Plasma drives and rebellious machine spirits; or Can the ship's generator lose power?

By Alasseo, in Rogue Trader Rules Questions

The Rebellious complication on Table 8-1: Machine Spirit Oddities states that (up to once per game session), while in combat, the GM may randomly select one of the Ship's components to become Unpowered until repaired. Since there is not prohibition against the plasma drives being chosen, what happens if they lose power? Does the ship merely become a slave to inertia (unable to turn, may only move half speed rating until repair), does the entire component stop working (including the power supply to the rest of the ship)?

Is it even possible for the generators to lose power?

The same questions apply if the plasma drives become unpowered for any other reason, I guess, including damage, so should you check the plasma drives first if the ship suffers a Surly Techsprites critical?

For balance reasons, I'd say that an unpowered plasma drive only affects the drive portion, not the power generation part.

I suppose the exact mechanisms for unpowered and damaged essential components will be published in the ship book.

Alasseo said:

The Rebellious complication on Table 8-1: Machine Spirit Oddities states that (up to once per game session), while in combat, the GM may randomly one of the Ship's components to become Unpowered until repaired. Since there is not prohibition against the plasma drives being chosen, what happens if they lose power? Does the ship merely become a slave to inertia (unable to turn, may only move half speed rating until repair), does the entire component stop working (including the power supply to the rest of the ship)?

I'd say that they are unable to turn and they will move at the same speed they moved at during their last turn (there's no air resistance in space, if an object gets thrusted at a certain direction, it keeps going unless it crash into something or another force of thrust make it change direction/speed)

Alasseo said:

Is it even possible for the generators to lose power?

If a ship is Rebellious, then I'd say yes. If they lose power then the players shoould get cracking with emergency repairs and hope they manage to get the generators going again.

No reason you couldn't lose power ship-wide, but with Rebellious it's the GM's choice what goes out of service. I wouldn't pick the drive unless I really wanted to cripple the PCs for some reason. More fun to disable the augers or a gun deck or somesuch - or the bridge, for sheer annoyance

Having the drives knocked out by Surly Tech-Sprites is nightmarish, but as you're already at crippled status by that point you've bigger worries. Probably time to surrender anyway.