Machine Spirit Oddity Ship Past Components Unique Items Hulls
NameTypeDescription
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 Past 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.