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Rogue Trader Starships

Rogue Trader Starships

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Published by San-Raal

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Published by: San-Raal on Oct 24, 2009
Copyright:Attribution Non-commercial

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05/28/2013

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193
 Constructing astarship
W
hen creating a starship, players should proceedalong the ollowing steps:The rst step is to select a hull. A list o hulls is
•
ound on the next ew pages, divided by class: transport,raider, rigate, light cruiser, and cruiser.Once the players have their hull, they roll on the
•
Complications charts, gaining one Past HistoriesComplication and one Machine Spirit QuirksComplication. Alternatively, the GM can select theseComplications instead.Once the Complication has been determined, the players
•
build their ship. Based on their hull and the drive theyselect, they will have a certain amount o Space andPower. Based on their Warrant o Trade, they will have acertain amount o Ship Points (see page 33).Next, players must select what type o crew their vessel
•
has. All ships start with a Competent Crew (see
Table8-9: NPC Crew Ratings
on
page 214
), with a SkillLevel o 30. The cost o the crew is included with thecost o the ship’s hull. I players wish to, they can gainan additional 5 Ship Points to spend on their vessel bydowngrading their Crew to Incompetent (20). Likewise,they can upgrade their crew to a Crack Crew (40) byspending 5 o their existing Ship Points. They may evenupgrade their crew to a Veteran Crew (50) by spending15 Ship Points.Next, the players must select one Essential Component
•
rom each o the Essential Component categories.Next, players may select Supplemental Components. Each
•
Component (Essential or Supplemental) has a Space andPower requirement. The sum total o all the Component’srequirements may not exceed the Space provided by thehull, or power generated by the drive.Once the starship’s Components have been recorded,
•
any benets and drawbacks should be totalled and, i necessary, combined.Note that certain Components can increase a ship’s CrewPopulation or Morale level above 100. This is acceptable, andshould set the ship’s new maximum level o Crew Populationand Morale. I damaged, a starship’s Crew Population andMorale can be restored back up to these maximums, but notabove them.This may seem strange, since both Crew Population andMorale are abstract representations, rather than a concretemeasurements o crewmembers or their loyalty. However, just consider these Components to be increasing the loyaltyo the crew, or the amount o warm bodies aboard the ship,and subsequently making either value slightly more resilientto losses.
E
xamplE
 A ship has the Haunted Complication, reducing its Morale  permanently by 10. However, the players add Extended Supply Vaults, increasing its Morale permanently by 1. In the end, the ship’s  Morale is permanently decreased by 9.
Hulls
The hull o the vessel denes what type o ship it is, itsabilities, and the Components that may be added to it. Thehull has all the base Characteristics o the ship (though theymay be modied by certain components) :
 
194
 T
ransporTs
Transports are unexciting but vital to galactic commerce.
Jericho-ca pigrim vee
Dimensions: 2.25 km long, 0.3 km abeam approx. Mass: 9 megatonnes approx.Crew: 20000 crew, approx. Accel: 1.6 gravities max acceleration 
The gigantic Jericho pilgrim ships are converted reneryvessels. Their huge uel tanks are rebuilt into hundreds o passenger compartments, and a single ship can hold manythousands o the aithul. Accommodations vary; or thosewith the Thrones, the trip can be relatively pleasant, but mostmust make do with bilge-berths and corpse rations in theship’s cavernous cargo bays. A Jericho can also be repurposedto carry cargo.The ships themselves are large, slow, and unwieldy. Mostdo sport some weapons to discourage pirates, though mostbuccaneers might look or richer targets.
Speed:
3
Manoeuvrability:
–10
Detection:
+5
Hull Integrity:
50
Armour:
12
Turret Rating:
1
Space:
45
SP:
20
Weapon Capacity:
1 Prow, 1 Port, 1 Starboard
Cargo Hauler:
This vessel was designed or transporting goods,and no amount o retrotting can ully change this. This hullcomes pre-equipped with one Main Cargo Hold Component(see page 203). The hull’s Space has already been reduced toaccount or this, however, when the ship is constructed it mustbe able to provide 2 Power to this Component.
 Vagabond-ca merchant trader
Dimensions: 2 km long, 0.4 km abeam approx. Mass: 8 megatonnes approx.Crew: 18000 crew, approx. Accel: 2.1 gravities max acceleration 
A common sight throughout the Calixis Sector,Vagabonds are small, multi-purpose merchant vesselsable to transport a wide variety o cargos and evenpassengers. Popular amongst poorer Chartistcaptains, these ships are unassuming butreliable, and have even been known to mount small broadsidesor deence.
Speed
: 4
Manoeuvrability:
–5
Detection:
+10
Hull Integrity:
40
Armour:
13
Turret Rating:
1
Space:
40
SP:
20
Weapon Capacity:
1 Dorsal, 1 Prow
Cargo Hauler:
This vessel was designed or transporting goods,and no amount o retrotting can ully change this. This hullcomes pre-equipped with one Main Cargo Hold Component(see page 203). The hull’s Space has already been reduced toaccount or this, however, when the ship is constructed it mustbe able to provide 2 Power to this Component.
 aidErs
Corsairs and pirates prize these ast but ragile vessels.
Hazeroth-ca privateer
Dimensions: 1.5 km long, 0.25 km abeam approx. Mass: 5 megatonnes approx.Crew: 22000 crew, approx. Accel: 5.6 gravities max acceleration 
The Hazeroth class comprises a variety o raider vessels o similar size and repower. Many have been known to operate

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