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Ships.

Posted by GMFor group 0
GM
GM, 2 posts
Wed 27 Oct 2021
at 10:47
  • msg #1

Ships


Speed: Speed in Void Units (inches) per Strategic Round.

Manoeuvre: Bonus or penalty applied to Pilot rolls.

Sensors: Bonus or penalty applied to Electronics checks to uses sensors.

Shields: Energy shields. Each can negate the first hit per Strategic Round.

Toughness: Damage resistance of the hull.

Wounds: Damage capacity. A ship reduced to 0 Wounds is crippled, one reduced to negative Wounds equal to half the starting capacity (round up) is destroyed.

Weapons: Weapon types and fire arcs.
Modules: Total amount of additional components that can be put on the ship (see below).

Ventures: Additional points gained towards Ventures of the relevant type(s) when this ship is sent on them.


Raiders:

Havoc:
Speed: 10
Manoeuvre: +2
Sensors: +2
Shields: 1
Toughness: 7
Wounds: 3
Weapons: 2 Battery (F/P/S)
Modules: 3
Ventures: +1 Criminal, +1 Exploration


The Havoc is a common raider vessel, and a popular choice for pirates.

Cobra:
Speed: 8
Manoeuvre: +3
Sensors: +3
Shields: 1
Toughness: 8
Wounds: 3
Weapons: 1 Torpedo (F), 1 Battery (F/P/S)
Modules: 3
Ventures: +1 Military, +1 Exploration


The Cobra is an Imperial Navy torpedo boat, sometimes purchased or salvaged by Rogue Traders and rebuilt as a swift and resilient raider.

Iconoclast:
Speed: 9
Manoeuvre: +4
Sensors: +2
Shields: 1
Toughness: 7
Wounds: 3
Weapons: 2 Battery (F/P/S)
Modules: 3
Ventures: +1 Criminal, +1 Exploration


Though most associated with the forces of Chaos, the Iconoclast is an easily reproduced and maintained design popular among renegades of all stripes.


Frigates:

Sword:
Speed: 8
Manoeuvre: +2
Sensors: +3
Shields: 1
Toughness: 8
Wounds: 4
Weapons: 2 Battery (F/P/S)
Modules: 4
Ventures: +1 Military


The Sword is an Imperial workhorse, a versatile and trusty military frigate that has proved its worth in countless battles.

Firestorm:
Speed: 8
Manoeuvre: +2
Sensors: +3
Shields: 1
Toughness: 8
Wounds: 4
Weapons: 1 Lance (F), 1 Battery (F/P/S)
Modules: 4
Ventures: +1 Military


The Firestorm is a variant of the Sword, and the lightest vessel to mount lance weaponry.

Falchion:
Speed: 7
Manoeuvre: +2
Sensors: +2
Shields: 1
Toughness: 8
Wounds: 4
Weapons: 1 Torpedo (F), 2 Battery (F/P/S)
Modules: 4
Ventures: +1 Military


The Falchion is a more modern Imperial Navy design, sacrificing some speed for a torpedo armament and better protection.

Turbulent:
Speed: 7
Manoeuvre: +2
Sensors: +2
Shields: 1
Toughness: 8
Wounds: 5
Weapons: 2 Battery (F/P/S)
Modules: 5
Ventures: +1 Military


The Turbulent is a semi-obsolete model of heavy frigate, still popular for the additional capacity and power it brings.


Light Cruisers:

Dauntless:
Speed: 7
Manoeuvre: +1
Sensors: +2
Shields: 1
Toughness: 8
Wounds: 5
Weapons: 2 Broadside (1 P & 1 S), 1 Lance / Battery (F/P/S)
Modules: 5
Ventures: +1 Exploration


The Dauntless is a swift Navy scout cruiser that can outfight what it can’t outrun, and outrun what it can’t outfight.

Secutor:
Speed: 5
Manoeuvre: -1
Sensors: +0
Shields: 2
Toughness: 9
Wounds: 5
Weapons: 2 Broadside (1 P & 1 S), 1 Lance / Battery (F/P/S), 1 Battery (F/P/S)
Modules: 5
Ventures: +1 Military


The Secutor is a heavy design adapted from system defence ships, with unmatched protection and firepower in its class.


Endeavour:
Speed: 6
Manoeuvre: +0
Sensors: +1
Shields: 1
Toughness: 9
Wounds: 5
Weapons: 2 Broadside (1 P & 1 S), 1 Lance / Battery (F/P/S), 1 Torpedo (F)
Modules: 5
Ventures: +1 Military


The Endeavour is a balanced light cruiser that combines good protection with torpedo capacity.


Cruisers:

Lunar:
Speed: 4
Manoeuvre: -1
Sensors: +0
Shields: 2
Toughness: 10
Wounds: 6
Weapons: 4 Broadside and / or Lance (2 P & 2 S), 1 Lance / Battery (F/P/S) or 1 Torpedo (F)
Modules: 5
Ventures: +1 Military


The Lunar is the backbone of Imperial fleets, a rugged and versatile design that has been adapted into several other designs with varied loadouts (such as the Tyrant-class long-range gunboat, the nova cannon-armed Dominator, the Dictator carriers and the Gothic lance boats).

Murder:
Speed: 5
Manoeuvre: +0
Sensors: +0
Shields: 2
Toughness: 9
Wounds: 6
Weapons: 4 Broadside and / or Lance (2 P & 2 S), 1 Lance / Battery (F/P/S)
Modules: 5
Ventures: +1 Military


The Murder is from a bygone era of Imperial shipbuilding, once common but now shunned after the crews of several defected to Chaos, causing the remaining ships to either be scrapped or sold off.

Ambition:
Speed: 4
Manoeuvre: -1
Sensors: 1
Shields: 2
Toughness: 9
Wounds: 6
Weapons: 4 Broadside and / or Lance (2 P & 2 S), 1 Lance / Battery (F/P/S) or 1 Torpedo (F)
Modules: 6
Ventures: +1 Any


Each Ambition is a unique vessel, commissioned by excessively wealthy Rogue Traders to their personal specifications.


Heavy Transports:

Jericho:
Speed: 3
Manoeuvre: -2
Sensors: -1
Shields: 1
Toughness: 6
Wounds: 5
Weapons: 2 Battery (1 P & 1 S)
Modules: 4
Ventures: +2 Trade


The Jericho is an archetypal Imperial freighter, slow and poorly defended but with exceptional carrying capacity.

Conquest:
Speed: 4
Manoeuvre: -1
Sensors: +0
Shields: 2
Toughness: 8
Wounds: 6
Weapons: 4 Broadside (2 P & 2 S)
Modules: 5
Ventures: +1 Trade, +1 Exploration


The Conquests are rare and ancient treasure ships that blur the line between cruiser and freighter.

Universe:
Speed: 1
Manoeuvre: -4
Sensors: -1
Shields: 2
Toughness: 6
Wounds: 8
Weapons: 4 Battery (2 P & 2 S)
Modules: 4
Ventures: +3 Trade


The Universe is one of the biggest freighter classes in common use, almost immobile but with vast cargo holds.

Light Transports:

Carrack:
Speed: 6
Manoeuvre: +0
Sensors: +0
Shields: 1
Toughness: 8
Wounds: 4
Weapons: 2 Battery (F/P/S)
Modules: 4
Ventures: +2 Trade


The Carrack is a modern freighter design engineered for more survivability and mobility without compromising carrying capacity.

Orion:
Speed: 8
Manoeuvre: +2
Sensors: +1
Shields: 1
Toughness: 7
Wounds: 3
Weapons: 2 Battery (F/P/S)
Modules: 3
Ventures: +1 Trade, +1 Criminal


The Orion is a fast blockade runner or smuggling vessel that can outpace all but the fastest pirates.
This message was last edited by the GM at 23:19, Mon 08 Nov 2021.
GM
GM, 3 posts
Wed 27 Oct 2021
at 11:01
  • msg #2

Weapons

Ship Weapons:

Macrocannon Battery: Range 4/6/10, Damage 2d6+1 (any ship, fills any slot)
Laser Battery: Range 6/9/12, Damage 2d6 (any ship, fills any slot)
Plasma Battery: Range 2/4/8, Damage 2d8 (any ship, fills any slot)

Macrocannon Broadside: Range 4/6/10, Damage 2d6+2, add up to 2 additional damage dice from raises. (Light Cruiser or Cruiser, fills Broadside slot)
Laser Broadside: Range 6/9/12, Damage 2d6+1, add up to 2 additional damage dice from raises. (Light Cruiser or Cruiser, fills Broadside slot)
Plasma Broadside: Range 2/4/8, Damage 2d8+1, add up to 2 additional damage dice from raises. (Light Cruiser or Cruiser, fills Broadside slot)

Lance: Range Range 4/6/9, lances inflict 1 Wound on a hit and also cause a critical hit if the attack roll was a raise (fills Prow slow on a Frigate but can only shoot forward, or fills any slot on a Cruiser or Light Cruiser)
Lance Battery: Range 4/6/9, lance batteries inflict 1 Wound on a hit, or 2 Wounds and a critical hit on a Raise (Cruiser or Light Cruiser, fills Broadside or Prow slot)

Torpedo Tubes: 2 Torpedoes, Speed 6, Damage 2d6+4, 2 torpedoes armed / 24 stored
Torpedo Barrage: 6 Torpedoes, Speed 6, Damage 2d6+4, 6 torpedoes armed / 42 stored (Cruiser)

Nova Cannon: Range 10-60, Damage 4d8/3d8, Ammo 24 (Cruiser, fills Torpedo slot)

Escort Launch Bay: Capacity 4 Attack Squadrons, Launch 1 Attack Squadron (Light Cruiser, fills Broadside slot)
Carrier Launch Bay: Capacity 10 Attack Squadrons, Launch 2 Attack Squadron (Cruiser, fills Broadside slot)
This message was last edited by the GM at 23:01, Wed 27 Oct 2021.
GM
GM, 4 posts
Wed 27 Oct 2021
at 11:28
  • msg #3

Modules

Each ship has a number of Mods which can be used to purchase various subsystems and additions. The starting ship of the Explorers is fully fitted with whatever they choose. For purchasing components in future, the test to acquire depends on how many Mods it uses.

1: Rare
2: Very Rare
3: Near Unique


Archaeotech Plasma Drive (3): +1 Speed, +1 Handling

Asteroid Mining Facility (3): If left to operate in an asteroid field rich in rare elements, gain the equivalent of +1 point towards a Trade objective per month of uninterrupted activity, to a maximum of the transport’s Venture bonuses. Transports only.

Armoured Prow (2): +1 Armour against attacks from the front. Not available for Transports.

Astropathic Choir Chamber (1): +2 to Astrotelepathy and psychic power checks made on the ship.

Augmented Retro-Thrusters (1): +1 Manoeuvre

Barracks (2): +1 Achievement from Military ventures, +2 on rolls to make or resist boarding actions, +1 on Mutiny checks, allows mass transport of troops and military hardware (approx. 1 regiment’s equivalent).

Bridge of Antiquity (2): +2 Battle and Electronics when on the ship.

Cargo Compartments (1): +1 Profit from Trade and Criminal ventures. Not available for Transports.

Clemency Life Sustainer (2): +1 base Morale, damage reduction from Brace For Impact improved by -1 Morale and Crew.

Crew Reclaimation Facility (1): Ignore the first point of Crew damage lost per Strategic Round (or day out of combat), -1 maximum Morale.

Deep Void Sensor Array (1): +1 Sensors, +1 Profit from Exploration ventures.

Drop Pod Launch Bay (1): +1 Achievement from Military ventures, +2 on planetside Mass Battle rolls when used to deploy reinforcements from low orbit. Can only be used once before the pods must be returned to the ship.

Empyrean Mantle (2): Unless the ship has attacked within the last Strategic Turn, +4 to Silent Running and Disengage manoeuvres. Not available for Cruisers or Heavy Transports.

Excess Armour (2): +1 Toughness, -1 Speed. Frigates, cruisers and light cruisers only.

Extended Supply Vaults (2): +1 maximum Morale, +3 months before Maintenance checks must be made.

Graviton Flare (2): Usable once per week, -4 penalty to sensors of all ships in the current system for 12 hours.

Librarium Vault (1): +1 to Academics, Science and Occult checks made on the ship.

Luxury Passenger Quarters (1): +1 Achievement from Creed, Criminal or Trade ventures, -1 maximum Morale.

Manufactorum (2): +1 to Repair checks made to repair the ship, +1 to Maintenance rolls for Battle Damage, +1 Profit from Trade ventures.

Medicae Deck (2): +2 to Heal checks made on the ship, +1 to Maintenance rolls for Attrition, +1 maximum Morale.

Munitorium (2): +1 Achievement from Military ventures, +1 to rolls to make or resist a Boarding Action, +1 to other Battle rolls with troops from the ship.

Pilot’s Chambers (1): +1 die type to Attack Craft attack rolls, +2 to Extended Deployment rolls relating to attack craft.

Plasma Scoop (2): Can be used to scoop fuel from the upper layers of gas giants. Make a Piloting check. On a failure, the ship takes 3d6 damage, ignoring shields. On a success, gain one month’s worth of fuel or remove one Maintenance penalty from Fuel.

Plasma Accelerated Torpedo Tubes (1): Increase the Speed of torpedoes the ship launches by 2.

Powerfield Bracing (1): +1 Wound, lost if ship suffers Power Loss critical hit.

Repulsor Shields: The shields of the ship are not reduced by celestial phenomena.

Shadowblind Baffles (1): +1 Achievement from Criminal ventures, -4 to enemy Scan rolls directed against the ship.

Sensorium (1): +1 Achievement from Criminal ventures, +1 maximum Morale

Spacedock Piers (3): Other ships can dock here and conduct extended repairs as if they were in dock. The vessels must stay docked for 1 month per Wound restored, and this ship has enough supplies to repair up to 4 total Wounds. Heavy transports only.

Suspension Chambers (2): Once between dockings, restore Crew to maximum at no cost, +1 to Maintenance rolls for Attrition.

Temple-Shrine (1): +1 Achievement from Creed ventures, +1 maximum Morale.

Tenebro-Maze (2): Enemy boarding actions or Hit and Run attacks take a -4 penalty. You can choose the result when the enemy makes a critical damage roll from a Hit and Run action, or from a Boarding Action against you.

Trophy Room (1): +1 Achievement from Exploration and Trade ventures.

Turbo-Weapons: Add +1 to all the range values of Macrocannon weapons on this ship.

Warpsbane Hull (2): -2 to psychic attacks that target the ship or its inhabitants from outside, and can negate one Warp Encounter roll per voyage.

Warp Sextant (1): +1 Achievement from Exploration ventures, +2 to Warpcraft  checks on the ship.
This message was last edited by the GM at 23:27, Mon 06 Dec 2021.
GM
GM, 5 posts
Wed 27 Oct 2021
at 11:56
  • msg #4

Crew & Morale

Crew & Morale:

The base Crew & Morale scores of a ship are each 10. Each Wound a ship takes reduces both Crew and Morale by 1. If Crew is reduced below half, the ship is Depopulated and if it reaches 0, the ship is inoperable. If Morale is reduced below half, the ship is Demoralised and if it reaches 0, the PC’s are killed or driven from their ship by a mutiny.

Demoralised: -2 on Battle and Persuasion checks. After each additional encounter where Morale was lost, a Persuasion check must be made to avoid a mutiny. If failed, the PC’s must complete a Dramatic Task where the PC’s must use the Battle, Persuasion and Intimidate skills to quell the unrest through repression, diplomacy or force, which requires 3 success tokens per PC, over 4 rounds. Failure means another Morale is lost, and the PC’s must try again.

Depopulated: -2 on Piloting and Shooting checks, -2 on boarding actions.



Restoring Morale:

1d4 Morale can be restored by losing 1 Profit from the current venture, paying out bonuses to the crew. This only works once per Venture (money is of little use if you’ve got nowhere to spend it).

Regain 1-3 Morale upon a significant victory.

A month’s shore leave will restore Morale to full.


Restoring Crew:

Crew can be recruited on any populated world, as a purchase. Large numbers of skilled or trainable voidsmen are a Rare purchase on most Imperial worlds, but may have another difficulty depending on the technology level, all the way up Near Unique on an isolated research station or Ubiquitous on a hive world. Alternatively, press gangers can “recruit” new crew as a Common (baseline) purchase, but doing so drops Morale by 2, a loss that cannot be regained until the current Venture is done. Both measures restore Crew to full. If Crew was below half, increase the level of the purchase by 1.
This message was last edited by the GM at 21:57, Wed 10 Nov 2021.
GM
GM, 6 posts
Wed 27 Oct 2021
at 13:30
  • msg #5

Crew & Morale

Maintenance:

No ship can sustain itself indefinitely before needing repair and refurbishment.

As a rule, a ship can stay at void (including warp travel) for six months. After that period is finished, the ship must make Maintenance checks when certain triggers occur, or suffer an ongoing penalty. A ship cannot incur the same penalty twice, except for Crew and Morale losses. Only one crew member can make a Maintenance check, and the roll cannot be Supported.

Attrition (every month after the sixth): Make a Persuasion, Healing or Academics check at -2 or lose one point of Crew or Morale, whichever is highest, due to outbreaks of disease, supply rationing or general exhaustion. This can be reset by taking on food and water supplies.

Fuel (every long journey, Warp jump longer than Short, or serious navigational challenge): Make a Piloting or Computer check at -2 or suffer either -1 Speed (minimum 1) or -1 Handling. If both penalties are suffered, the ship is forced onto emergency power, suffering -2 to Speed (minimum 1), Handling and Warpcraft checks to navigate the Warp. This can be reset by taking on new fuel.

Battle Damage (every battle or incidence of ship damage): Make a Repair or Battle roll at -2, or suffer -1 ship Toughness, -1 to Repair checks, or -1 damage from the ship’s broadside, battery and lance weapons. If all three penalties are suffered, the ship cannot fire weapons, launch torpedoes or launch attack craft. This can be reset by re-arming and repairing in a properly equipped ship dock.


Repair:

Each month in a suitable repair facility restores 1 Wound to the ship, and removes one Maintenance penalty that has been incurred. Wounds cannot normally be restored outside of these facilities, though Critical Damage can be removed.
This message was last edited by the GM at 13:33, Wed 27 Oct 2021.
GM
GM, 13 posts
Thu 28 Oct 2021
at 14:40
  • msg #6

Ship Record Sheet

Type:
Class:
Name:

Speed:
Manoeuvre:
Sensors:
Shields:
Toughness:
Wounds:
Ventures:

Weapons:
Type, Arc, Range, Damage, Special
Type, Arc, Range, Damage, Special

Modules: 5
GM
GM, 37 posts
Wed 10 Nov 2021
at 21:03
  • msg #7

Ship Record Sheet

Warp Travel

Warp Travel is a Dramatic Task that uses the Warpcraft ability. This check can be Supported with a Piloting check.

The number of successes needed depends on the length of the warp route. The number of available checks depends on the difficulty. After each Warpcraft check, make a roll on the Warp Encounters table.

Distance (successes needed):
Quick (Port Maw to Port Wander): 3
Medium (Port Maw to Winterscale's Realm): 4
Long (Port Maw to Heathen Stars): 5
Extreme (Port Maw to Alenic Depths): 6+

Difficulty (available turns)
Easy (calm route): 5
Uncertain (uneasy warp): 4
Perilous (restless warp): 3
Extreme (active warp storm): 2

Warpcraft Modifiers:
Well-Charted Route: +2
Partially Mapped Route: +0
Uncharted Route: -2

If the Dramatic Task fails, roll on the Warp Encounters chart with a +2 modifier, then choose to resume the voyage from the beginning or drop out of warp.

Multiple allied ships that enter Warp at the same time can be guided by a single Navigator. Each one makes an individual Piloting check to exit the Warp.


Warp Encounters (d10):

1-2: Nothing unusual.

3-4: Too Quiet: Add +1 to the next roll on this table, cumulative until a result other than this one is rolled.

5: Prophetic Dreams: Each PC must make a Spirit check. On an odd number, they gain 1 Benny for the rest of the session. On an even number, they lose one.

6-7: Grim Omens. A PC must make a Persuasion check to keep spirits up, or the ship loses 1 Morale.

8-9: Warp Reef. A PC must make a Piloting check, or the ship suffers Critical Damage, which cannot be repaired within warp. On a critical failure, it also takes 1 Wound.

10: Whispers From Beyond: Reduce Morale by 1, each PC must make a Spirit check or suffer one level of Fatigue that cannot be recovered until the voyage ends.

11: Intruder. A daemonic entity or warp-dwelling alien slips on board the ship, and will wreak harm if left uncaught. On that week and each subsequent one, one PC can make a Research or Notice check to detect the intruder, and then it can be caught, expelled or destroyed as a Quick Encounter. Every time the intruder is not detected or neutralised, it alternately costs 1 Crew and 1 Morale.

12+: Gellar Field Failure. The worst case scenario—the ship suffers a Boarding Action as warp entities swarm on board. The daemons have a Battle skill of d10, and infinite Morale and Crew. The Boarding Action can only be escaped by a PC making a Warpcraft or Piloting check at -2 to make an emergency entry back into real space, which immediately stops the Boarding Action. This will dump the ship back into interstellar space, and a Warpcraft check at -2 must be made. If failed, the voyage cannot be attempted again for the next 1d4 weeks by the same route.



Emergency Exit:

If the Piloting check to exit the Warp is failed, something goes wrong with the translation. Choose a result from (or similar to) the ones below, or roll 1d8.

1: The ship arrives on target, but emits a tremendous flare of light and warp energy, which will be detected by any sensor arrays and psykers in the destination system.

2: The exit point is in interstellar space, and a new Warp journey (which is of Quick duration) will be necessary to complete the trip.

3: The exit point is further from the star than intended, requiring an additional +1d4 weeks to reach the destination.

4: The exit point is in a hazardous region--near a pirate lair or enemy stronghold, within an asteroid field, etc.

5: The exit point is dangerously close to a planet, moon or star, and emergency maneuvers must be engaged to prevent destruction.

6: The ship emerges carrying a stowaway from the Warp somewhere on board. This could be a crewman possessed by a daemon, implanted with Psychneuein eggs or seduced by the corrupting influence of the Chaos Gods, or it may be a Warp-travelling alien such as an Enslaver, Vampire or Astral Spectre. This may not be apparent for some time, but will be a problem in the future.

7: The translation is tumultuous, and the ship rolls on the Critical Damage table as it arrives.

8: The ship is subject to temporal flux, appearing an additional 3d6 months after it should have arrived, though no subjective time passes for the crew. If two or more of the dice show the same number, the ship arrives that many months earlier, potentially arriving before it left! How this can be is best left to madmen and Inquisitors of the Ordo Kronos to ponder on.
This message was last edited by the GM at 22:31, Wed 10 Nov 2021.
GM
GM, 38 posts
Wed 10 Nov 2021
at 22:26
  • msg #8

Ship Record Sheet


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