s captain does not mind keeping two “in the tubes.”
Volatile: If this Component is Damaged or Destroyed (but not Unpowered or Depressurised) while torpedoes are loaded, it has a 10 percent chance of exploding. In this event, the Component is destroyed and the ship takes 2d5 Hull Integrity damage.
Torpedo Specialist: The Falchion has been designed as a torpedo gunship. The Falchion’s Prow weapon slot is occupied by a Voss-pattern Torpedo Tube Component. This Component may not be removed, and has half the usual ammunition capacity. The space required is already taken into account, but when this ship is constructed, it must provide one power to this Component.
Plasma Accelerated Torpedo TubesWeapon226 In the early days of the Imperium, certain Forge worlds produced weapons and starship components of a quality now lost to mankind, and torpedoes were no exception. “Plasma accelerated” torpedo tubes refer to a type of torpedo launch system, rather than a specific pattern. These weapon systems utilize plasma from the ship’s drives to “hot launch” the torpedoes, while integral guidance systems constantly update target profiles to the torpedoes’ machine spirits. They are even safer than their counterparts, with multiple reinforced adamantium-alloy blast hatches. This component can store sixteen torpedoes, plus an additional four if the ship’s captain does not mind keeping four “in the tubes.” This follows all the rules for torpedo tubes.
Hot Launch: Torpedoes launched from this Component gain an additional +4 VU speed on the turn they are launched, after which they revert to normal.
Augur Accuracy: Torpedoes launched from this Component gain a +2 bonus to hit.
Volatile: If this Component is Damaged or Destroyed (but not Unpowered or Depressurised) while torpedoes are loaded, it has a 5% chance of exploding. In this event, the Component is destroyed and the ship takes the damage of the warhead bypassing shields.
This component is considered 4 x Torpedo Tube, Fixed, Linked
BrigSpecial111 Though almost any ship has a brig, some vessels have more elaborate facilities. Some brigs are flthy, open chambers where prisoners sit enchained in squalor, their jailers only visiting every few days to hose down the gutters and release the dead bodies into the void. Others are spotlessly effcient walled off oubliettes where the occupants live in maddening solitary confnement for years at a time.
Stern Discipline: Increase Morale permanently by 1. In addition, any Intimidate Tests made during Extended Actions gain a +5 bonus.
Prison Space: When working towards any objective in which the capture, storage, or transport of prisoners could be useful (such as the creation of a penal colony or holding prisoners of war during a military campaign) the Explorers earn an additional 25 Achievement Points towards completing that objective.
Damage: In order to minimize breakouts, the brig is designed to completely vent atmosphere if damaged. This effectively kills off everyone in the brig.