Professional Documents
Culture Documents
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
Modifiers
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!
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.
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
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.
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
Auger Arrays
Crew Compartments
– Starfort 3 5 3
– Starfort 2 2 3
Additional Components
Plasma Genatorium Relay All 10 Generated 4 2
>
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.
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.
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)
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.
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.
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
Genatoriums
Space Generates 60
Oronzio HE 74 Class Plasma Genatorium 12 –
Station Power
Space Generates 65
Oronzio HE 88 Class Plasma Genatorium 15 –
Station Power
Generates 80
Oronzio HE 00 Class Plasma Genatorium Starfort 22 –
Power
Warp Engines
Gellar Fields
Void Shields
Space
Station Void Shield 4 2 –
Station
Ship’s Bridge
Space
Eden Pattern Hydroponics Life Sustainer 4 8 –
Station
Space
Deep Void Pattern Station Life Support 4 4 –
Station
– Starfort 6 6 –
>
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.
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.
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.
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.
Drydocks All 6
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
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
1 Hydroponics Decks
2 Civitas Decks
3 Undecided
4 Undecided
5 Undecided
Trade
Post
1 Hydroponics Decks
2 Civitas Decks
3 Drydocks
4 Manufactorum Deck
Research
Mission
1 Hydroponics Decks
2 Civitas Decks
3 Effluvium Harvesters
Mining and
Industry
1 Civitas Decks
2 Drydocks
3 Effluvium Harvesters
5 Manufactorum Deck
Mining and
Industry
1 Civitas Decks
2 Drydocks
3 Nobleborn Spires
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.
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.
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.
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.
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.
For all ships, their storage space is equivalent to their mass multiplied by 4.
Examples are as follows:
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:
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:
Superheavy Units = 100 and 10000 service crew. (Heavy Armour, Artillery and Aircraft)
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.
> *These values can only be performed by populations of a million or more, with
industrial manufacturing techniques.
>
Quality Modifiers
Common Craftsmanship +0 x1
Population Modifiers
< 100000 +0 x2
Feudal -10
Industrial +0
Advanced +10
Imperial +20
>*These are only for specific installations and will not be typically available.
>
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.
Success No change
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.
Radioactives Rare
Curative Average
Toxin Scarce
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!
>
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.
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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.
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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.
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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
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Unit Designation
Raider Crews
- Power: -2
- Modifier: +0
Assault Teams
- Power: +0
- Modifier: -10
Boarding Parties
- Power: +2
- Modifier: -20
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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
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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
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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
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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.
Adopting the rules for large scale engagements to apply them to the gradual capture of
250 meter sections of ships by assault crews.
Speed: Immobile
Manouverability: Immobile
Detection: +20
Armour: 18
Hull Integrity: 50
Space: 80
Turret Rating: 2
Ship Points: 60
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
Speed: Immobile
Manouverability: Immobile
Detection: +25
Armour: 20
Hull Integrity: 60
Space: 80
Turret Rating: 2
Ship Points: 70
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.
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
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.