1) Auxiliary Plasma Banks (ItS)
A ship’s drive can produce more power if equipped with extra banks of plasma generation and containment systems. Of course, there is a danger associated with housing additional hab-block sized containers of plasma aboard a starship.
Volatile Power: This Component generates power, rather than requiring it. If this Component is ever damaged, the ship containing it takes 1d5 damage directly to Hull Integrity, and its plasma drive is set on fire.
Hull Types: Transports, Raiders, Frigates, Power: 8 Generated, Space: 5, SP: 1
2) Lux Net (BK)
Not all Rogue Traders are able to make their way back to proper port facilities to repair damages from combat, and often they must make do in safe asteroid fields or backwater systems—quiet areas to afford them uninterrupted time to complete essential refurbishment. In order to hasten their repairs, they call on auxiliary power sources such as Lux Nets. These huge solar energy collectors use micro-thin sheets spread across hundreds of square kilometres to generate additional power. They are especially useful when the main drives are damaged, but can draw unwanted attention to a crippled vessel.
Power Source: Lux Nets are only functional (as in, they only generate Power) on stationary vessels inside a solar system, taking 2 hours to deploy and 10 to retract. If the ship has to move for any reason during its operation, the Lux Net is Destroyed as the fragile material rips apart. The net also counts as exposed when deployed (see Rogue T RadeR page 191). When conducting extended repairs, a deployed net adds +1 to the number of degrees of success on each week’s Tech Use Test.
Hull Types: All Ships, Power: 10 Generated, Space: 2, SP: 2
3) Armour Plating (Core)
Additional adamantine plates protect this vessel from harm.†
Armour: Increase this vessel’s Armour by 1.
Dead Weight: Decrease this vessel’s Manoeuvrability by –2.
Hull Types: Transports, Raiders, Frigates, Power: 0, Space: 1, SP: 2
4) Reinforced Prow (ItS)
Though not as imposing as the titanic adamantium beaks of cruisers, a reinforced prow can offer crucial protection to smaller vessels, or any ship that wishes to mount forwardfacing weaponry.†
Adamantine Plates: This ship gains +2 Armour in its front arc only. This ship also does 1d5 additional damage when ramming.
Hull Types: Transports, Raiders, Frigates, Power: 0, Space: 2, SP: 1
5) Reinforced Interior Bulkheads (Core)
Additional adamantine plates in key locations make this vessel hard to destroy.
Hard to Breach: Add +3 to Hull Integrity.
Hull Types: Transports, Raiders, Frigates, Power: 0, Space: 2, SP: 2
6) Flak Turrets (BK)
Designed to dump as much ammunition into the space surrounding a vessel as possible, Flak Turrets dump a steady barrage of explosive shells that strike incoming craft by chance more than by design. Because of the massive ammunition expenditure and the flak-wall’s interference with ship sensors, these batteries are not always used. The ship’s commander must decide at the start of each strategic turn (as a Free Action) if the Flak Turrets are in use or inactive that turn.†
Scattershot: When in use, Flak Turrets increase the ship’s Turret Rating by +1.
Wall of Fire and Steel: When the ship’s flak turrets are in use, it suffers a –10 penalty to Detection.
Hull Types: All Ships, Power: 1, Space: 1, SP: 1
7) Defensive Countermeasures (BK)
The vessel is equipped with a package of false auspex reflectors, thermal buoys, vox screamers, and other devices designed to keep an enemy vessel from accurately firing on it.†
Single Use: When deployed, the countermeasures apply a –20 penalty to all Ballistic Skill Tests made to attack the ship for the next 1d5+1 Strategic Turns. Torpedoes suffer a –30 penalty instead. Once used, the countermeasures must be refilled and refurbished with a successful Upkeep Test outside of combat (and at a technological system with void yards) before it can be used again.
Hull Types: All Ships, Power: 1, Space: 1, SP: 2
8) Fire Suppression Systems (BK)
The vessel is equipped with additional systems such as specialised extinguisher gases all designed to combat flames and keep them from spreading.†
Flame Extinguisher: If the Bridge is powered and undamaged, a character may activate this system to extinguish one Component on fire by making a Difficult (–10) Tech-Use Test (this counts as an Extended Action in starship combat). If successful the fire is extinguished. This Component may be used once per Strategic Turn.
Hull Types: Transports, Raiders, Frigates, Power: 1, Space: 1, SP: 2
9) Field Bracing (BK)
The ship’s hull and structural supports are ribbed with powerfield generators, which can greatly reinforce the vessel’s structural integrity as long as they are powered.
Hull Support: As long as Power is supplied to his Component, the ship’s Hull Integrity is increased by twice the Power supplied, up to +6. Should this Component be Damaged or supplied with less Power, the hull loses this bonus value proportionally. This cannot bring the ship’s Hull Integrity below 0. The amount of power supplied to this Component may be increased with a Challenging (+0) Tech Use Test (this counts as a Free Action in starship combat) and may Unpower other Components at the GM’s discretion.
Hull Types: All Ships, Power: 1-3, Space: 1, SP: 2
10) Tenebro-Maze (Core)
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.†
Hull Types: Transports, Raiders, Frigates, Power: 1, Space: 2, SP: 2
11) “Storm” Drop Pod Launch Bays (ItS)
Honeycomb launch structures cluster along the vessel’s keel, ready to spit drop pods full of assault forces on helpless planets below.
Steel Rain: When working towards a Military objective, the players earn an additional 50 Endeavour Points towards completing that objective.
Drop Pod Deployment: The players may use drop pods (see page 182). The “Storm” design is equipped to hold 20 pods, although it may only launch 10 every 30 minutes or so (in other words, it may launch 10 pods every Strategic Turn). The pods must be recovered from the planet’s surface before being reused.
Hull Types: All Ships, Power: 1, Space: 3, SP: 2
12) Augmented Retro-thrusters (Core)
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.
Hull Types: Raiders, Frigates, Power: 3, Space: 0, SP: 2
13) Empyrean Mantle (ItS)
Most dirt-dwellers would find the idea of hiding something as large as a starship to be ridiculous. Of course, most dirt-dwellers have no idea just how utterly vast space is. With the right energy baffles and screens to diffuse and mask energy signatures, a ship can become nothing more than a hole in the void.†
Shadow in the Void: When travelling on Silent Running, all Tests to detect this vessel have their Difficulty increased by two degrees. When completing a Criminal objective, the players earn an additional 50 Endeavour Points.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
Hull Types: Transports, Raiders, Frigates, Power: 3, Space: 0, SP: 2