Designing a science exploration vessel

By Ale Golem, in Rogue Trader

The captain in my newest game will be played by a Genetor with a warrant of trade. I'm trying to design a ship with science and anthropological exploration in mind and have decided upon a retrofitted Goliath-class Factory Ship. The ability for possibly unlimited range and plasma energy is a huge advantage.

I'm looking for ideas on replacing the Plasma Refinery with something akin to an enormous morgue and research lab. This will go far beyond simple dissection and record keeping as there will be thousands of storage units to fit anything from single celled organisms, plants and fungi to xenos species larger than any human as well as minerals and radioactive material, all able to generate any environmental conditions necessary to facilitate long term storage. The original ore and mineral scanning devices will be useful for their intended purpose so they will be kept aboard. A large crane will be affixed to the hull, used to move individual storage pods from the suspension bays to the research labs.

My problem comes when I try and determine a unique function of this component, something comparable to the systems that have been replaced. I was using the medical deck component as a springboard but everything I come up with seems too mundane.

You should take a look at the Laboratorium Supplemental Component in Hostile Acquisitions since it might be what you are looking for.

Not a bad idea but that's for crafting and studying pieces of technology not biology. I have decided that he will have all of the technology and tools necessary to create both Gland Warriors and servitors without taking any excess ship components.

A short list of thoughts:

  • A really good auger array, though there are many to choose from. Nothing better to see what's out there to pique one's interest.
  • Compartmentalized Cargo Holds, to keep various things from interacting.
  • Librarium Vault, if only to reflect what one already knows, and a great place to add one's new discoveries. A Xenos Librarium is also possibly good.
  • Exploration Bridge, because that's what you're focusing on.
  • Auxiliary Plasma Banks, because power is nice, but getting to say some things stay on, when the "main" power goes out means you keep cryo, containment, or recording, whatever seems appropriate at the time.
  • Laboratorium
  • Pharmacia
  • Suspension Chambers, to keep your crew between, and your finds during.

A couple of these might require a bit of creative license; what the book says they do is just give you some abstract points to some types of Endeavors, but you could describe the use of the facility, and that would explain WHY you get those points. Some stasis area for storage, a decent lab and med bay, to analyze things, and some back-up or separated power systems could go a long way to making for a great Collector vessel.

Don't forget about equipment, Hostile Acquisitions has Beast Cages for xenos specimens and the Occlusive Vault for "sensitive material". The Bloodlock Bolt in Into The Storm serves a similar function to the latter and also provides Hab Bases, a best-craftsmanship version complete with laboratorium. To defend the latter, perimeter defenses. Ensure your Genetor survives to complete their experiments in peace!

Decessor said:

...the latter and also provides Hab Bases, a best-craftsmanship version complete with laboratorium.

You're welcome. Enjoy your warrant!

Cold Decks, so you can freeze the successful experiments for later use and less... cooperative... individuals in a secure cyrogenics facility before you get around to upgrading them.