Wayfarer Station doesn't work for me.

By Errant Knight, in Rogue Trader House Rules

I mean, this baby is essentially the Space Dock from BFG, but it doesn't perform the primary mission, which is indicated by its armaments, even though in my version the use of those armaments is itself a secondary function. That said...

The Wayfarer Station in the Core Rules has Space 80 (78 used) and Power 50 (47 used). The components listed are:

  1. Generatorium (?)

  2. Multiple Void Shield Array (power 7, space 2)

  3. Vitae Pattern Life Sustainer (power 5, space 3)

  4. Station Master’s Bridge (power 2, space 2) +10 to repair checks

  5. 2 Keel Mars Macrocannon Batteries (power 8, space 4)

  6. 1 Keel Starbreaker Lance (power 6, space 4)

  7. 3 Civitas Decks (?)

  8. Docks (power 7, space 14)

  9. Hydroponics Decks (?)

Now I've parsed the unevaluated decks and given them numbers, but the whole setup just doesn't work. To begin with the station doesn't have an Augur Array. That just won't do. The BFG version has hangars, which makes total sense to me since it's a dock, and its primary mission should be loading/off-loading. The given bridge suggests that the primary mission is repair. I'd think that a secondary mission.

Look, a normal transport ship only has a dozen or so Halo barges. Yet to fill up a main cargo hold would probably take thousands of shuttle runs to the surface and back (maybe tens of thousands), and that doesn't even resupply the ship, which needs air, water, food, and fuel, not to mention replacement crew. The logistics don't sit well with me. A colony that is visited regularly and has something to offer a merchant ship needs an orbital platform to warehouse a cargo large enough to fill a couple merchant ships, maybe even more. That means it needs hangar space for all those landing Halo Barges. The bridge should be something of a cross between a Commerce Bridge and a Flight Command Bridge.

Here's my take.

  1. Generatorium (50)-9

  2. Shield Array 7- 2

  3. Life Sustainer 5- 3

  4. M-100 Augur Array 3- 0

  5. Bridge 2- 2

  6. 2 Jovian Bays 2- 12

  7. 1 Lance 6- 4

  8. Docks 7- 14

  9. 2 main cargo holds 4- 8

  10. 3 Voidsman Quarters 6- 12

  11. 2 Extended Supply Vaults 2- 8

  12. 2 Arboretums 4-6

That takes up 48 of the 50 available Power and all 80 of the 80 available Spaces. I made the Generatorium a bit smaller than those on ships since there is no need for exhaust engines, other than for minor adjustments to maintain the orbit. I used Voidsman Quarters for the Civitas Decks and Arboretums for the Hydroponics Decks. I'd think that most of the time the station would be resupplied from planet-side, but I tried to stick with canon as much as was reasonably possible. The hangars would probably keep around 2-4 squadrons of Furies for recon purposes, and otherwise would maintain a fleet of 200-300 Halo barges, half of which would be dirt-side at any given moment (more military small craft could be planet-side and redeployed if conflict is expected). This configuration should be able to keep a steady stream of shuttles moving and be able to refill its warehousing space between visiting ships. AP Bonuses for Trade add up to 425, not including the small craft themselves, but I don't use those RAW anyway. This station can handle 4 escort/transport-sized vessels simultaneously.

So I'm looking for ideas, things I've overlooked, etc. After that, I'll work on the actual space station from BFG, which is a bit larger.

Hmmm...looking at the Orbital Dock again, I missed something in the translation. It has a macrocannon battery instead of a lance, and apparently a Mars-pattern model. That saves 2 power and 2 space. The Space Station seems to have Hecutor batteries on it. Well, I'll just chalk that up to customization. In the end, any RT will cram on every available component, depending on their tastes. Some just can't do without a Shrine to the Emperor.

My Colony Endeavor rules require RTs to make, or contract for, many voyages back to civilization in order to build an Orbital Dock, but I don't charge them PF for it, like I might a new ship. Instead, after it's done it increases the PF of that colony. Now defenses are expensive, and while I don't charge PF for them, either, the PF of the hosting colony goes down (to account for maintenance and salaries, etc.).

Edited by Errant Knight

Looks good - one question on these though:

Is it modular and transportable in chunks on normal traders where you assemble it at the destination or does the whole thing have to be towed somehow through the warp?

I've made the assumption that it's modular and requires about 20 trips by a "standard" cargo hauler. Then again, I'd never design such a cargo hauler with a single main cargo hold component. Still, I'd say 20 main cargo hold's worth of equipment should do the job.

Should it not perhaps have Spacedock Piers?

This to me seems like the minimum requirement for a space station that is going to allow ships to dock with it. To me it makes a little more sense for it to have a set of Spacedock Piers and one less launch bay... then again in my mind a set of Spacedock Piers automatically includes something like a Heavy Lifter Bay https://community.fantasyflightgames.com/index.php?/topic/20117-new-ship-component-ideas/page-4

It does. I listed them as Docks. Same power and space, though...can service 4 escort-sized ships.

In that case then it looks pretty good.

I don't really understand the point of having multiple Voidsman's Quarters (that's never done on voidships...) Otherwise, it looks about right to me for a commercial dock.

Yeah Quick, I don't either, but the book has 3 "Civitas Decks" accomodating a crew of 100K with another 700K-900K civvies, so I was just sticking to what was already written in that case. The multiple Voidsman Quarters and multiple Arboretums seemed to account for the same amount of space as the original's Civitas and Hydroponics decks. The 2 Extended Supply Vaults were to give an increased, but still measurable number of Hull Integrity that can be reasonably repaired quickly.

Always imagined the Civitas decks as the social areas akin to the rings on Star Trek DS9, shops, bars, living quarters etc, having 3x of them plays to the modular nature of the station.

Good take on the station, always made me cock a brow at the official take on it.

I've already mentioned that installations are as prone to customization as ships, so I won't list the interior components of these. Let me just present them as hulls that don't move.

Orbital Dock (a.k.a. Wayfarer Station)

Space: 80

Power: 50

Hull Integrity: 60

Armor: 16

Shields: 2

Turrets: 2-3 the Wayfarer Station and Orbital Dock disagree on this - perhaps that's the difference of Flak Turrets

Weapon Capacity: Keel 3

Space Station - I'm interpeting very liberally here, but I just don't see these babies packing Hecutor Broadside Batteries, which would be the most literal interpretation

Space: 107

Power: 90? (this baby seems to have the ability to pack 4 Hecutor Batteries plus a Voidsunder on top of the 2 Landing Bays)

Hull Integrity: 80

Armor: 18

Shields: 2

Turrets: 4 (this could vary as the Wayfarer, above)

Weapon Capacity: Keel 5 (I don't like the idea of broadside batteries firing all-round, but I like the idea of Keel 7 even less)

Orbital Defense Platform - I'm interpreting the Weapons Platform as having a Sunsear Broadside, the Laser Platform a Titanforge Lance Battery, and the Torpedo Launcher a Mars-pattern launcher. These units employ escort-sized components even though their armaments are for larger ships.

Space: 24

Power: 30 (generatorium only takes up 5 spaces)

Hull Integrity: 30

Armor: 22

Shields: 1

Turrets: 2

Weapon Capacity: Keel 1

Taking a page from the Ramilies Star Fort, you could consider creating new 'arcs' for space stations, say N/S/E/W or similar. I'd require a bit more space, but it removes the crazy super-swivel from every station weapon.

I thought about that Quick, but I hate sectioning off a station that isn't even as large as some capital ships. I'm trying to stick to canon while reconciling the differences between the FFG Wayfarer and the BFG Orbital Dock. If it were me and judging from the model, I'd say there's 2 keel positions and 4 broadsides, but docks and landing bays both take up a broadside position. And if I were designing from scratch I'd have 6 dorsal/ventral mounts with only 5 being able to bear on a single target. Right now, here's my latest rendition...

Orbital Dock - Since this is the most likely candidate for Rogue Trader Dynasty colony improvements, I’m going to focus on its structure, deployment, and operations. As listed, the station requires 20 main cargo holds’ loads to construct, plus another 5 loads to staff with personnel and small craft. It can boost the output of colony improvements by a maximum of 5 PF (this aligns with my House Rules, your mileage may vary; components total 525 AP bonuses toward Trade Endeavors). These stations are built and distributed by the Adeptus Mechanicus from the Lathe Worlds. They are capable of sustained operations of 5 years duration without resupply. I have armed them with Hecutor batteries (contrary to canon) because sitting ducks need long-ranged weaponry (I can't reconcile lack of forethought). I have also overpowered them because they may need to supply emergency power to damaged vessels. There’s a bit of room remaining for customization.

Detection +15

Hull Integrity 60

Armor 16

Turret Rating 3

Space 77/80

Power 52/60

Weapons Capacity: Keel 3

Crew: 104

Morale: 102

  1. Generatorium [ (60)-9]

  2. Multiple Void Shield Array [ 7-2]

  3. Vitae Life Sustainer [ 5-3]

  4. M-100 Augur Array [ 3-0]

  5. Commercial Flight Bridge [ 2-2] +75 AP toward Trade Endeavors

  6. 2 Lathe Landing Bays [ 2-10] +100 AP toward Trade Endeavors

  7. Docking Sections [ 7-14] +100 AP toward Trade Endeavors

  8. 2 Main Cargo Holds [ 4-8] +250 AP toward Trade Endeavors

  9. 3 Civitas Decks [ 6-12] houses up to 1 million inhabitants plus office space

  10. 2 Hydroponics Decks [ 4-6] crew +4

  11. 2 Supply Decks [ 4-8] morale +2

  12. Hecutor Battery [ 8-3]

4 non-capital ships may dock at the station at one time.

Acquisition checks for repairing Hull Integrity are made at +0. One check is needed for every 7 points needing repair. If even one check is successful all damaged, depressurized, and unpowered components are repaired. A failure results in having to wait 1d5 weeks “for parts.”

Small craft are acquired separately, but a normal complement would include 4 squadrons of Furies Starfighters (acquire @ -20 per squadron or -40 for the entire wing) plus 8 squadrons of Halo Barges (acquire @ +10 per squadron, -10 per wing, or -30 for all 8 squadrons). Alternative squadrons of Starhawk Bombers are available @ -20 per squadron.

Fair enough - The other thing I was thinking of suggesting was to require stations to buy their weapons at 2x Space to represent having to have enough to form a ring around the station. I always figured that was why stations tended to favor attack craft, it was the one weapon that didn't care what way your pointed.

Anyway, The rules you have seem pretty solid. I'd personally be tempted to make them filled up in space. These are theoretically built to an established (STC-based) pattern, so I wouldn't think one would be able to fit anything more in without giving something up. (Though, I've always had a problem with the fact that every ship has enough room & power to be fully armed and have extras as well)

On an unrelated note, when copying stuff into the Forum I've have more luck with the "Paste from Word" option. It's the one on the top bar second from the right with the little word (w) symbol. It seems to clear that weird color and size effect.

Also, attack craft can go get the enemy first, which the station can't. Depending on rules, systems, and such, your guns might have some better range than fighters have fuel, thous range, but the idea is sound; craft can go out, fight, safely away from the station, and possess maneuverability turrets and torps just lack.

Also, attack craft can go get the enemy first, which the station can't. Depending on rules, systems, and such, your guns might have some better range than fighters have fuel, thous range, but the idea is sound; craft can go out, fight, safely away from the station, and possess maneuverability turrets and torps just lack.

Also, can fly around that big annoying LOS blocking planet you're probably orbiting. :)

True enough, sadly I hadn't even thought of that. Even the Death Star had to skirt a planet to hit the Rebel Base, and attack craft got to it first. I say this a lot, I admit, but I'm really glad that Battlefleet Koronus is a thing, because two of my favorite things are torpedoes and attack craft, two things the main book says only the military often maintains, and often forgone by the military, in favor of bigger static guns. I know macrocannons and lances can do some cool stuff, and most people use such weapons, but the BFK options, even the Nova Cannons I sort of like less, are some options I REALLY like, and with a combination of the ideas a few people here have put forth, coupled with the nigh-limitless resources the Imperium sometimes has, I don't always see why the Navy feels this way, when bombers and torpedoes can be so effective, if potentially costly (and fighters/bombers don't always even have to be so expensive to maintain, if you're good.

Weapon Capacity: Keel 5 (I don't like the idea of broadside batteries firing all-round, but I like the idea of Keel 7 even less)

I've always reduced the damage of Keel weapons by one to represent having to spread the guns wide enough to cover the the entire Keel fire arc.

RAW, small attack craft are not expensive to maintain because they will never be shot down in numbers, especially when using the detailed system. My House Rules limit their effectiveness when crewed by less proficient crews, and make sure there are casualties. I don't mind so much that they deal out lots of damage, but the attrition rate should be prohibitive, and that's my reasoning behind Imperial Navy dislike for them.

Quick, if you like the thing filled up simply put an extra keel slot on the top of the structure and add another Hecutor battery. That uses up all the space and all the power exactly. It also makes for a more decent facility, and these babies are expected to fight off raids by multiple escort ships. I'd probably allow it in my game, but I like leaving a little room for the Shrine or Librarium, or something else the Dynasty wants that shouldn't take up nearly the space the rules require them to.

And thanks for the tip, but I also don't use Word. My place of business went entirely Google a couple years ago and much as I hated it, I converted. Big Brother is here and his name is Google. Regardless, that would require thought, and I never think about Ctrl + V. If you play a musical instrument you'll understand this.

Hey Errant Knight were can I find a list or copy of your RT House Rules? your work on stations look intersting.

Here in the House Rules section of the Forum there's a thread called My House Rules. It's just a little underneath this thread. There's a bunch of links there to different files I've opened for commenting

https://community.fantasyflightgames.com/topic/175991-my-house-rules/