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.