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FrigatesSword-class frigate (Core) Crew: 26,000 crew, approx. Speed: 8 Manoeuvrability: +20 Detection: +15 Hull Integrity: 35 Armour: 18 Turret Rating: 2 Space: 40 SP: 40 Weapon Capacity: Dorsal 2
Tempest-class strike frigate (Core) Crew: 30500 crew, approx. Speed: 8 Manoeuvrability: +18 Detection: +12 Hull Integrity: 36 Armour: 19 Turret Rating: 1 Space: 42 SP: 40 Weapon Capacity: Dorsal 2
Firestorm-class frigate (ItS) Crew: 25000 crew, approx. Speed: 7 Manoeuvrability: +20 Detection: +15 Hull Integrity: 38 Armour: 18 Turret Rating: 1 Space: 40 SP: 41 Weapon Capacity: Dorsal 1, Prow 1
Falchion-class frigate (BK) Crew: 27,000 crew, approx. Speed: 8 Manoeuvrability: +17 Detection: +14 Hull Integrity: 36 Armour: 18 Turret Rating: 1 Space: 34 SP: 42 Weapon Capacity: Prow 1, Dorsal 2 (of these slots, 1 prow slot pre-equipped with Components). Torpedo Specialist: The Falchion has been designed as a torpedo gunship. The Falchion’s Prow weapon slot is occupied by a Voss-pattern Torpedo Tube Component. This Component may not be removed, and has half the usual ammunition capacity. The space required is already taken into account, but when this ship is constructed, it must provide one power to this Component.
Claymore-class corvette (BK) Crew: 21,000 crew, approx. Speed: 8 Manoeuvrability: +18 Detection: +12 Hull Integrity: 30 Armour: 17 Turret Rating: 1 Space: 38 SP: 38 Weapon Capacity: Dorsal 2
Turbulent-class heavy frigate (BK) Crew: 25,000 crew, approx. Speed: 7 Manoeuvrability: +18 Detection: +15 Hull Integrity: 40 Armour: 20 Turret Rating: 1 Space: 42 SP: 42 Weapon Capacity: Dorsal 2 Fiery Temperament: For some reason, the plasma drives on a Turbulent tend to burn hotter than on comparable vessels. Though this isn’t enough to compensate for the added mass, it does give more power. Any plasma drive installed on a Turbulent has its Power Generated increased by +2. Antiquated Communications: All Command Tests on a Turbulent suffer a –5 penalty. Сравнение: Стоит учесть, что я сравниваю сами основы кораблей, есть ещё всякие компоненты, которые могут усиливать те или иные показатели. Скорость: Скорость показывает на какую то условное расстояние которое проходит корабль в ход. Стоит учитывать, что корабль не стоит на месте, он всё время движется. В некоторых случаях высокая скорость может усложнить задачи. В основном же всё просто, чем выше, тем дальше корабль может ходить, быстрее уйти от погони, легче выйти в тыл. Все фрегаты находятся более менее в одном диапазоне скоростей (8). Турбулент и Фаерсторм слегка помедленнее (7). Эта скорость вдвое, а то и больше (2-4) подавляющего большинства транспортных кораблей, некоторых редких экземпляров с 10. Аналогичная ситуация с тяжелыми и сверхтяжелыми кораблями типа крейсеров (cruiser), тяжелых крейсеров (battlecruiser) и линкоров (grand cruiser). хотя многие всё же чуть побыстрее транспортников (4-5), ну и есть те у кого найдется 6, что уже не настолько медленнее Турбулентов и Фаерстормов. Легкие крейсеры уже по шустрее своих тяжелых вариантов (6), самые медленнее - 5, а у быстрейшего 7. Райдеры/Эсминцы быстрее (10), но есть более тяжелый с 9 и более легкие с 11. Маневренность: По сути, это модифер к броскам на разные маневры, типа увеличения/снижения скорость, нескольких поворот за ход и разворотов. В основном маневры используются чтобы как можно быстрее зайти в тыл к врагу, так как лишь небольшое немногие способны стрелять назад, в основном спереди и с бортов. Кроме того, стоит помнить, что легкие корабли (транспорт, райдер, фрегат) способны поворачивать на 90 градусов, тяжелые же (все крейсера и линкоры) на 45. То есть для разворота без попыток как-то ускорить процесс у легких на это уходит 2 хода (вперед-поворот в сторону - 1, вперед-поворот в ту же сторону - 2), то у тяжелых - растягивается на 4. И маневренность легких значительно выше, что позволяет сокращать подобное время чаще. Чем выше, тем больше шансов, что маневр удастся и корабль не будет обречен сделать обычный маневр. Бонус большей части фрегатов +18. Наиболее манёвренными кораблями являются Сворд и Фаерсторм (20), менее всего - Фальчион (17). Транспортники неповоротливы у большинства не бонусы, а штрафы от -5 до -10. Есть очень неповоротливые имеещие -20, а есть и маневреннее фрегатов с +25. Райдеры ещё более верткие, чем фрегаты +25 или +30. Самый слабый по этим показателям имеет +23. Легкие крейсеры имеют в основном +12, есть +15. Крейсеры и другие тяжелые корабли имеют от +10 и ниже, до +5. Наиболее маневренным с +12, самые неповоротливые +4. Обнаружение или Детекшн: Это своеобразный Аварнес корабля, качество его изначальной сканирующей аппаратуры или их удачного расположения. Как и с маневренностью - чем выше, тем больше шансов не попасть в засаду и не оказаться в бою в невыгодном положении изначально. Кроме того эти же сенсоры используются для исследования космоса вокруг и избегания опасностей типа гравитационных аномалий или астероидных полей. Фрегаты в основном обладают бонусами от +12 до +15. Фаерсторм имеет +20. Транспортники обладают меньшим бонусом, в основном +10. Есть с +5 и +4. Райдеры в основном имеют от +10 до +15. Есть настоящие разведчики с +20 и +25. Легкие крейсера практически все имеют +15. Но есть и с +20. Остальные крейсера и линкоры имеют в основном +10. Самое меньше доходит до +9. А наивысшие до +15 и +18. Целостность Корпуса или Хал Интегрети: Фактически это вунды корабля. Как только снимите все их, корабль физически будет уничтожен. Чем их больше, тем дольше судно сможет прожить под ударами врагов. Многие фрегаты имеют 35 и 36 ХИ. Но есть и "слабачки" вроде Клеймора с 30 вундами. И "тафнари" Фаерсторм с 38 и Турбулент с 40. Транспортники имеют по 40 или 50 вундов, есть легкие с 35, и тяжелые с 65. Райдеры имеют от 28 до 32 ХИ, самые легкие лишь 25. Легкие крейсеры имеют 60-65 вундов, тяжелые 65-70, а линкоры 85-90. Броня: То что вычитается из дамага наносимого оружием корабля. Чтобы начать вычитать ХИ залпом нужно преодолеть именно этот показатель. Естественно, что чем больше, тем сложнее повредить корабль (кроме лучевых пушек или лэнсов, который наносят повреждения минуя броню). У большинства фрегатов 18-19 единиц брони. Разве что у Клеймора немного меньше (17), а у Турбулента больше (20). Для сравнения у транспортников 12 и 13. Есть те у кого брони и побольше, 14 и 15. Райдеры чуть более бронированы - от 14 до 16. Легкие и тяжелые крейсера, как и линкоры, практически все имеют 20 единиц. Самые слабо бронированные тяжелые корабли имеют 17 и 16 брони. Самым же бронированным - 21 броней, а тяжелые крейсера класса Марс даже 24, но только в носовой части корабля. Уровень зенитной артиллерии (или Таррет рейтинг), Свободное пространство и фактическую цену СП Пока пропущу. Оружейные порты или Вэпон капасити. Собственно где можно установить оружие. Есть несколько слотов каждый из которых имеет свои особенности, радиусы стрельбы и иные ограничения. Dorsal - дорсальный слот или орудийные башни. оружие установленное здесь может стрелять вперед (fore), по правому (starboard) и по левому (port) борту. Prow - носовой слот или носовое орудие. лэнсы, новабатареи и торпедные аппараты могут устанавливаться исключительно в этот слот. для легких кораблей лучевое орудие может стрелять только вперед, для тяжелых - вперед и по обоим бортам. Port/Starboard - бортовой слот или бортовые батареи. могут стрелять только в ту сторону где установлены, то есть старборты только по правому борту, порт - только по левому. только сюда могут быть установлены ангары для авиации. Keel - килевой слот или подбрюшные башни. подобный вариант редок на имперских кораблях, в основном у ксеносов. оружие установленное здесь может стрелять в любом направлении, в том числе и назад (aft). торпедные аппараты кроме носовой части могут установлены и на киле. Как видно из приведенных фрегатов, большинство имеют 2 дорсальных слота, что позволит установить 2 макробатареи (лэнсы и торпеды невозможно установить в дорсале, также как и авиационные ангары). Исключением являются Фаерсторм класс, у которого есть 1 носовой слот. Стоит помнить, что если установить на нос лэнс, он сможет стрелять только вперед, как и торпедный аппарат. А также Фальчион класс, который имеет дополнительный носовой слот, который, правда изначально занят торпедным аппаратом.
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Plasma Drives1) Jovian Pattern Class 2 Drive (Core) The STC standard drive for escort-grade warships. Hull Types: Raiders, Frigates, Power: 45 Generated, Space: 10, SP: -
2) Lathe-pattern Class 2b “Escort” Drive (ItS) The success of the “Sprint Trader” Drive has resulted in similar modifications to the drives of military vessels. Oversized Engines: Increase the starship’s Manoeuvrability by +3, and Speed by +1. Hull Types: Raiders, Frigates, Power: 47 Generated, Space: 14, SP: +2
3) Jovian-pattern class 8.1 Drive (BK) The “Class 8” drives produced by the Jovian shipyards are a constructed from an incomplete STC discovered less than a millennia ago. Although they burn cooler than other Jovian drives, they are far more robust, able to absorb crippling damage without performance loss. These engines are typically reserved for military vessels, and the 8.1 is designed for frigates. Reliable Construction: If this Component becomes damaged, depressurized, or suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On a 4 or higher, the effect is ignored. Hull Types: Frigates, Power: 44 Generated, Space: 11, SP: +1
1) обычный реактор, занимает меньше всего места, не требует траты сп, но особых преимуществ не дает. 2) реактор генерящий больше энергии, отчего корабль становится более быстрый, маневренный, но это обойдется нам в 2 сп и он больше места занимает. 3) этот реактор более стойкий, который сложно повредить, но он генерит чуть меньше энергии, занимает чуть больше места, да ещё и 1сп стоит.
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Warp Engines1) Strelov 1 Warp Engine (Core) Allows the vessel to enter and remain in the immaterium. Hull Types: Transports, Raiders, Frigates, Power: 10, Space: 10, SP: -
2) Miloslav h-616.b Warp Engine (BK) 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. The H-616.b 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. 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. Hull Types: Transports, Raiders, Frigates, Power: 8, Space: 10, SP: -
3) Markov 1 Warp Engine (ItS) The Markov series of warp engines is designed to propel smaller courier vessels more quickly through the Immaterium. Overcharged: Reduce the base travel time for a journey through the Immaterium by 1d10 days per full week of travel. If the voyage is shorter than 1 week before this reduction, it has no tangible effect. It may be further modified by the results of the Navigation (Warp) Test. Hull Types: Transports, Raiders, Frigates, Power: 12, Space: 12, SP: +1
1) обычный варп двигатель, среднее количество энергопотребления, но путешествие продлится стандартное кол-во времени. 2) варп двигатель требует меньше энергии. любой варп переход сокращается вдвое, но энки в варпе могут случится чаще. 3) этот двигатель потребует больше энергии, занимает больше места, да ещё и требует 1 сп, но зато сокращает время варп путешествие на энное кол-ко дней за каждую неделю путешествия.
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Geller Fields1) Geller Field (Core) Protects the vessel from the myriad dangers of the Immaterium. Hull Types: All Ships, Power: 1, Space: 0, SP: -
2) Belecane-pattern 90.r Gellar Field (BK) The Forge world Belecane in the Calixis Sector has long been associated with the construction of protective barriers, void shields, stasis fields, and Gellar fields. The 90.r was an experimental type of warp field which offered enhanced warp-handling capabilities, allowing the ship to slip through the warp like a predatory razorfish. Unfortunately it was prone to an inexplicable “flicker” during prolonged use which would allow daemonic entities ingress to the vessel during warp transit, meaning it is rarely used. Tainted Field: Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. However, subtract -20 from the result of any rolls made on the Warp Travel Encounters table on page 186 of Rogue Trader to reflect the increased risk of warp incident using this type of Gellar field. Hull Types: All Ships, Power: 1, Space: 0, SP: -
3) Warpsbane Hull (Core) The entire hull of the vessel is covered with silver, handinscribed hexagramic wards. These reinforce a Geller Field projected from a 50 metre statue of an Imperial Saint, located just fore of the bridge. 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. Hull Types: All Ships, Power: 1, Space: 0, SP: +2
4) Emergency Field (ItS) Some captains equip their Gellar field generators with emergency cogitation circuits that activate the field automatically upon detecting the warp. Though many scorn the idea because of the extra power draw, and others are distrustful of automated circuitry, such devices have saved ships in the past. Auto-engagement routines: If the ship unexpectedly enters the warp, roll 1d10. On a 3 or higher, the Gellar Field activates automatically, protecting the ship from any warp intrusion that may have taken place. Hull Types: All Ships, Power: 2, Space: 0, SP: -
1) обычное поле Геллера, не занимает места и не требует сп, но нет никаких полезных особенностей. 2) аналогичное обычному полю, но имеет особенность в виде бонусов в навигации, но штрафов при варп энках. 3) поле стоит 2 сп, но дает и бонус в навигации и два броска на энки, из которых может выбрать навиг (этакий фейворит бай варп для кораблей). 4) данное поле потребляет больше энергии и дает возможность автоматически включить поле в случае неожиданного попадания в варп.
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Void Shields1) Single Void Shield Array (Core) A single double-layered void shield. Provides 1 Void Shield. Hull Types: All Ships, Power: 5, Space: 1, SP: -
2) Voss “glimmer”-pattern Void Shield Array (BK) Void shields are an ancient standby of human defensive technology, an almost un-improvable design. Their only real flaw is the great power drain produced. Voss Forge world attempted, more than six millennia ago, to reduce power demand by reducing the phased shield pattern output. While more energy-efficient, this reduced the protective value of the shields. No longer manufactured by Voss, some of these designs are still in use in relatively safe regions where little opposition is expected. Void Shield: This Component counts as a ship’s Void Shield, giving the ship one void shield. Flickering Void Shield: When this Void Shield cancels a hit from any source, roll 1d10. On a 3 or lower the Void Shield suffers a localized overload and does not cancel the hit. Hull Types: All Ships, Power: 3, Space: 1, SP: -
3) Repulsor Shield (ItS) These standard void shields 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 one void shield. 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. Hull Types: All Ships, Power: 6, Space: 1, SP: -
1) обычные пустотные щиты, среднее энергопотребление, никаких дополнительных особенностей. 2) эти щиты потребляют значительно меньше энергии, но имеют 30% шанс не сработать. 3) данные щиты потребляют чуть больше энергии, но дают возможность без потери маневренности путешествовать через "сложную местность", состоящих из мелких относительно частиц.
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Ship’s Bridge1) Combat Bridge (Core) A holdover from the ship’s Navy days, this bridge was laid out and equipped with combat in mind. Damage Control Station: As long as the bridge remains undamaged, all Tech-Use Tests to repair the ship gain +10. Hull Types: Transports, Raiders, Frigates, Power: 1, Space: 1, SP: -
2) Command Bridge (Core) This bridge has been modified to give the ship’s master greater control over his vessel. Enhanced Cogitator Relays: As long as the bridge remains undamaged, all Command Tests made by the captain gain +5 and all Ballistic Skill Tests to fire shipboard weapons gain +5. If this Component ever suffers a Critical Hit, it becomes unpowered on a 1d10 roll of 3 or higher. Hull Types: Raiders, Frigates, Power: 2, Space: 1, SP: +1
3) Armoured Bridge (Core) The bridges of warships are often reinforced with additional armour plating, to ensure the survival of their occupants. Reinforced Armour: If this Component takes a Critical Hit or becomes damaged or unpowered, roll 1d10. On a 4 or higher, the component is unharmed. Hull Types: Raiders, Frigates, Power: 2, Space: 2, SP: -
4) Exploration Bridge (ItS) A bridge favoured by the Explorators of the Mechanicus, its cogitation circuitry provides optimum interface with hololithic charts and auger arrays. Long Range Scanning: This ship gains +5 Detection when using Active Augury. Navigation Records: When working towards an Exploration objective, the players earn an additional 50 Endeavour Points. Hull Types: Transports, Raiders, Frigates, Power: 4, Space: 1, SP: +1
1) обычный мостик, потребляет минимум энергии, не требует сп, пока мостик не поврежден дает бонус на ремонт повреждений корабля. 2) мостик потребляет больше энергии и стоит 1 сп, если не поврежден, то дает небольшой бонус команд тестам и стрельбе, но если мостик получает крит есть 80%, что он окажется обесточен. 3) бронированный мостик потребляет и больше энергии и занимает больше места, зато при крите, или если мостик поврежден или обесточен есть 70% шанс, что броня выдержала. 4) мостик требует серьезно больше энергии и 1 сп, но получает небольшой бонус при детекции пространства вокруг, а также дает дополнительные очки при исследовательских эндеворах.
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Life Sustainers1) Vitae Pattern Life Sustainer (Core) This life sustainer is of STC origins, and is in common use in the Calixis Sector. Hull Types: Transports, Raiders, Frigates, Power: 4, Space: 2, SP: -
2) Mark 1.r Life Sustainer (Core) The life-support system was designed for reliability and does little to remove the stink of oil and warp engine discharge. Stale Air: Increase all Morale loss by 1. Hull Types: Transports, Raiders, Frigates, Power: 3, Space: 1, SP: -
3) Clemency-pattern Life Sustainer (BK) This sustainer augments the traditional water filters and air purifiers with thousands of individual emergency-oxygen tanks and void suits stored in pressure-sensitive lockers at regular intervals throughout the ship. Such extensive redundancies as well as multiple pressure bulkheads reduce the impact of hull breaches upon a ship, allowing the crew to rush to patch them before too many are lost to the void. Lifeline: Increase Morale permanently by +1. This starship reduces Crew Population and Morale losses due to Depressurization by 4, to a minimum of 0. Hull Types: Transports, Raiders, Frigates, Power: 4, Space: 4, SP: -
1) стандартные системы жизнеобеспечения, ничего особенного. 2) более слабая система, требует меньше энергии и занимает меньше места, но увеличивает на 1 потери морали. 3) данная система занимает значительно больше места, увеличивает общую мораль экипажа на 1, а также снижает на 4 (до 0) потери экипажа и морали от разгерметизации.
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Crew Quarters1) Pressed-Crew Quarters (Core) The masters of this vessel have done little to improve the quarters left from this ship’s Navy days. Cramped: Decrease Morale permanently by 2. Hull Types: Transports, Raiders, Frigates, Power: 1, Space: 2, SP: -
2) Bilge-Rat Quarters (BK) Most ratings bunk near their posts. However, some captains insist upon their crew using hammocks and camp beds to sleep near the core of the vessel, where they are more protected from the vulnerable decks abutting the cold void. This somewhat reduces crew casualties in the event of hull breaches, but the squalid, rat-infested conditions are unpopular with the crew. Living in Squalor: Reduce Morale permanently by 3. However, reduce all Crew Population losses due to depressurisation by 2, to a minimum of 0. Hull Types: Transports, Raiders, Frigates, Power: 1, Space: 2, SP: -
3) Voidsmen Quarters (Core) Standard living quarters for the voidsmen of a long-distance trader. Hull Types: Transports, Raiders, Frigates, Power: 1, Space: 3, SP: -
4) Clan-kin Quarters (ItS) 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. Hull Types: Transports, Raiders, Frigates, Power: 1, Space: 4, SP: +1
5) Cold Quarters (ItS) While the ship has regular quarters for its crew, this ship also has ranks of cyro-stasis tubes filling its deep chambers. Here the captain stores ‘surplus’ crew...until they are needed. This component does include regular crew quarters, in addition to the cryo-stasis tubes. Manpower Reserves: Once per game session, the ship’s captain may choose to reduce one source of Crew Population loss to zero. Hull Types: Transports, Raiders, Frigates, Power: 1, Space: 4, SP: +1
1) плохенькие бараки, уменьшают общую мораль на 2. 2) такие же хреновые бараки, уменьшают общую мораль на 3, но в случае разгерметизации потери экипажа уменьшаются на 2, до 0. 3) обычные помещения занимают больше места, но зато нет недостатков. 4) данные помещения занимают ещё больше места, а также дают небольшой бонус в абордажных и анти-абордажных действиях и снижают потери морали на 1 до 1. 5) эти помещения также занимают очень много места, и раз за сессию капитан может снизить один раз потери экипажа до 0.
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Auger Arrays1) Mark–100 Auger Array (Core) The Imperial Navy’s standard sensor array. 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: All Ships, Power: 3, Space: 0, SP: -
2) R–50 Auspex Multi-band (Core) The sensors of this ship have been optimised for navigation, at the expense of the sensor’s other uses. External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit. Stellar Detection: Mapping protocols provide a +5 bonus to Manoeuvre Tests to avoid celestial phenomena, but subtracts –2 from the ship’s Detection. Long Distance Scan: When working toward an Exploration objective, the players earn an additional 50 Achievement Points toward completing that objective. Hull Types: All Ships, Power: 4, Space: 0, SP: -
3) Mark–201.b Auger Array (Core) A modified version of the Imperial Navy’s standard sensor array, with boosted wideband gain. External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit. Sensitive: Increased power draw provides a +5 bonus to the ship’s Detection. Hull Types: All Ships, Power: 5, Space: 0, SP: -
4) BG-15 Assault Scanners (BK) Optimised for the support of planetary invasions, these scanners are designed to pinpoint the power sources of both planetary and orbital installations, the better to rain fire upon them. External: This Component does not require hull space. Although it is external, it can only be destroyed or Damaged by a Critical hit. Incoming!: All Ballistic Skills Tests against planetary based targets gain a +5 bonus. Mark your targets: When working towards a Military objective, the players earn an additional 50 Achievement Points towards completing that objective. Hull Types: All Ships, Power: 5, Space: 0, SP: -
5) X-470 Ultimo Array (BK) This system of sensors provides the vessel with a broad spectrum of constant data of all events in the void beyond its hull. This is accomplished through a series of highpowered emitters sending out a huge array of electromagnetic wavelengths and subatomic particles. External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit. Active Scanning: The broad array of systems grants +10 to the ship’s Detection, and a +15 to detect vessels on Silent Running when using Active Augury. Signal Beacon: Due to the intense energy signature of the array, vessels targeting a ship equipped with this component gain +5 to all Ballistic Skill Tests to fire their weapons. Hull Types: All Ships, Power: 6, Space: 0, SP: -
6) Deep Void Auger Array (Core) 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. Hull Types: All Ships, Power: 7, Space: 0, SP: +1
1) самые простые сенсорные массивы, требуют меньше всего энергии, но ничего особенного не дают. 2) эти массивы требуют чуть больше энергии, дает небольшой бонус к маневренности чтобы избежать "сложной местности", но слегка снижает детекцию, а также дает доп.очки при исследовательских эндеворах. 3) нормальные сенсоры, потребляют среднее кол-во энергии и дают небольшой бонус к обнаружению. 4) аналогичные предыдущим, но дают небольшой бонус к стрельбе по планетарным объектам, а также доп.очки в военных энедеворах. 5) данные массивы, требуют больше энергии, дает бонус к детекции и ещё больший к обнаружению незаметно идущих кораблей, но вражеские корабли получают небольшой бонус при стрельбе по кораблю. 6) массивы дальнего обнаружения, требуют очень много энергии, да ещё и 1 сп, зато есть бонус к обнаружению.
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Перейдем к дополнительным компонентам и начнем с самого вкусного, с оружия. Но сначала небольшой ликбез по стрельбе и повреждениям. Я уже говорил, о том, что есть макропушки, а есть лэнсы и что последние игнорируют броню и наносят повреждения напрямую ХИ. Но это не означает, что лэнсы однозначно лучше. Во-первых, у оружия есть несколько характеристик (беру цифры доступные фрегатам, не беру пушки для крейсов и т.п.): Strength: Сила орудий определяет максимально количество хитов, которое можно из него нанести. И если макропушки дают хит за каждый доп.успех, то лэнсы - за каждые 3. Кроме того сама сила лэнсов обычно не превышает 1 или 2, у макропушек этот показатель минимум 3 и доходит до 5. То есть макропушками можно нанести много хитов (читай повреждений и пройти тем самым броню) при удачном выстреле, лэнсами такого добиться сложнее (зато всё сразу в ХИ). Damage: Здесь всё понятно. 1д10+n. Обычно n от 1 до 4. Средний показатель 1д10+2. Crit Rating: Крит рейтинг, это то количество доп.успехов при котором орудие наносит крит.повреждение (воспламеняются, отключаются или разгерметизируются отсеки, перестают работать двигатели или происходит взрыв). Чем ниже показатель, тем меньше нужно успехов. У макропушек он обычно от 6 до 4, у лэнсов зачастую 3. Firing Arc: Некоторые виды оружия могут быть установлены только в определенных местах корабля. Обычно это относится к Broadside оружию, то есть батарейным орудиям устанавливающимся по бортам. Range: Дальность стрельбы, работает по слегка упрощенной схеме, чем в приключенческой части. На половине расстояния орудия получают +10, на более дальнем чем показатель расстоянии -10. Дальше двойного ренджа стрелять орудия не могут. Ренджи в 3-4 можно считать орудиями ближней дальности, 5-6 наиболее частый показатель, выше 6 (обычно 9+) - дальнобойные орудия. Зачастую лэнсы дальнобойнее, но есть и исключения. Во-вторых, в отличии от лэнсов, макропушки можно объединять в так называемый залп (Salvo). Например, у вас есть две макропушки. При обычных обстоятельствах два броска за каждую пушку приводят к тому, что складывается весь дмг от хитов из одного орудия и броня вычитается по отдельности. Крит.попадание при таком варианте можно заработать при обоих выстрелах. Залп же дает возможность кинув на попадание за обе пушки, сложить ВСЕ дмг хитов орудий и вычесть броню один раз. Но в этом случае крит можно заработать только один на весь залп, даже если все броски на попадание имели достаточное кол-во доп.успехов для этого. Macrobatteries1) Thunderstrike Macrocannons (Core) An older version of the Mars Pattern, these macrocannons lack range and power. They are most often found on transports. Hull Types: All Ships, Power: 2, Space: 2, SP: 1 Macrobattery: Strength: 3, Damage: 1d10+1, Crit Rating: 6, Range: 4
2) Jovian-pattern Missile Battery (ItS) This unusual weapon system relies on medium-ranged missile pods rather than more ‘conventional’ macro-batteries. The pods are mostly outside the hull and can fire all their missiles in one immediate, devastating salvo, an advantage tempered by the lengthy time it takes to reload them. Labour Intensive: This Weapon Component may only fire every other turn. Hull Types: All Ships, Power: 3, Space: 1, SP: 1 Macrobattery: Strength: 5, Damage: 1d10+1, Crit Rating: 6, Range: 6
3) Mars Pattern Macrocannons (Core) The most common macrobattery, these are reliable, hardhitting weapons firing kilo-tonne ordinance, mounted along the vessel’s dorsal ridge or in broadside. Hull Types: All Ships, Power: 4, Space: 2, SP: 1 Macrobattery: Strength: 3, Damage: 1d10+2, Crit Rating: 5, Range: 6
4) Disruption Macrocannons (BK) This macrocannon variant fires a “shell” of highly charged, ionized deuterium atoms. These particles cause minimal physical damage to their targets. Instead, they are intended to overload and shut down power transfer systems throughout the target vessels. These weapons are particularly useful for vessels that need to capture their prey intact. Short the Flow: Disruption weapons compromise the circuitry and wiring required to transfer power from the ship’s engine to her other components. For every five damage that exceeds the target’s Void Shields, one randomly selected Component on the target ship becomes Unpowered. This weapon’s damage is not affected by Armour. Ionic Blast: These weapons never cause critical hits, nor do they deal damage to Hull Integrity. These weapons may only be combined into a salvo with other Disruption Macrocannon weapons. Hull Types: All Ships, Power: 4, Space: 2, SP: 2 Macrobattery: Strength: 3, Damage: 1d10+1, Crit Rating: -, Range: 5
5) Stygies Pattern Macrocannon Battery (BK) This variant of the macrocannon is designed to fire heavier ordnance than the Mars Pattern. These alternative shells contain an adamantium core that cuts through the heaviest armour. Penetrator Rounds: When calculating damage dealt by a salvo that includes shots from a Stygies pattern Macrocannon that were not absorbed by Void Shields, reduce the vessel’s armour by 3. This reduction is not permanent, and only takes place while calculating that particular salvo’s damage. Hull Types: All Ships, Power: 4, Space: 3, SP: 1 Macrobattery: Strength: 3, Damage: 1d10+2, Crit Rating: 5, Range: 5
6) Sunsear Laser Battery (Core) These laser batteries are common on Naval frigates, providing a balance between power used and damage inflicted. Hull Types: All Ships, Power: 6, Space: 4, SP: 1 Macrobattery: Strength: 4, Damage: 1d10+2, Crit Rating: 4, Range: 9
7) Mezoa-pattern Macrocannons (ItS) The forge world of Mezoa has long advocated a modification of the standard Mars-pattern Macrocannons to increase damage at the cost of range and space. Hull Types: All Ships, Power: 4, Space: 4, SP: 1 Macrobattery: Strength: 4, Damage: 1d10+3, Crit Rating: 5, Range: 5
8) Pyros Melta-cannons (ItS) These squat, oversized, and highly insulated macrocannon are designed specifically to fire shells tipped with powerful melta-charges that detonate with furious heat. Inferno: Whenever this Weapon Component inflicts a Critical Hit, it is automatically a Fire! Critical. Hull Types: All Ships, Power: 4, Space: 3, SP: 2 Macrobattery: Strength: 3, Damage: 1d10+4, Crit Rating: 4, Range: 4
9) Ryza Pattern Plasma Battery (Core) These weapons are rare and expensive examples of the ancient art of plasma-craft. Their power draw is considerable, but so is their effectiveness. Vapourisation: When this Weapon Component rolls a 1 or 2 on the Critical Hit Chart, it effects two Components instead of one. Hull Types: All Ships, Power: 8, Space: 4, SP: 2 Macrobattery: Strength: 4, Damage: 1d10+4, Crit Rating: 4, Range: 5 Lances10) Las-burners (BK) Las-burners are a scaled down version of true lances, utilising focused, high power las beams to cut through a ship’s armoured plating. Though these weapons do far less damage, the turrets are smaller as well, allowing smaller ships to carry them. However, their relatively small size also allows them to be used in boarding actions, cutting open the outer adamantium hull to allow armsmen access to an opponent’s vitals. Small Weapon: Las-burners may be installed in Dorsal or Keel weapon capacity slots in ships of frigate size or smaller. Versatile: A ship with Las-burners gains +5 to the opposed Command Test made to resolve boarding actions. Hull Types: All Ships, Power: 7, Space: 3, SP: 2 Lance: Strength: 2, Damage: 1d5+1, Crit Rating: 3, Range: 3
1) самая простая и "дешевая" батарея. скорее для тех кто сильно ограничен в свободном месте или энергии. короткий радиус действия, слабый дамаг, очень высокий крит.рейтинг (это недостаток), преимущества же я уже назвал - низкое энергопотребление и малые габариты, ну и сносная сила орудий. 2) формально это не пушки, а ракетные установки. к достоинствам можно отнести высокую силу, приличный радиус, очень низкий уровень требований к пространству и не слишком высокий к энергии. недостатками же является мощность в виде дмг, высокий крит, а также самое неприятное - длительная перезарядка, выраженная в том, что оружие стреляет через ход. 3) средние во всем пушки. разве что радиус действиях выше среднего. 4) эти макропушки стреляют электромагнитными зарядами, которые заставляют компоненты корабля противника отключаться, не повреждая его. полезно, если вы собираетесь захватывать корабль на абордаж (а также если остальные ваши орудия ещё менее дальнобойные или вас сопровождают корабли посерьезнее). из достоинств, кроме упомянутых, среднее энергопотребление, сила и радиус поражения, негабаритное. из недостатков, небольшой дмг (что снижает вероятность отключать компоненты), доп.стоимость в сп, а также невозможность комбинировать в залп с другими видами орудий. 5) вариант средних, марсианских, пушек. за счет больше занимаемого места и сниженной дальнобойности, залпы с применением этих орудий снижают броню противника при подсчете на 3. 6) и снова не пушки, точнее не сранядные, а на этот раз лазерные. как и их варгеймовские и рпгшные аналоги - сильны, очень дальнобойны (самое дальнобойное из доступных фрегатам) и имеют низкий крит.рейтинг. за это приходится платить высокой энергозависимостью и вдвое большим пространством. 7) ещё один вариант марсианских, на это раз за счет сниженной дальнобойности и больших габаритов, достигается высокая сила и повышенная мощность выстрелов. 8) батарея из огромных мельт. высокий дмг и низкий крит, а также дополнительное поджигание компонентов при крите идет в зачет достоинств, а малая дальность, повышенные габариты и дополнительный сп в цене - недостатков. 9) а это уже батарея плазменных пушек. ценой за высокую силу, мощность выстрелов и низкого крит.рейтинга, является огромное (для легких судов точно) энергопотребление, большие габариты, дополнительная плата в сп и проблемы вызываемые на собственном корабле повреждением этого компонента. 10) единственное из доступных фрегатам без prow слота лэнсов. очень много жрущий, занимающий чуть больше места, стоящий сп, имеющий маленькие повреждения и короткий радиус поражения - достаточно много недостатков. но всё же этот лэнс имеет повышенную силу (для лэнсов 2 это неплохо) и стандартный для них низкий крит.рейтиг, а также небольшой бонус при абордаже, всё же могут оказаться достаточным основание для его выбора.
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Cargo and Passenger Compartments1) Brig (BK) Though almost any ship has a brig, some vessels have more elaborate facilities. Some brigs are filthy, open chambers where prisoners sit enchained in squalor, their jailers only visiting every few days to hose down the gutters and release the dead bodies into the void. Others are spotlessly efficient walled off oubliettes where the occupants live in maddening solitary confinement for years at a time. Stern Discipline: Increase Morale permanently by 1. In addition, any Intimidate Tests made during Extended Actions gain a +5 bonus. Prison Space: When working towards any objective in which the capture, storage, or transport of prisoners could be useful (such as the creation of a penal colony or holding prisoners of war during a military campaign) the Explorers earn an additional 25 Achievement Points towards completing that objective. Hull Types: All Ships, Power: 1, Space: 1, SP: 1
2) Cargo Hold and Lighter Bay (Core) Warships can be converted to haul cargo, but this can often have an adverse effect on their combat performance. Hidden Spaces: When working toward a Trade or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective. Unbalanced: Starships are precisely balanced, something this modification effects, meaning they suffer –3 to Manoeuvrability. Hull Types: Raiders, Frigates, Light Cruisers, Cruisers, Power: 1, Space: 2, SP: 1
3) Luxury Passenger Quarters (Core) 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. Hull Types: All Ships, Power: 2, Space: 1, SP: 1
4) Xenos Habitats (ItS) Dealing with xenos is dire heresy to the Imperium—not that a Rogue Trader would let that stand in the way of profit. Quarters that can simulate the environments of alien worlds can further facilitate relations. Comfortable atmosphere: All Charm and Inquiry Tests made with xenos aboard this vessel gain a +10 bonus. All Objectives for Endeavours involving non-hostile dealings with xenos races gain an additional 50 Achievement Points. Suspicious: Most Imperial citizens are taught from birth to distrust the xenos. Decrease the ship’s Morale permanently by 2. Hull Types: All Ships, Power: 2, Space: 1, SP: 1
5) Barracks (Core) For a truly enterprising Rogue Trader, a war is just another business venture. These barracks allow him to attempt just that—by filling his ship with thousands of troops. Soldiers: When working toward a Military objective, the players earn an additional 100 Acheivement Points towards completing that objective. Reinforcements: If the ship is transporting troops, it gains +20 to all Command Tests involving boarding actions and Hit and Run Actions. Hull Types: All Ships, Power: 2, Space: 4, SP: 2
6) Compartmentalised Cargo Hold (Core) Cargo holds have been installed across the ship, spread out to minimise their effect on the vessel’s handling. Storage Area: When working toward a Trade objective, the players earn an additional 100 Achievement Points toward completing that objective. Hull Types: Raiders, Frigates, Light Cruisers, Cruisers, Power: 2, Space: 5, SP: 1
7) Shadowblind Bays (ItS) Behind and beneath each standard cargo bay is hidden a second, ‘mirror hold,’ void-shielded and static-screened against any prying auspexes. Mirror Bays: When working towards a Trade objective, the players earn an additional 50 Achievement Points. When working towards a Criminal objective, the players earn an additional 75 Achievement Points. Location of these bays when their systems are engaged requires an Arduous (–40) Scrutiny Test. Hull Types: All Ships, Power: 3, Space: 4, SP: 2
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Augments and Enhancements1) 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
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Additional Facilities1) Observation Dome (Core) 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. Hull Types: All Ships, Power: 0, Space: 1, SP: 1
2) Crew Reclamation Facility (Core) The Mechanicus has no qualms about converting the grievously wounded into servitors...but the rest of the crew may differ in opinion.† Recycling: Reduce all losses of Crew Population by 3, to a minimum of 1. Increase all losses to Morale by 1. Hull Types: All Ships, Power: 1, Space: 1, SP: 1
3) Temple-Shrine to the God Emperor (Core) A section of this ship has been set aside to offer prayer and praises to the Master of Mankind.† Inspiration: Increase Morale permanently by 3. Awe of the God Emperor: When working toward a Creed objective, the players earn an additional 100 Achievement Points toward completing that objective. Hull Types: All Ships, Power: 1, Space: 1, SP: 1
4) Librarium Vault (Core) An ancient collection of writings and manuscripts has been collected aboard this vessel.† Accumulated Data: Any Investigation Skill Tests made aboard this ship gains +10. Hull Types: All Ships, Power: 1, Space: 1, SP: 1
5) Trophy Room (Core) Few Rogue Traders can resist cataloguing their accomplishments. This is more than hubris–such trophies can awe competitors, or may hold secrets long lost.† Past Experiences: When working toward an Exploration, Trade, or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective. Hull Types: All Ships, Power: 1, Space: 1, SP: 1
6) Astropathic Choir-chambers (ItS) Though all ships have a specific area set aside for the use of their Astropathic Choir, some ships have vast chambers specifically designed to amplify astropathic signals and boost the power and effectiveness of the ship’s Astropath Transcendent.† Psy-locus: When performing Astro-telepathy in this Component, an Astropath gains a +10 bonus to his Focus Power Test. While occupying this Component during Space Combat, any psychic powers the Astropath uses have their range increased by 5 VUs. Hull Types: All Ships, Power: 1, Space: 1, SP: 1
7) Melodium (BK) For the Rogue Trader who desires only the finest in shipboard accoutrements, a Melodium is ideal. Most are fashioned as grandiose chambers covered with all manner of gilded pipes, horns, and other instruments which can produce an endless variety of musical tunes. The room itself alters shape via clever brass sidings and panels as it plays, the better to accompany the melodies and vox-repeaters throughout the ship carry selected tunes into its farthest depths. A Melodium provides uplifting tones designed to instil feelings of duty and loyalty throughout the vessel, from the lowly ratings and voidmen to the officers. That sometimes this is due to subliminal infra-harmonics lacing the melodies is kept a guarded secret. The hall itself can be configured in a variety of ways to produce the desired internal music and background effects, greatly aiding in many a difficult negotiation.† Songs in the Void: Increase Morale permanently by +1 and gain +10 to all social Skill Tests. Hull Types: All Ships, Power: 1, Space: 1, SP: 1
8) Pilot Chambers (BK) There is a special kind of esprit de corps for those that fly the myriad attack craft on a starship. From hotshot Fury interceptors to steadfast Starhawk bomber crews to Shark attack boat daredevils, their skills and readiness can mean life or death for the entire ship. Launch bays equipped with ready rooms allow them to maintain constant readiness for the next mission. Training sensoria systems allow them to constantly hone their skills and Ministorum chapels allow them to ready their souls, all making them into relentless and deadly weapons.† Combat Ready: Pilot Chambers grant a +2 bonus to the Attack Craft Rating of all squadrons aboard a starship. Hull Types: All Ships, Power: 1, Space: 1, SP: 1
9) Murder-servitors (Core) The ship possesses a stock of ancient, skull-faced killing machines. Sealed in cyro-stasis until absolutely required, a mere dozen can be successfully sent on hit and run raids to maim and kill on enemy vessels.† Death-dealers: When used to conduct a Hit and Run Action, this enhancement provides a +20 bonus to the opposed Command Test. Precise: When determining the Critical Hit inflicted by a Hit and Run Action they participated in, the character conducting the raid may select any result between 1 and 6, rather than rolling. Hull Types: All Ships, Power: 1, Space: 1, SP: 2
10) Extended Supply Vaults (Core) Extensive 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. Hull Types: All Ships, Power: 1, Space: 4, SP: 2
11) Medicae Deck (BK) A life of exploration invariably leads to encounters with unexpected life. This unexpected life can lead to unexpected injuries as well as novel diseases. Every living quarters includes a basic infirmary, but those are not equipped for every variety of injury or disease. Similarly, an infirmary is not equipped to treat the number of badly injured survivors from a badly damaged ship or planet-wide epidemic. A Medicae Deck offers the facilities and staff to address both of these possibilities.† Diagnostics and Treatment: The Medicae Deck adds a +20 bonus to all Medicae Skill Tests performed within this Component. The number of patients that may be treated without penalty is increased to three times the character’s Intelligence Bonus. Hull Types: All Ships, Power: 2, Space: 1, SP: 1
12) Arboretum (ItS) Only the richest shipmasters can afford to devote so much space and resources to growing gardens aboard their vessel. Replenishing supplies: Double the time a ship may remain at void without suffering Crew Population or Morale loss. Increase Crew Population permanently by +2.† Hull Types: Transports, Raiders, Frigates, Power: 2, Space: 2, SP: 1
13) Munitorium (Core) Although all ships have a well-armoured room to store their munitions, this facility contains massive stockpiles of weapons, from small arms to macro-cannon warheads.† Well Armed: When working toward a Military objective, the players earn an additional 25 Achievement Points toward completing that objective. Ordinatus Extremus: All macrobatteries on this ship gain +1 to their listed damage. Volatile: If this 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. Hull Types: Transports, Raiders, Frigates, Power: 2, Space: 3, SP: 2
14) Plasma Scoop (BK) 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 +25 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. Hull Types: Raiders, Frigates, Power: 2, Space: 3, SP: 3
15) Broadband Hymn-casters (ItS) Broadcast towers flood all frequencies with deafening hymns to the God-Emperor, jamming communications and terrifying enemies. Heathen or renegade ships have been known to use similar systems, though the nature of their ‘hymns’ is very different.† Deafening: If this system is activated, all other ships must make a Difficult (–10) Tech Use Test in order to use vox or other broadcast communications while within 30 VUs of this vessel. Terrifying: When this system is activated, characters aboard this vessel gain +10 on all Intimidate Tests against all ships within 30 VUs. 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: All Ships, Power: 3, Space: 0, SP: 1 16) Hydraphurian KL-247 Jamming System (BK) This device creates a violent and constantly shifting energy field that interferes with the scanners of nearby ships.† External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit. White noise: While this Component is active, this ship may not perform Silent Running, but any Focussed Augury Tests made to scan it suffer a –20 penalty. Hull Types: All Ships, Power: 4, Space: 0, SP: 1
17) Asteroid Mining Facility (ItS) For some traders, trading minerals and materials is not enough. They prefer to harvest their profits directly. An asteroid mining facility consists of bays of mining lighters, tractor fields, adamantine drills, vast internal refineries and stowage bunkers for the minerals mined. A single ship can remain amongst an asteroid field for decades, accumulating a vast wealth in minerals. However, an asteroid mining facility dominates a starship.† Mining Rig: An asteroid mining facility Component allows a vessel to conduct mining operations in an asteroid field (or similar location). This allows the vessel’s crew to construct a Trade Endeavour based on those operations (see ROGUE TRADER page 277). When completing this Endeavour’s objectives, the players earn an additional 200 Endeavour Points. Hull Types: All Ships, Power: 6, Space: 10, SP: 3
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Сложности
Machine Spirit Oddities 1. A Nose for Trouble: Something about this ship quivers at the thought of battle, always probing the cosmos for a new victim. Add +5 to the ship’s Detection, and reduce this ship’s Armour by 1, due to its many battles. Occasionally, the crew may find themselves in fights they might have preferred to avoid.
Past Histories Death Cult: Amongst the low-decks indentured crew, strange perversions of the Imperial Creed have arisen, glorifying death to celebrate the Emperor. Reduce Crew Population permanently by 8. However, reduce all Morale loss from any source by 2, due to the crew’s unwavering faith. Additionally, ship officers and members of the Ministorum will have to deal warily with the cult and its leaders. Death cults do produce skilled assassins...
Результат броска 1D10: 1. Результат броска 1D10: 6 - "история".
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Название:
Dimensions: 1.6 km long, 0.3 km abeam at fins approx. Mass: 6 megatonnes approx. Crew: 26,000 crew, approx. Accel: 4.5 gravities max sustainable acceleration
Speed: 8 Manoeuvrability: +20 Detection: +25 Void Shields: 1 Armour: 17 Hull Integrity: 41 Morale: 100 Crew Population: 94 Crew Rating: (30) Competent Turret Rating: 2 Weapon Capacity: Dorsal 2 Power: 44/45 Hull: 40/40
Essential Components Jovian Pattern Class 2 Drive, Miloslav h-616.b Warp Engine, Warpsbane Hull, Repulsor Shield, Combat Bridge, Vitae Pattern Life Sustainer, Bilge-Rat Quarters, M–201.b Auger Array
Miloslav h-616.b Warp Engine: 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: 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. Repulsor Shield: 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. Combat Bridge: As long as the bridge remains undamaged, all Tech-Use Tests to repair the ship gain +10. Bilge-Rat Quarters: Reduce Morale permanently by 3. However, reduce all Crew Population losses due to depressurisation by 2, to a minimum of 0.
Supplemental Components Stygies Pattern Macrocannon Battery (Macrobattery, Strength: 3, Damage: 1d10+2, Crit Rating: 5, Range: 5) Good Sunsear Laser Battery (Macrobattery, Strength: 4, Damage: 1d10+2, Crit Rating: 4, Range: 10)
Penetrator Rounds: When calculating damage dealt by a salvo that includes shots from a Stygies pattern Macrocannon that were not absorbed by Void Shields, reduce the vessel’s armour by 3. This reduction is not permanent, and only takes place while calculating that particular salvo’s damage.
Observation Dome: When working towards an Exploration objective, the players earn an additional 50 Achievement Points towards completing that objective. Increase Morale permanently by 1. Crew Reclamation Facility: Reduce all losses of Crew Population by 3, to a minimum of 1. Increase all losses to Morale by 1. Astropathic Choir-chambers: When performing Astro-telepathy in this Component, an Astropath gains a +10 bonus to his Focus Power Test. While occupying this Component during Space Combat, any psychic powers the Astropath uses have their range increased by 5 VUs. Murder-servitors: When used to conduct a Hit and Run Action, this enhancement provides a +20 bonus to the opposed Command Test. When determining the Critical Hit inflicted by a Hit and Run Action they participated in, the character conducting the raid may select any result between 1 and 6, rather than rolling. Arboretum: Double the time a ship may remain at void without suffering Crew Population or Morale loss. Increase Crew Population permanently by +2. Increase Morale permanently by 1. Field Bracing: 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.
Complications and Special Rules A Nose for Trouble: Something about this ship quivers at the thought of battle, always probing the cosmos for a new victim. Add +5 to the ship’s Detection, and reduce this ship’s Armour by 1, due to its many battles. Occasionally, the crew may find themselves in fights they might have preferred to avoid.
Death Cult: Amongst the low-decks indentured crew, strange perversions of the Imperial Creed have arisen, glorifying death to celebrate the Emperor. Reduce Crew Population permanently by 8. However, reduce all Morale loss from any source by 2, due to the crew’s unwavering faith. Additionally, ship officers and members of the Ministorum will have to deal warily with the cult and its leaders. Death cults do produce skilled assassins.
Travel: Double time at void without penalties; Half duration of warp passages; Twice roll on Warp Travel Encounters every 3 days, Navigator choose; No penalties to Manoeuvre Actions in small particles celestial phenomena. Skills: +10 any Navigation Tests to warp travel; +10 all Tech-Use Tests to repair ship; +20 Command Tests at Hit and Run Actions; +10 to Astro-telepathy Focus Power Test. Crew & Morale: -3, to 1 to all Crew; -5, to 1 due to depressurisation Crew; -1, to 0 to all Morale. Points & Other: -3 Power for +6 Hull Integrity; additional 50 Exploration Achievement Points; +5 VUs any Astropath powers; Critical Hit at Hit and Run Action may select between 1 and 6 or rolling.
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Еще предлагаю небольшое описание интеръера Обзорной башни. По моему разумению она должна быть довольно высокой и вместительной. Я предлагаю разделить ее на три сегмента - нижний и наибольший, средний комфортабельный и верхний навигаторский. Нижний сегмент отведен для простых матросов, он оборудован простыми лавками для сидения, и матрос не может в день находится там больше определенного количества времени. Единственный постоянно освещенный сегмент. Средний сегмент (по-сути балкон) - для офицеров. Он оборудован удобной мебелью, книжными полками, стеллажами с напитками и досками для игры в регицид. Там могут проводить свое свободное время офицеры, свет они приносят с собой. Верхний сегмент (тоже балкон. наименьший из 3х) - территория навигатора. Света только звездный. Там расположено рабочее место для создания карт, граммофон, место для отдыха и т.п. К каждому сегменту ведет отдельный проход, с которого нельзя добраться до другого сегмента, но средний сегмент с верхним соединяет лестница, у вершины которой обычно дежурит адъютант. Верхний сегмент проходом соединен непосредственно с тронной комнатой навигатора, которая находится от него не столь далеко. Расстояние между сегментами - метров 50
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пост готовится... В Стратегический Ход, корабли ходят в порядке Инициативы (1д10+Детект бонус). Важно также изначально определить направление движения корабля на начало боя. Ход состоит из трех действий или фаз: - Маневры (Manoeuvre Actions) - Стрельба - Доп.действия или Экстендеды (Extended Actions)
Начнем с маневрирования. Manoeuvre Actions Стоит помнить, что корабль НЕ МОЖЕТ НЕ ДВИГАТЬСЯ. Корабль обязан совершить действие Маневр, а вот Стрельба и Экстендеды - действия не обязательные.
Стандартный Маневр - вначале выбирает скорость движения. Движение на кол-во ВУ (клеток) равное скорости или половине скорости корабля. После движения, корабль имеет право повернуть в любую сторону на определенное кол-во градусов. Поворот у легких судов (транспорты, райдеры, фрегаты) до 90 градусов, у тяжелых (начиная с легких крейсеров и далее) до 45 градусов. Данный Стандартный Маневр не требует проверок.
Но кроме Стандартного, рулевые корабля могут попытаться сделать какой-то более необычный маневр. В Ход может быть выбран только один Маневр. Если в действиях специально не оговорено, поворот не может быть более чем на 90 градусов. Если проверка не была пройдена, корабль делает Стандартный Маневр (перемещается на скорость или полскорости и поворачивает).
Adjust Bearing - Прибавить румбов! Маневр позволяет уменьшить дистанцию ДО поворота, повернуть в ходе движения, а не после. Сначала принимается решение на какой скорости движется корабль - половина или полная Скорость. После чего рулевой должен пройти Challenging (+0) Pilot (Space Craft)+Manoeuvrability Test. В случае успеха, корабль может повернуть на 1 ВУ раньше выбранной скорости. За каждый ДоС, поворот может быть осуществлен ещё на 1 ВУ раньше. Корабль должен пройти минимум 1 ВУ прежде чем повернуть. После поворота, корабль должен пройти в новом направлении остаток расстояния на выбранной скорости.
Adjust Speed - Прибавить хода! Маневр позволяет увеличить дистанцию на которую может двигаться корабль. Сначала выбирается скорость - половина или полная Скорость. Затем рулевой должен пройти Challenging (+0) Pilot (Space Craft)+Manoeuvrability Test. В случае успеха, он может увеличить или уменьшить на 1 ВУ расстояние на которое корабль движется. За каждый ДоС, он может увеличить или уменьшить расстояние ещё на 1 ВУ. Корабль не может двигаться меньше чем на 0 ВУ вперед. Корабль не может двигаться более чем на двое большее Скорости с помощью этого Маневра (см. Flank Speed - Самый полный вперед!).
Adjust Speed & Bearing - Прибавить румбов и хода! Маневр позволяет совмести два первых маневра, повернуть раньше и одновременно увеличить или уменьшить скорость корабля. Опять же, сначала выбирается скорость - половина или полная. Затем рулевой должен пройти Hard (–20) Pilot (Space Craft)+Manoeuvrability Test. В случае успеха, он может увеличить или уменьшить скорость на 1 ВУ и может повернуть на 1 ВУ раньше выбранной скорости. За каждый ДоС, он может получить те же возможности, что и от Прибавить румбов! и Прибавить хода! Все ограничения обоих также принимаются.
Come to New Heading - Встать на новый курс! Маневр для радикальной смены курса, или по простому - разворот. Рулевой должен сделать Difficult (–10) Pilot (Space Craft)+Manoeuvrability Test. Успех дает возможность кораблю пройти половину Скорости, повернуть, затем совершить ещё одно перемещение на половину Скорости и второй поворот. Корабль получает -20 на любые BS тесты на стрельбу в этот Ход.
Disengage - Выйти из боя! Маневр дает возможность сбежать из битвы с помощью радикальной смены курса и выключения всех систем в попытке спрятаться в просторах космоса. Маневр невозможен в пределах 8 ВУ от вражеского корабля. Рулевой должен сделать Challenging (+0) Pilot (Space Craft)+Manoeuvrability Test против Challenging (+0) Detection+Scrutiny Test противников в пределах 20 ВУ. Если количество ДоСов у корабля больше, чем у всех врагов в названных пределах, корабль выходит из боя и не может в него войти. Не важно успешно или нет, корабль не может стрелять в этот ход. Как только корабль успешно вышел из боя, он не может войти в него снова, если ГМ не позволяет обратного. Кроме того, Выйти из боя! нельзя использовать для начала Stern Chase - Погоня. Это потому что уходящий корабль отключает все необязательные системы, включая двигатели, сенсоры и вооружение и максимально убедительно претворяется, что его здесь нет. Он может оставаться в таком состоянии несколько часов или даже дней, прежде чем снова включить системы (надеясь, что все другие суда покинули эти места).
Evasive Manoeuvres - Маневр уклонения! Маневр используется, чтобы максимально избежать вражеского огня. Рулевой делает Difficult (–10) Pilot (Space Craft)+Manoeuvrability Test. Успех и каждый ДоС дает штраф -10 на любую стрельбу против корабля до начала его следующего Хода. Но и корабль получает тот же штраф на свою собственную стрельбу в это время.
Shooting Actions Это уже немного описывал. Но повторюсь. Основной смысл, что после маневра, корабль может выстрелить из всех своих орудий. Это может быть одна цель, это может быть несколько (если есть несколько орудий, несколько целей, и расстояние и направление орудий позволяет). Это может быть два разных выстрела по одному кораблю, а может быть залп из всех орудий. В фазу можно и не совершать стрельбы, в отличии от действий-маневров, стрельба - не обязательное действие. После проверок на попадания, считается кол-во хитов, из которого вычитается кол-во пустотных щитов врага. А из итогового дмг вычитается броня. И если остаток больше 0 - тот вычитается из хал интегрити корабля. При выстрелах можно нанести критическое попадание. Для этого нужно набрать кол-во успехов на попадание, равное или больше показателю крит рейтинга оружия. В этом случае кидается 1д5 и атакующий выбирает компонент (из тех, что известны и кроме тех, что запрещено выбирать). Такое попадание может, например, отключить, разгерметизировать, поджечь компонент.
Extended Actions Доп.действия или Экстендеды. Если с действиям-маневрами и стрельбой можно осуществлять строго друг за другом и маневры обязательно, то доп.действия можно применять в любой момент Хода. То есть ДО маневров, после них и до стрельбы, после стрельбы. Применить эти действия могут лишь те персонажи, что не осуществляли другие действия, то есть не осуществляли маневра и не стрелялись. Но персонаж может осуществить не более одного доп.действия за Ход. Формально Ход длится 30 минут, но все описанные действия не обязательно занимают именно это время. Мастер вправе изменить значения модификаторов в зависимости от обстоятельств.
Active Augury - Активный поиск Персонаж осуществляет Challenging (+0) Scrutiny+Detection Test сканируя область вокруг корабля. Если сканирование успешно, ГМ должен раскрыть основную (и важную) информацию о космических телах, феноменах и кораблях в пределах 20 ВУ от судна. Если в этом радиусе находится корабль на Тихом Ходу - Silent Running, он немедленно обнаружен. За каждый ДоС радиус сканирования увеличивается на 5 ВУ.
Aid the Machine Spirit - Помощь Духу Машины Персонаж делает Challenging (+0) Tech-Use Test для коммуникации с духом машины и помогает в его вычислениях. При успехе, можно добавить +5 к Маневренности или Детекции корабля до конца Хода. За каждые 2 ДоСа, прибавляется дополнительные +5 к выбранной системе.
Disinformation - Дезинформация Персонаж делает Difficult (–10) Deceive or Blather Test. Если тест успешен, можно увеличить Мораль команды на 1d5 за каждый ДоС на время космического боя.
Emergency Repairs - Аварийный ремонт Персонаж делает Difficult (–10) Tech-Use Test, чтобы направить и помочь ремонтным бригадам. Если всё получится, один отключенный, поврежденный или разгерметизированный Компонент корабля считается починенным. Ремонт занимает 1d5 Ходов, однако, время может быть сокращено на Ход за каждый ДоС, минимум до 1 Хода. Аварийный Ремонт не может починить уничтоженный Компонент.
Flank Speed - Самый полный вперед! Персонаж должен сделать Challenging (+0) Tech-Use Test, чтобы запитать двигатели корабля и довести мощность до предела. Успех означает, что корабль может двигаться на дополнительные ВУ равные количеству ДоСов в этот Ход. Провал на 2 и более ДоСов означает, что корабль немедленно получает крит Двигатели Повреждены - Engines Crippled, так как система оказалась перегружена.
Focused Augury - Сфокусированный поиск The character makes a Challenging (+0) Scrutiny+Detection Test to scan a particular ship within extreme range of his vessel. A successful scan reveals a number of Components aboard the enemy ship. • Basic Success: All Essential Components except Auger Arrays and Void Shields • One Degree of Success: All Weapon Components • Two Degrees of Success: Auger Arrays, Void Shields, and any combat related Components • Three Degrees of Success: All Components aboard the target ship Hail the Enemy - Поприветствовать врага This action is unique as it can be performed by characters who have participated in Manoeuvre Actions or Shooting Actions during the turn. The character contacts one enemy ship using his ship’s vox systems. He may use Interaction Skills to accomplish certain goals, such as the Intimidation Skill to convince an opponent to surrender. The exact details of how this works is left up to the GM (see page 293 for details on the use of Interaction Skills). Hit and Run - Высадка десанта This allows a character to raid an enemy ship, sabotage it, then retreat. The character makes a Challenging (+0) Pilot (Space Craft) Test, attempting to reach one enemy ship within 5 VUs in a boarding craft, accompanied by a team of raiders. This test can be modified by the target vessel’s Turret Rating (see page 220). If he fails the test, he is forced to return to his ship. If he fails by four or more degrees, his craft is shot down. The character either survives stranded in a crippled craft or is killed at the GM’s discretion. If he succeeds, he must make an opposed Ordinary (+10) Command Test against the commander of troops aboard the enemy ship. If he succeeds, roll 1d5 on the Critical Hit chart twice and select one result to apply to the enemy ship, plus 1 point of damage to Hull Integrity for every degree of success. If he fails, his force is forced to retreat back to his boarding craft, unsuccessful in causing mayhem. Hold Fast! - Держаться! The character must have Air of Authority (or a similar Talent at the GM’s discretion) and make a Challenging (+0) Willpower Test. If he succeeds, he inspires the crew and reduces any damage to Morale by 1, plus 1 for every degree of success to a minimum of 1. Hold Fast! may only cancel out Morale damage suffered during the previous turn. Jam Communications - Глушение связи The Character makes a Difficult (–10) Tech-Use Test, targeting a ship within 10 VUs of his vessel. If he succeeds, that ship is unable to use vox-transmitters or other technologies to communicate with other ships. Psychic communicators—such as an Astropath—are unaffected. For every degree of success, the range of Jam Communications is extended by one VU. Lock on Target - Захват цели! The character makes a Challenging (+0) Scrutiny+Detection Test to use the ship’s augers and calculate exact firing solutions on an enemy vessel. If successful, he adds a +5 bonus to the Ballistic Skill Test to fire one Weapon Component during this turn. Every two additional degrees of success ad an additional +5 to the same Test. Prepare to Repel Borders! - Приготовится к абордажу! This character must make a Challenging (+0) Command Test in order to organise and arm a portion of the crew. If he succeeds, he may add +10 to any opposed Command Test he performs against enemy borders during subsequent turns of combat, plus an additional +5 for every degree of success. Although the character is not required to make additional tests on subsequent turns, he will be occupied rallying the defenders for as long as he wants to maintain the bonus. Put Your Backs Into It! - Вложите все свои силы! The character makes a Challenging (+0) Intimidate or Charm Test. If he succeeds, he can choose to add +5 to a Ballistic Skill Test to fire a Weapon Component, an Emergency Repairs Action, or an attempt to put out a fire made during this turn. He may aid an additional Ballistic Skill Test, Emergency Repairs Action, or firefighting attempt for every three degrees of success. Triage - Сортировка The character makes a Difficult (–10) Medicae Test. If he succeeds, he reduces any damage to Crew Population by 1, plus 1 for every degree of success to a minimum of 1. Triage may only cancel Crew Population damage suffered during the previous Turn.
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RANK ONE The first rank has only one entry: the Lord-Captain, master of the ship.
LORD-CAPTAIN A void-ship is a mighty fortress, its Captain upon the command throne the feudal lord who accepts pledges of allegiance and fealty from his advisors, the commoner crew, and their elected spokesmen. The Lord-Captain is the ultimate decision-maker on matters of strategy, void-law, and negotiation, responsible for the lives and souls of all who pledge to his banner. The fate of thousands hangs upon his decisions, though a wise Lord-Captain takes council with his advisors and bridge crew, and listens well to their wisdom before giving his orders. Career Preference Only characters with the Rogue Trader Career may select this Role (unless the GM has good reason to allow otherwise). Examples of Immediate Subordinates Personal guard company, emissaries of Imperial powers, subordinate officers of the ship. Important Skills Command: To impose the Lord-Captain’s will upon ship manoeuvres, lead boarding actions, or shame and break mutinous crew. Charm: To restore flagging moral during long voyages far from Imperial stars. Intimidate: It is sometimes necessary to compel the loyalty of recalcitrant servants. Scholastic Lore (Tactica Imperialis): The Lord-Captain must lead decisively in matters of strategy and tactics. Benefits The Lord-Captain gains a +10 bonus to the Hold Fast! Extended Action (see Rogue Trader page 218). If he possesses the Exceptional Leader ability (the class ability for Rogue Traders, see Rogue Trader page 72) he may grant it to anyone aboard his ship once per Strategic Round as a Free Action, ignoring the normal restrictions on who can benefit from this ability.
Капитан. Главный. Бос. Единственный. Избранный. Король. Царь. Султан. Бог. Тот кто принимает решение. Тот кто отвечает за всё. Это роль для Торговца, но при определенных условиях эту роль может выполнять иной персонаж (например, Сенешаль, в виде назначенного Администратумом главой экспедиции. Эксплоратор, если Механикусы что-то замыслили. Арх-милитанты, во время завоевательного похода или Миссионеры, при каких-то религиозных делах). У Капитана могут быть подчиненные, в виде гвардейцев-телохранителей, агентов Адептусов, которых описал ранее, вроде чиновника из Администратума следящего за ходом экспедиции, а также разнообразные помощники капитана. Капитану стоит уметь командовать, для качественных приказов по поводу хода корабля, огня, а также именно он впереди на лихом механическом коне во время абордажей и отвечает за подавление бунтов на корабле. Капитан неплохо бы обладать умением обаять толпу, повысить моральный дух от длительных перелетов и перед решающей атакой. Капитану стоит уметь заставлять делать то, что нужно, чтобы матросы не смели даже усомниться в его авторитете. Капитан может иметь знания в тактике ведения боя, чтобы принимать адекватные стратегические и тактические решения. Капитан получает +10 на Холд Фаст Экстеншн. А также может дать за фри бонус от абилки (если он РТ) раз в стратегический (корабельный) ход.
RANK TWO This rank includes the Lord-Captain’s immediate seconds and senior command crew, the few in charge of the remainder of the ship.
FIRST OFFICER Though a Lord-Captain’s power is absolute, his time and energy are finite. Someone must stand at his right hand, acting as his voice and serving as an instrument of his will. The First Officer speaks and acts with the full authority of his Lord-Captain, ever prepared to assume the mantle of leadership should his Lord become indisposed. Career Preferences This Role may be filled any character, except those with the Astropath Transcendent career. Examples of Immediate Subordinates All senior bridge officers, deck foremen, Mechanicus Emissariat. Important Skills Command: The First Officer’s presence must inspire no less loyalty and obedience than his Lord-Captain’s. Secret Tongue (Rogue Trader): Mastery of the fleet patois is necessary if one is to communicate fully with subordinates. Intimidation: One who inspires fear inspires respect. Benefits The First Officer treats Command as a Trained Basic Skill when dealing with his crew. If the First Officer possesses the Command Skill, he receives a +5 on all Command Tests made aboard ship.
Старший помощник или Старпом. Правая рука капитана, тот кто отвечает за всё, на что у него уже нет времени. Он же говорит от его лица везде, где сам не может присутствовать. Эту роль может взять любой персонаж, кроме астропата (не доверяют этим ведьмам). Его помощниками являются офицеры на мостике, главные специалисты в различных областях, в том числе высшие чины Механикусов на корабле. Старпому умеющему командовать будет куда проще воодушевлять и сплачивать команду. Старпом знающий секретный язык Торговца сможет качественно организовать работу команды, даже под наблюдением чужих глаз и ушей. Старший помощник, который запугивает людей, способен заставить бояться себя сильнее иных далеких опасностей. Старпом может считать Комманд тренированным, если общается с командой, а если обладает им - получает +5.
ENGINSEER PRIME In the eyes of the Cult Mechanicus, an Imperial void-ship is a living shrine, rife with Tech-Adepts and servitors, its machine sections constantly rebuilt, repaired, and encrusted with shrines and prayer-works. Constant labour is necessary to sustain the vessel’s great machine spirit and so please the Omnissiah—and moreover, it is vital preparation to stand against the disorder of battle damage and the great efforts needed to repair such violations of a holy place. The Enginseer Prime directs this holy toil, and his solemn pledge to the Lord-Captain holds him responsible for maintenance of the void-ship’s strength, resilience, and tech-secrets. Career Preference In most vessels, this role is associated with the Explorator Career, but may also be selected by a character with the Missionary or Void-master Career. Examples of Immediate Subordinates Appointed Magos Enginarium, emissary of the Latheic Archmagi, aggregate council of machine-shrine Tech-Priests. Important Skills Tech-Use: For emergency and long-term repairs, or exhorting machine spirits to greater efforts during void-battle. Chem-Use: Strange reagents are required throughout a voidship’s systems, and knowledge of these chemicals is vital. Common Lore (Machine Cult), Forbidden Lore (Adeptus Mechanicus): Servants of the Machine God must be salved and made calm by one who knows their ways, just like the machine spirits they serve. Benefits The Enginseer Prime gains a +10 bonus to the Emergency Repairs Extended Action (see Rogue Trader page 216).
Первый (или Премьер) Энжинсир или Техноповидец или Моторовидец или Двигавидец (как вам больше нравится или если лучше придумаете). Для Механикусов корабли это настоящие храмы технологий. Да и любое машинное отделение может похвастаться кучами сервиторов, адептов, исписанных техномолитвами стен и реальных храмов во славу Омниссии. И чтобы направлять все усилия технической команды в неустанном, а главное религиозно верном ключе и нужен Первый Энжинсир. В основном эту роль (что логично) должен выполнять Эксплоратор, но может быть и Миссионер и Войд мастер. Помощниками могут быть назначенные в Двигательный Магосы, послы Архимагов с Лаффе, совет смотрителей техно-святынь. Энжинсиру стоит иметь технические навыки для проведения экстренных и длительного ремонта, а также заставить машины работать на пределе. Энжинсир знающий толк в практической химии, сможет помочь в тех же ремонтных работах, так как многие машины используют в работе сложные химикаты. Энжинсир с общими и секретными знаниями Культа смог бы решить проблемы теми способами, о которых никто не может (а вообще и не должен) знать. Премьер получает +10 в Эмерженси Репеирс Экстендеде.
HIGH FACTOTUM The High Factotum is a maestro of the mechanisms of trade: negotiations, compacts, endless records, bribes, threats, and the filling and emptying of great-holds. Maintaining the crew at strength and obtaining needed supplies for the continuing operation of the void-ships is also the High Factotum’s concern. This is a realm in which corruption and honour walk hand in hand, and the path taken by Thrones is always twisted to private ends. The High Factotum has pledged to bring profit to the Lord-Captain’s venture, and will do whatever is necessary to keep both dock-scum and haughty, hidebound merchants in line. Career Preference This role is usually associated with the Seneschal Career, but may also be selected by characters with the Missionary Career. Examples of Immediate Subordinates Quartermasters, skilled negotiators and factors, officers of the common great-hold crew. Important Skills Barter: For less clear-cut trading operations, such as bolstering the crew through press-gangs or “recruiting” convicts from Imperial prisons. Commerce: Vital to succeed in matters of commerce and negotiation. Evaluate: Every trader lies, either to himself or to others. Establishing a true worth in any potential trade is of great importance. Benefits Once per game session, the High Factotum may take up to 300 Achievement Points gathered towards the completion of one Endeavour and apply them to the completion of another.
Верховный (или Главный) Фактотум или Посредник или Доверенный. Мастер в области торговли, переговорах, договорах, бухучете. Знающий где и как нужно умасливать или давить, а также где и чего не хватает и откуда это можно достать. Именно он отвечает за обеспечение корабля для плавания, а также за то чтобы предприятие принесло капитану прибыль. В таком месте можно заработать славу и уважение, а можно и деньги (и не обязательно честным путем). Разумеется главная ассоциация здесь с ролью Сенешаля, но эту роль может исполнять и Миссионер. Посредники-факторы, переговорщики и интенданты - основные помощники Фактотума. Фактотуму полезно иметь представление о правилах обмена, чтобы осуществлять торговые операции и договариваться о наборе. Фактотум может понимать и в коммерции, и также для торговой деятельности и переговоров. Фактотуму стоит обладать навыками в оценке, чтобы в нужный момент не продешевить и понять истинную ценность предметов в его и чужих руках. Фактотум может взять 300 Архивмент Поинтов из одного эндевора и перенаправить на другой, но раз за игровую сессию.
RANK THREE Those in the “third rank” aboard a starship are still command staff, usually those given specialised duties with unique skill-sets.
MASTER-AT-ARMS An Imperial void-ship can muster numerous small armies: security companies, boarding parties, the common crew armed with rusty blades and stub-guns, and often entire barracked regiments of mercenaries, Imperial Guard, or other steadfast troops. The Master-at-Arms is responsible for these militants and their commanders; it is his pledged duty to the Lord-Captain to ensure the loyalty of the void-ship’s forces, carefully guard the vessel’s security, maintain the armouries, ensure victory against boarders, and guide attacks upon the crew of enemy vessels or foes on hostile worlds. Career Preference This Role is usually associated with the Arch-Militant Career but may also be selected by a character with the Void-master Career. Examples of Immediate Subordinates Armoury crew, shipboard troop commanders, mercenary leaders. Important Skills Command: For leadership in battle, security operations, and boarding actions. Tech-Use: To make the best use of the vessel’s machine and servitor security systems to capture or eliminate intruders. Intimidate: A battle is doubly won when force of arms is not required for victory. Scholastic Lore (Tactica Imperialis): The Master-at-Arms must be learned in strategy and tactics. Benefits The Master-at-Arms gains a +10 bonus to the Prepare to Repel Boarders! Extended Action (see Rogue Trader page 218).
Главный Старшина корабельной охраны На любом корабле полно вооруженных людей, на некоторых команда это, по сути, маленькая армия или полк Гвардии. Охрана, абордажные команды, перевозимые роты наемников или тех же Гвардейцев, да даже последний матрос вооружен хоть чем-то. Но именно Старшина отвечание за координацию всех этих сил. Любому капитану важна преданность таких людей, чтобы обеспечить безопасность, свою и корабля, победы при абордаже и в боевых действиях на планетах. Основной ролью будет, конечно, Арх-милитант, но также это может выполнять Войд-мастер. Помощниками Старшины будут разнообразные интенданты, командиры подразделения, лидеры наемников. Старшине ну очень полезно уметь командовать, чтобы возглавлять боевые операции. Старшине стоит уметь разбираться в технике, чтобы наилучшим образом использовать разнообразные технические средства, вроде систем безопасности, боевых сервиторов. Старшине полезно уметь запугивать, чтобы заставить врага бросить оружие ещё до драки. Старшине нужны тактические и стратегические знания, чтобы превзойти вражеского командира в искусстве управления людьми.
MASTER HELMSMAN The Master Helmsman is responsible for safely piloting the vast vessel through the myriad threats of the void of space. A helmsman risen to be master of his profession must have a sixth sense for the dangers that can confound auspex and lead void-ships to ruin, and know how best to make use of his helm crew and their familiarity with a vessel’s character. The Master Helmsman must pilot not just the voids, but also the competing fiefdoms of enginarium, auspex, and bridge crew to ensure that every manoeuvre is accomplished to the Lord-Captain’s exacting standards. Career Preference This role is usually associated with the Void-master Career, but may also be selected by a character with the Explorator or Arch-Militant Career. Examples of Immediate Subordinates Helm crew, enginarium Tech-Priests, lesser auspex officers. Important Skills Pilot (Space Craft): Used for most manoeuvres and unexpected situations at the helm. Scholastic Lore (Astromancy), Common Lore (Koronus Expanse): Useful in deciphering the subtleties of partial void-maps, or anticipating hidden dangers left uncharted. Trade (Voidfarer): Understanding the common practices of void-crew is necessary for those who direct their toil. Benefits The Master Helmsman gains a +10 bonus to the Evasive Manoeuvres Action (see Rogue Trader page 215).
MASTER OF ORDNANCE The Master of Ordnance pledges to keep the void-ship’s weapons and fighting crew in the finest condition, and then directs them to destroy foes at the Lord-Captain’s order. He is responsible for the quality of gun-deck crews, the workings of the armoured munitions vaults deep within the vessel, and the operation of weapons in void-battle. If the vessel boasts torpedoes, fighter squadrons, or other more esoteric ordnance, then these crews and systems also fall under the Master’s purview. Career Preference This role is usually associated with the Arch-militant Career, but may also be selected by a character with the Void-master Career. Examples of Immediate Subordinates Assembled officers of each gun-deck, lance battery, and other ordnance system, munitions vault crew, commanding officer of small-craft squadrons. Important Skills Command: the varied battery and ordnance crews must fight as one, and the Master must lead them to do so. Scholastic Lore (Tactica Imperialis): To use a weapon well, its place in the broader battle must be clear. Trade (Voidfarer): Understanding the common practices of void-crew is necessary for those who direct their toil. Benefits When firing ship weapons while benefiting from the Lock on Target Extended Action, the Master of Ordinance adds an additional +5 bonus to the Ballistic Skill Test.
MASTER OF ETHERICS The Master of Etherics is responsible for the operation of the void-ship’s auspex and vox systems. Without auspex a vessel is blind, and without vox it is deaf and mute; the Master of Etherics stands at the Lord-Captain’s right hand, such is his worth, and to fail in his pledge is unthinkable. Dire regions beyond the Imperium are cloaked with the darkness of the unknown—the Master of Etherics must marshal his resources to overcome these hostile voids and light the path ahead with his vision. Career Preference This role is usually associated with the Void-master Career, but may also be selected by a character with the Arch-militant or Explorator Career. Examples of Immediate Subordinates Lesser auspex vault officers, lesser vox system officers, appointed Tech-Priest of Etherics. Important Skills Scrutiny, Tech-Use: Used in operating the ship’s auspex and vox systems. Trade (Voidfarer): Understanding the common practices of void-crew is necessary for those who direct their toil. Appropriate knowledge Skills may be used to identify specific Components of an opposing vessel. Benefits The Master of Etherics gains a +10 bonus to the Focused Augury Extended Action (see Rogue Trader page 217).
CHIEF CHIRURGEON The Chief Chirurgeon is master of the void-ship’s medicae wards and their staff: doctors of physiks, medicae, alchemists, and a horde of apprentices. Accidents, maladies, and agues of a thousand varieties afflict common voidfarers, and a crew unattended by medicae and physiks will soon enough lapse into illness, putting the safety of the vessel at risk. The Chief Chirurgeon pledges his talents to maintain the crew’s stalwart willingness to toil, and further to make of his wards and supply vaults a scourge upon disease, injury, and sicknesses of the mind. Career Preference This role is usually associated with the Missionary or Explorator Careers but may also be selected by a character with the Seneschal Career. Examples of Immediate Subordinates Biologis Tech-Adepts pledged to the medicae wards, lesser medicae and doctors of physiks, appointed Savant-Medicaes of the void-ship librarium. Important Skills Medicae: For all the practical duties of a Chirurgeon Chem-Use, Scholastic Lore (Chymistry): When preparing unusual drugs and anti-venoms, sometimes from base reagents Tech-Use, Trade (Technomat): When preparing augmetics for implantation or repairing existing augmetic implants Benefits The Chief Chirurgeon gains a +10 bonus to the Triage Extended Action (see Rogue Trader page 218).
MASTER OF WHISPERS Men and women are wilful creatures, given to secrets, deceit, disloyalty, and subterfuge. The Master of Whispers inhabits this realm; he seeks out and purge the crooked timbers and weak spars in the Rogue Trader’s crew. His agents hunt for the very same elements in rival Rogue Trader missions—but for the purpose of advantage and deception. Spies pledged to the Master of Whispers roam far beyond the void-ship’s bulkheads in search of precious knowledge, untended resources, and hidden weaknesses that can benefit the Lord-Captain’s mission. Career Preference This role is usually associated with the Seneschal Career but may also be selected by characters with the Missionary Career. Examples of Immediate Subordinates A array of capable agents, master savant of the void-ship librarium, trusted spies in the crew. Important Skills Inquiry: Investigate crew unrest or uncover vital information from other groups. Deceive: Keep the crew loyal and in high spirits, even if that means lies and corruption. Interrogation: For more direct means of learning secrets Scrutiny: To uncover what others wish to remain hidden. Benefits The Master of Whispers gains a +10 bonus to the Disinformation Extended Action (see Rogue Trader page 216).
CHOIR-MASTER TELEPATHICA The etheric voices of Astropaths resound throughout the Immaterium. When these voices are united by a single will, they combine into a psychic harmony capable of touching minds half a galaxy away. The Choir-master directs this harmony, and in turn directs the choir as a whole. Career Preferences Only characters with the Astropath Transcendent Career may select this Role. Examples of Immediate Subordinates Lesser Astropaths of the Choir, Choir support staff, Ritemasters of the Adeptus Astra Telepathica. Important Skills Psyniscience: The foundation of training from whence all an Astropath’s talents spring. Forbidden Lore (The Warp): The chaotic eddies of the Immaterium can hinder and enhance an Astropath’s powers. By understanding these eddies the Astropath can ensure a clear signal in the most turbulent Warp storms. Command: It is not enough for lesser Astropaths to respect the Choirmaster. He must command their minds if they are to focus their wills. Benefits The Choir-master Telepathica may increase the range of his Astropathic Signals by one step (see Table 6–5: Astropathic Signals in Rogue Trader).
WARP GUIDE Also sometimes known as the Navigator Primaris, the Warp Guide is wholly responsible for steering the vessel through the treacherous tides of the Empyrean, both the safer routes within Imperial borders, and the terrible, dark voids beyond. The Warp Guide’s burden is heavy indeed; he and he alone stands as a bulwark between thousands of faithful Imperial souls and the unbridled damnations of the warp. A single mistake and terrible daemons of the Empyreal spaces will consume the vessel and all aboard it, and that horrid death will be but a prelude to the eternal torment that follows. Career Preference Only characters with the Navigator Career may select this Role. Examples of Immediate Subordinates Lesser Navigators on board, trusted bodyguards and assassins, emissary of the Navigator House elders. Important Skills Navigation (Warp): Employed for travel within the terrible Empyrean. Trade (Astrographer): For recording the details of new warp routes. Scholastic Lore (Astromancy): Useful when deciphering the subtleties of partial void-maps. Forbidden Lore (The Warp): To anticipate or mitigate the worst upheavals in the Empyrean during warp travel. Benefits The Warp Guide gains a +5 bonus to the Navigation (Stellar) Skill for purposes of steering the ship through the Warp (see Rogue Trader page 183).
RANK FOUR This is the rank of ship’s officers who have the most day to day contact with the crew, and are often intimately familiar with the ship’s workings.
SHIP’S CONFESSOR The Ship’s Confessor is the uppermost hierarch of shrines and Clerics aboard the vessel, responsible for their scriptural purity and by extension the spiritual well-being of all aboard. The God-Emperor protects the righteous who abide by the holy laws of Ministorum and Imperium, and it is His will that keeps the warp at bay and guides weapons to strike true against foul xenos. The Ship’s Confessor pledges to uphold the faith and courage of the crew against all adversities, and so make the void-ship a true cathedral of the Imperial Creed, echoing with the prayers of the holy and blessed in the God-Emperor’s sight. Career Preference This role is usually associated with the Missionary Career but may also be selected by a character with the Explorator or Seneschal Career. Examples of Immediate Subordinates Lesser Clerics and Confessors of the vessel’s shrines, emissaries of major Ministorum cults in attendance, an unruly mob of zealots, penitents, and pilgrims. Important Skills Scholastic Lore (Imperial Creed): To ensure purity of faith and rightful ritual. Common Lore (Ecclesiarchy, Imperial Creed): To conduct worship in a way fitting to the habits of the faithful, such that they will be fulfilled and blessed in soul and mind. Charm, Intimidate: To soothe the dolorous and rain hellfire upon the faithless, in both cases to bring straying souls back to the path of righteous worship and steadfast toil. Benefits The Ship’s Confessor gains a +10 bonus to the Put your backs into it! Extended Action (see Rogue Trader page 218).
DRIVESMASTER A voideship’s enginearium is a sprawling complex filling many decks. Within this sepulchral facility countless ranks of enginseers work the rites that appease the machine spirits of the vessels roaring heart. Some among their number are schooled in special rituals that inspire the drive to greater efforts. The Drivesmaster is in charge of monitoring and maintaining the roaring plasma drives that form the heart of the ship. Though subservient to the Enginseer Prime, the Drivesmaster often maintains the plasma drives as his own fiefdom, where none but the Mechanicus and their servants are welcome. Career Preference This Role is open only to Explorators. Examples of Immediate Subordinates Enginseers of the Drive Temple, enginearium servitors, crewmembers who maintain the primary plasma conduits Important Skills Tech-Use: Without even the simplest of technoarcane rituals, the engine will not function. Forbidden Lore (Archeotech): Each voidship’s drive is an ancient relic, little understood in these dark times. Pilot (Space Craft): Without knowledge of what tasks a drive is meant to perform, an Drivesmaster cannot expect to guide its actions. Benefits The Drivesmaster gains a +10 bonus to the Flank Speed Extended Action (see Rogue Trader page 217).
OMNISSIANIC CONGREGATOR The machine spirit of a starship is a slow but fickle intelligence, demanding the veneration and respect of hundreds if it is to function properly. The Omnissianic Congregator guides the tech-priests and other crew versed in technoarcane ritual, in the maintenance rites and algorithmic prayers that appease spirit of the ship, conferring the blessings of the Omnissiah upon its operation. Career Preference This Role is open only to Explorators and characters with the Forge World Home World option. Examples of Immediate Subordinates Laymen Shipwrights, lexemechanics of the Central Cogitation Vault, keepers of the Altar Omnissiah. Important Skills Tech-Use: To understand the ways of sacred technology and the rituals that please the spirits of the machine. Forbidden Lore (Adeptus Mechanicus): Those who wish to receive the blessings of the ship’s machine spirit must be guided in the canticles of activation and the benedictions of efficiency. Trade (Technomat): Every ship’s component must be entreated in a different way, and the ship’s holy symmetry reinforced by constant rituals of maintenance. Benefits The Omnissianic Congregator gains a +10 bonus to the Aid the Machine Spirit Extended Action (see Rogue Trader page 216).
CHIEF BOSUN Voidfarers are often trained from birth in the tasks they will be expected to perform aboard ship, and this training does not end when a position is secured. To keep skills sharp, all crew are expected to participate in regular drills and practice sessions. A steady regimen of drills makes for an efficient crew. The Chief Bosun also serves as the enforcer of discipline aboard a vessel. Career Preference This Role is open to Arch-militants, Missionaries, Seneschals, and Void-masters. Examples of Immediate Subordinates Watch leaders, bonded shipwrights, armsmen commanders. Important Skills Command: A rating is expected to answer the call to drill as if the order came from the Lord-Captain himself. Intimidation: Fear inspires discipline, and loyalty. Trade (Shipwright): The Ship’s Bosun is expected to know all essential duties aboard ship, and must be ready to instruct the ignorant in how their tasks are to be done. Benefits The Ship’s Bosun provides a +5 bonus to the ship’s NPC Crew Rating, As long as the Chief Bosun is aboard, Command Tests involving the ship’s crew suffer no penalties for reduced Morale.
INFERNUS MASTER No shipboard danger is more devastating or frightening than fire, burning uncontrolled through a voidship’s corridors and decks. Even the smallest blaze can send a seasoned crew into a panic, trampling each other in the frenzy to escape through narrow corridors before the bulkhead is sealed in a vain attempt to keep the fire from spreading. During a conflagration, the Infernus Master is charged with keeping order and minimising the damage caused to equipment, personnel, and morale. The Infernus Master organises bucket chains, directs evacuations, and commands damage control crews brave enough to combat even the deadliest plasma flares. Career Preferences This Role may not be selected by characters with the Rogue Trader, Astropath Transcendent, Explorator, or Navigator careers. Examples of Immediate Subordinates Commanders of shipboard troops, aqueduct technicians, senior damage-control crew. Important Skills Command: Used when organising fire response teams. Intimidate: Often needed to browbeat reticent crew into facing down a blaze. Search: In order to spot fire hazards and assess the risks to fire control teams under the Infernus Master’s command. Benefits The Infernus Master gains a +20 bonus to all Command Tests made to combat shipboard fires.
TWISTCATCHER Those who dwell within the enclosed environment of a voidship’s hull risk constant exposure to radiation, both from the vessel’s mighty engines and the void itself. These harsh conditions mean an increased risk of mutation. It is a lamentable fact that even the most well-maintained vessels play host to sizeable mutant populations, hordes of the deformed unfortunates lurking in unused holds and seldom-serviced bilge decks. It is the duty of the Twistcatcher to keep his ship’s mutant population in check, and in times of dire need press these malformed wastrels into service for the good of the human crew. Career Preference The thankless task of twistcatching is most often left to Archmilitants and Missionaries, although anyone save the Rogue Trader can perform this role. Examples of Immediate Subordinates Press gang foreman, mutant informants, bilge workers. Important Skills Forbidden Lore (Mutants): To better identify mutants, locate warrens, and take precautions against their dangerous mutations. Secret Tongue (Underdecks): For gathering information from the lowest of the human crew, who often have some contact with the mutant population. Many mutants also speak this dialect, making it useful for interrogating mutant prisoners. Tracking: To apprehend those that flee. Benefits Immediately after Starship Combat, the Twistcatcher may raid the lower decks, replacing a portion of the dead crew with mutant slaves captured in the raid. If such a raid is undertaken, the ship regains 1D5 Crew Population but loses 1 Crew Morale.
MASTER OF THE VOX In the course of daily operations, an endless stream of vox traffic passes through a voidship’s command deck. These lines of communication are vital to the operation of a vessel and a Rogue Trader’s fleet, and it is the responsibility of the Master of The Vox to keep all channels of communication clear, and all vox-casters functioning at peak efficiency. Career Preference This Role is open to characters with the Astropath Transcendent, Seneschal, and Void-master careers. Examples of Immediate Subordinates Senior communications officers, officers of cryptography, vox-caster maintenance personnel. Important Skills Ciphers (Rogue Trader): Communications officers must be well versed in the parlance of the master’s fleet. Secret Tongue (Rogue Trader): Transmissions made for the benefit of the fleet must remain confidential. Trade (Cryptographer): The secret codes and ciphers that protect a fleet’s secrets must be forever improved and changed, lest eavesdroppers grasp their meaning. Benefits The Master of The Vox gains a +20 bonus to the Jam Communications Extended Action (see Rogue Trader page 218).
PURSER The operation of a Rogue Trader’s vessel and the execution of endeavours requires uncountable amounts of wealth to be shuffled between investments and expenses on a daily basis, and the risk of loss is great. Financial officers must be prepared to balance enough books to fill a librarium many times over. In an economic climate where the single stroke of an autoquill can mean the difference between tragic loss and phenomenal gain, the purser must be tireless and ever vigilant. However, the purser also has a second duty, to ration payment and rewards to the crew serving aboard his ship. This often means the purser is loved and hated in turn, based on how forthcoming a crew’s pay is. Career Preference This Role is only available to characters with the Seneschal Career. Examples of Immediate Subordinates Senior financial managers, chartered accountants, the Master of Pensions. Important Skills Barter: Only the best prices and the shrewdest deals can keep one’s ledgers in the black. Commerce: The Lord-purser must develop old investments while seeking out the new. Evaluate: Everything has its price, and a purser must be able to quote that price at a moment’s notice. Benefits When replenishing Morale by spending Achievement Points (Rogue Trader page 226), the Purser only has to spend 25 Achievement Points, and may always make a Routine (+20) Barter Test instead of a Charm Test. (This test is always Routine, no matter how many times Morale is replenished in this manner.)
CARTO-ARTIFEX The void and the warp contain dangers that often mean death for those who venture forth unprepared. The best way to survive such dangers is to avoid them entirely. To this end, a wise Lord-Captain consults his Carto-artifex before any voyage. This master of charts and hololithic maps is charged with finding safe routs and circumventing danger. The secrets of the void and the warp are laid bare before his vast knowledge of the tides and current of the immaterium. Career Preferences Seneschals, Navigators, Explorators, and other Explorers with a scholarly bent can serve in this Role. Examples of immediate Subordinates Navigator House archivists, keeper of the librarium, deep void auger operator. Important Skills Trade (Astrographer): A Carto-artifex is expected to interpret old maps and constantly revise new ones. Navigation (Stellar and Warp): When a safe course has been determined, it must be plotted and followed. Forbidden Lore (Navigators): The insular Houses often issue false maps to confuse enemies, and maintain secret routs for their own convenience. Benefits The Carto-artifex gains a +10% bonus to all Awareness and Perception Test made during Warp Navigation (see Rogue Trader page 183), and when detecting stellar phenomena (see Rogue Trader page 226).
SHIP’S STEWARD The vast stocks of food, water, and air upon which a crew depends must be carefully monitored and rationed, lest wanton consumption and theft lead to a crippling shortage. Someone must take charge of these resources, to see that they are used properly. To do less invites starvation, dehydration, and suffocation on a catastrophic scale. Career Preferences This Role is open to all Seneschals and Void-masters, as well as all characters with the Void Born Home World option. Examples of Immediate Subordinates Master of Stores, senior hydrologists, guildmaster of Atmospheric Reclamators. Important Skills Blather: Often the ship’s steward must stall for time, distracting the crew from a shortage just long enough to acquire new provisions. Survival: In the darkest of times, people must be fed from scavenged food, captured vermin, and less savoury victuals. Benefits The careful rationing imposed by the ship’s steward doubles the effective provisions of a craft, allowing it to function for up to a year before the crew suffers the consequences of long voyages (see Rogue Trader page 227).
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