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A PLAYERS AID TO BUILDING AND FIGHTING STARSHIPS

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CREDITS
Lead Developer
Ross Watson Sam Stewart

Managing RPG Developer


Michael Hurley

Written & Designed by Editing

Christian T. Petersen

Publisher

Leigh-Anne Reger

GAMES WORKSHOP
Licensing Manager
Owen Rees

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Graphic Design
Kevin Childress Matt Bradbury Clint Langley and Matt Bradbury

Cover Art

Licensing & Acquired Rights Manager


Erik Mogensen Alan Merrett Andy Jones

Interior Art

Intellectual Property Manager Head of Legal & Licensing

Art Direction
Zoe Robinson

Production Manager
Gabe Laulunen

FANTASY FLIGHT GAMES

Fantasy Flight Games 1975 West County Road B2 Roseville, MN 55113 USA

Copyright Game Workshop Limited 2009. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader, the foregoing marks respective logos, Rogue Trader, and all associated marks, logos, places, names, creatures, races and race insignia/ devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Rogue Trader game setting are either , , and/or Games Workshop Ltd 20002009, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.

Product Code: RTP5 For more information about the Rogue Trader line, free downloads, answers to rule queries, or just to pass on greetings, visit us online at

www.FantasyFlightGames.com

The Noble Art of Shipbuilding


The Guard tanks crush foes beneath their treads, the mighty Titans lay waste to worlds, but our voidships establish our ascendency over the very stars. Aspyce Chorda, against the pirate reavers of Iniquity In ROGUE TRADER, the partys starship is more than a mere means of transportation. It is intended to be an additional member of the party, with a design that is unique to its Rogue Trader and his crew. More than that, a starship also has its own quirks, idiosyncrasies, and personality traits. Sometimes these make sense, like the cruiser that bristles with martial pride and eagerly engages its foes. However, sometimes the strangest combinationsa skittish warship or a wrothful transport with a death cult in Hold 24 can make for the most interesting background stories and roleplaying opportunities. This supplement is intended to aid the players and GM in the starship creation process, by breaking it down into a stepby-step process. Charts detail the available choices at every

step, and page references are included to refer back to the core rulebook. However, creating the ship is really only the rst step. Once all the nuts and bolts are in place, the GM should sit down with his players and the entire group should determine their ships history. The easiest place to start devising its history is the result the group rolled on Table 82: Past Histories. Obviously, if a ship was wrested from a space hulk, or contains strange and exotic xenos technology, it will factor greatly into the ships story. However, other aspects of the starships construction can be just as important. For example, a starships Machine Spirit Oddity can prove an excellent story point. What adventures resulted in a frigate having a nose for trouble, and what travails did the stoic light cruiser have to endure? Beyond that, even a starships Components can provide story hooks, especially if those Components are xenostech or archeotech in origin. What dark deals did the ships former captain make to outt his vessel with a ghost eld, and could it be a source of trouble if the Inquisition suddenly takes an interest? A good background story helps bring a ship and its crew to life, and also provides the GM with any number of plot hooks and building blocks for further adventures. On the last page, this supplement has a cheat sheet for starship combat, for quick references in the heat of battle. Note: A copy of the ROGUE TRADER Core Rulebook is required to use this supplement.

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Starship Construction Summary


o begin constructing a ROGUE TRADER starship, follow these steps:

STEP 3: DEVELOPING PERSONALITY


Roll once on Table 81: Machine Spirit Oddities (ROGUE TRADER page 197) and once on Table 82: Past Histories (ROGUE TRADER page 198). Be sure to record each on the starship character sheet, and make note of the affects they will have during the starships construction, as well as the affects they will have on the end result.

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STEP 1: DETERMINE SHIP POINTS


Determine how many ship points are provided by the starships Warrant of Trade.

Table 12: Machine Spirit Oddities and Past Histories


Machine Spirit Roll Oddities A Nose for 1 Trouble Blasphemous 2 Tendencies 3 Martial Hubris 4 Rebellious 5 Stoic 6 Skittish 7 Wrothful 8 Resolute 9 Adventurous 10 Ancient and Wise Past Histories Reliquary of Mars Haunted Emissary of the Imperator Wolf in Sheeps Clothing Turbulent Past Death Cult Wrested from a Space Hulk Temperamental Warp Engine Finances in Arrears Xenophilous

STEP 2: SELECT STARSHIP HULL


Select one starship hull from the selections on pages 194 196 in the ROGUE TRADER Core Rulebook:

Table 11: Ship Hulls


Hull Jericho-class pilgrim vessel Vagabond-class merchant trader Hazeroth-class privateer Havoc-class merchant raider Sword-class frigate Tempest-class strike frigate Dauntless-class light cruiser Lunar-class cruiser Class Transport Transport Raider Raider Frigate Frigate 40 40 42 Space Provided SP 45 40 20 20 35 35 40 40 55 60

Light Cruiser 60 Cruiser 75

When selecting the hull, make sure it costs less Ship Points than the Explorers have available. To properly outt their vessel, the Explorers will likely need at least ve or more extra Ship Points after they have selected their Hull. Once the hull has been selected, take note of how much Space the hull provides for the starships Components.

STEP 4: SELECTING ESSENTIAL COMPONENTS


Choose one and only one Component from each of the categories. Make note of how much power is provided by the Plasma Drive. Then, note how much power the other Components use, how much space all the Components use, and how many Ship Points were spent on the Components.

POWER AND SPACE


When adding Components to a starship, the Explorers must be aware of their starships available power and space. Both are xed stats (power is provided by the Plasma Drive Component, while space is provided by the Hull Component). Most Components require a certain amount of both to operate. The total required power and required space of all Components should not exceed the available amounts (see the penalties for doing so in ROGUE TRADER page 191).

Table 1-3: Essential Components


Essential Components Drives Jovian Pattern Class 1 Drive Lathe Pattern Class 1 Drive Jovian Pattern Class 2 Drive Jovian Pattern Class 3 Drive Jovian Pattern Class 4 Drive Warp Engines Strelov 1 Warp Engine Strelov 2 Warp Engine Gellar Field Geller Field Warpsbane Hull Void Shields Single Void Shield Array Multiple Void Shield Array Ships Bridge Combat Bridge Command Bridge Commerce Bridge Armoured Command Bridge Ship Masters Bridge Life Sustainers M1.r Life Sustainer M1.r Life Sustainer Vitae Pattern Life Sustainer Vitae Pattern Life Sustainer Crew Quarters Pressed-crew Quarters Pressed-crew Quarters Voidsmen Quarters Voidsmen Quarters Auger Arrays M100 Auger Array M201.b Auger Array R50 Auspex Multi-band Deep Void Auger Array Appropriate Hull Types Transports Transports Raiders, Frigates Light Cruisers Cruisers Transports, Raiders, Frigates Light Cruisers, Cruisers All Ships All Ships All Ships Cruisers Transports, Raiders, Frigates Light Cruisers, Cruisers Raiders, Frigates Light Cruisers, Cruisers Transports Raiders, Frigates Light Cruisers, Cruisers Cruisers Transports, Raiders, Frigates Light Cruisers, Cruisers Transports, Raiders, Frigates Light Cruisers, Cruisers Transports, Raiders, Frigates Light Cruisers, Cruisers Transports, Raiders, Frigates Light Cruisers, Cruisers All Ships All Ships All Ships All Ships Power 35 Generated 40 Generated 45 Generated 60 Generated 75 Generated 10 12 1 1 5 7 1 2 2 3 1 2 3 4 3 4 4 5 1 2 1 2 3 5 4 7 Space 8 12 10 12 14 10 12 0 0 1 2 1 2 1 2 1 2 2 3 1 2 2 3 2 3 3 4 0 0 0 0 SP +1 +2 +1 +1 +1

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STEP 5: SELECTING SUPPLEMENTAL COMPONENTS


Choose any number of Supplemental Components to nish constructing the starship. Each Supplemental Component costs a certain amount of Ship Points, and players should make sure they do not spend more Ship Points than they have available.

Once Components are selected, tally their required power and space, add that to the required power and space of the Essential Components, and make sure the total is less than or equal to the starships available power and space. Lastly, redeem any remaining Ship Points for Prot Factor.

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Table 1-4: Supplemental Components


Supplemental Components Macrobatteries Thunderstrike Macrocannons Mars Pattern Macrocannons Mars Pattern Macrocannon Broadside Sunsear Laser Battery Ryza Pattern Plasma Battery Lances Starbreaker Lance Weapon Titanforge Lance Weapon Titanforge Lance Battery Cargo and Passenger Quarters Cargo Hold and Lighter Bay Compartmentalized Cargo Hold Main Cargo Hold Luxury Passenger Quarters Barracks Augments and Enhancements Augmented Retro-thrusters Augmented Retro-thrusters Augmented Retro-thrusters Reinforced Interior Bulkheads Reinforced Interior Bulkheads Armour Plating* Armoured Prow* Tenebro-Maze* Appropriate Hull Types All Ships All Ships Light Cruisers, Cruisers All Ships All Ships All Ships All Ships All Ships Raiders, Frigates, Light Cruisers, Cruisers Raiders, Frigates, Light Cruisers, Cruisers Transports All Ships All Ships Raiders, Frigates Transports, Light Cruisers Cruisers Transports, Raiders, Frigates Light Cruisers, Cruisers Transports, Raiders, Frigates Light Cruisers, Cruisers Cruisers Transports, Raiders, Frigates Light Cruisers, Cruisers Power 2 4 4 6 8 6 9 13 1 2 2 2 2 3 4 5 0 0 0 0 0 1 2 1 1 2 3 1 1 1 0 1 Space 2 2 5 4 4 4 4 6 2 5 4 1 4 0 0 0 2 3 1 2 4 2 3 4 1 3 4 1 1 1 1 1 SP 1 1 1 1 2 2 2 2 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 1 2 2 1 1 1 1 2

Additional Facilities Extended Supply Vaults All Ships Crew Reclamation Facility All Ships Munitorium Transports, Raiders, Frigates Munitorium Light Cruisers, Cruisers Temple-shrine to the God Emperor All Ships Librarium Vault All Ships Trophy Room All Ships Observation Dome All Ships Murder-Servitors All Ships *This component may not be selected more than once per vessel.

COMBAT SEQUENCE
All starships in the combat roll Initiative, rolling 1d10 and adding their ships Detection Bonus. The starship with the highest Initiative result goes rst, then the next highest Initiative order, and so forth. During a starships turn, the crew must make one Manoeuvre Action and one Shooting Action. Any Explorers not participating in either action may make one Extended Action. Play then passes to the next starship in the combat. Once all ships have taken a Strategic Turn, the next Strategic Round of Space Combat begins.

EXTENDED ACTIONS
Any crewmember who did not make a Manoeuvre Action or Shooting Action can take an Extended Action at any point during their ships turn: Active Augury: Scans for hidden enemies. Aid the Machine Spirit: Temporarily boosts the vessels attributes. Disinformation: Calculated lies encourage the crew to ght harder. Emergency Repairs: Quickly repair damaged parts of the ship. Flank Speed: Overpowers the ships engines, sometimes with dangerous consequences. Focused Augury: Scan a particular vessel to learn its secrets. Hail the Enemy: Contact an enemy vessel to intimidate, mock, or make deals. Hit and Run: Send raiding parties to an enemy vessel to cripple it. Hold Fast!: Inspire the crew to reduce their lost Morale. Jam Communications: Stop an enemy ship from using long range communications. Lock on Target: Use scanners to improve the accuracy of weapons. Prepare to Repel Boarders!: Rally the crew to ght against impending enemy boarding actions. Put your Backs into It!: Inspire (or terrify) the crew to work harder. Triage: Reduce the number of dead crew from combat.

MANOEUVRING
A starships basic Manoeuvre Action is when it moves forward a number of Void Units equal to its Speed Value. It then may turn up to 90 degrees if the ship is a transport, raider, or frigate, or 45 degrees if the ship is a light cruiser or larger. The ship may modify this Manoeuvre Action by performing one of the following Manoeuvres, each of which requires a Pilot (Space Craft) + Manoeuvrability Test: Adjust Bearing: Test to allow the ship to turn sooner. Adjust Speed: Test to allow the ship to speed up or slow down. Adjust Speed and Bearing: Test to speed up or slow down while turning sooner. Come to New Heading: Test to turn twice. Disengage: Test against other starships Detection ability to ee from battle. Evasive Manoeuvres: Test to make the starship harder to hit.

SHOOTING
During a starships Shooting Action, one crewmember may direct the ring of all of the starships Weapon Components. To re the weapon, the crewmember tests Ballistic Skill. Each Weapon Component can re in a direction indicated by its ring arc (see ROGUE TRADER page 219). Prow: Fore on ships smaller than light cruisers. Fore, port, and starboard on ships light cruiser size and larger. Dorsal: Fore, port and starboard. Port: Port side only.
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Starship Combat Summary

tarship combat is conducted over a series of rounds, with each starship taking one turn during that round. In space combat, the rounds are referred to as Strategic Rounds, and the turns are referred to as Strategic Turns.

Starboard: Starboard side only. Keel: All directions. Each Weapon Component may be red at a target at half the weapons range or less at a +10 bonus, at a target no further than the weapons range at no bonus or penalty, or at a target up to twice the weapons range at a 10 penalty. Macrobatteries score one additional hit for every degree of success on the hit roll. Lances score one additional hit for every three degrees of success on the hit roll. Reduce the number of hits a starship suffers each turn by the number of void shields. Then, roll damage for the remaining hits. Add all macrobattery hits together and subtract the starships armour from the result. The remaining value is how much damage the starship suffers to its hull integrity. The damage rolled for lances is applied directly to the starships hull integrity without subtracting armour.

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