Rogue Trader - New Ship Components

July 21, 2018 | Author: Nick Youngblood | Category: N/A
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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. g enerally have fighters on patrol in the surrounding area any Combat Air Patrol: Ships with fighter bays generally time they are in hostile territory. A ship with at least one Fighter Bay may make animmediate 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 ar ray of torpedo tubes within wi thin their massive prows. These tubes can be used to launch l aunch huge torpedoes filled with explosives or assault boats fil led with boarders. A torpedo bay may only occupy a prow mount, and may be mounted even on a ship with the Arm ored 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 VUto 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 takes4 hits and suffers an automatic critical hit, while shipson 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 a n official ship-board marketplace and recreational area. Crew members can gather here to trade, supplement their ship-board rations, and enjoy their offduty 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 m assive 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 serm on-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 a board, 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 C ommand 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 b onus to Emergency Repair tests. Evacuation: Reduce Crew Population losses due to fires, depressurization, and other c omponent-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 C ompact 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 fell ows 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.

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