Ship Components
Galleon: The Star Galleon comes pre-equipped with two Main Cargo Hold Components (see page 203 of the Rogue Trader core rulebook.) The hull’s space has already been reduced to account for this; however, when the ship is constructed it must be able to provide four power to these Components. These can be replaced with better holds.
Hybrid Vessel: The Star Galleon may be equipped with Transport, Cruiser or Battlecruiser Components. However, if the Component has both a Transport and a Cruiser variant, it must take the Cruiser variant.
History:
Ancient & wise: This vessel is positively ancient, and so is its machine spirit. The ship suffers –4 Hull Integrity but gains a +10 bonus to any Manoeuvre Actions it performs (including out of combat and ramming).
Finances in Arrears:The ship was refitted with funds borrowed from the Skaros Mechanicus. The debt must be repaid. Whenever the crew attempts to complete an Endeavor’s Objective, they must accumulate an additional 50 Achievement Points to accomplish the Objective. However, the ship’s financier supports his investment by providing aid and information. All crew can count their financier as a reliable contact. Additionally, their creditor may require the crew to perform specific missions that they are in no position to refuse.
Glorious Deeds: As an ancient vessel of great renown, its success written large by its auramite prow and the great statues of the progenitors. All crew from this ship gain a +10 to Charm and Intimidate Tests, provided their targets know which ship they come from (and are in a position to understand the inscribing—many xenos cultures may not understand or care about the glorious deeds of a human vessel).
Self-reliants: Being supported by the
Adeptus Mechanicus has it’s advantages; the ship has an unusual amount of tech-priests on board. As such, all emergency repairs fix 1d10+5 hull rather than 1d5.
Essential Components, Hard-wired
Archeotech Drives: Clearly an artifact from the dark ages, these unusually potent drives form the core of the ship, and has served it since the great crusade. Unusually compact, these provide enough power to supply a small battleship. There have been attempts to remove it and place it in a better ship, but it appears to be hard-wired, impossible to remove without destroying the vessel itself.
Archeotech Warp-engine: Many ancient vessels, particularly cruisers, heavy cruisers and grand cruisers of the early Imperium utilised a variety of highly advanced experimental technologies. Many of these technological advances have since been discredited in the eyes of the adepts of Mars, and are now regarded as unreliable and prone to catastrophic malfunction.
This Archeptech warp engine sits on the border of such suspect designs, not quite heretical, but somehow tainted with the scent of the profane. Capable of great speed during warp transits, the engine is notably less secure than later designs, more prone to attract hostile warp entities and generate dissonant warp currents capable of swamping the entire ship. Like the drives, this component has served since the great crusade, and is hard-wired to the ship.
Haste of the Damned: Reduce the duration of all warp passages by half. However, roll on the Warp Travel Encounters table (page 186 of Rogue Trader) every three days rather than every five days.
Warpsbane Hull: The entire hull of the vessel is covered with golden, handinscribed hexagramic wards. These reinforce a Geller Field projected from two hundred-meter high statues located on each side of the ship. These Represent Praeparcus Filianatis, and his wife Das-Ara, and are made of pure auramite, a mysterious compound of extrordinary resilience.
Shield of Faith: Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. When rolling on Table 7-4: Warp Travel Encounters (see page 186), the GM rolls twice and allows the Navigator to chose which result is applied.
Best Clan-kin quarters: The ship’s crew is made up of a ‘kin-brotherhood’ of bonded voidsmen. Tenaciously loyal, they see their ship as no different than a homeworld, and will die to defend it.
For Hearth and Home!: All Command Tests to defend against boarding and hit and run actions gain +5. In addition, all sources of Morale loss are reduced by 1, to a minimum of 1.
Additional Components, Hard-wired
Warp sextant: This massive submersion tank enhances a Navigator’s ability to safely sense the ebb and flow of the warp outside of the vessel. A broad spectrum of sensors measures the intensities and currents in the warp outside of the starship. This information is then relayed safely to the Navigator so that it can be more easily analysed and addressed. The Sextant’s array of cogitators further aids the Navigator in identifying known routes and calculating their current stability.
The True Path: When using a Warp Sextant, the Navigator receives a +20 bonus on any Perception Tests or Navigation (Warp) Tests made to steer the vessel through the warp.
Auramite Power Prow: Shaped as the Imperial Anatidae, this prow is made entirely of Auramite, and wired with puissant power field generator. There are records of several fleet actios where the Anatem Imperabit managed to slice grand cruisers in two using this prow.
Imposing Power field:A ship with this Component may not have Prow macrobatteries or lances. This ship gains +8 armour only in its fore arc. This ship also does 2d10 additional damage when ramming.
Luxury passenger Quarters Comfortable quarters for passengers earn Thrones—and make for jealous crew.
Paying Customers: When working toward a Trade, Criminal, or Creed objective, the players earn an additional 100 Achievement Points towards completing that objective.
Class Division: Decrease Morale permanently by 3.
Librarium Vault: An ancient collection of writings and manuscripts has been collected aboard this vessel. First started by Praeparcus Filianatis himself, it is said to contain all his accumulated knowledge, including a copy of the Codex Astartes Inscribed by Guilliman himself, a signed copy of the Treaty of Mars, and more.
Accumulated Data: Any Investigation Skill Tests made aboard this ship gains +10.
Trophy Room: Few Rogue Traders can resist cataloging their accomplishments. This is more than hubris–such trophies can awe competitors, or may hold secrets long lost. This trophy room contains little, most things having been sold in the asset liquidation. It does however contain a 10^-12 Onyx stasis-vault containing the dynasty's Warrant of Trade. The chamber is also considered a small chapel by those who follow the Cult of Prosperity.
Past Experiences: When working toward an Exploration, Trade, or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective.
Inspiration: Increase Morale permanently by 1. For each 20 pts of profit factor beyond 20, gain one additional morale (as more wealth shows favor).
Awe of the God Emperor: When working toward a Creed objective, the players earn an additional 100 Achievement Points toward completing that objective.
Observation dome A gigantic observation dome made of diamond panes and armoured glass adorns this vessel’s spine, allowing an unrestricted view of the surrounding void.
Engraved Star-charts: When working towards an Exploration objective, the players earn an additional 50 Achievement Points towards completing that objective.
Cure for Claustrophobia: Increase Morale permanently by 1.
Best Tenebro Maze The interior of the ship is a maze of passageways, blind compartments, and triple-sealed pressure-hatches. Enemy boarding parties become quickly lost and separated, while the defenders spring cunning ambushes from behind hololithic bulkheads.
Hidden sally-ports:This ship gains +10 to all Command Tests when defending against boarding actions and Hit and Run Actions.
Incomprehensible Layout: When a Component on this ship is selected to be affected from a critical hit, it is chosen by the ship’s controller, not the attacker.
Essential Components
Repulsor Shield ArrayThese standard void shield arrays have had their frequencies adjusted to better brush aside stellar debris and detritus.
Void Shield: This Component counts as a ship’s Void Shield, giving the ship two void shields.
Charged particle repulsion effect: The ship does not suffer penalties to Manoeuvre Actions when travelling through nebulas, ice rings, plasma clouds or other celestial phenomena consisting primarily of small particles.
BridgeVitae Pattern Life sustainer This life sustainer is of STC origins, and is in common use in the Imperium.
Deep Void Auger Array These, quite simply, are the some of the best sensors created by the Adeptus Mechanicus, and are reserved for their own ships and Imperial Naval scout vessels.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
Eye of the Omnissiah: The exceptional sensitivity of the array grants +10 to the ship’s Detection.
Additional Components
Augmented retro-thrusters Multiple manoeuvring thrusters draw immense power, but offer impressive performance nonetheless.
Agile: These thrusters add +5 to the ship’s Manoeuvrability.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
Plasma scoop These devices are usually only found on the specialised mining vessels designed purely for entering the atmospheres of gas giants to collect fuel for plasma drives. They can be fitted on other craft with suitable hull bracing to withstand the additional strain they place on atmospheric entry.
Fuel Gathering: A ship equipped with a Plasma Scoop may conduct attempt mining operations on gas giant planets. This requires a Challenging (+0) Pilot (Space Craft)+Manoeuvrability Test; failure means the ship takes 1d5 hull integrity damage for every degree of failure, ignoring Void Shields (the deadly embrace of gravity does not care about shield barriers!). Success grants the ship a month’s operations without needing to refuel, and +5 Achievement Points on any Endeavour Objective that requires the ship to move or transport something (Trade Endeavours or Exploration Endeavours are obvious examples), as the ship saves Thrones on refuelling.
Foolhardy Manoeuvre: This Component may not be equipped on ships of Grand Cruiser size or larger.
Salvage System Many Rogue Traders encounter the crippled remnants of starships as they travel through uncharted systems, mighty vessels that once strode across the void but are now only ruined shells of their former glory (and oftentimes, of course, the trader’s vessel itself is the cause
of the devastation). Ships fitted with massive Salvage Clamps can anchor to the wreckage and strip away useful hull sections or other Components using colossal mechanical arms, mega melta-beams, and other devices. Those salvaged Components can then be sold for profit or even added to the ship, where they can better enhance to the fame of trader and crew.
Salvage Operations: This Component allows a ship to attach itself to vessel which has been reduced to space hulk status. The clamps can strip apart the wreck; for every week spent in salvage the crew may make a Difficult (-10) Tech-Use Testto attempt to safely remove a named Component from the hulk (a Focused Augury Extended Action to scan the wreck is needed to determine Components). If successful, a single working Component can be removed and stored on the host vessel if there is Space for it (or externally secured to hull for towing); if it fails then that Component is lost. Successfully salvaged Components can be sold as part of a constructed Trade Endeavour or even refitted to the ship at a stardock as if it had been acquired normally. Salvage Clamps are gigantic and unwieldy affairs, however, and a vessel equipped with them suffers –5 Manoeuvrability.
Extended supply VaultsExtensive supply stowage allows the vessel to make longer journeys and better repair damage.
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.
Plenty for All:Increase Morale permanently by 1.
Extended supply VaultsOnly the richest shipmasters can afford to devote so much space and resources to growing gardens aboard their vessel.
Replenishing Supply:Double the time a ship may remain at void without suffering Crew Population or Morale loss.
Increase Crew Population permanently by +2.
Power | Space | Strength | Damage | Crit Rating | RangeMars Pattern Macrocannons (Port & Starboard): 4 | 2| 3 | 1d10+2 | 5 | 6The most common macrobattery, these are reliable, hardhitting weapons firing kilo-tonne ordinance, mounted along the vessel’s dorsal ridge or in broadside.
Starbreaker Lance Weapon (Dorsal) 6 | 4| 1 | 1d10+2 | 3 | 5The Starbreaker is a recent attempt by lesser forge worlds to copy the STC Titanforge. Unfortunately, they are less powerful than the weapons they emulate.