New ship components

By Lightbringer, in Rogue Trader

Some further components for your Rogue Trader vessels… Feel free to add to these! happy.gif

Teleskopein Shrine

Your vessel is equipped with a vast and arcane Mechanicus device for the scanning and magnification of light in the electromagnetic spectrum: an ancient and hugely powerful telescope. This enables you to locate nearby stars and star systems more efficiently, and also to map your progress through unknown space more accurately.
Star-scryer: When working towards an Exploration objective, the players earn an additional 100 Achievement Points towards completing that objective.

Appropriate Hull type: All Ships
Power: 2
Space: 1
SP:1


Ironclad

Your vessel has either been carved from the heart of a single vast nickel-iron asteroid, or treated so that its internal skeleton is a solid core of layers of bonded steel, indivisible and incredibly resilient. Your ship is far tougher than most of its class, as it differs from the standard design: rather than being a latticework of struts holding together a thin outer skin, the ship is a solid lump of iron and steel with chambers cut inside it. The external walls are metres thick, rather than inches thick, and the craft can shrug off attacks that would cripple a normal ship. Ironclad vessels were once common in the Imperium, and indeed many ancient surviving hulks are of this type, as they can withstand warp exposure, radiation, the cold of deep space or even a journey to the heart of a star. Few are made in this way in these feeble times, as the techniques have largely been lost outside Mars. Your ship is almost indestructible, but masses far more than a normal ship of its class, which has a serious impact upon handling, and also has much less internal space than normal.
Heart of Steel: Increase the vessel’s Armour by 5.
Steers like the asteroid she was carved from: Decrease the vessel’s Manoeuvrability by -10.
Mind your head…: The solid construction of the ship reduces the internal space available for other components. This is reflected in the high “Space” score needed to operate this component.

Appropriate Hull types: Transport, Light Cruiser, Cruiser
Power: 0
Space: 6
SP: 2

Fortified rallypoints

Your vessel’s corridors and passageways have been designed from an early stage to be easily defensible. Bulkheads double as cover for heavy weapons teams. Centrally operated weapons-lockers spring open when battlestations are declared. Airlocks pump deadly nerve gas into sealed sections of the ship that have been captured by the enemy. The bridge is ringed with gunports and murder-holes, keeping the senior command crew safe during the most desperate hand to hand fighting.
Murderous fire: The ship gains a +10 to all Command Tests when defending against boarding actions and Hit and Run actions.

Appropriate Hull Types: All Ships
Power: 1 (all types)
Space: 1 (2 in light cruisers and cruisers)
SP: 1 (all types)


Master Chirurgeon facility

There are a bewildering variety of medical practitioners across the Imperium, ranging from witchdoctors, through barber-surgeons, to dedicated sisters of the Orders Hospitaller. Your vessel is equipped with a fine medicae facility, boasting the latest scanners and radiaprojectors, the sharpest neuroscalpels and staffed by the wisest and most esteemed physicians prepared to voyage into the unknown with a ragtag crew…
The Doctor will see you now…: Reduce all losses of Crew Population by 2 to a minimum of 1.

Appropriate Hull Types: All Ships
Power: 1 (all types)
Space: 1 (all types)
SP: 1 (all types)


Hydroponics Decks

These bulky and complex biological facilities enable the ship to grow its own carefully nurtured crop of plants, sustaining the crew without the need for re-supply. They are usually only attached to either space stations or very large and rare colony vessels. However, the ingenuity, ambition and drive of Rogue Traders often cause them to jury rig their vessels with hydroponics decks as a means of extending the endurance of their vessels (or, more specifically, their crew) to enable longer voyages. However, these decks are fragile and prone to damage, especially as they are often mounted externally in large, low ventral glass domes, which make them a tempting target for attackers…
Sustaining: This vessel suffers no penalties to Crew Population or Morale for remaining in space for a long period.
A soothing walk in the garden: Increase Morale Permanently by 1.
Those in Glass Houses…: The Glass Domes of Hydroponic gardens are very fragile. Whenever the ship takes a critical hit, and a component other than the Hydroponics Decks are hit, roll a D10. On a roll of 1-5, the Hydroponic gardens are hit as well as the other component, and receive the same effect.
The burning gardens…: The flipside of a sustaining garden containing plants lovingly grown by the crew is that if it is destroyed, it has a catastrophic effect on morale. If the Hydroponics decks are destroyed, reduce Morale by 5 until they are repaired.

Appropriate Hull Types: Transports, Cruisers, Light cruisers
Power: 5 (all types)
Space: 4 (all types)
SP: 2 (all types)



Good list, I shall be using some of those. aplauso.gif

Lightbringer said:


Hydroponics Decks

These bulky and complex biological facilities enable the ship to grow its own carefully nurtured crop of plants, sustaining the crew without the need for re-supply. They are usually only attached to either space stations or very large and rare colony vessels. However, the ingenuity, ambition and drive of Rogue Traders often cause them to jury rig their vessels with hydroponics decks as a means of extending the endurance of their vessels (or, more specifically, their crew) to enable longer voyages. However, these decks are fragile and prone to damage, especially as they are often mounted externally in large, low ventral glass domes, which make them a tempting target for attackers…
Sustaining: This vessel suffers no penalties to Crew Population or Morale for remaining in space for a long period.
A soothing walk in the garden: Increase Morale Permanently by 1.
Those in Glass Houses…: The Glass Domes of Hydroponic gardens are very fragile. Whenever the ship takes a critical hit, and a component other than the Hydroponics Decks are hit, roll a D10. On a roll of 1-5, the Hydroponic gardens are hit as well as the other component, and receive the same effect.
The burning gardens…: The flipside of a sustaining garden containing plants lovingly grown by the crew is that if it is destroyed, it has a catastrophic effect on morale. If the Hydroponics decks are destroyed, reduce Morale by 5 until they are repaired.

Appropriate Hull Types: Transports, Cruisers, Light cruisers
Power: 5 (all types)
Space: 4 (all types)
SP: 2 (all types)

I love this one, but it seems way too expensive. And you should join the thread on new components in the House Rules forum. There's a lot of stuff there.

LOL yes, feel free to join those of us in House Rules....