Contains all ship hulls and components from Rogue Trader. Using Rogue Trader Errata 1.1.
The sections called Core are from the Rogue Trader core rulebook. Abbreviation is RTC.
The sections called ITS are from Into the Storm. Abbreviation is ITS.
The sections called Expanse are from Lure of the Expanse. Abbreviation is LOE.
The sections called BFK are from Battlefleet Koronus. Abbreviation is BFK.
The sections called Tools of the Trade are from Hostile Acquisitions. Abbreviation is HAC.
It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference
Keyword Reference
Additional Plasma Conduits (X) The vessel has many heavy plasma conduits. Increase power generated by X. However, with every Critical Hit suffered, there is a 25% chance of the Fire! Critical Hit as well.
Advanced Cogitator Linkage Gain +5 to fire the ship's weaponry.
Ancient Grand Cruiser May not gain any components that increase armor.
Antiquated Communications All Command Tests made on a vessel with this quality suffer a -5 penalty.
Battlecruiser/Grand Cruiser May mount "Cruiser Only" components.
Beam Dispersion Effect When firing at targets over 20 VU's away, decrease damage to 1d10.
Broadside Must be equipped in a port or starboard slot.
Cargo Hauler/Galleon (X) Vessel designed for transporting goods. Hull comes pre-equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the ship is constructed it must be able to provide Power for each Component.
Carrier (X)
Core Architecture This component is always revealed with Active Augery.
Cramped The ship is very cramped, and there is little room for supplies. May only stock three months worth of supplies instead of six, before including any components that add to this.
Cursed All Navigation checks carried out by the Navigator suffer a -10.
Death from Above
Destructive If this weapon generates a Critical Hit, add 1 to the result.
Easy to Repair (X) When making Long-Term Repairs, increase the amount by X for a successful check.
Enhanced Magnetic Coils Torpedoes launched from this tube gain +2 Speed for their first turn. They return to normal after this.
Energy Field The security hatches must be open during the Strategic Turn it is used. If this Component loses power while they are open, it becomes Depressurized as well.
External Component doesn't require any hull space. Can only be destroyed or damaged by a Critical Hit.
Fast Ship Due to the ship's carefully balanced nature, it cannot have Components that increase it's Armor.
Fiery Temperament (X) Any plasma drive installed on a vessel with this trait increases its output by X.
Heavy Weapon May only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser or larger, in which case it may be mounted in a Dorsal Slot as well. In Prow slots, it may only fire forward.
Hybrid Vessel May be equipped with Transport or Cruiser Components. If a Component exists in both varieties, the Cruiser variant must be chosen.
Ionic Blast Never causes Critical Hits, nor do they deal damage to Hull Integrity. May only be combined in a salvo with weapons that share this quality.
Inferno Whenever this weapon inflicts a Critical Hit, it is automatically Fire! Critical.
Inherent Warship (X) This ship comes pre-equipped with certain components which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.
Jury-Rigged Reduce the speed of Attack Craft exiting the bay by 2 on the turn they are launched. Any craft attempting to land in combat must make a check to land safely. Outside of combat, it simply takes half an hour per squadron.
Labor Intensive Weapon may only be fired every other turn.
Overheating Systems For every five degrees of failure when firing, the vessel suffers a Critical Hit. If a specific Component is affected, it's automatically this Component.
Oversized Monstrosity This vessel's conventional Speed may not be increased by any component. If it would be, simply ignore the effect.
Penetrator Rounds (X) Ignore X armor when calculating damage done in a salvo involving this weapon.
Plasma Refinery This vessel comes pre-equipped with a unique component, the Plasma Refinery. The use of this component is detailed on page 30 of Battlefleet Koronus.
Powered by the Stars Provided a vessel equipped with a Plasma Refinery harvests from a star once a year, it gains +10 power.
Reliable Construction (X) If this component becomes damaged, depressurized, or suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On X or greater, it is ignored.
Retrofit May be used to replace a Main Cargo Hold on a transport. Only one may be used, and it does not take a Weapon Capacity slot.
Comes pre-equipped with X number of Jovian-class Landing Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may not be removed. Enough power must be supplied for them, but Space is already accounted for.
May only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Intimidate ground targets. Gain 50 Achievement points if used in a Military Objective against the planet. When used as part of a planetary bombardment, double the affected area, add 20 to the damage done to large units, and 10 to individuals and vehicles.
Secondary Power Genetorium This vessel comes pre-equipped with a unique component, a Secondary Power Genetorium. Space has already been accounted for, and it provides +10 power to the primary reactor.
Self Propelled Warhead Before firing this weapon, the option is available to increase Range by 2, but decrease damage to 1d10+1.
Short the Flow For every five damage inflicted that exceeds the target's Void Shields, one randomly selected Component on the target ship becomes Unpowered. This ignores Armor.
Small Weapon May be installed on Dorsal and Keel Weapon Slots on vessels of frigate sized or smaller.
Structural Impact Reduce Hull Integrity and Maneuverability permanently by 5.
Terminal Penetration (X) Re-roll damage dice lower than X. The re-roll stands.
Torpedo Specialist [X]
Vaporization When this Weapon rolls a 1 or 2 on the Critical Hit Chart, it affects two components instead of one Versatile Gain +5 to the opposed Command Test made to resolve boarding actions.
Volatile If this Component is Damaged or Destroyed while Torpedoes are loaded in its tubes, there is a 10% chance of it exploding. If this occurs, the Component is automatically destroyed and the ship suffers 2d5 damage directly to Hull Integrity.
Craftsmanship, Components SP Modifier Morale Modifier
A Prow slot is occupied by a Voss-Pattern Torpedo Tube Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, multiply the munitions storage by this value to determine maximum number of torpedoes.
It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference
The vessel has many heavy plasma conduits. Increase power generated by X. However, with every Critical Hit suffered, there is a 25% chance of the Fire! Critical Hit as well.
All Command Tests made on a vessel with this quality suffer a -5 penalty.
When firing at targets over 20 VU's away, decrease damage to 1d10.
Vessel designed for transporting goods. Hull comes pre-equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the ship is constructed it must be able to provide Power for each Component.
The ship is very cramped, and there is little room for supplies. May only stock three months worth of supplies instead of six, before including any components that add to this.
When making Long-Term Repairs, increase the amount by X for a successful check.
Torpedoes launched from this tube gain +2 Speed for their first turn. They return to normal after this.
The security hatches must be open during the Strategic Turn it is used. If this Component loses power while they are open, it becomes Depressurized as well.
Component doesn't require any hull space. Can only be destroyed or damaged by a Critical Hit.
Due to the ship's carefully balanced nature, it cannot have Components that increase it's Armor.
Any plasma drive installed on a vessel with this trait increases its output by X.
May only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser or larger, in which case it may be mounted in a Dorsal Slot as well. In Prow slots, it may only fire forward.
May be equipped with Transport or Cruiser Components. If a Component exists in both varieties, the Cruiser variant must be chosen.
Never causes Critical Hits, nor do they deal damage to Hull Integrity. May only be combined in a salvo with weapons that share this quality.
Whenever this weapon inflicts a Critical Hit, it is automatically Fire! Critical.
This ship comes pre-equipped with certain components which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.
Reduce the speed of Attack Craft exiting the bay by 2 on the turn they are launched. Any craft attempting to land in combat must make a check to land safely. Outside of combat, it simply takes half an hour per squadron.
For every five degrees of failure when firing, the vessel suffers a Critical Hit. If a specific Component is affected, it's automatically this Component.
This vessel's conventional Speed may not be increased by any component. If it would be, simply ignore the effect.
Ignore X armor when calculating damage done in a salvo involving this weapon.
This vessel comes pre-equipped with a unique component, the Plasma Refinery. The use of this component is detailed on page 30 of Battlefleet Koronus.
Provided a vessel equipped with a Plasma Refinery harvests from a star once a year, it gains +10 power.
If this component becomes damaged, depressurized, or suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On X or greater, it is ignored.
May be used to replace a Main Cargo Hold on a transport. Only one may be used, and it does not take a Weapon Capacity slot.
Comes pre-equipped with X number of Jovian-class Landing Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may not be removed. Enough power must be supplied for them, but Space is already accounted for.
May only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Intimidate ground targets. Gain 50 Achievement points if used in a Military Objective against the planet. When used as part of a planetary bombardment, double the affected area, add 20 to the damage done to large units, and 10 to individuals and vehicles.
This vessel comes pre-equipped with a unique component, a Secondary Power Genetorium. Space has already been accounted for, and it provides +10 power to the primary reactor.
Before firing this weapon, the option is available to increase Range by 2, but decrease damage to 1d10+1.
For every five damage inflicted that exceeds the target's Void Shields, one randomly selected Component on the target ship becomes Unpowered. This ignores Armor.
May be installed on Dorsal and Keel Weapon Slots on vessels of frigate sized or smaller.
When this Weapon rolls a 1 or 2 on the Critical Hit Chart, it affects two components instead of one Gain +5 to the opposed Command Test made to resolve boarding actions.
If this Component is Damaged or Destroyed while Torpedoes are loaded in its tubes, there is a 10% chance of it exploding. If this occurs, the Component is automatically destroyed and the ship suffers 2d5 damage directly to Hull Integrity.
Power Mod Space Mod
1* or -1 -1
1* or -1 -1
0 0
-2* or 1 +1
Strength Mod Damage Mod Crit Mod Range Mod Power Mod Space Mod
+1 +1 -1 +1 1* or -1 -1
0 +1 0 +1 1* or -1 -1
0 0 0 0 0 0
-1 -1 +1 -1 -2* or 1 +1
A Prow slot is occupied by a Voss-Pattern Torpedo Tube Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, multiply the munitions storage by this value to determine maximum number of torpedoes.
The vessel has many heavy plasma conduits. Increase power generated by X. However, with every Critical Hit suffered, there is a 25% chance of the Fire! Critical Hit as well.
Vessel designed for transporting goods. Hull comes pre-equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the ship is constructed it must be able to provide Power for each Component.
The ship is very cramped, and there is little room for supplies. May only stock three months worth of supplies instead of six, before including any components that add to this.
May only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser or larger, in which case it may be mounted in a Dorsal Slot as well. In Prow slots, it may only fire forward.
This ship comes pre-equipped with certain components which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.
Reduce the speed of Attack Craft exiting the bay by 2 on the turn they are launched. Any craft attempting to land in combat must make a check to land safely. Outside of combat, it simply takes half an hour per squadron.
Comes pre-equipped with X number of Jovian-class Landing Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may not be
May only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Intimidate ground targets. Gain 50 Achievement points if used in a Military Objective against the planet. When
This vessel comes pre-equipped with a unique component, a Secondary Power Genetorium. Space has already been accounted for, and it provides +10 power to the primary reactor.
If this Component is Damaged or Destroyed while Torpedoes are loaded in its tubes, there is a 10% chance of it exploding. If this occurs, the Component is automatically destroyed and the ship suffers 2d5 damage directly to Hull Integrity.
A Prow slot is occupied by a Voss-Pattern Torpedo Tube Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, multiply the