I'm planning a small rules supplement (a few pages) as part of a large piece of work to go into more detail on the rogue traders ship.
The first part i'm planning is "Crew Factions", in this section the players can roll up the factions that exist in their crew, and these may later come into effect during the game (extra plot elements for the GM).
Firstly the players would determine the number of factions, using the following table (all this is subject to slight changes in final version)
Roll No. Factions Factions %
1 1 100
2 2 50 50
3 2 60 40
4 3 60 20 20
5 4 40 20 20 20
6 5 20 20 20 20 20
Then starting with the smaller factions you roll for the faction type, duplicates can either be re-rolled or could be a different version of the same faction type
Roll Faction Notes
1 Neutrals Nothing special, general ship people who mind their own business and follow orders well
2 First&Only This faction represents some of the last remaining members of a planet wiped out by something. This could have been a natural occurrence, a virus bomb, a hive fleet invastion, the actions of the inquisition or a sm chapter, etc. The faction may hold some grudge against the destroyer.
3 Voiders Always been at space
4 Penal Colony Faction composed of criminals who are working out their sentence on board.
5 Slaves Slaves either brought or rescued by the rogue trader
6 Imperial Creed Loyal imperialists
7 Religious Fanatics
.... more to follow
Once the factions are determined, optionally they can then roll to see which factions control key parts of the ship, for each 20% a faction has it gets one roll
Engineering, Gunnery Levels, Security, General Systems, Cargo&Materials, Upper Officer Core (max 20% faction), Damage Control, Food&Life support
Also each faction will give certain benefits/penalties and be lead by a npc character.
Comments, do people think this is worth fleshing out ?