Building a Starship

+ ADMINISTRATUM SANCTIONED HULLS +

Transports
Hull Class
Speed
Detection
Armour
Space
Maneuverability
Hull Integrity
Turret Rating
Ship Points
Weapon Capacity
Miscellaneous
Carrack-Class Transport
4
+10%
15
38
-5%
45
1
25
2 Dorsal
Cargo Hauler: The Hull comes pre-equipped with one Main Cargo Hold Component. The space has already been paid for but you must provide 2 power to use the component.
Goliath-Class Factory Ship
3
+4%
14
40
-10%
50
1
25
1 Dorsal, 1 Port, 1 Starboard
Cargo Hauler: The Hull comes pre-equipped with one Main Cargo Hold Component. The space has already been paid for but you must provide 2 power to use the component.

Plasma Refinery:

Powered by Stars: If the Goliath harvests fuel once per year its plasma drive generates +10 Power.
Jericho-Class Pilgrim Vessel
3
+5%
12
45
-10%
50
1
20
1 Prow, 1 Port, 1 Starboard
Cargo Hauler: The Hull comes pre-equipped with one Main Cargo Hold Component. The space has already been paid for but you must provide 2 power to use the component.
Loki-Class Q-Ship
4
+10%
13
45
-5%
40
1
21
Dorsal 1, Prow 1
Cargo Hauler: The Hull comes pre-equipped with one Main Cargo Hold Component. The space has already been paid for but you must provide 2 power to use the component.

Hidden Predator: The ship automatically gains the Wolf in Sheep’s Clothing past history.
Orion-Class Star Clipper
10
+10%
12
40
+25%
35
1
25
1 Dorsal, 1 Keel
Cargo Hauler: The Hull comes pre-equipped with one Main Cargo Hold Component. The space has already been paid for but you must provide 2 power to use the component.

Fast Ship: You cannot equip this ship with components that increase its armor.
Universe-Class Mass Conveyer
2
+5%
12
94
-20%
65
1
45
1 Dorsal, 1 Port, 1 Starboard
Cargo Hauler: The Hull comes pre-equipped with four Main Cargo Hold Components. The space has already been paid for but you must provide 8 power to use the components.

Oversized Monstrosity: This vessel’s speed may not be increased by components.

Secondary Power Generatorum: Unique component that provides +10 Power.
Vagabond-Class Merchant Trader
4
+10%
13
40
-5%
40
1
20
1 Dorsal, 1 Prow
Cargo Hauler: The Hull comes pre-equipped with one Main Cargo Hold Component. The space has already been paid for but you must provide 2 power to use the component.

Raiders
Hull Class
Speed
Detection
Armour
Space
Maneuverability
Hull Integrity
Turret Rating
Ship Points
Weapon Capacity
Miscellaneous
Cobra-Class Destroyer
10
+10%
15
35
+30%
30
1
30
Dorsal 1, Prow 1

Hazeroth-Class Privateer
10
+12%
14
35
+23%
32
1
30
Dorsal1, Prow 1

Havoc-Class Merchant Raider
9
+10%
16
40
+25%
30
1
35
Dorsal 1, Prow 1

Iconoclast-Class Destroyer
10
+10%
14
32
+25%
28
1
29
Dorsal 2
Easy to Repair: When effecting long term repairs, this ship may repair an additional +2 Hull Integrity if the repairs are successful.
Meritech Shrike-Class Raider
10
+20%
16
35
+25%
30
2
34
Dorsal 1, Prow 1
Advanced Cogitator Linkage: The vessel gains a +5% bonus to all Ballistic Skill Tests to fire the ship’s weaponry.
Viper-Class Scout
11
+25%
14
29
+30%
25
1
27
Dorsal 1

Frigates
Hull Class
Speed
Detection
Armour
Space
Maneuverability
Hull Integrity
Turret Rating
Ship Points
Weapon Capacity
Miscellaneous
Claymore-Class Corvette
8
+12%
17
38
+18%
30
1
38
Dorsal 2

Falchion-Class Escort
8
+14%
18
34
+17%
36
1
42
Prow 1, Dorsal 2

(1 prow slot comes pre-equipped with components.)
Torpedo Specialist: One prow slot comes equipped with a Voss-Pattern torpedo Tube Component. has half the ammunition capacity and must be provided with 1 power.
Firestorm-Class Frigate
7
+15%
18
40
+20%
38
1
41
Dorsal 1, Prow 1

Sword-Class Frigate
8
+15%
18
40
+20%
35
2
40
Dorsal 2

Tempest-Class Strike Frigate
8
+12%
19
42
+18%
36
1
40
Dorsal 2

Turbulent-Class Heavy Frigate
7
+15%
20
42
+18%
40
1
42
Dorsal 2
Antiquated Communications: All Command tests aboard a Turbulent suffer a -5% penalty.

Firey Temprament: Any Plasma drive installed on a Turbulent generates +2 power.

Light Cruisers
Hull Class
Speed
Detection
Armour
Space
Maneuverability
Hull Integrity
Turret Rating
Ship Points
Weapon Capacity
Miscellaneous
Dauntless-Class Light Cruiser
7
+20%
19
60
+15%
60
1
55
Prow 1, Port 1, Starboard 1

Defiant-Class Light Cruiser
6
+15%
20
55
+12%
60
2
58
Prow 1, Port 1, Starboard 1

(1 port and 1 Starboard come pre-equipped with components.)
Carrier: Comes equipped with 2 Jovian-Class Launch Bays, Must be able to provide them with 1 power each
Endeavour-Class Light Cruiser
6
+15%
20
58
+12%
60
2
57
Prow 2, Port 1, Starboard 1

(1 prow slot comes pre-equipped with components.)
Torpedo Specialist: One prow slot comes equipped with a Voss-Pattern torpedo Tube Component. It must be provided with 1 power.
Lathe-Class Monitor-Cruiser
5
+15%
20
60
+12%
63
1
55
Prow 1, Port1, Starboard 1

Secutor-Class Monitor-Cruiser
5
+15%
20
58
+12%
65
2
58
Dorsal 1, Prow 1, Port 1, Starboard 1
Outfitted For War: Designed Solely for combat, the Secutor-Class Monitor Cruiser can mount “Cruiser Only” Shield Arrays.

Cruiser
Hull Class
Speed
Detection
Armour
Space
Manoeuvrability
Hull Integrity
Turret Rating
Ship Points
Weapon Capacity
Miscellaneous
Ambition-Class Cruiser
6
+15%
17
75
+12%
66
2
57
Prow 1, Port 2, Starboard 2

Conquest-Class Star Galleon
4
+10%
16
56
+5%
65
1
52
Port 2, Starboard 2
Galleon: The Hull comes pre-equipped with two Main Cargo Hold Component. The space has already been paid for but you must provide 4 power to use the component.

Hybrid Vessel: May be equipped with Transport or Cruiser components. However, if the component has both a Transport and Cruiser variant, it must take the Cruiser variant.
Dictator Class Cruiser
5
+18%
20
65
+8%
70
3
63
Prow 1, Port 2, Starboard 2

(1 port and 1 Starboard come pre-equipped with components.)
Carrier Vessel: Comes equipped with 2 Jovian-Class Launch Bays, Must be able to provide them with 1 power each
Lunar-Class Cruiser
5
+10%
20
75
+10%
70
2
60
Prow 1, Port 2, Starboard 2

Tyrant-Class Cruiser
5
+10%
20
77
+10%
70
2
61
Prow 1, Port 2, Starboard 2

Battlecruisers
Hull Class
Speed
Detection
Armour
Space
Manoeurability
Hull Integrity
Turret Rating
Ship Points
Weapon Capacity
Miscellaneous
Armageddon-Class Battlecruiser
5
+10%
20
73
+10%
70
2
63
Prow 1, Port 2, Starboard 2, Dorsal 1
Battlecruiser: This ship can use “Cruiser Only” Components.

Cramped: This ship can only stock three months worth of food and supplies rather than the normal six.
Chalice-Class Battlecruiser
6
+10%
19
75
+10%
70
2
63
Prow 1, Port 2, Starboard 2, Dorsal 1
Additional Plasma Conduits: Any Plasma Drive installed on this ship increases its power by +4. However, every time a chalice takes a critical hit, there is a 25% chance it suffers an additional Fire! Critical Hit as well.

Battlecruiser: This ship can use “Cruiser Only” Components.
Mars-Class Battlecruiser
5
+10%
20 (24 Prow)
54
+10%
70
2
71
Prow 1, Port 2, Starboard 2, Dorsal 1

(1 Port, 1 Starboard, 1 Prow slot comes Pre-Equipped with components)
Battlecruiser: This ship can use “Cruiser Only” Components.

Carrier: Comes equipped with 2 Jovian-Class Launch Bays, Must be able to provide them with 1 power each

Inherent Warship: Comes equipped with 1 prow Mars-Class Nova Cannon and an Armored Prow Component.
Overlord-Class Battlecruiser
5
+10%
20
78
+10%
70
2
64
Prow 1, Port 2, Starboard 2, Dorsal 1
Battlecruiser: This ship can use “Cruiser Only” Components.

Grand Cruisers
Hull Class
Speed
Detection
Armour
Space
Manoeverability
Hull Integrity
Turret Rating
Ship Points
Weapon Capacity
Miscellaneous
Avenger-Class Grand Cruiser
5
+10%
21
90
+5%
90
3
70
Port 3, Starboard 3
Grand Cruiser: This ship can use “Cruiser Only” Components.
Exorcist-Class Grand Cruiser
4
+9%
20
80
+4%
85
3
71
Port 3, Starboard 3 (1 Port and 1 Starboard Slot come Pre-equipped)
Grand Cruiser: This ship can use “Cruiser Only” Components.

Carrier: Comes equipped with 2 Jovian-Class Launch Bays, Must be able to provide them with 1 power each
Repulsive-Class Grand Cruiser
5
+10%
19
90
+8%
85
3
69
Port 2, Starboard, 2, Dorsal 1, Prow 1
Ancient Grand Cruiser: This vessel may not gain any Components that increase the ship’s armor.

Cursed: All navigation tests carried out by the ship’s Navigator during warp travel take a -10 penalty

Grand Cruiser: This ship can use “Cruiser Only” Components.

Machine Spirit Oddities and Past Histories
Die Roll (1d20)
Machine Spirit Oddity
Past History
1
Nose for Trouble: 5% to Detection, -1 to Armor, Occasionally the crew may find themselves in fights they may have wanted to avoid.
Reliquary of Mars: Must select 1 Archaeotech Component. / -20% to repair the ship / Mechanicus may view the vessel as Holy.
2
Blasphemous Tendencies: Navigation tests to steer the ship through the warp are at +15%, while aboard all WP tests are at -5%.
Haunted: -10 Morale / +6% Detection / Enemy boarders suffer -5% to Hit and Run and Boarding Actions.
3
Martial Hubris: +5% on BS tests, -15% on Pilot [Space Craft] tests made to escape combat.
Emissary of the Imperator: Characters from this vessel make Intimidation checks at +15% / All other interaction checks are at -5% / This bonus only applies if the character’s vessel allegiance is known.
4
Rebellious: During 1 space combat per game session, 1 randomly selected component becomes unpowered until repaired. / Whenever the ship suffers a critical hit, on an 8
the effect is ignored.
Wolf in Sheep’s Clothing: Three components on the ship appear differently on scans for -2 power.
5
Stoic: -1 Profit Factor From Endeavors / When a component becomes unpowered or damaged, on a 7+ the ship ignores the damage.
Turbulent Past: -20% to interactions with a group and +20% with a naturally opposed group.
6
Skittish: In combat -1 Speed. When not in danger reduce the travel time by 1d5 weeks (Min 1)
Death Cult: -8 Population / All sources of morale loss are reduced by 2 / Officers and Crew will have to deal warily with the death cult.
7
Wrothful: In combat +1 Speed, +7% Maneouvrability / Out of combat -1 speed and -5% to Detection and Manoeuvrabiliity
Wrested From a Space Hulk: +1 Armor / +1 Speed / +3% Manoeuverability/ Roll twice and pick worse of misfortune rolls.
8
Resolute: -1 Speed / +3 Hull Points / +10% to repair tests.
Temperamental Warp Engine: Each time the ship enters the warp roll 1d10. On a 1-6 the journey takes an additional 1d5 weeks of time. On a 7-10, the Journey takes 1d5 fewer weeks and can go into negatives. Every now and again the ship will appear unexpectedly in another destination entirely.
9
Adventurous: When participating in an endeavor the ship gains +10% Detection, when not in an endeavor -10%
Finances in Arrears: Endeavors take 50 more achievement points / Financer will sometimes request missions be run but can also provide support.
10
Ancient and Wise: -4 Hull Integrity / +10% to Manoeuvre.
Xenophilius: When constructing the ship you may select 1 xenos component. Rolls to repair the ship are at -30% unless the character attempting repairs has Forbidden Lore: (Xenos) / in which case the penalty is -10%.
11
Righteous Anger: This ship has a long history of fighting a particular group or species. In combat with that species the ship’s machine spirit comes alive, weapons augers focus in on their targets with ease, and the systems run smoother than they ever do, bolstering the crew and encouraging them to fight on.

Choose one group or species. When engaged against this foe the ship is at +5% ballistic skill to hit and gains +10 Morale.
Hyper-Charged Engines: The power conduits of this ship have been routed and re-routed to provide the engines with a substantial boost in power, however the increased power requirements makes using the weapons systems problematic.

The ship Gains a +10% bonus with the Adjust Speed, Adjust Speed and Bearing, and Flank Speed! extended actions and never suffers engine damage on a failure. However, each time a weapons component is fired, roll a d10. On a 1 the component becomes unpowered.
12
Mother Hen: Ship crews often refer to their vessels as “she”. In the case of this ship, the moniker is particularly apt. The machine spirit is fiercely protective of this ship and will frequently take action to protect its charges, cutting away from enemy fire at the last second and even parting the veils of the immaterium for the crew. However, the ship is somewhat overprotective and will occasionally hide things from the crew that it deems dangerous.

The ship itself may perform the Evasive Maneuvers maneuver action on its own with a crew rating of 40. In addition, the Perception test for a navigator to exit the warp is considered challenging (+0%) rather than Diffuccult (-20%). When conducting auspex scans there is a 1 in 10 chance that something that might be dangerous to the ship’s crew will simply not appear on auspex returns, sometimes until too late.
Fleet Support Vessel: The vast battlefleets of the Imperium require constant resupply and repair. Sometimes however, the fleets cannot make port for months or even years at a time. In these cases some ships are retrofitted with automated foundries that can produce ordinance and repair parts for the fleets on long deployments. These ships are particularly prized by Rogue Traders as they enable them to produce just the right thing at just the right time.

This ship comes equipped with the “Automated Foundary” component. This takes no space, requires 2 power and provides the following bonuses: +25 Achievement points to Military, Trade, Crime, and Exploration Objectives. In addition, if provided with raw materials, the component may be used to produce extra repair supplies and ordinance such as torpedoes or macrocannon shells.
13
Newborn: Sometimes, a ship’s machine spirit becomes corrupted or damaged and must be removed from its body. Often these “soulless” vehicles and equipment are destroyed. A starship however, is far too valuable to be abandoned in this situation. The Mechanicus holds the secret to birthing new machine spirits and does so with great ceremony and care. These newborn machine spirits take a good deal of time to get acquainted with their new body, causing minor glitches with thrusters and weapons systems, but the Machine Spirit learns eagerly and runs fast. These ships are prized as they can even be taught over the course of time.

-5% to BS and Maneouvrability as it gets used to its new body. However, it learns eagerly and runs fast, Gaining +1 Speed and the ability to perform the Focused Augury extended action on its own with a Crew Rating of 40.

After 10 Endeavors are completed by the crew, the GM should look back and evaluate how the Explorers have used their ship. Then consider assigning them a new machine spirit oddity based upon what lessons they have been teaching their ship.
Wartime Comraderie: Normally imperial gun crews are compedative and insular lots. However, on this ship, the crews rivalry has blossamed into a sense of comraderie and friendship. The crews will send extra men to help out the macro batteries in a pinch.

This ship may refrain from firing one weapon component and divert the crew from that component to a macrobattery component, increasing its strength by 2 for this strategic phase.
14
Narcissist: +5% to all stats if it is the largest or prettiest ship in the fleet.
Gun Deck Rivalry: The gun crews of imperial vessels are a notoriously competitive bunch. However, on this vessel the gun crews have taken it to a new level. Each gun crew will attempt to outdo the others.

The first weapons component fired in a turn suffers a -5% to hit. If this attack misses then the other weapons components may be fired as usual. However, if it hits, each subsequent weapon system gains a +5% bonus to hit.
15
Insane: Sometimes in the course of their lives, starships will suffer so significant a shock

When the crew begins an endeavor roll 1d10 twice. The first result is a bonus to the ship’s statistics. The second is a penalty to the ship’s statistics. Re-roll the second die if you achieve the same result. Significant Shocks can cause this to be re-rolled. (Events such as being forced into warp space, being ambushed, taking significant damage, etc.)

1: Speed +2 / -2
2: Manuverability +10% / -10%
3: Detection + 10% / -10%
4: Armor +2 / -2
5: Turrets +1 / -1
6: Hull Integrity +6 / -6
7: Weapon Range +2 / -2
8: Weapon Damage +2/-2
9: Power +5 / -5
10: Player’s Choice / Gm’s Choice
Primitive Construction: Many ship templates are simple enough that the majority of the ships hull can be laid down at primitive worlds, agri-worlds, and industrial worlds normally unable to muster the expertise to construct a capital ship. The simple construction used to make these ships results in extremely sturdy vessels that routinely have trouble acquiring accurate readings from their Auspex arrays.

A ship with this history suffers a -5% to its Detection rating. However, components that increase the ships armor or hull points take one less space per component than usual.
16
Loquacious: Each PC aboard the ship gains the Foresight Talent while aboard ship. When forced into a situation they did not expect however, all tests aboard ship suffer a -5% penalty.
A Mighty Fortress: This ship was designed from the keel up to be defended against invaders. It has multiple strong points and kill zones built into its superstructure. When defending against a hit and run action or aplicable test gain +10% but -1 space for the difficulty of working around the defences.
17
Faithful: This ship serves the God emperor to the best of it’s ability. The interior of the ship is covered in frescos, paintings, statues and other signs of devotion to the God emperor. It eases the work of the faithful but balks when heresy of any kind enters it. +5 morale permanently and -1 morale lost from combat damage, but -1 profit factor if dealing with anything heretical and -10 morale if zenos or chaos freely on board.

18

19

20
Player’s Choice
Player’s Choice
Starship Background Packages

Background Package
Hull Type
SP
Benefit
Planet-Bound For Millenia
All
3
Dreams of Distant Worlds: 10% Manuverability while within 5 VU of a planet.
Gravity’s Harsh Embrace: Decrease Hull integrity by 1d5-1 for (F/T/R) and 1d5 for (LC/C)
Lost Relics of the Past: This ship begins play with a modified drive. It may also be equipped with one additional archaeotech component.
Reaver of the Unbeholden Reaches
T / R / F
2
Pirate Vessel: -10% to social interaction tests provided the targets know what vessel they hail from.
Self-Reliant: When this vessel affects long term repairs they repair 1d10
5 points of hull integrity.
Strike and Fade: All silent running tests gain a 10% bonus.
Thulian Explorator Vessel
F / LC / C
1
Explorator Augury: +10% Detection, +50 Achievement points for Exploration Objectives.
Rerouted Power: -1 Speed / -5% Manoeuvreability
Wealth of Ancient Tech Vaults: Has access to, and must be equipped with one archaeotech component.
Vessel of the Fleet
All but Transports
1/2
Duty Unto Death: While crippled the ship’s captain may make a Command (
0%) Test. If successful, the ship does not suffer the effects of being crippled on the following turn.
His Word Obeyed: Any crewmember who makes a Command Test aboard this ship gains a +10% bonus.
Implacable Foe (1 SP): All crewmembers gain Enemy (Imperial Navy)
Steadfast Allly (2 SP): All crewmembers gain Good Reputation (Imperial Navy)

Starship Components

Essential Components
Supplemental Components
Weapons Components
Archaeotech and Xenotech Components
Ship Upgrades

Building a Starship

The Murder of Crows Skampaw