New Ship Component Ideas

By Argoden, in Rogue Trader House Rules

Plenty of room for new components for your ship, and this seems like a good place to post ideas for them. No reason to wait till the splatbooks arrive when we can come up with our own, right?

Getting the ball rolling:

Additional Facilities (max one per ship)

Incarceration Vaults

Power 1
Space 1
SP 2

While any starship has basic brig facilities for troublemakers and prisoners, a vessel with incarceration vaults has an elaborate complex of high-security cells, bio-suspension crypts, and interrogation chambers staffed by clans of skilled questioners and durancers.
Right Tools For The Job: Any Inquiry Skill Test aboard this ship gains +10.
Enforce Authority: When testing to determine if a mutiny has occurred, the captain gains +10 to Command.
Put To The Question: When working toward a Creed, Criminal, or Military objective, the players earn an additional 50 Achievement Points toward completing that objective.

More (and somewhat different) benefits than (say) a Trophy Room, but also twice as many SP. If Inquiry were as broadly useful as Investigation I'd be worried about balance compared to a Librarium Vault, but as it is I think it's okay.

Additional Facilities (max one per ship)

Mechanicus Shrine

Power 1
Space 1
SP 1

This ship incorporates a large shrine to the Omnissiah, manned by devoted tech-adepts who provide invaluable aid in soothing whatever hurts the vessel may suffer.
Servants of the Machine God: Any Tech-Use Skill Test to make Emergency Repairs or Long-Term Repairs to this ship gains +10.

Given the importance of those checks (especially in combat) I think this balances well with the mechanically-similar Librarium Vault.

Psyker Containment cells like they have on Black Ships?

Maxim C. Gatling said:

Psyker Containment cells like they have on Black Ships?

Creepy, but I could see where a RT might want them. Or an Inquisitor passing as an RT. If you don't want to post your own, I'd suggest something like:

Cargo Holds and Passenger Compartments

Hexagrammatic Suppression Cells

Power 2
Space 1
SP 2

A block of heavily warded chambers designed to contain all but the most potent psychic phenomena. The armored cells can function as either prison or shelter as needed.
Rumors of Warpcraft: Decrease morale permanently by 3.
Warp Containment: When travelling through the Warp, roll on the Warp Travel Encounters chart only once every full 10 days (minimum of one roll per trip).
Dark Harvest: When working toward any objective, the players earn an additional 100 Achievement Points toward completing that objective if the Game Master decides the transport, confinement, or protection of psykers is directly involved in the task.

More SP than Luxury Passenger Quarters, but Warp Containment is a sizeable advantage. Of course, it assumes that any psykers on board are spending each trip in the cells, so you'll want some that are well furnished to keep the astropath happy. Dark Harvest is a big wild card bonus, but it's quite situational. Mounting multiple sets of cells to maximize bonus that could be a big payoff for true specialists, but you'll have to work to keep the crew happy.

Argoden said:

Additional Facilities (max one per ship)

Mechanicus Shrine

Power 1
Space 1
SP 1

This ship incorporates a large shrine to the Omnissiah, manned by devoted tech-adepts who provide invaluable aid in soothing whatever hurts the vessel may suffer.
Servants of the Machine God: Any Tech-Use Skill Test to make Emergency Repairs or Long-Term Repairs to this ship gains +10.

Given the importance of those checks (especially in combat) I think this balances well with the mechanically-similar Librarium Vault.

I would make it power 2

Santiago said:

Argoden said:

Additional Facilities (max one per ship)

Mechanicus Shrine

Power 1
Space 1
SP 1

This ship incorporates a large shrine to the Omnissiah, manned by devoted tech-adepts who provide invaluable aid in soothing whatever hurts the vessel may suffer.
Servants of the Machine God: Any Tech-Use Skill Test to make Emergency Repairs or Long-Term Repairs to this ship gains +10.

Given the importance of those checks (especially in combat) I think this balances well with the mechanically-similar Librarium Vault.

I would make it power 2

Why? It's much less generally applicable than the Librarium is, even if it is more useful during and after a ship combat. At 2 power, I doubt it would be worth taking. I suppose you could widen it to +10 to any Tech-Use test, but that seemed a bit generous to me.

I wouldn't make my PC Psykers stay in one...hee hee!

Besides, the point of having an Astropath aboard is so he/she can send and receive messages, which would be blocked inside a Hexagrammic Cell.

Would be useful thing to have though.

Maxim C. Gatling said:

I wouldn't make my PC Psykers stay in one...hee hee!

Besides, the point of having an Astropath aboard is so he/she can send and receive messages, which would be blocked inside a Hexagrammic Cell.

Would be useful thing to have though.

Well, maybe not astropaths, what with their soul binding and all. They're fairly safe anyway. But you'll definitely want to cage those wyrdling mutants, and maybe have the seneschal comb through the crew and lock up anyone who's suspiciously lucky at cards. Most likely you'll just be jailing cheats, but there's no harm in being careful.

VIP guest psykers ought to be overjoyed to have someplace safe-ish to hide in during transit, at least as long as their rooms are comfortable. These don't have to be Black Ship prison-holds, although they certainly can be.

Alternately, you could treat the component as being the reverse of the jail cell idea. Maybe the psykers are quartered in the unshielded (and perhaps jettisonable) areas, while the rest of the ship is behind heavy-duty hex wards. Either way the benefits would be about the same - fewer souls to draw warp entities, and the witches are safely segregated.

Argoden said:

Right Tools For The Job: Any Inquiry Skill Test aboard this ship gains +10.

Shouldn't incarceration cells and torture chambers give a boost to Interrogation rather than Inquiry? Inquiry is the "peaceful and civil" way of extracting information after all, not something you do to a prisoner...

Varnias Tybalt said:

Argoden said:

Right Tools For The Job: Any Inquiry Skill Test aboard this ship gains +10.

Shouldn't incarceration cells and torture chambers give a boost to Interrogation rather than Inquiry? Inquiry is the "peaceful and civil" way of extracting information after all, not something you do to a prisoner...

I agree. Black Ships are also supposed to have the equivalent of a large room-sized version of the Excruciator black-box interrogation device which is supposed to be vastly more effective than the hand-held version.

I can't see why a Rogue Trader would have one, but I know that sooner or later when my Players get rich enough they'd want one just because they don't have it...

Varnias Tybalt said:

Argoden said:

Right Tools For The Job: Any Inquiry Skill Test aboard this ship gains +10.

Shouldn't incarceration cells and torture chambers give a boost to Interrogation rather than Inquiry? Inquiry is the "peaceful and civil" way of extracting information after all, not something you do to a prisoner...

Blast, you're right. Thinking of the wrong skill. Our seneschal has both at the same level, and they blur together for me. Yeah, torture, not polite conversation.

Argoden said:

Blast, you're right. Thinking of the wrong skill. Our seneschal has both at the same level, and they blur together for me. Yeah, torture, not polite conversation.

Well, there might be a way for a ship component to actually give a boost to Inquiry too.

Imagine a Rogue Trader installing a sort of "media info-grid" or something on his vessel, passing it off as a generous reward to the crew, where crew members can access "public terminals" aboard the vessel and have a chat with someone working at a completely different deck and listening to recordings of Imperial music etc. etc. Quite simply an on board "internet", which every crew member has access to.

Of course, the real deal is that the Rogue Trader and other senior staff (i.e the Explorers) have master override codes for this info-grid, so they can pretty much access anything that has been communicated over the info grid and thereby having an easier time with their Inquiry rolls aboard the vessel.

It could also be used when docked at port and the majority of the crew has been released for leisure time to intermingle with the rest of society abouard the space station in question. Give it some time and they get back and will talk about all manner of things they've done during leave, which might provide the Rogue Trader with good information about local gossip, the best dives to hang out, where to get ahold of illegal narcotics etc. etc.

Medicae Deck

Space 1

Power 2

Surgery: +10 to all medicae test made onboard ship

Ships Clinic: Most minor medical ailments treated immediately. Permanent +2 morale.

Triage: All crew losses reduced by 2 to a minimum of 1.

SP:+2

This facility is a large medical facility incorporating surgerical suites, intensive care and several clinics for general crew. Experience tech-priests and medics work here to heal the sick, install augmetics and carry out pretty much any operation that can be carried out planet side. In battle this facility can treat the wounded and have them on their way with a belly full of pain killers, or have them looked after until they recover. Needless to say, the crew appreciate the freely available medical care.

Isn't the correct term "Apothecarium"? Anyway, good idea and I'm kind of surprised FFG didn't include it. Seems to me that every big ship would have a Medical Bay.

Maxim C. Gatling said:

Isn't the correct term "Apothecarium"? Anyway, good idea and I'm kind of surprised FFG didn't include it. Seems to me that every big ship would have a Medical Bay.

They do, just like they all have some kind of shuttlecraft hanger and repair shops Couldn't very well do triage, hit & run, or repair actions without them. Paying for a component is an upgrade over the baseline capability all hulls include.

Argoden said:

Maxim C. Gatling said:

Isn't the correct term "Apothecarium"? Anyway, good idea and I'm kind of surprised FFG didn't include it. Seems to me that every big ship would have a Medical Bay.

They do, just like they all have some kind of shuttlecraft hanger and repair shops Couldn't very well do triage, hit & run, or repair actions without them. Paying for a component is an upgrade over the baseline capability all hulls include.

In which case, an upgraded Apothecarium would likely include several Resusatrix Chambers ( Inq Handbook; page 131 ) for the more direly injured. Most common to advanced, planet-bound Medicae facilities, it is not unheard of for Nobles, ship captains and well-to-do guilds to have access to their own.

-=Brother Praetus=-

Good call, Praetus. Advanced Apocatharium. Mmm...sounds expensive!

Great thread, sad to see it languish. The Incarceration Facility makes me smile.

Open Deck Plan

1 Power

1 Space

1 SP

The ship is constructed with open, wide corridors or speedy mass-transit systems that allow for easy travel throughout the ship. This is a godsend for crew evacuating damaged compartments. However, it is also appreciated by hostile boarders who might have the run of the ship simply by capturing main arteria.

Evacuate! - reduce population loss due to fires, decompression and other compartment-based damage by 1.

Straight Up the Middle - the easy-access construction of the ship imposes a -10 penalty on Command tests for defending against boarders or Hit and Run attacks.

This component is not compatible with Tenebro-Maze.

The intent was kind of the opposite of Tenebro-Maze.

I like it, but it might need a slight boost for balance. Getting to pick what location takes a crit is way better than -1 to crew losses from certain crits. Maybe extend the -1 to all crew losses (better access should make it easier to evacuate wounded and rescue trapped survivors from any damage, right?) and add a permanent +1 or +2 to morale (elbow room!) as well? That would put its benefits and costs more on par with things like Observation Dome or buying better crew quarters.

Yeah, the idea was open to improvement. I didn't have my book handy and couldn't recall just what all the sources of pop damage were. Even so it's not a GREAT component, but I think it has flavor.

And I was trying to foster more replies.

Promenade

Power 1

Space 3

SP 1

While ships may function as space-going cities, most do not have a dedicated spaces to foster this function, instead compartmentalising the crew and limiting commerce to barter and black market. A promenade compartment functions as a ship-board "Main Street," providing formal gathering spaces for crew commerse and interaction. Here privileged crewmembers can supplement their issued rations and gear and interact with others from all over the ship.

One Gelt for the Master... : With some portion of shipboard trade inevitably ending up in the hands of the Rogue Trader, ships equipped with this component provide +50 achievement points to Commercial and Criminal Endeavors.

Did You Hear? : Wagging tongues spreading rumors from all over the ship can be good or ill. The effects of any morale loss or gain are increased by 1.

Again, open to improvement.

N_B said:

One Gelt for the Master... : With some portion of shipboard trade inevitably ending up in the hands of the Rogue Trader, ships equipped with this component provide +50 achievement points to Commercial and Criminal Endeavors.

+50 seems a bit high for such a minimal sub-culture that the shipboard culture really is. Lowering it to somewhere between +5 to +25 would be more appropriate. Achievement points are measured on a scale of commerce that could influence millions of lives, making a +50 bonus a bit high when it only concerns the taxation of underground dealings aboard a ship holding only between 15.000 and up to perhaps 100.000 people.

Really? I thought it was already quite modest. How does the Trophy Room component work, if that's the concept?

Anyway, I see the effect as threefold: in the long weeks (months?) of travel, the crew spends their money. It goes, essentially, into the Rogue Trader's pocket, rather than into the grubby paws of dockside dive and crib owners in Footfall or something.

In addition, they can commercialize products for the Rogue Trader while he's bringing them back to port. He already knows what and how to sell because he's given it a test run on the crew.

Finally, I see it as an influence thing: he can bring dignitaries onto his ship and show them a carefully sculpted shipboard community. It's a nice turnabout: usually it's the planetary governor who invites the RT down to dine in the classiest restaurant in the noble quarter. Now the RT can return the favor.

And who wouldn't want their favorite restaurant on the ship with them?

Additional Facilities (max one per ship)

Astropathic Relay

Power 2
Space 1
SP 2

Relay Equipment: This component provides the benefits listed in page 163 under Astropathic Relay, although it does not include any astropaths as part of its cost. Acquiring an astropath choir could be the result of an Endeavor, acquisition tests, and/or pure roleplaying as the DM prefers.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Kind of an obvious idea. The benefits are fairly minor until you've recruited a choir, but even at its base level it offers a safer place to employ psyker powers and better message reception. A group with two or more PC astropaths could use it to boost one another, of course. Note that non-astropaths can't aid the choir, so no wyrds or sorcerers invited.

Ad Hoc Supplies

Power 0

Space 2

SP 2

Every available space aboard the ship is taken up by extra supplies. Along corridor ceilings, coils of sausage links vie for space with baskets of hardy tubers and nets full of rindfruit. The crew sit upon crates of salted fish, jerky and pemmican. Extra bunks and alcoves are piled with sheets of deck plating, spare capacitors and lengths of replacement conduit.

Extensive Stores : Double the time a ship may remain at void without suffering Crew Population or Morale loss. When making Extended Repairs, repair 1 additional Hull Integrity.

Fire Hazard : Command tests made to put out fires are Hard (-20) due to the way the ship is strewn haphazardly with flammable materials.

For the "U-Boat at sea" feel of supply storage.

N_B said:

For the "U-Boat at sea" feel of supply storage.

Oh yeah, very "Das Boot" feel from that component. happy.gif