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THE STATIONENDEAVOUR

The Initial Investment


Purchasing, rebuilding, or even capturing a Space Station is a costly exercise. Stations
are expensive constructions that require multiple tugs to transport, and even then few
can be transported through the warp without vast amounts of complication. It requires
solid logistics, trade and vast wealth to be effective, but the rewards are incredible. It is
important to note that stations are categorically cheaper endeavours than Colonies, but
as a result also have much smaller returns due to their restricted size and reliance on
trade.

To found a Station, or pay for the costs of restoring one – an initial investment must be
made by Explorers. Unless an Explorer can find someone else to pay for the costs, the
station will require an initial investment. The effects of this can be mitigated by including
the founding of a station as an endeavour, raising the materials and funding to attend to
the construction, capture or restoration of the huge construction. In order to understand
how much the initial investment in a station costs, consult the following table, adding a
value to the initial cost of the station, which is its SP/10 Rounded up.

Station Investment
Costs

Station Function Creation Cost

Observation Outpost Station Cost + 1

Trade Post Station Cost + 2

Research Mission Station Cost + 3

Mining and Industry Station Cost + 4

Naval Defence Station Station Cost + 5

Modifiers

Restored Derelict Station Halve the Station Cost

Captured Station Remove the Station Cost.


Station Contracts
If players were to work with an Imperial organisation to found their station, or any
powerful individual. They may enter into complex negotiations with them as part of their
Endeavour. With this, the Explorers need only pay half of the determined cost of the
station. However they only receive quarter of the returned profit factor, rounded up. This
represents the backers portion of returns and the debts incurred. At any time during the
station’s lifetime the Explorers may negotiate the terms of their arrangement to be more
favourable. This is at the very least, this is a Hard (-20) Commerce Check. Explorers
may buy their way out of a contract at any time, this requires a further investment of
what was originally paid by the backer, or the Explorers may plunder the vaults of the
station and flee, but this will come with the expected complications of piracy and fraud.

Foundation
Once the necessary funds have been put together by the Explorers and any backers, it
comes time to found the Station. This is a minimum of a Grand Endeavour, worth 1000
achievement points. For every 200 achievement points over this, the Explorers can
increase one Station characteristic by one, excluding size. Firstly the players and
Games Master must work together to determine the purpose and goals of their station,
and draft the Station Charter. Secondly they must procure the appropriate resources,
such as paying bribes, capturing the station or clearing out local space. This is the most
intensive portion of the Station Endeavour. Finally, with the station under their control
purged of threats or freshly tugged out the Dockyards. Players must actually complete
their new bastion in the Void, establishing trade routes, tugging it to position and
embarking the new Voidspeople that will fill its armoured halls!

Drafting the Charter

A station charter is much the same as a trade charter or colonial charter, it is a legal
document typically signed by a branch of the Adeptus Terra or local power groups that
grant the Station its right to exist. It states the intention of the station, the relationship
with its backers and leadership, and the structure and organisation of its governing
body, as well as their responsibilities. It is at this point that the appropriate amount of PF
is deducted from the Explorers. From this step, the game master can determine the
future aims and objectives for the Station and the Endeavour to construct it.

Acquiring Supplies

Now that the objectives are clear for players, they can go about putting them into action.
Gathering construction crews, mustering armies, hiring Dockyards, gathering resources,
paying bribes and clearing star systems of pirates or Xenos that might endanger the
system. This stage also includes the drafting of a trade charter to ensure supplies will
constantly pass to and from the station. This may be done as establishing a trade route,
or an entire endeavour of its own as Explorers construct their own trade charter
between loyal worlds and their new station, using ships of their own fleet. This can be
treated as a background Endeavour if players have the necessary items. With the sheer
volume of spending performed during this phase, Explorers will always attract unwanted
attention, GM’s may roll for this or expand on fitting dangers that might harry the
following objective. During this phase, the Explorers receive 10 times the Station cost in
a bonus to their PF, this is lost once the Endeavour is completed.

Founding the Station

The wall breaks, the war begins, or Players begin to oversee repairs and construction. It
is during this phase that they capture the station, clear it of taint and oversee repairs or
manage the construction of the new station in vast orbital docks, as well as tugging the
station to the correct location. When this is complete, the station is Founded at Size 1.
From then on it adds its Profit Factor Value to the Explorers PF. It is important to mark
down how much of their PF is tied to the Station, as should players permanently expend
PF they have to choose between this or their Existing PF. Selling off assets or parts of
the Station to fund lucrative deals. If they expend all of this PF, the Station ceases to be
theirs.

Station
Size

Size Profit Factor Value Description

0 0 Derelict Station

1 1 Skeleton Crew

2 2 Outpost

3 4 Void Base

4 5 Space Station

5 7 Trade City
STATION WEAPONS
Weapon
Component
s

Hull Crit
Powe Spac S Strengt Damag Rang
Component Type Ratin
r e P h e e
s g

Capilene
Pattern
Particle- All 14 8 5 2 1d10+4 3 8
Agitator
Battery

Jovian
Pattern
All 4 10 5 8 1d10 6 3
Lithobolos
Launchers

Lathe Pattern
All 4 4 3 1 2d10+2 2 8
Grav-Ballista

Saturnite
Pattern All 4 8 4 5 1d10+2 4 6
Macrogattler

Station
Defence All 2 4 2 +2 – – –
Wing

Lances

Landing Bays

Macrobatteries

Macrobatteries
Saturnite Pattern Macrogattler
This archaic pattern of turret is a rarity in the Imperium, too large and unwieldy to be
mounted on a starcraft, this huge turret fills the position of an entire broadside with a
vast and complex mechanical loading system that spits death into the void with such
force and speed that the reverberations from its fire has been known to shake the
weapon apart when compromised.
Battle Turret: This component can only be mounted on the Keel or Dorsal slots of a
Station.
Strained but Sturdy: If damaged, this weapon can still fire. Roll a 1d10 each time it is
fired this way, on a 1 the weapon fires, before counting as destroyed as the damages
compromise its superstructure. Any other result allows it to fire normally.

Jovian Pattern Lithobolos Launchers


Adopting a method approved of greatly by Imperial Surface generals, the Lithobolos
installation coats a flank of a station with row after row of immense missile sockets.
These are fired in rapid succession, and launch a devastating barrage into the void,
easily overwhelming some of the largest vessels with the mass of explosives.
Manual Loading: This component can only be fired every other turn as time is taken to
reload the immense stockpile of missiles.
Deviant Firing Solutions: Optionally, this weapon can be fired every turn if the
Stationmaster elects to stagger reloading across the gun decks. This reduces the
strength of the weapon to 4.

Lathe Pattern Grav-Ballista


Adopted from the Grav-Culverin designs of Het, the Grav-Ballista fires a single
customised shell at incredible velocities, not dissimilar to a scaled down Nova Cannon.
While lacking the power to do much damage to the integrity of a vessel, the penetrative
power of the shell makes it a force to be reckoned with, starting fires, holing decks, and
causing other incredible internal damages on every strike.
Overcharged Launch Capacitors: If this weapon is fired every other turn, it
automatically inflicts critical damage on a hit. The Grav-tunnel used to fling each shell
being overcharged to a deadly extreme.

Lances
Capilene Pattern Particle-Agitator Battery
These huge Lance weapons are surrounded by bundle after bundle of exposed cabling.
Drawing on huge power charges to enable it to pour out devastating amounts of
firepower. Tales surround these huge and ugly looking weapons batteries of a single
salvo cleaving Escorts in half, decapitating cruisers and inflicting other horrifying
volumes of damage.
Lance: This weapon ignores the armour of a starship when resolving damage.
Unstable Agitators: Should this weapon be damaged, it automatically starts a fire in
itself, this can spread to other components same as any fire.

Landing Bays
Station Defence Wing
By providing dedicated training, the effectiveness of the Spacedock crews is increased
massively, with expansions made to the huge ranks of open decking to allow for
multitudes of craft to be brought in and out during a combat situation in order to protect
the vessel.
Structural Compromise: Installing this reduces the Hull Integrity of the station by 4.
Expanded Defences: This is a component that can only be taken once, and is an
upgrade applied to the Spacedock Pier’s Landing Bays aboard every station.
SUPPLEMENTALSTATION COMPONENTS
Supplemental Components

Component Hull Types Power Space SP

Auger Arrays

M-400 Augery Beacons All 3 – 1

M-441 Augery Beacons All 5 – 1

W-66.b Fleet Scanners Starfort 7 2 –

AU-5 Interplanetary Augery Space Station 10 – 3

Crew Compartments

Chrysalis Pattern Crew Defence Stations Space Station 2 3 2

– Starfort 3 5 3

Civitas Conscription Outposts Space Station 2 2 1

Gothic Pattern Naval Fortifications Starfort 3 6 3

Cargo and Passenger Compartments

Mass Cargo Hold Space Station 3 12 1

Personal Lodgings Space Station 1 1 2

– Starfort 2 2 3

Additional Components
Plasma Genatorium Relay All 10 Generated 4 2

Vox-Comms Relay All 2 1 1

Trade Customs Tower All 1 1 1

Astropathic Chambers All 1 1 1

Adeptus Astra Telepathica Relay All 2 2 2

Naval Defence Garrison All 2 4 3

Arbites Precinct All 1 2 4

Astra Militarum Terminal All 4 8 4

Fealty Trappings All 0 1 2

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Auger Arrays
M-400 Augery Beacons
The standard Imperial station beacon array, ensuring the station can keep track of
vessels in its local space.
External: This Component does not require hull space. Although it is external, it can
only be destroyed or damaged by a Critical Hit.
Station Beacons: Without a changing environment, these augers are much more
sensitive to change. +10 to detecting ships on Silent Running.

M-441 Augery Beacons


With greater capacitor storage, the M-441 Augery Beacons can be overpowered for
more powerful scans of local space.
External: This Component does not require hull space. Although it is external, it can
only be destroyed or damaged by a Critical Hit.
Station Beacons: Without a changing environment, these augers are much more
sensitive to change. +10 to detecting ships on Silent Running.
Boosted Gain: The increased power draw provides a +5 to detection.

W-66.b Fleet Scanners


Keeping careful tabs on ships with powerful vox links and rapid autocogitation and route
mapping ensures this station scanning array can support the ships it works in tandem
with.
External: This Component does not require hull space. Although it is external, it can
only be destroyed or damaged by a Critical Hit.
Station Beacons: Without a changing environment, these augers are much more
sensitive to change. +10 to detecting ships on Silent Running.
Boosted Gain: The increased power draw provides a +10 to detection.
Fleet Coordination: So long as communications from this vessel are not jammed,
‘Lock on Target’ bonuses apply to all allied vessels in the fleet.

AU-5 Interplanetary Augery


Intended to guard entire star systems, these vast arrays of sonar beacons and long-
range pict-scopes allow the station to watch for minute changes in its home system.
External: This Component does not require hull space. Although it is external, it can
only be destroyed or damaged by a Critical Hit.
Sensetive Beacons: Without a changing environment, these augers are much more
sensitive to change. +20 to detecting ships on Silent Running.
Interplanetary Augery: Increase the standard augery range of this vessel to 50 VU.
Stellar Detection: Any long-range scans performed by this vessel gain a +20.

Crew Compartments
Stations are far too large and long term to have the same bunking for
crew as starships. As a result, Station crew compartments are treated as
the housing and equipment for armsmen that defend the station during
battles.
Chrysalis Pattern Crew Defence Stations
In order to combat any attempts to breach the vast bulwarks of a Space station, the
Chrysalis Void Fortresses of the Gothic Sector developed a method of choke points and
key defence stations apart from the largess of the ship to hinder invaders.
Armed to the teeth. When suffering a hit and run or boarding action, the vessel treats
its turret rating as one higher. With the enhanced communication systems between
these redoubts, the vessel also gains +10 on all command checks to resist boarding
actions or hit and run actions.
Broken Passages: The effects of these guarded bulwarks break up the common
crewman’s path, and as a result this component reduces Order by 1.

Civitas Conscription Outposts


To focus on comfortable living for the common crew, these locked armouries are
activated during emergencies to provide weaponry to the masses. While producing
large quantities of armed troops, poor training harms the danger posed by the common
man.
Emergency Defences: With little structure and training, all command checks to resist
boarding and hit and run actions are taken at a -15.
Weapons Control: The lack of defences and intimidating armsmen keeps the crew
happy, this component improves Complacency by 1.

Gothic Pattern Naval Decks


The naval fortifications that any Imperial station of war would be fitted with, rows of
crenellations, murder holes and more make boarding this station a daunting task.
Armed to the teeth. When suffering a hit and run or boarding action, the vessel treats
its turret rating as one higher. With the enhanced communication systems between
these redoubts, the vessel also gains +10 on all command checks to resist boarding
actions or hit and run actions.
Take up arms: This vessel doubles the size of its Pike Crew garrisons.
Built for War: Order on this vessel is increased by 1, however morale is permanently
reduced by 4.

Cargo and Passenger Compartments


Mass Cargo Hold
This immense cargo bay is designed to safely store the huge volume of material
regularly traded and passed through Space stations.
Titanic Storage: This component can store 20 Megatonne units of material. (When
using
Traders Paradise: When used as a stop on a trade route Endeavour, this component
grants 100 extra achievement points.

Personal Lodgings
Grand rooms, decorated with personal victories and sitting over vast vaults containing
just a fraction of that immense wealth. The perfect home away from home for the
Enterprising Explorer.
Dignified Housing: Any social interactions performed by Explorers in their Lodgings
gain +10.
Personal Vaults: If specified by the Explorers, the bi-monthly produce of the Station
can automatically increase PF by 1 without requiring the presence of the Explorers.
A Watchful Eye: This component increases Order by 1.

Additional Components
Plasma Genatorium Relay
These powerful transfer coils and auxiliary plasma tanks provide additional power to the
main genatorium, boosting its output across the station.
Unprotected Plasma Tanks: Players should keep a track of what components are
powered by these Auxiliary coils. Should this component be damaged, those
components lose power.

Vox-Comms Relay
Immense reflector plates and high intensity broadcast towers allow this station to
become a humming interplanetary communications relay. Directing vox traffic through
hundreds of encrypted channels.
High Intensity Broadcast: Any allied vessel that can communicate with the station
extends its Vox-range to the entire system for the purposes of contact and jamming.
Logis-Encryption: Attempts to Jam communications for this vessel are at a (-30)

Trade Customs Tower


There are few stations in the Imperium that do not trade with the myriad spacecraft that
drift through the void. However, with the strictures of Imperial law, special effort must be
made to restrict what passes through the halls of a loyal Imperial construction. Immense
towers and complex cargo analysis does its best to uncover any attempts to smuggle
illegal material into the station, though some still slips through loyal hands.
Careful Inventory: Attempts made to search a cargo for illicit substances or any
particular item are granted a +20.
Controlled Trade: Attempts to procure illegal items on the station are performed at a
rarity two steps higher. Unless the individual controls the trade tower, where the
stockpiles of confiscated goods provide a +10 on checks, provided they don’t get caught
pilfering confiscated items!

Astropathic Chambers
These tailored chambers surround a central broadcast chamber, allowing an Astropath
transcendent to draw upon the strength of his brothers to empower his Psychic
broadcasts.
Stocked with the Damned: The effective psy rating boost of this relay is dependant on
the players ability to requisition Astropaths. They are treated as Extremely Rare, and up
to 6 may be housed in the facility, each one providing a +1 to its collective bonus, up to
a Psy Rating of 5.

Adeptus Astra Telepathica Relay


These black-halled fortresses of solitude are given over to complex Astropathic relays.
Each construction is unique, and its methods of inducing contemplation range from the
bizarre to the horrifying. However, the tortured souls housed within its halls give their
minds to collecting and broadcasting the whispers of the Immaterium into the void.
Stocked with the Damned: The effective psy rating boost of this relay is dependant on
the players ability to requisition Astropaths. They are treated as Extremely Rare, and up
to 6 may be housed in the facility, each one providing a +1 to its collective bonus, up to
a Psy Rating of 5.
Astropathic Relay: Any astropath within range of the Astropathic Relay may use the
vast power of his brethren to further enhance his psychic broadcasts. Should an
astropath use the relay, the Psy bonus of the relay is added to his own psy rating for
broadcast.
The voices in the Void: This component doubles as an Astropathic Chambers for
astropaths on the station.

Naval Defence Garrison


Stocked with warriors trained for the sole purpose of defending the station in a crisis,
the Garrison makes any attempt to board the vessel a dangerous undertaking.
Hardened Warriors: All command checks made during a boarding or hit and run action
are at a +10.
Deadly Voidsmen: All pike crews on the station do an extra 1d10 damage during
boarding combat.

Arbites Precinct
The steel arm of Imperial law, the presence of the Adeptus Arbites is enough to quell
the squirming populace. As well as stocking the halls with their Deadliest warriors
should the enemies of the Imperium threaten this bastion of law.
Law and Order Order on the station is increased by 2.
The Book of Judges: Any criminal Endeavours involving the station require an
additional 250 achievement points.
Pax Imperalis: All pike crews on the station do an extra 1d10 damage during boarding
combat.

Astra Militarum Terminal


Immense open ranges, simulated battlefields and vast supplies of training servitors fill
the expansive halls of this Terminal, surrounded by room after room of Barracks, and
huge armouries, stocked with weapons and vehicles. With space for a small army, this
component provides a perfect mustering ground for an Explorer’s forces.
Vast Swathes of Men: This component counts as a Barracks, able to contain up to
50000 infantry. By converting bunking to garages, appropriate numbers of vehicles can
be held in this space.
An army in Waiting: Should anyone make the mistake as to board this station,
defending crews inflict 4d10 damage during combat, rather than 2d10 as per normal for
boarding.

Fealty Trappings
Although the decorations of loyalty and huge statues of heroic victories do little to
improve the life of the common crewman, they are a constant reminder as to the
worthiness of the Stationmaster. Inspiring confidence within the crews to know that such
an individual backs them.
A Lauded Hero: This component increases Piety by 1.
ESSENTIAL STATIONCOMPONENTS
Essential Components

Component Hull Types Power Space SP

Genatoriums

Space Generates 60
Oronzio HE 74 Class Plasma Genatorium 12 –
Station Power

Synford HE M1 Class “Plascrete” Plasma Space Generates 54


18 +1
Genatorium Station Power

Space Generates 65
Oronzio HE 88 Class Plasma Genatorium 15 –
Station Power

Synford HE A9 Class “Sunbeam” Plasma Space Generates 76


13 +1
Genatorium Station Power

Generates 80
Oronzio HE 00 Class Plasma Genatorium Starfort 22 –
Power

Warp Engines

Ulthanx SF.112 Warp Drive Starfort 12 14 +2

Gellar Fields

Lian-pattern “Bubble” Gellar Field Starfort 4 – –

Void Shields

Space
Station Void Shield 4 2 –
Station

Voss Pattern Multiple Shield Array All 8 3 –

Ramilies Pattern Void Shield Fortress Starfort 12 4 –

Ship’s Bridge

Station-master’s Bridge All 4 2 –

Battlefleet Command Bridge Starfort 5 5 –


Life Support

Space
Eden Pattern Hydroponics Life Sustainer 4 8 –
Station

Space
Deep Void Pattern Station Life Support 4 4 –
Station

– Starfort 6 6 –

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Plasma Genatoriums
Oronzio HE 74 Class Plasma Genatorium
The STC Pattern of Plasma Genatorium for Orbital constructions, this class is primarily
designed for small installations such as weapons platforms or small stations.

Synford HE M1 Class “Plascrete” Plasma Genatorium


This development of the standard STC Genatorium was produced by the Forge World
of Synford, generally appreciated by deep void stations, the Plascrete Genatorium has
uncanny resilience in its installation and oversized armour plating as well as well
armoured power couplings and scattered back up genatoriums make the power hard to
put offline, but restrictive of space.
Hardened Couplings: Should any component on a vessel this device is installed on
become unpowered, roll 1d10. On a 3 or lower the component remains powered.
Intensive Failsafes: Should the vessel suffer a ‘Plasma Drive Detonation’ Critical hit,
roll 1d10, on a 2 or lower the vessel is only hulked instead.

Oronzio HE 88 Class Plasma Genatorium


The STC Pattern of Plasma Genatorium for Orbital constructions, this class is primarily
designed for the standard Imperial Space Station and its power requirements.

Synford HE A9 Class “Sunbeam” Plasma Genatorium


The “Sunbeam” Pattern of Plasma Genatorium developed by Synford is designed for
smaller stations or installations mounting numerous Lance batteries for defence. Its
incredible power output is harmed by the fragility of the design. Every inch of its space
given over to the generator, few security measures or defences are built into the
Genatorium.
Fragile: If the vessel suffers a critical hit to its power systems, the die roll for severity is
always a 10.

Oronzio HE 00 Class Plasma Genatorium


The STC Pattern of Plasma Genatorium for Orbital constructions, this class is the basis
for all other Oronzio pattern Plasma Genatoriums, specifically developed to cope with
the incredible power needs of the Ramilies Class Starfort.
Warp Engines
Ulthanx SF.112 Warp Drive
Designed by the Artisan Lain Ramilies, the Ulthanx Warp Drive is named after the world
on which it was discovered, an archaic Engine STC that allows the immense Ramilies
Class Starfort to be transported through the Warp. A slow and arduous process, it
allows the Ramilies to keep pace with Imperial Battlefleets, often helping shave decades
off engagments.
Improper Usage: No space station is designed to traverse the Warp, save for odd
miracles of Imperial Engineering. Double all Warp Travel Times while using this Engine.
Ponderous Bait: Due to the immense target the Ramilies becomes in the Warp, reroll
any results of ‘All Clear’ during Warp Travel, taking the second result.
By Sheer Will: Without Plasma Drives, the Ramilies Warp Engine allows for minute
corrections in flight. When attempting to evade physical Warp encounters, the Ramilies
is treated as having Manoeuvrability (-20).

Gellar Fields
Lian-pattern “Bubble” Gellar Field
These immense gellar field STCs were discovered by Lian Ramilies on the planet of
Ulthanx, these titanic energy barriers must content with the worst that the Immaterium
can draw to the Ramilies, as a result they inflict massive strain on the Genatoriums of
the vessel when in use.
Activation Rituals: If a vessel with this field attempts to perform an emergency
translation into the warp, it is treated as having its gellar fields down.
Unstable Capacitors: Should the Bubble field suffer any critical damage, such as
losing power, fire or depressurisation – it is instantly counted as damaged and must be
repaired before it can be activated once more.

Void Shields
Station Void Shield Array
The standard STC Void Shield Pattern for immobile constructs. This device counts as
one void shield.
Low Velocity Refraction: Stations are subject to more frequent barrages of space
debris, especially within asteroid fields. As a result, their void shields are designed to
stop lower velocity threats as well as high velocity weaponry. The station treats its
Turret rating as one higher whenever the Void Shield is active. Any ships ramming the
station suffer an additional 1d10 damage from these powerful energy fields.

Voss Pattern Multiple Shield Array


A multiple shield array for stations that regularly face incoming assaults, the Voss
Pattern station shield was the precursor to the later ‘Glimmer’ pattern of Void Shields
the planet produces. This component counts as two void shields.
Low Velocity Refraction: Stations are subject to more frequent barrages of space
debris, especially within asteroid fields. As a result, their void shields are designed to
stop lower velocity threats as well as high velocity weaponry. The station treats its
Turret rating as one higher whenever the Void Shield is active. Any ships ramming the
station suffer an additional 1d10 damage from these powerful energy fields.

Ramilies Pattern Void Shield Fortress


This incredibly powerful shield array is only fit to be mounted on the largest of Imperial
Starforts. This component produces three void shields.
Low Velocity Refraction: Stations are subject to more frequent barrages of space
debris, especially within asteroid fields. As a result, their void shields are designed to
stop lower velocity threats as well as high velocity weaponry. The station treats its
Turret rating as one higher whenever the Void Shield is active. Any ships ramming the
station suffer an additional 1d10 damage from these powerful energy fields.

Ship’s Bridge
Station-master’s Bridge
The bridge of a space station is equipped to supervise fast repairs of its hull, protecting
its inhabitants.
Damage Control Station: As long as the bridge remains undamaged, all Tech-Use
Tests to repair the station gain +10.

Battlefleet Command Bridge


The bridge of a Starfort is designed to command not just a single vessel, but to oversee
the glory of a fleet of vessels. Enhanced vox systems, autocogitating holopict projectors,
and trophies of past victories consume the space available.
Fleet Command: As long as the bridge remained undamaged, all Command Tests
made by the ship’s commanding officers (any officer on the bridge) gain +10. In
addition, any Piloting, Ballistic and Navigation Tests made by an allied vessel within 50
VUs gain +5.

Life Support
Eden Pattern Hydroponics Life Sustainer
The station is bedecked with rows upon rows of carbon based flora. These ‘Green’
Stations are coveted beacons of hope in the Expanse, relaxing and welcoming
enviroments to make any planet-sick traveller feel as though they are home.
Green Stations: This component counts as an Arboretum and as a result, doubles the
stations supply vaults duration.
Idyllic Tranquillity: The relaxing environment brought by these stocks of trees and
other beautiful plants, as well as the open spaces and fresh air – make for a happy
crew. This component permanently increases Morale by 2, and reduces all losses of
Morale by 2.
Fuel and Flames: The nature of this life sustained makes any station an incredible fire
hazard. Double all population loss due to fire as the vast amounts of wood spread the
blaze rapidly in the oxygen rich environment.

Deep Void Pattern Station Life Support


On the outskirts of Imperial space, careful planning and thin walls of metal are all that
separate a crewman from the cold clutches of the void. In order to avoid this, many
stations implement extensive, claustrophobic preventatives, sealable bulkheads, few
windows and emergency lockdowns.
Agoraphobic Living: The cramped interiors of these stations make life hard on the
crew, constantly ducking through sealing vents and often trapped by emergency
lockdowns in tight, dark rooms. Reduce Morale permanently by 4.
Careful Measures: The incredibly saftey conscious design of this station is reflected by
its fire control systems and depressurisation failsafes. Reduce all population loss due to
depressurisation by 4, and all population loss due to fire by 2.
DECKS RULES
Station Decks

Component Hull Types Power

Civitas Decks All 2

Hydroponics Decks All 3

Manufactorum Deck All 5

Drydocks All 6

Terrene Processing Plant All 6

Effluvium Harvesters All 2

Monastic Isolation Pits All 2

Nobleborn Spires All 2

Orbital Cargo Ferry All 4

Underdecks All 0

Decks are a new component in tandem with the Station Coloniesrules. These
components take the place of Infrastructure as would be found on a Colony. The
number of decks a Station can have is determined by its size, following the same
pattern as the Profit Factor bonus each size of station produces. This is simpler, but
also means that each point of Profit Factor a station has can be represented by a deck,
thus enabling players to sell off specific parts of a station when “Burning” Profit Factor.
Decks provide set bonuses to the statistics of a station and all come with specific
bonuses that have an impact on station life. The wide variety of these allows GM’s to
create diverse and unique stations with the combinations of Decks, Station types and
supplemental components.

Station
Size

Size Number of Decks Description

0 0 Derelict Station
1 1 Skeleton Crew

2 2 Outpost

3 4 Void Base

4 5 Space Station

5 7 Trade City

It is important to note that a deck does not physically represent one deck, in all
likelihood they take up multiple decks or entire sections of the ship, however they are
significant enough constructions that they have an effect on the station’s superstructure.
This is why installing decks is more intensive than simply installing a component.
Installing a Deck requires the implementation of a Lesser to Greater Endeavour, as
determined by the GM based on local factors. Installing a new deck on a Backwater
Outpost over a few years is drastically less intensive an undertaking than Installing
Drydocks on a Defence Station in time for an impending battle, especially with
drastically reduced trade! Whenever a Station increases in size, it gains the space for
one to two new decks. The inhabitants of a station will, no doubt, of decided that their
installation requires certain new additions to better improve its functionality. Until this
deck is installed, the Station loses 1 Complacency. If the players decide they do not
wish to install this particular deck, it is advised the GM include negotiations between
representatives and the Explorers in the Endeavour to construct the new deck.

In order to decide what the station inhabitants have determined is needed, the GM
should roll on the appropriate one of these tables:

Observation
Outpost

1d5 Roll Desired Deck

1 Hydroponics Decks

2 Civitas Decks

3 Undecided

4 Undecided

5 Undecided
Trade
Post

1d5 Roll Desired Deck

1 Hydroponics Decks

2 Civitas Decks

3 Drydocks

4 Manufactorum Deck

5 Orbital Cargo Ferry

Research
Mission

1d5 Roll Desired Deck

1 Hydroponics Decks

2 Civitas Decks

3 Effluvium Harvesters

4 Terrene Processing Plant

5 Monastic Isolation Pits

Mining and
Industry

1d5 Roll Desired Deck

1 Civitas Decks

2 Drydocks

3 Effluvium Harvesters

4 Terrene Processing Plant

5 Manufactorum Deck
Mining and
Industry

1d5 Roll Desired Deck

1 Civitas Decks

2 Drydocks

3 Nobleborn Spires

4 Monastic Isolation Pits

5 Manufactorum Deck

Should a station shrink in size, the appropriate decks become unpowered. Without
power, these quickly descend into anarchy. Treat these decks as Underdecks for all
bonuses, regain their power consumption but do not alter the space they take up, as the
components have not changed, simply their operations.

Should a deck become damaged, it cannot be repaired by emergency repairs. However


it simply removes the bonus it provides until repaired. Should the deck be destroyed,
however – Then it loses the bonuses and inverts the bonuses as a negative penalty
until the ruins are cleared away and the deck is either replaced or removed entirely.
However, the sheer size of a deck provides resilience only afforded by most armours, all
decks benefit from the following rule:
Stationwide Complexes: Should a deck suffer a critical hit that would damage or
destroy it, roll 1d10. On a 4 or less the deck is merely unpowered.

Decks
Civitas Decks
Housing, from large sprawling familial complexes to crushing Hab-complexes crafted
from discarded storage containers. These decks house the vast and myriad crew of a
station. Always dotted with myriad churches and filled with Imperial Propaganda, these
decks ensure the population remain faithful and productive.
People and Propaganda: This Deck increases Productivity and Piety by one.

Hydroponics Decks
Huge supplies of cryo-rations, vast swathes of arboretums, hydroponic plantation
facilities and immense water recycling plants litter this deck. Providing vast amounts of
food to the crew and inspiring a communal purpose, as without these essential decks,
many stations could not survive.
Food and Water: This Deck increases Complacency and Order by one.
Self Sufficiency: So long as this Deck is powered, the station does not ever suffer
penalties from extended periods in space.
Manufactorum Deck
Incredible factories that gout vast amounts of acrid filth into the void, these huge
chambers of toil and servitors turn entire swathes of the Station into a gruesome factory,
producing anything imaginable in its vast halls. Short, painful lives are endured by the
crewmen that work here, but for the Red-robed priests that oversee these decks, life is
cheap.
Megaforges: This Deck increases Productivity by One, if the station is an industrial
station this is an increase of two, it also reduces Complacency by one.
Endless Production: This deck allows the station to perform Mass production of goods
and Starship parts.

Drydocks
Vast grav-berths and titanic clamps allow this huge development to house starships in
relative safety, as well as securing them for more immense constructions. While
dangerous work, the huge numbers of men that crawl over the vast hulls of Starships
are paid well, and the flexibility offered by a Drydocks makes them a favourite among
Naval installations.
Star-yards: This deck increases Productivity by one. On Naval installations, this Deck
increases Order by one and Productivity by 2.
Hull-men: These installations allow the Station to berth as many ships as its Spacedock
piers allow, but also allows the station to install new components, and halves repair
times.

Terrene Processing Plant


This deck is a common sight on Imperial stations, designed for harvesting the resources
of clustered asteroid belts, these powerful facilities enable stations to draw in raw
material from the space around them.
Belt-Harvester: This deck increases Productivity by one, on Industrial stations this is by
two.
Mining Rigs: Any orbiting features in the same Solar zone as the station may be
exploited by the station for its resources. Every cycle the station may make
a Challenging (+0) Command checkto harvest resources. On a success the station
produces 1d5+DoSunits from the specified feature. A failure provides only 1d3 units.
This action also provides 200 achievement points towards appropriate Trade
Endeavours.

Effluvium Harvesters
Huge vents allow this station to process Nebulae or dust clouds that it drifts through on
its orbit. Harvesting huge amounts of resources from the primordial clouds over long
periods. Its slow work, but the huge volumes of pure water, plasma and even exotic
materials floating in the vastness of space make Effluvium crewmen rich, and the safe
work is adored by crewmen.
Fruitful Work: This deck increases Productivity by one, on Industrial stations this is by
two. This deck also increases Complacency by one.
Slow Harvest: Every cycle, the station harvests 1d3+2 units from every resource
present in the Nebula it is harvesting. This provides 200 achievement points towards
appropriate Trade Endeavours.
Drifting Harvests: The station must be towed into a Nebula, Dust Cloud or Gas giant
ring to have any effect with this Deck. Stations in a Gas Giant ring are at risk of impacts
from the huge chunks of ice, and GMs are encouraged to keep this in mind.

Monastic Isolation Pits


Be they dark pits, vast churches, or strange amniotic tanks. This entire deck is given
over to Worship. Huge amounts of pious men and women toil here in service to the God
Emperor, Omnissiah or other, more sinister gods. Beside producing holy texts and great
volumes of prayer, these decks do little but attend to crew Morale.
Prayer and Solitude: This deck increases Piety by two, and Complacency by one.
Bountiful Worship: Should this station be involved in a Creed Endeavour, this deck
provides an additional 200 achievement points.

Nobleborn Spires
Huge, armoured towers coated with Armaglass and filled with decorations. These
monuments to decadence allow few lucky crew to rise far above the common man, and
sit almost near to the lofty peaks of Stationmasters or the Traders that appointed them.
Spawning loyal families and miniature fiefdoms, the law of these Station Lords is iron.
Minor Nobility: These towers increase Order by one, but reduce Complacency by one.
Royal Tax: The station nobility inhabiting these spires extracts what pittance is left in
the pockets of the common crewman. Increase the station’s Profit Factor Value by one.

Orbital Cargo Ferry


A complex component of a station, but for defensive stations, trade hubs and more –
this deck is essential. Consisting largely of huge orbital shuttles and unloading bays,
this component enables trade to be carried out between the station and local planets.
Supporting established colonies with orbital defence or improving interstellar trade.
Fresh Goods: This Deck increases productivity by one, and complacency by one. On
Trade stations, both are increased by two.
Planetary Shuttles: Once a week, a megatonne of material can be moved between the
Station and any planet in its Solar Zone.
Planes and Trade: Any Trade Endeavours involving the station and a local planet
receive an additional 200 achievement points.

Underdecks
In the darkness of desolate decks, crime, cults and horror brews. These foul sections of
stations are often sealed off from the structure at large, but in some stations decay has
become so extreme that its impossible to ignore the den of inequity just a few meters
below your home.
Murder and Robbery: This component decreases Productivity, Order and
Complacency by one. However it increases Piety by one, as many turn to faith against
the horrors of the Underdecks.
Criminal Underworld: Any criminal endeavours involving this station receive an extra
200 achievement points. Any attempts to acquire an illegal item on these decks
receives a +10 bonus.
SHIPS STORES
Transporting materials throughout the void is not always a simplistic Endeavour. In
order to gain a more detailed understanding of materials transportation, there is a
structure to how ships are assigned units of storage, that can hold certain numbers or
amounts of items for use. These are broken down into two categories:

 Unit Storage
 Megaton Storage
These classifications are for the difference in volumes between unassigned cargo
space, and dedicated transport space in transport ships or similarly equipped vessels.
Unit storage contains roughly 120 tonnes of material per unit, contained within secured
munitorum armoured containers. While megaton storage is roughly 120 000 tonnes of
material per unit. Again, contained within secured containers or in specialised storage
tanks.

The volume of units a ship has is determined by its class and weight, as described in
the rulebook. Military vessels cannot store Megaton weights without refitting, as their
cargo space is taken over by munitions storage. However Transport ships do come with
megaton storage, given by their main cargo hold. In both cases additional cargo fitting
can increase the volume the ship can transport.

To work out the basic storage space:

For all ships, their storage space is equivalent to their mass multiplied by 4.
Examples are as follows:

Meritech Shrike Class Raider, 4.5 Megaton Mass: 18 Storage Units.


Ambition Class Cruiser, 25 Megaton Mass: 100 Storage Units.
Universe Class Mass Conveyor, 60 Megaton Mass: 240 Storage Units.

As well, the volume of Megaton units a vessel can carry is equivalent to its
megaton mass, which should in turn imply that the vessel has roughly a quarter
of its weight given over to transporting extreme volumes of material. Examples
are as follows:

Carrack Class Transporter, 8 Megaton Mass: 8 Megaton Storage Units


Universe Class Mass Conveyor, 60 Megaton Mass: 60 Megaton Storage Units.

These amounts can be increased by further giving over portions of the ship to dedicated
cargo bays. Each additional Main Cargo Hold adds 4 Megaton Storage Units to a ship’s
capacity, and other cargo holds will be given appropriate values. Specialist storage,
such as Barracks, Passenger Quarters and more are not able to give Megaton Storage
Units, unless they are being used to store the specific item they are designed for. In this
case, they can carry the space used to fit them on a vessel as their Storage Units.
Barracks
These stores for military personnel are effective space for transporting any kind of
military unit. Getting these men to the surface of a planet is a question not to be
answered here, but there is a rule of thumb for the volume of men a Barracks can
transport. Each Barracks can carry a single Brigade of Infantry. This equates to 20000
men (5000 per unit of space) This of course may be split into the multitudes of
companies and Battalions that this could be divided into. The classification of the unit
makes no difference on the volume of men stored. However, units of other types are
carried in scaled amounts, as follows:

Infantry = 20000 men


Cavalry = 10000 men, including their mount.
Mechanised Infantry = 4000 men, and their 200 vehicles.
Armour = 2000 Vehicles, and around 10000 crewmen.
Artillery = 1000 Vehicles, and around 10000 crewmen.
Aircraft = 500, and 10000 service crew.

Superheavy Units = 100 and 10000 service crew. (Heavy Armour, Artillery and Aircraft)

Luxury Passenger Quarters


Luxury Passenger Quarters each provide comfortable living space to up to 1000 PF’s
worth of noble passengers in luxurious comfort (The richer the passenger, the more
space given). Luxury Passenger Quarters may be reconfigured to transport larger
populations. This requires a Difficult (-10) Tech-Use check, and takes one week. When
this has been performed, 25000 civilians can be carried by the Quarters.

Rather than a Main Cargo Hold, a Jericho Class Pilgrim vessel is assumed to carry 4
Passenger Quarters minimum. Reconfigured to store civilians rather
than VIP Passengers.

Brig
This component allows Explorers to carry 10000 Prisoners of War, if these are held the
crew can elect to force these prisoners into servitude aboard the ship. For every 1000
prisoners held, gain 1 crew population. However, the unrest caused by these new
unruly slaves is clear, and this action inflicts 1 morale loss for every 2 points of Crew
population gained.

Further details coming soon.


PRODUCE ANDPRODUCTION
Often, an item is not simply available to the budding explorer, especially not in large
volumes. In order to combat this, a detailed list has been created for the modifiers and
time required to craft items, on a single scale, and an industrial level! These modifiers
can either be applied to acquisition checks to acquire the manufacturing run, or to trade
checks to produce the items, this also applies to command and/or trade checks to
oversee large scale production.

Item Scarcity Modifiers

Rarity Modifier Base Crafting Time

Ubiquitous +50 1 day

Abundant +30 1d5 days

Plentiful +20 1d10 days

Common +10 1 week

Average +0 1d5 weeks

Scarce -10 1d10 weeks

Rare -20 1 month

Very Rare -30 1d5 months

Extremely Rare -50 1d10 months

Near Unique -70 1 year

Unique -90 1d5 year

Order Scale Modifiers

Scale Test Modifier Crafting Time Modifier

Negligible (Single) +30 One Time Value Down

Trivial (2 – 10) +20 x1/4

Minor (10 – 50) +10 x1/2


Standard (50 – 500) +0 x1

Major (500 – 2000) -10 x2

Significant (2000 – 10000) -20 x4

Vast* (10000 – 250000) -30 One Time Value Up

Immense* (250000 – 1 Million) +40 Two Time Values Up

Titanic* (1 – 10 Million) +50 Three Time Values Up

Incomprehensible* (10 Million +) +70 Four Time Values Up

> *These values can only be performed by populations of a million or more, with
industrial manufacturing techniques.
>

Quality Modifiers

Quality Modifier Crafting Time Modifier

Poor Quality +10 x1/2

Common Craftsmanship +0 x1

Good Quality -10 x2

Best Craftsmanship -30 x4

Population Modifiers

Population Modifier Crafting Time Modifier

< 1000 -30 x10

< 10000 -10 x4

< 100000 +0 x2

< 1 Million +10 x1

< 10 Million +30 x1/2


< 100 Million +50 x1/4

1 Billion or more +70 One Time Value Down

Technology Level Modifiers

Technology Level Modifier

Primitive -20 (+30 for Primitive Items)

Feudal -10

Industrial +0

Advanced +10

Imperial +20

Forge World +30

Completed STC* +50

Advanced Xenos* +70

>*These are only for specific installations and will not be typically available.
>

Success and Failure Results

Result Effect

3 or More The item is put up by one quality rating, and the volume of production goes up
DoS by 10%, production time is halved.

2 DoS There is a 10% surplus produced, production time is halved.

1 DoS Production time is halved.

Success No change

Failure Production time is doubled.

1 DoF Production time is doubled, the item goes down one quality rating.
Production time is doubled, the item goes down one quality rating, and only half
2 DoF
of the order is produced.

3 or More
The order is failed and the funds are squandered.
DoF

These supplies at the end refer to the volume of materials provided to produce the items
by trade route classes. In terms of producing by volume supplied, two units of raw ore,
harvested from worlds: must be provided to create one refined unit of metal or material,
created from the raw. Two units of refined material, can be used to produce on unit of
produce. In order to work out the difficulty check or modifier for craft, the volume
produced by one unit, or megaton unit, is equivalent to half the unit weight, divided by
the product weight. For example:

Broker Fowl wishes to produce a new supply of las-weapons for the Babylon Order. He
will need only two tonnes of refined material, easily produced from a single basic unit of
ore. His end product is lasguns, each one is assumed to weight 10kg total, including
ammunition boxes of 10 clips and replacement parts, for simplicity. This means that the
400 lasguns will weigh 4 tonnes. Meaning he requires 8 tonnes of refined industrial
materials. (Some more complex items may require multiple material types, putting a lot
more refined material into their production. ) Now he is able to make the check against
the Order’s Profit Factor of 30.

The Lasguns are Average rarity, giving them a +0 and a production time of 1 to 5
weeks. Producing 400 of them is a standard scale, applying a +0 and not changing the
time frame. He wants good quality Lasguns, applying a -10 and doubling the production
time. He is using arms facilities built on Footfall to produce them, Footfall has a
population of around 10 million, applying a +30 to the check and halving production
time, however without any supplies, local ones must be used, adding a -10. Finally,
Footfall has Advanced Standard forge practises, given its lack of Imperial Authority.
Applying a +10. This makes for a final check of +20, with a production time of three
weeks. He rolls, and makes the check. A failure, rolling a 53. This doubles production
time but has no further effects on the delivery of the lasguns.

If a raw version of a material is already present, be it freshly produced by a colony or


delivered en masse – the refining process is modified by the type of raw material being
modified. The rarity of these productions is as follows, and for the full check, assume all
refining is good quality, inflicting a -10 but no choices of quality:

Refining Industrial Materials

Material Type Modifier

Industrial Minerals Common


Ornamental Scarce

Radioactives Rare

Exotic Material Very Rare

Curative Average

Toxin Scarce

Vivid Accessory Rare

Juvenat Compound Very Rare

Exotic Compound Extremely Rare

To see that his order is better supplied next time, Broker Fowl want oversee the
production of the refined materials himself, to count as a specific supply of materials. To
do this, he requires 16 tonnes of raw industrial metals. He puts in an order for 40 tonnes
of refined materials, and begins to brief the Artisans of the Manufactorums about his
order. Industrial metals are a common ( +10 ) to be refined, and refining 40 units of it is
a standard ( +0 ) volume. All refining is assumed to be good craftsmanship ( -10 ), and
with the equipment on footfall, he gets a ( +30 ) for the population size, as well as a (
+10 ) for the Manufactorum technology. This is counted as an excess mission, so he
fains a further ( +10 ). The Broker Fowl rolls against his score of 30, with a +50. He gets
a 14, getting a whopping 6 degrees of success! Producing a very useful 22 tonnes of
refined industrial materials in just over a week!
SMALL TWEAKS
Falling Damage Tweaks
Falling damage has been changed to add more dice and less guaranteed deadly
damage. As well as giving further chances for PC’s and Important characters to survive
being tossed off ledges.

Any character knocked over an edge has a multitude of options to improve their chance
of survival. Firstly, they may attempt to grab the ledge by their fingertips before
plummeting. This is a Very Hard (-20) Strength Check and a Challenging (+0)
Strength Check must be made every round to hang on, but with Two DoSthe character
pulls themselves up.

During the fall, characters may make a Challenging (+0) Agility or Acrobatics
Check to reduce the fall damage by their Toughness Bonus + DoS. The fall is also
influenced by the Catfall Talent.

Falling damage is done as follows: Every 10 meters fallen adds d10 damage +1. If there
are up to 5 additional meters, there is an additional +1 damage, if there is over 5
additional meters, there is an additional +3 damage. For example:

Broker Fowl is knocked over an edge by a crafty assassin. Fowl makes his check to
grab the ledge, but rolling a 76, he fails the check and tumbles off the edge. Now falling,
Fowl attempts to right himself to land, making an agility check. Rolling 27, with his
Agility of 32, Fowl succeeds in gaining his TB of 3 against the fall. He plummets down
27 meters, and strikes the ground. This fall inflicts 2d10+5 damage. Rolling, 13 damage.
The fall inflicts only 10 damage, heavily injuring Fowl but not killing him, letting the
wounded Seneschal limp away to find assistance against his assailant!

>

Straining the Funds


The rules for profit factor strain are very punishing in Into the storm, so in order to
compensate for this there have been some small alterations to the multiple acquisitions
rules. Firstly, the penalties only take effect on the third acquisition. Explorers get two
acquisitions without penalty. The third check is taken at -10, the fourth at a -20, and so
on.

However, this fails to accurately model spending or bulk purchasing and gives players
no freedom to play the system to their advantage, or put any logical thought behind their
purchases. To add to this, every previous acquisition roll has an effect on the one after
it. For every two DoS or DoF, the check is made at an additional +5 or -5 respectively,
representing the effect of thrifty purchases or damaged reputations as players make
acquisitions.

>
Starship Purchase
Starships are vast enterprises that are not simply bought and traded as easily as cattle.
For even the rich and powerful, these immense constructions are incredible strains on
resources. To model this, acquiring any voidship above a Raider Class must be at least
a lesser endeavour. Further, once the ship has been acquired it’s funding will set the
Explorers back a margin of their profits, that much fuel isn’t going to pay for itself, after
all. As a result, the Explorers are taxed the Ship Points divided by 10, rounded up from
their Profit Factor. This represents the changes required to even the largest household
to accommodate another vessel in their fleet. After this, the vessel is theirs!

If recovering a hulked, crippled or similar vessel, this cost is halved. However, the
amount of Profit Factor lost also counts as the number of weeks of repair time that the
Explorers do not need to test Acquisition for. New components will still require checks
as normal, but with the bonus provided by burning that volume of Profit Factor, this is in
effect for as many components as Profit Factor burned.

>

Vox Range
Interplanetary communication is incredibly slow, and to model this, there has been a
restrictive range limit applied to starship Vox systems. Further enforcing the need for an
astropath to have rapid communication. Vox systems now only reach through the Solar
Zone the starship is currently present in. Anything within the same zone but not in direct
contact (Within 100 VU) can be reached with a Difficult (-10) Tech-Use check, or
Jammed with a Hard (-20) Tech-use check.

>

Nebulaic Clouds
The huge formations of dust, debris and gas in the void are viable resource hotspots, for
those with the means to harvest them. For vessels equipped with plasma or gas
scoops, Nebulas or Dust clouds should generate 1d3 mineral resources of either
Industrial Minerals or Exotic Materials, with an abundance of 1d100+25. These can be
harvested by the scoops with the same check as a Plasma scoop, a Challenging (+0)
Pilot (Space Craft) + Manoeuvrability Check Over the course of a single day. This
produces 1 unit of the appropriate resource. Failure on this check means nothing is
harvested.

>

Firing on the Up Roll


During a ‘Come to a New Heading’ Manoeuvre, pilots may fire one weapon before the
second turn, during the Manoeuvre phase. This represents a Savvy gundeck taking
advantage of the sweeping firing bracket to overload voidshields before the main guns
are brought to bear. However, it is not easy to fire even a single starship weapon while
the ship is making rapid course corrections. This turn still suffers the -20 ballistic skill
penalty, as the sheer volume of work that a ship must undertake for this incredibly
complex manoeuvre often has fruitless results, but a skilled and daring Captain can pull
this off to formidable ends.

To represent this, only some weapons may be fired during this phase, and they suffer
different penalties for firing. The following weapons may not be fired using the Up Roll
rule: Torpedoes, Squadrons, and Nova Cannons.
Lance Weapons may fire, and suffer no physical penalties. However, to fire them
requires a Difficult (-10) Tech-Use check by the Enginseer Prime or appropriate officer.
If this test is failed, the ship fires its Lances, but does not perform its second turn as the
Plasma drives are choked for power by the incredible draw of the Lance Weapons.
Macrocannons may fire normally, however Macrocannon broadsides fire at only half
strength, as fewer shells can be loaded in the short space of time afforded by the
manoeuvre window.

>

Lance Power Upgrade


Lances are underpowered. To accomodate for this, Lances on any ship above
Transport or Cruiser class infict 2d10 + the normal bonus in damage.
BOARDING RULES
Customised Rules For Boarding Engagments

Boarding is a dangerous, bloody affair as crews fight for control of narrow corridors,
embattled by defensive teams who fight with the ferocity of cornered beasts. For the
hundreds of victors there are thousands soaking the decks with their spilled blood, and
although crucial: most crews dread the fearsome engagement.

To better encompass the monumental affair of seizing control of a starship, rules have
been adopted from a number of sources in order to create a tense, bloody fight for
supremacy by boarding crews, lead by the Explorers themselves in the bowels of an
enemy vessel. Adopting the large-scale warfare rules from the Battlefleet Koronus
Supplement to apply to seizing control of ~250 meter segments of opposing ships,
working towards a number of possible victory conditions to force the surrender of the
enemy crew and wrest control of the vessel from its Captains.

Firstly, modifications were applied to the unit acquisition and creation rules in Battlefleet
Koronus to better represent organised boarding parties and professional troops
engaged in the action of boarding. Typically, in the composition of a vessels’ crew: 5-
10% of it is Armsmen, tasked with riot suppression and crew control across the ship, as
well as the stalwart defence of their home. This means in a boarding engagement, up to
10 points of crew population can be turned over to create boarding crews, however
taking more than half of the Armsmen will double morale losses as too few crew are
enforcing the peace. Trained Militas can be requisitioned, but specific training will be
required for Void engagements or the effectiveness of the force will be reduced.
However having the men isn’t enough for an armed raiding party, as men must be
equipped and organised for the engagement. Although all ships start with a basic
boarding party worth two crew population points, acquisition checks will be required to
train more of the Armsmen for the task, as well as equipping them. The acquisition
modifiers and bonuses are as follows:

Unit Type

 Ratings
- Power: 3
- Availability: Scarce
 Armsmen
- Power: 5
- Availability: Rare
 Marines – Not the Adeptus Astartes
- Power 7
- Availability: Very Rare
-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–--

Unit Designation
 Raider Crews
- Power: -2
- Modifier: +0
 Assault Teams
- Power: +0
- Modifier: -10
 Boarding Parties
- Power: +2
- Modifier: -20
-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–--

Equipment Effectivness

 Workman’s Tools
- Power: -1
- Modifier: +10
 Boarding Pikes
- Power: +0
- Modifier: +0
 Militarum Grade
- Power: +1
- Modfier: -10
 Naval Grade
- Power: +2
- Modifier: -20
 Lathe Grade
- Power: +3
- Modifier: -30
 Ancient / Heretical Equipment
- Power: +4
- Modifier: -60
-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–--

Unit Quality
For Armsmen, this can be ignored and taken at current crew competency

 Enslaved Crew
- Morale: 50
- Skills: 20
- Modifier: +10
 Rated Crew
- Morale: 60
- Skills: 30
- Modifier: +0
 Voidsmen
- Morale: 80
- Skills: 40
- Modifier: -10
 Crack Armsmen
- Morale: 90
- Skills: 50
- Modifier: -30
 Elite Warriors
- Morale: 100
- Skills: 60
- Modifier: -50
-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–--

Unit Veterancy
This is a special rule that can be applied to both ground and shipboard teams, units gain
small bonuses the more engagements they have survived, however restoring unit
strength with new troops reduces the rating by one for every half of the unit restocked.

 Hardened Men
Two Engagements Survived
+5 to Skills
+5 to Morale
 Professional Soldiers
Six Engagements Survived
+10 to Skills
+10 to Morale
+10 to Unit Strength
 Veteran Warriors
Ten Engagements Survived
+15 to Skills
+15 to Morale
+20 to Unit Strength
+1 Unit Power
-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–--

Unit Sizes
Modified to account for the Population ratings of ships, unit strength is worked out by
dividing the ships Approximate population by 1000 for every point of crew population
used for Armsmen.

 Kill Team: 1 Crew Population – Minor Scale (+10)


 Task Force: 2 Crew Population – Standard Scale (+0)
 Company: 3 – 5 Crew Population – Standard Scale (+0)
 Cohort: 6 – 8 Crew Population – Major Scale (-10)
 Leigon: 9 – 10 Crew Population – Significant Scale (-20)
-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–-–--
- RULES AND MORE TO FOLLOW -

Adopting the rules for large scale engagements to apply them to the gradual capture of
250 meter sections of ships by assault crews.

Conditions for boarding crew victory:


Control over 50% of the ship with no defensive ‘Pikes’ remaining.
Take control of the bridge.
Cause crew surrender through morale loss or population loss.

Conditions for defensive crew victory:


Repel or annihilate attacking crews.
Wayfarer Class Space Station

Hull: Space Station


Class: Wayfarer-class
.Dimensions: 5km in diameter, approx.
Mass: 22.1 Megatonnes approx.
Crew: 10000 rated crew, 80000-100000 inhabitants, approx.

Speed: Immobile
Manouverability: Immobile
Detection: +20
Armour: 18
Hull Integrity: 50
Space: 80
Turret Rating: 2
Ship Points: 60

Weapon Capacity: 3 Keel Weapons

A general class of small space stations, designed to operate without constant support
on the frontier. typically built into asteroid fields or other exploitable resources, many
have evolved into independent trading communities or refuelling depots, cut off from
regular contact with the Imperium.

Complications

Space Station:
By its very nature a space station is completely immobile, including both realspace and
warp travel, this means it does not require the same components, a space station
requires the following Essential Components: Hull, Genatorium, Void Shield Array,
Bridge, and Life Sustainer. In combat, a space station never moves or performs
Manouver Actions. Otherwise, it should be treated as a starship during combat.

Huge Constructions:
Although a small station, the Wayfarer is still large enough of a formation to have certain
advantages. The Wayfarer class of station is able to take Light Cruiser class
components.

Spacedock Piers:
Any space station is designed to dock with space faring vessels, the hull space has
already been removed from the vessel for these piers, but 5 power will be required for
the component. The Wayfarer station can allow 1 Cruiser class ship to dock with it, or 3
Escort class vessels in its place. These vessels can be repaired, resupplied, stocked
with new crew and loaded with cargo. Installing components and other more complex
tasks however, require the Drydock component from the station components list. This
component also counts as a Strength 2 Landing Bay.
Arimaspia Class Space Station

Hull: Space Station


Class: Arimaspia-class
.Dimensions: 6.5km in diameter, approx.
Mass: 28.4 Megatonnes approx.
Crew: 25000 rated crew, 60000-80000 inhabitants, approx.

Speed: Immobile
Manouverability: Immobile
Detection: +25
Armour: 20
Hull Integrity: 60
Space: 80
Turret Rating: 2
Ship Points: 70

Weapon Capacity: 4 Keel Weapons

The common Imperial Space Station, cumbersome and well defended. The Arimaspia
class was born from the Gothic Wars, and has become a staple of the Imperium for its
strong defence, while not losing much of its habitation capabilities and duties as a
Starport. Able to handle squadrons of Escorts, these stations become bastions on the
fringes of Imperial Space, supporting its fleets and bringing light to the fringes of the
Galaxy.

Complications

Space Station:
By its very nature a space station is completely immobile, including both realspace and
warp travel, this means it does not require the same components, a space station
requires the following Essential Components: Hull, Genatorium, Void Shield Array,
Bridge, and Life Sustainer. In combat, a space station never moves or performs
Manouver Actions. Otherwise, it should be treated as a starship during combat.

Huge Constructions:
A well sized and well armoured construction, the Arimaspia is a bastion in the void. As a
result, the space station can be fitted with Cruiser Class components as appropriate.

Spacedock Piers:
Any space station is designed to dock with space faring vessels, the hull space has
already been removed from the vessel for these piers, but 5 power will be required for
the component. The Arimaspia station can allow 2 Cruiser class ships to dock with it, or
6 Escort class vessels in their place. These vessels can be repaired, resupplied,
stocked with new crew and loaded with cargo. However installing components and other
more complex tasks require the Drydock component from the station components list.
This component also counts as a Strength 2 Landing Bay.

Ramilies Class Starfort

Hull: Starfort
Class: Ramilies Class
.Dimensions: 9km in diameter, approx.
Mass: 54 Megatonnes approx.
Crew: 80000 rated crew, 20000 – 40000 inhabitants, approx.

Speed: Immobile
Manoeuvrability: Immobile
Detection: +30
Armour: 22
Hull Integrity: 75
Space: 100
Turret Rating: 3
Ship Points: 80

Weapon Capacity: 2 Prow, 2 Starboard, 2 Port, 2 Stern, 1 Dorsal.

Ramilies Class Star-forts are a class of gigantic semi-mobile space stations capable of
moving through warp space. This class of star-fort exists in scant supply and are vital to
the Imperial Navy as forward fleet bases, each one is capable of shortening campaigns
by decades through it’s deployment.

Complications

Void Bastion:
Unlike most space stations, the Ramilies Class is mobile, although incredibly slow. The
main extent of this ability is it’s power to traverse the Warp alongside Imperial Fleets. As
a result, the Ramilies Class may be equipped with a Warp Engine and Gellar Fields
from the Station Components list. However, during combat it may not take any
Manoeuvre Actions, as it lacks Plasma drives.

Huge Constructions:
Given its monstrous size and warlike design. The Ramilies Class is able to field
components up to Grand Cruiser class.
Fleet Fortress:
The Ramilies Class Starfort is not designed as an Imperial Station, and as a result may
not be counted as a Colony.

War-Docks:
The War Docks count as the Ramilies’ Spacedock Piers, these immense drydocks allow
the Ramilies to Dock up to 4 Cruiser class vessels at a time. Down to 12 Escort class
ships at a time. Ships docked with the Ramilies during battle may undertake repairs.
This counts as Hard (-20) Emergency Repairs carried out by the Ramilies, and
success restores all Damaged components to fully working order. Destroyed
components cannot be repaired, success on this check also restores 1d5+DoS Hull
Integrity to the vessel. These War-Docks count as Drydocks out of Combat, the
appropriate Space has been removed from the vessel’s profile, but 10 power must be
provided to this component during construction. This component also counts as
a Strength 4 Landing Bay.

The Pride of the Imperium:


This Vessel is incredibly rare, and is unlikely to ever leave the hands of the Imperium.
Similarly, its archaic construction prohibits the use of poorly trained crew. Any attempts
to stock the Fort with crew of any rating lower than Veteran (40) will be met with power
failures, damages and other issues as determined by the GM.

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