has anyone compiled all the home-brew ship components into a list ?
I'm trying to...been looking around on this board, and some of the
few other places that talk RT.
see this file: components rough draft, new stuff at the bottom.
kudos to he who made the file to begin with.
also here's just a quick list I made from some basic googling around:
Name Special
Fighter Bay Aid own turrets, suppress others turrets.
Heavy Lifter Bay plus 50 AP on trade, +10% on Hit-n-Run
Promenade plus 3 morale, , plus 50 on Crime or Trade AP
Adv.Apothecarium Reduce crew loss by 1
Chiurgeon Chamber plus 10% on medicae checks
Flux Generator plus 5 power generated, explodes d5 hull damage
Void Cathedral plus 150 AP on Creed, +10% vs. Ecclesiarch, plus 5 morale, -1 crew losses.
Hexagrammatic Cells allows separate (safe?) tranport of psychic persons or material
Astropathic Relay allows astropaths to combine and amplify
Techno-Shrine To Omnissiah as Emp.Shrine, but for Tech people
Cryo-Vaults allows extra people, and trade AP. not good for morale
Vivarium zoo, allows transport of xeno plants or beasts
Aqua-Reservoir water tanks, many benefits, also vs. fires
Scholarium allows personnel training and growth
Pneumatic Arterial allows quick access to various decks and hold
Dorsal Castellum extra build space, easier to hit
Incarceration Vaults various benefits from having a prison
Scartix Engine Coil speed and accel increase 25%
Plasma Relays increased damage from plasma weapons
Plasma Broadside allows plasma weapons to be double mounted
Teleskopein Shrine tech emplacement, increases exploration
Ironclad changes ship type to heavy asteroid or rock-based
Fortified Rallypoints makes ship easier to defend
Master Chirurgeon Facility makes medicae deck even better
Hydroponics Decks morale and endurance improved
Broadside Macro Turrets allows greater firing arcs
Teleportarium Launch Bay as a Teleportarium but for landers and attack craft
Inertial Damping Capacitors allows tighter maneuvers & decel
Small Craft Storage Bays extra fighters (not a launch bay)
Under-Barrel Launch Bays bays that don't eat a wepon slot
Arched Structure ("Roll Bar") extra build space, less easier to maneuver
Gravitic Accelerators extra speed for fighters
Hecatonchire Missile Lnchr increased launch capability
Adv.Medicae Facility makes for a true hospital ship
Hidden Cargo Storage Hidden Cargo Storage, easier smuggling
Military Hangar Bay designed for mil.ops and boarding
Exp. Commercial Lifter Bays easier trade work
Imp.Tacticae Vault (Strategium) planning and executing mil.ops
Impr.Navis Nobilitae Sanctuary impresses the nav. clans, and adds to nav skill
Temple Of Knowledge many tech benefits
Name Special
Time Machine. (Teleporter) Teleporter Required Also. Hellish Tech Use to play with temporal movement, of personnel.
Genetic Manipulation Eqp. Requires Medicae Deck. Onboard facility can heal, alter & mutate humanoids.
STC-Fac:Battle Armor. Requires Munitorium. Onboard fac can make suits of basic power armor
Titan Holding Bay Requires Small Craft Bay. Ship may carry 1 Titan per component.
Faster-Than-Light FTL Drive. Ship transcends the warp and the navigator travels quite safely.
Bio-Regeneration Equp Requires Medicae Deck. Onboard facility can fully heal humanoids (dead <1 day)
Star Gate Cogitator ship can either locate or manipulate star travel gates. (or both, see GM)
Titan Repair Bay Requires Munitorium and Small Craft Bay. Ship may repair Titans & colossal vehicles (carry 1)
STC-Fac:Personal Shield. Onboard facility makes Power Fields
Cloaking Device. As Shadow Field +5%. Cannot perform maneuvers over ordinary difficulty or over 25% speed
STC: Lifelike Bionics. Requires Medicae Deck. Onboard Facility can make and implant bionic limbs and accessories
STC-Fac:Wetware. Requires Medicae Deck. Onboard Facility can make and implant cybernetics
Cloning Equipment. Requires Medicae Deck. Onboard facility can duplicate humanoids.
Self-aware Electronics. Ship Morale -1d10%. All ship actions +1d10% (Check per encounter)
Contra-Grav Maneuver Drive All ship maneuver pnealties are halved. Accel mult. by 1.35
STC-Fac: Longevity Drug Requires Medicae Deck. Onboard facility can rejuve humanoids.
Doomsday Device. Does 10D damage to all within 1 VU, loses 1 dice per VU, ignores shields.
Energy Weapon. Epsilon Used as a Lance.
Unknown Object. Kappa Astropath can cause morale changes on target ship (+/- D5 per DoS) Arduous to use.
Alien Artifact. Zeta Any psyker, astro, or navigator can spy on enemy ship (not thru Gelllar Field or similar)
Time Machine. (Gellar Integ) Warp Sextant Required Also. Hellish Tech Use to play with temporal movement, of the vessel.