New Ship Component List

By Egyptoid, in Rogue Trader House Rules

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.

can anyone post links to their own lists ?

or to pages I missed ?

thanks.

please see the RTSUv141 thread for more details.

~~~

RT10.jpg

Where is the RTSUv141 thread? I use that spreadsheet all the time, and would like to be able to have an update with HAC or some custom components/hulls?