Ship Components

Incarceration Vaults
Power 1
Space 1
SP 2
While any starship has basic brig facilities for troublemakers and prisoners, a vessel with incarceration vaults has an elaborate complex of high-security cells, bio-suspension crypts, and interrogation chambers staffed by clans of skilled questioners and durancers.
Right Tools For The Job: Any Inquiry Skill Test aboard this ship gains +10.
Enforce Authority: When testing to determine if a mutiny has occurred, the captain gains +10 to Command.
Put To The Question: When working toward a Creed, Criminal, or Military objective, the players earn an additional 50 Achievement Points toward completing that objective.

Mechanicus Shrine
Power 1
Space 1
SP 1
This ship incorporates a large shrine to the Omnissiah, manned by devoted tech-adepts who provide invaluable aid in soothing whatever hurts the vessel may suffer.
Servants of the Machine God: Any Tech-Use Skill Test to make Emergency Repairs or Long-Term Repairs to this ship gains +10.

Hexagrammatic Suppression Cells
Power 2
Space 1
SP 2
A block of heavily warded chambers designed to contain all but the most potent psychic phenomena. The armored cells can function as either prison or shelter as needed.
Rumors of Warpcraft: Decrease morale permanently by 3.
Warp Containment: When travelling through the Warp, roll on the Warp Travel Encounters chart only once every full 10 days (minimum of one roll per trip).
Dark Harvest: When working toward any objective, the players earn an additional 100 Achievement Points toward completing that objective if the Game Master decides the transport, confinement, or protection of psykers is directly involved in the task.

Apothacarium
Space 1
Power 2
SP 2
Surgery: +10 to all medicae test made onboard ship
Ships Clinic: Most minor medical ailments treated immediately. Permanent +2 morale.
Triage: All crew losses reduced by 2 to a minimum of 1.
This facility is a large medical facility incorporating surgerical suites, intensive care and several clinics for general crew. Experienced tech-priests and medics work here to heal the sick, install augmetics and carry out pretty much any operation that can be carried out planet side. In battle this facility can treat the wounded and have them on their way with a belly full of pain killers, or have them looked after until they recover. Needless to say, the crew appreciate the freely available medical care.

Open Deck Plan
Power 1
Space 1
SP 1
The ship is constructed with open, wide corridors or speedy mass-transit systems that allow for easy travel throughout the ship. This is a godsend for crew evacuating damaged compartments. However, it is also appreciated by hostile boarders who might have the run of the ship simply by capturing main arteria.
Evacuate! - reduce population loss due to fires, decompression and other compartment-based damage by 1.
Straight Up the Middle - the easy-access construction of the ship imposes a -10 penalty on Command tests for defending against boarders or Hit and Run attacks.
This component is not compatible with Tenebro-Maze.

Promenade
Power 1
Space 3
SP 1
While ships may function as space-going cities, most do not have a dedicated spaces to foster this function, instead compartmentalising the crew and limiting commerce to barter and black market. A promenade compartment functions as a ship-board "Main Street," providing formal gathering spaces for crew commerse and interaction. Here privileged crewmembers can supplement their issued rations and gear and interact with others from all over the ship.
One Gelt for the Master…: With some portion of shipboard trade inevitably ending up in the hands of the Rogue Trader, ships equipped with this component provide +25 achievement points to Commercial and Criminal Endeavors.
Did You Hear?: Wagging tongues spreading rumors from all over the ship can be good or ill. The effects of any morale loss or gain are increased by 1.

Astropathic Relay
Power 2
Space 1
SP 2
Relay Equipment: This component provides the benefits listed in page 163 under Astropathic Relay, although it does not include any astropaths as part of its cost. Acquiring an astropath choir could be the result of an Endeavor, acquisition tests, and/or pure roleplaying as the DM prefers.

Ad Hoc Supplies
Power 0
Space 3
SP 2
Every available space aboard the ship is taken up by extra supplies. Along corridor ceilings, coils of sausage links vie for space with baskets of hardy tubers and nets full of rindfruit. The crew sit upon crates of salted fish, jerky and pemmican. Extra bunks and alcoves are piled with sheets of deck plating, spare capacitors and lengths of replacement conduit.
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. Emergency repair tests are Difficult (-10) as there is no central location for stores.
Fire Hazard: Command tests made to put out fires are Hard (-20) due to the way the ship is strewn haphazardly with flammable materials.

Auxilliary Plasma Reactors
Power +5
Space 5
SP 3
Installing additional plasma reactors on a ship greatly increases available power for other systems, but they are bulky, expensive, and prone to catastrophic containment failure when damaged.
Crackling With Power: Each Auxilliary Plasma Reactor on a ship provides 5 extra Power.
Volatile: If the Component is damaged, it explodes. The ship takes 2d5 damage to Hull Integrity, and a Component of the GM's choice is set on fire.
Obvious Signature: Any success on a Focused Augury test will detect this Component. When choosing a Component for a critical hit effect, Auxilliary Plasma Reactors may always be selected by the attacker, even if the ship has Incomprehensible Layout or a similar rules mechanic preventing it.

Fission Genatorium
Power +2
Space 1
SP 1
Adds a Lathe Pattern Fission Genatorium to your vessel for backup power
Generates an additional 2 points of power. These components also make it possible to survive in a vessel with damaged Enginariums by powering Life Sustainers and some components needed for survival.
Note that this component is volatile if damaged in combat: It will explode for 1d5 hull integrity damage and bathe the interior of the vessel in hard radiation until repaired, doubling casualties sustained by the explosion of the genatorium.

Improved Defensive Turrets
Power 2
Space 0
SP 2
Wall of Fire: Increase the ship's Turret Rating by one.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.

Shielded Component
Power 1
Space 1
SP 1
Advanced augur-blocking technology, reinforced armour plating and sealable emergency doors protect one of the ships components from harm.
Secured: The shielded component ignores the first critical hit it receives. Four degrees of success on an augur reveal that the component is shielded, otherwise it only becomes apparent to the enemy after blocking a crit. An Emergency Repairs check restores the shielding.

Podded Components
(Cargo & Barracks)
Space: 0
Power: +1 more than normal component
SP: Same as regular component
Components with 0 space required are mounted outside of the ship.
You get 1/2 the Achievement BONUS of the component you have 'Podded', if any, and require 1 more energy to power/maintain the component than they would if they were buried deep within the hull.
They give you a -5, per Pod, modifier to the ship's Maneuvrability as long as they are attached.
When you try to change your speed from or to zero, your ship's speed drops 1 VU. So if your ship has a base speed of 8, and you are completely still in space, your speed is considered 7 this turn; and if you are traveling, then (for the sake of simiplicity) you require to spend an extra VU to make a full stop. If you are accelerating all your turns without changing your vector, then you won't be penalized.
If any damage surpasses your Void Shields the attacker can make a shot with a -20 modifier to "cut" the pods from the ship (you will need time to re-attach them, so not in combat unless Tractor Beams are accepted… and yours have been just overload for some hours). You can cut them at the beginning or the end of any turn… but be advised: unless you are into a full stop, your GM will be very evil about minor details like finding it later, or the shape of the cargo (also Barracks without power equals to death in half an hour…).
Take into account this pods are designed to answer pressing and temporal needs, and to become a plot device during a space combat, nothing else. These are not "regular" components to install into the ship.
Its also good to remember that if the ship is underway and a pod is ejected or cut from the ship it will travel roughly the same current speed and direction as the vessel that was carrying it. Each Pod has Hull Integrity = to its SPACE requirement if it were a normal component (i.e barracks = 4 HI) for purposes of determining damage to destroy a pod completely. One point of damage should crack a pod open, making it unusable at the very least as they are not armoured heavily enough to defend against anything more than a micro meteor

Heavy Lifter Bay
Space 2
Power 1
SP 1
Transports only.
Any warp-vessel will be festooned with a wide variety of smaller craft for ferrying cargo, crew, and passengers between ships, stations, and planets. A ship mounting a heavy lifter bay has vast swarms of these vessels, giving it the heavy spacelift capacity necessary to run a major mining operation, strip a ruined vessel, or survey an entire planet. In battle, these craft can be turned to use as impromptu assault craft, transporting hundreds of armed troops onto an enemy vessel.
Improvised Assault Craft: When conducting Hit and Run attacks or boarding an enemy vessel, the heavy lifter bay provides a +10 bonus to Command Tests.
Heavy Spacelift Capacity: When working towards an Exploration, Trade, or Criminal objective, the players earn an extra 50 Achievement Points towards completing that objective.

Drop Pod Bays
Power: 1
Space: 2
SP: 1
The ship is fitted with the cradles and launch mechanisms for a formation of pods, allowing it to transport men and materiel to a planet's surface with the maximum amount of epic. Most famously used by the Astartes, Drop Pod Bays are something of a favourite tactic whenever ground-to-orbit defences are too strong for a shuttle assault, as the fleeting "meteors" of descending pods are far harder to track and destroy with ground fire or intercept with small craft. This same factor also makes them popular with smugglers and assassins, especially when recovery is either not urgent, or not a factor.It is even possible, though difficult and dangerous, to use them as boarding craft against a station or starship.
A ship with Drop Bays may use them for boarding at a distance of up to 5 VUs, providing they make a +0 Maneuver check first. Because Drop Bays are mounted on the underside of a ship, any vessel without a Keel mount cannot fire at the target of its' Boarding Action in the same Strategic turn.
A ship being Boarded by Drop Pods may make a Hard (-20) BS test to shoot down the incoming pods. Every success, or degree of success provides a +10 modifier to the Command test. The base Crew Population for the Boarding side is deemed to be equal to 1/2 the unmodified Command skill of the Explorer leading the Boarding Action. Obviously, should the defending side win, it cannot inflict Hull Integrity damage.
A ship fitted with Drop Pod Bays gains an extra 50 achievement points when working towards a Military objective or Criminal Objective.

Manufactorium
(Archeotech)
Rarely found outside of the Adeptus Mechanicus Explorator fleets, the Manufactorium follows an ancient template for a compact and reconfigurable fabrication center. While not able to operate at the tremendous capacities that dedicated Manufactoriums can achieve, this system can be quickly configured to produce items the overseeing Adept has designs for (GM's can treat a schematic/template as an item one step rarer than the finished product, rare becomes very rare). This can prove invaluable for maintaining equipment in the field, and it’s not unheard of for Mechanicus ships to be all but completely rebuilt with components constructed on board.
Something from Nothing: Ship repair parts can be stored in raw form, allowing for more to be carried. Any ship in a fleet with a Manufactorium may be repaired twice without a space dock. In addition, if they are at anchor above a mineral-rich location, they may repair any number of times, with a one week increase in time for each repair after the second.
The Parts You Need: All maintenance acquisition checks for Imperial-designed equipment gain a +10 bonus.
Power 4
Space 4
SP +1

Scartix Engine Coil
Archeotech
Raiders and Frigates:
Power 4
Space 1
Cruisers and Light Cruisers:
Power 6
Space 2
This enhancment integral to the ships plasma drives and thus cannot be the target of critical hits. Any critical hit which destroys the drive also destroys this enhancement
Speed: +25% Base Value

Plasma Relays:
Archeotech
Power 3
Space 1
This component increases all plasma weapons range by + 2 and damage by +1
Superior Conduction: This component reduces power requirements for all plasma weapons by -1
Unstable: A critical hit to this component automatically deals 1dd hull damage to the ship and the component becomes unpowered.

Plasma Broadside
Archeotech
Space 1
Power 1
This component configuration allows two plasma cannon batteries to be mounted as a single broadside. There must occupy a port or starboard weapon slot. This cannot be used by ships of less then cruiser class. All other costs for the plasma cannons must be paid in addition to the cost of this component.

The Mimic Engine
(Xenotech)
Cost: 4
Space 3
Power 8
The primary tool of the Dark Eldar Corsairs, this component is capable of disguising the ship as another ship of about the same size. This component functions against sensors of Ork, Imperial, Chaos, Eldar, and Tau ships. It has no effect on Necron or Tyranid vessels.
The mimic engine can mimic specific ships, as long as the ship it is mounted in has previously encountered and performed a focused augery scan on the ship to be duplicated. This does not alter the ships actual appearance, so if the ship is within 2 VU of another ship the ruse is quickly seen through.
Power Drain: This component cannot be used at the same time as Imperial void shields or any similar defensive system, such as Ghost Fields.

Kass Immaterium Navigation Cogitator
(Xenotech)
Power 1
Space 1
SP 2
The Kass are an ancient space faring race keeping never closer than the fringe of Imperial space. Physically the Kass appear akin to the Eldar with the exception of distinct snake like features creating an effect like the Naga from old earth. Despite the physical similarities the Kass despise the Eldar and will avoid them seemingly at all costs. The rare encounters between Man and Kass have been almost entirely fruitless as the two species are utterly unable to communicate to one another. Psychic abilities are lacking within the Kass species with the notable exception of telepathic communication among themselves being a universal trait. Due to a lack of psykers the Kass have been forced to use other means to transverse the stars in their impressively sized mother ships (though grand, the Krass mother ships are not near the scale of the Eldar craftworld). Utilizing alien technology beyond the understanding of Man the Kass have developed guidance chambers which allow a user to view a safe and somewhat understandable analog of the seething warp.
There are a rare number of occurrences where humans have salvaged Kass Immaterium Navigation Systems and freed themselves from the requirement of Navigators.The Navigator families do not take kindly to being mitigated by heretical Xenos technology, and will often seek the destruction of a vessel which has bypassed them as a requirement for safe and long warp jumps.
Follow the normal rules for warp travel with the following exceptions: Non-Navigator characters are able to Navigate the ship for warp travel. The Navigation Stellar skill must be used in place of all Navigation Warp checks. All checks for warp travel suffer an additional -10.

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